Interstellar Marines is a video game unlike any on the market. The designers at Zero Point Software are.
Interstellar Marines | |
---|---|
Developer(s) | Zero Point Software |
Publisher(s) | Zero Point Software |
Director(s) | Kim Haar Jørgensen |
Producer(s) | Paul Allen |
Writer(s) | Kim Haar Jørgensen, Jacob Smith (story)[1] |
Composer(s) | Nicolai Grønborg |
Engine | Unity 5 |
Platform(s) | Microsoft Windows, OS X, Linux |
Release | TBD (Early Access)[2] |
Genre(s) | First-person shooter, Action role-playing, Tactical shooter |
Mode(s) | Single-player, Co-op, Multiplayer |
Interstellar Marines is a science fictionfirst-person shooter video game being developed by indie studio Zero Point Software. It was added to Steam Greenlight on 3 September 2012[3] and later released on Steam Early Access on July 2, 2013.[4] Updates are generally released every six to eight weeks with some larger sprints.
Interstellar Marines is being developed in four acts, formerly planned as individual titles. The first act, code-named 'Prologue', is currently in development and takes place in a future military training facility that will stage multiplayer, single-player, and cooperative training scenarios. Multiplayer was the first feature of Prologue to be built, doubling as both a tech foundation for future co-op missions and as a playable Early Access release on Steam. The first co-op mission, titled The NeuroGen Incident, was released on September 26 which built much of the technology needed for future co-op campaigns.
The three acts after Prologue, collectively titled the 'Trilogy', will be narrative-driven campaigns spanning a continuous story arc set in 'a realistic and unpredictable future where first contact with another sentient species is slowly becoming reality.'[5] The campaigns will support single-player and up to four players in drop-in/drop-out co-op. Minions paradise characters. Zero Point Software claims that their co-op campaign will feature tactical game-play, role-playing elements, open-ended level design, and a compelling sci-fi storyline.[6] It claims to pay homage to old-school tactical first person shooters like Rainbow Six 3: Raven Shield and cites System Shock 2 and Deus Ex for their action RPG elements and open-ended levels, as well as Half-Life for its first person narrative-driven storytelling.[7]
As of Update 10, game-play is mainly multiplayer and revolves around the Team Domination game mode, which was introduced in Update 6.[8] Team Domination is a dynamic game mode where teams have to control a zone within the map. The zone moves on a regular basis during the match, forcing both teams to use different parts of the level. On some maps, such as Elevation and Colony, various parts of the map also move during the game.[9] A crouch and cover system for tactical movement which was introduced in Update 10.[10]
Prior to releasing on Steam's Early Access,[4] Zero Point Software released playable demos in order to demonstrate how development was progressing. Four demos were released on their website:
Interstellar Marines had a working title of Project IM and development began in May 2005. It was announced in November 2005 and was described by the developers as 'a AAA, FPS, sci-fi, action and adventure game.' It was initially planned for release on Microsoft Windows, PlayStation 3 and Xbox 360, with the game being built using Epic Games' Unreal Engine software.[17]Interstellar Marines is now being developed using the Unity game engine. Initially the game was funded by players pre-ordering and an external investor, removing the need for publisher backing whilst attempting to produce a game of higher quality than is typically released by independent developers.[18]
Interstellar Marines was later greenlit on Steam Greenlight and released on Steam Early Access.[19] Microsoft Windows, OS X and Linux versions are available from Steam for digital download.
Zero Point Software called their early crowdfunding system 'AAA Indie'.[20][21] The strategy relied on fans of a game pre-ordering while the game is still deep in development. In exchange the gaming company (while not required to do anything) allows pre-ordering members to either play specific demos of the game or allows the community access to the current game build in its entirety.[22] This method of crowd funding was almost completely superseded by the launch of the game on Steam Early Access.
On October 2012, Zero Point Software attempted to do a Kickstarter campaign with a $600,000 pledge by November 28, 2012. Their campaign failed to meet its funding goal, with only $157,906 raised from 3,823 backers.[23][24]
The game was released on Steam Early Access on July 2, 2013 in pre-alpha form with content updates aimed for release every 3–6 weeks. The Spearhead Edition costs more than the base game and is designed for users who wish to further support the developers and, in exchange, have their name included in the credits and access digital downloads of artwork and music among other extras.[25] There will be several campaigns released as they are created and they will be made available at no extra cost to all existing owners.[25] The first campaign was planned for release near the end of 2014, however this never materialized.[26]
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Before the end of 2014 if everything goes according to plan you're gonna be able to go two kilometers below the central training stages that you've seen now and you're gonna be up against the carcharodon polemos, the horrific genetically engineered shark creatures, as well as the Titan Walker, and you're gonna be fighting the bastards with three of your friends and SARA's gonna be tracking your progress and we're gonna have a big finale end to the backstory of Interstellar Marines at the end of next year.