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[PC] BattleCry

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[PC] BattleCry

Unread postby Turnus » 28 May 2014 18:56

Official site: http://www.battlecrythegame.com/

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Bethesda Softworks, a ZeniMax Media company, today announced BattleCry, an all-new multiplayer action combat game featuring fast-paced and frenetic 32-player battles under development at BattleCry Studios.

BattleCry is the first project for the studio since it was formed in 2012 with one goal: to create fun, high-quality online experiences for a connected world. Led by long-time industry veteran Rich Vogel, the team at BattleCry Studios is comprised of seasoned developers with decades of experience working on critically-acclaimed action and competitive multiplayer franchises. Together they have created BattleCry– a fun and accessible free-to-play game that amplifies team-based combat by combining visceral brutality, striking art direction and competitive multiplayer action to create a refreshingly new gameplay experience.

Step into a bold, expressive world envisioned by Viktor Antonov (Half-Life 2, Dishonored) where gun powder has been banned following a cataclysmic world war at the dawn of the 20th century. Traditional warfare is now a relic of the past and all conflicts are settled head-on by elite teams of chosen warriors in sanctioned WarZones. Trained and bred for battle they face off for the glory of their nations.

Choose your faction and progress your warrior through the ranks. Each rank unlocks new abilities and effects allowing deep strategic builds for your warrior on every level. Risk life and limb as the powerful Royal Marines or the fearless Cossacks in imaginative WarZones each designed to combine positioning, spacing and verticality to redefine your core combat experience. Fight with transformative melee and ranged weapons that harness iron and energy and eviscerate your opponents with swords that transform into shields, bows that can punch an arrow straight through an armored skull or electrocute your foes with high powered blades crackling with electro-static energy.

"The BattleCry team is happy to unveil the game that bears our studio’s name," said Rich Vogel, president and executive producer at BattleCry Studios. "We have been hard at work to create a fresh experience for gamers that brings together multiplayer action with visually stunning combat and are excited to share details about the game and have people play BattleCry in Bethesda’s booth at E3.”


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Reveal Trailer: https://www.youtube.com/watch?v=AjbY271qrw0
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Unread postby icycalm » 28 May 2014 21:55

Where did you find that announcement? I don't see the text you copy-pasted on the official site.
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Unread postby Turnus » 28 May 2014 22:10

I found the press release on their Facebook page: https://www.facebook.com/BattleCryTheGame

All Games Beta has the complete text: http://www.allgamesbeta.com/2014/05/bet ... -play.html
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Unread postby Turnus » 28 May 2014 23:12

http://www.battlecrythegame.com/en-us/blog1

Rich Vogel wrote:From day one, we wanted the greatest elements of single-player action games like Devil May Cry and God of War – stunning animations and exciting, visceral combat – and planned to bring those features to the world of competitive multiplayer games. We then combined those awesome elements with the rock-solid tenets of competitive design such as the combat loops and time-to-engagement of the best shooters in the world. This combination is ambitious but the challenge has paid off.


PC Gamer preview: http://www.pcgamer.com/previews/battlec ... tion-game/

Evan Lahti wrote:It might’ve been the inexperience of me and the other press playing Battlecry for the first time, but most of the encounters came down to numbers and attrition rather than execution, it felt like. Teammates would swarm, everyone would focus on a single target, and we’d eventually scatter or encounter a group bigger than ours, die, respawn, and repeat. There was very little synergy on display between the classes, and no reason that I experienced to pause, wait, communicate, or plan a deliberate attack. Admittedly, only three of the five classes were available to play—the last being the Tech Archer, a ranged specialist.

Uninspiring as this first hands-on was, I ended the demo with some appreciation for how agile characters are in Battlecry. Your base footspeed is a step or two below TF2’s Scout, and granting everyone with that kind of velocity made for a few fun pursuits and evasions during my demo. Something this speed seemed to undermine, though, was the sense of flow and permanence to the match—because everyone could move so quickly, there was never any sense of a frontline or progress to our matches, just dozens of players scrambling around the open, unobstructed maps to find each other, mash their abilities, and search for more targets.


Eurogamer preview: http://www.eurogamer.net/articles/2014- ... ction-game

Dan Whitehead wrote:Characters are fairly nimble. Not quite as agile as Titanfall's wall-running pilots, but certainly capable of more vertical movement than most multiplayer protagonists. Of particular note is the proliferation of grapple points across the map, offering quick routes up and down the game's structures.

We're given access to Fracture, a map set in a ruined mining town in Northern England, for a few rounds of team deathmatch. Movement is certainly action-game slick, but finding the pulse of the game's curious take on melee fighting takes time. There doesn't appear to be much nuance, or indeed much skill, involved in getting a kill. Encounters tend to involve everyone running at each other, hacking and slashing away with no real accuracy or strategy. That's almost certainly down to the inexperience of the assembled journalists playing, but nor is it obvious where tactics for deeper play would grow from. With only one player class that can block - the Enforcer - it seems inevitable that battle will tend towards chaotic scrums.
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