Extraction by Splash Damage - Objective based shooter fun! - PAX 2013

Linus Tech Tips ·Linus Tech Tips ·2014-05-07 · 2,383 words · ~11 min read
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0:00 Linus Tech Tips coverage of PAX 2013 is brought to you by Western Digital,
0:04 Intel, and Steel Series. Hey guys, I'm here with Alistair from Splash Damage
0:08 and Chris from Nexon. And I'm going to get them to give me a brief overview and
0:12 a little bit more specifics about the game. Uh, so Extraction is a team-
0:17 based, objective based multiplayer shooter. It's freetoplay, free to win.
0:21 It's set in uh London in about kind of 2018, 2020. It's been irdiated. The
0:25 streets are empty and teams of mercenaries are kind of roaming the
0:28 streets fulfilling contracts. And the contracts generally revolve around uh
0:32 securing uh data cores. So there are shadowy kind of backers out there who
0:35 are either uh want secrets buried or want secrets, you know, recovered and
0:39 they hire these teams of mercenaries or rather they kind of hire you to go out
0:42 there and put together these teams of mercenaries to go out there and take them back. So and that's that's
0:46 represented by uh a really fantastic objective based team-based gameplay. So
0:51 about that objective based, team based gameplay. Um how do you progress through
0:55 a level and how many objectives are you expecting to run into in an average
0:59 level in this game? So it really differs uh kind of map by map. That's one of the
1:03 things we're most excited by is every map is a different experience. So right now you guys have played Camden. You
1:07 probably played about half of that map. There's also a map set all over London.
1:11 So Victoria, White Chapel, Canary Warf, Waterloo, Batisy. Um uh and each map has
1:17 a different set of objectives. So this one uh as I say the half that you played
1:21 involved, you know, uh planting a charge and uh uh you know, hacking a terminal.
1:25 Others involve escorting a kind of EV and extraction vehicle through the streets. Uh you know, erecting or
1:30 destroying barricades. Um so every map's
1:33 a different tactical challenge. Uh requires kind of, you know, a different uh understanding of the map, different
1:37 teamwork. Different team makeups will will do kind of, you know, better or
1:40 worse or require different strategy. So it's really uh exciting to see how the
1:43 dynamic changes kind of uh map to map. Speaking of different team makeups,
1:48 there's different classes in this game. Can you go over those and explain how
1:51 they can augment the different gameplay on defense and offense? Sure. Well, one
1:54 of the things actually that we've we've got away from is is class-based stuff. So, um, and that's that's allowed us a
1:59 lot of freedom to come with some fantastic characters. So, really this is a character-driven game. So, the
2:04 characters still have roles, but um, it's not rigidly adhering to kind of
2:07 class structure. So, uh, that gives us a few really big wins. So, for example, in
2:12 some of some games, you know, you might come to a point where there's an enemy bomb you have to disarm and you get
2:16 there, you you wipe the enemy team and then you're out of luck because you're
2:20 the wrong class and you have to sort of stand there. Um, we didn't want that.
2:24 So, all of our classes can, you know, they can hack, they can disarm, they can plant bombs. They've got different
2:28 strengths and weaknesses. So, for example, Proxy, who you might play today, uh, she's got an engineering
2:32 background. So, her character is, um, particularly fast at hacking,
2:35 particularly fast at disarming and planting, but everyone can have a go. Everyone can try it. And uh that's part
2:39 of the strengths and weaknesses of each character along with you know the weapons they have and the special
2:43 abilities they have whether it's Vaseline's heartbeat sensor or whether
2:46 it's Arty's air strike. So there's no
2:50 rigid adherence to classes. Um it also means that in the kind of full game you
2:54 won't have to you don't have to have a team that that always consists of there
2:58 has to be one medic in the team, there has to be one engineer in the team. No, you just bring in five of your favorite
3:03 characters or you know whatever they may be. Uh the other thing it gives us is it
3:06 frees us up to come up with some really creative kind of character combinations
3:09 because if we want a guy uh because you don't have to have a medic and he
3:13 doesn't always have to have shock paddles and always have to have uh uh medkits. You know, you might have a guy
3:17 who can whatever, I don't know, revive guys at a distance but doesn't have any
3:20 healing packs and uses a scout sniper rifle or something. You know what? You
3:25 couldn't really fit him into a class uh before. You couldn't really pigeon hole them. Um so it lets us create kind of
3:30 crazy characters like that if we want to. So, it's um it's really let us be
3:33 very creative and come up with the most exciting characters that we uh we can in
3:37 terms of how they work on on offense and defense. Um, one of the other really fun
3:41 things about both the characters and the maps is how much uh mastery there is to be had. It's really important to us that
3:46 this is a game that has depth and can be played, you know, really competitively at a high level, but at the same time be
3:50 really easy and fun to pick up. And one of the things that's been great about packs over the last four days is that,
3:54 you know, people have come to it completely fresh and they've been, you know, having a blast. There's lots of
3:58 whooping and hollering and high five and everyone's having a a really good time. They're able to pick out very quickly.
