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Our team was inspired by some big titles like God of War or Horizon Zero Dawn, while we felt it would be great fun to reach the pace of a Devil May Cry and some of the configuration fun of Monster Hunter. So, as you can see, there's been a rich mix of influences that helped us to shape something new and unique that can stand on its own feet.
We have over 150 different active and passive skills that can be looted, purchased, and/or crafted, so I'm sure that there's something in for every playstyle also in the lower tiers. On the other hand, we felt that it'd be great fun to also offer some powerful active skills that can be used when your Momentum bar is fully charged and your actions have massive effects in combat. It was a conscious decision to force players into the offensive, engaging enemies to gather momentum, to use skills, and to gain healing charges. Risk versus reward is a theme that heavily carries over from the Surge games to Atlas Fallen. Once people get familiar with the systems, we're confident that unlocking Essence Stones skills won't be too restricting.
We've interviewed Deck13 Game Director Jan Klose to discuss the studio's genre switch with Atlas Fallen, the game's length, the delay & more.
wccftech.com
Atlas Fallen has three weapon classes, all with different strengths and downsides. Players can equip two of them at a time to combine their specialties and to counter their weaknesses. All these weapons evolve when fighting, as a result hitting harder, growing bigger and stronger. The Dunecleaver for example is a weapon that mainly appears as a hammer, able to pull off area-of-effect strikes and staggering attacks. But it also transforms into a mighty axe and even a scythe. All weapons come with unique special attacks, special combos when using the secondary weapon and attacks that launch players into the air or slam them down on their enemies.
We also have super-powered abilities called Essence Stones. These are a variety of active and passive skills which players are able to freely socket into their combat loadout. They're divided into different categories. We have mighty damage skills that fire projectiles at enemies, summon tornadoes or call down hammers from the sky – why not! But there is also an entire category of stones with the main purpose of messing with the enemies. These so-called Trick stones consist of leaping abilities, stuns, slowdowns and other fun ways to obstruct the world's monsters. The game also offers stones to improve healing, negate damage and accelerate the way Momentum, our core combat resource used to activate these skills, is gained.
Deck13 managing director and Atlas Fallen creative director Jan Klose speaks with GamingBolt about the upcoming action RPG.
gamingbolt.com
Atlas Fallen is set in a distant future where humanity has spread across the galaxy. The player takes on the role of Lynden, a young pilot who gets caught up in a conflict between two factions vying for control over an important mining colony. As they navigate through this dangerous world, they'll encounter fascinating characters and uncover secrets that will change their understanding of what's really at stake.
We wanted to create a universe that felt authentic and lived-in, with complex relationships and political tensions that feel true-to-life. The story reflects our own struggles as artists trying to make something meaningful in an age of corporate greed and environmental destruction.
Get an inside look at the upcoming science fiction game Atlas Fallen with an exclusive interview with the developers, Shayne and Kaelan Dickenson.
gamexguide.com