4:02 Now, he definitely has a point with everyone getting psyched and a lot of the communication and high level play
4:06 and all that kind of stuff. My friends and I played in the tournament here and
4:10 one thing we noticed is that it it you can fall behind. Definitely you can fall
4:14 behind. Say you're on the attacking team, but as long as you're able to group back up and get to back together
4:18 on one of those spawn waves, you as long as you have the right communication,
4:22 even if you were doing poorly before, you can come back together, solve that
4:25 objective, hack whatever point you have to do, plant whatever bomb, and still get out there. Now, this is probably
4:30 more for him and sorry for maybe bringing this up, but coming splash
4:33 damage coming from creating Brink. As a Brink player, what would someone expect
4:37 to change when they come to this game? I think one of the biggest changes is this
4:41 move into to a character-based system. So, we're going to have a a ton of
4:45 characters. So, we got about uh you saw five today. Um we probably got about
4:48 2025 ready to go back at the office. So I guess one way to think about it is
4:52 almost um almost that kind of League of Legends or Dota type experience where
4:55 you bring a character who has uh you know there's a lot to learn about that
4:59 character, a lot to master. They have their own strengths and weaknesses. Understanding uh which mixture of
5:04 characters makes for the best team is really important. So that's uh that's a
5:07 big change um for us and it's something that people seem to be really connected
5:10 uh uh you know really connecting with and getting really excited about. Um so
5:14 that's probably one of the biggest changes. The other thing is after Brink
5:17 we created uh a kind of sister company almost called fire team to handle all of
5:20 our online services. So we wanted to make sure we had you know smooth lagfree
5:24 connections great matchmaking all of that stuff was handled uh uh really
5:27 well. So we were kind of looked at other solutions and none of them were quite
5:30 right for us. So we created fire team and not only did they handle all of that
5:33 but one of the reasons that the game's in uh you know even though it's alpha now it's people are having a really good
5:37 fun with it. People are saying it's really polished and we've got some great feedback. Um one of the reasons uh it is
5:42 in that state is because um we have a tool called Echo which gathers uh a kind
5:46 of metrics and telemetry from the games. So what we mean by that is every kind of
5:49 gunshot, every footstep, every cricket back to the face from proxy um is
5:53 recorded even from these matches out there and we use that to balance the
5:56 maps, to balance the characters, to balance the weapons. Um and on top of
6:00 that, we've had um fans able to play the game for a while now. So we started to
6:03 let fans in a kind of inner circle of sort of VIPs. Um they've been playing
6:08 since 12 1212 and they've been giving us uh forum feedback and they've also been
6:12 um of course gathering you know helping us gather these stats definitely. Um so
6:17 balance is incredibly important for us. You know we want this to make we want to
6:20 make sure this is uh a really uh you know competitive game that you can you
6:24 can play at high levels if you want to. We also want to make sure it's really fair. Um Venice is important for a
6:29 couple of reasons. So I think I said at the top you know this is a free-to-play game. It's also a freeto-in game. We
6:34 really want to avoid I say we it's Nex on and splash damage. We're not
6:37 interested in pay to win. You know, we know that that uh a lot of players uh
6:40 you know aren't interested in that. They want a balanced playing field. They just want to have fun. So, you know, we
6:44 haven't even got a storefront in the game yet. We've just been focusing on making a really fun core experience that
6:48 people can get into. And you know, we've got ideas about how we can monetize it, but it's all still, you know, early
6:52 right now. Definitely. And talking bouncing back to the polished comment
6:56 you had. Like I said, I have already played this game more than once and for
7:00 a alpha or even pre-alpha game, it is very polished. which I do have to echo
7:05 that comment that you previously said. Now, to give a throw out to Nexon as
7:08 well, the the free-to-play and free to win motion, that's actually very cool
7:13 because this is a really polished, good-looking, wellplaying game that will
7:17 be free to play. A lot of free-to-play games, especially shooters that people
7:20 run into are not usually that polished on average are not usually that polished
7:25 or not that wellought out. This is a really well thoughtout game. So, how
7:28 exactly is the shop going to work? Well, we haven't really made any decisions at
7:33 all about how the shop will work. Uh, like he said, they haven't even
7:37 programmed in a storefront into a build yet because, you know, with with Nexon,
7:44 we've always tried to make our games free to play, free to win. And with
7:49 this, you know, we took our time looking for the right title, and we wanted to
7:53 make sure that, you know, freeto play has changed a lot, especially in the
7:56 last couple years. And I think players
8:00 are expecting higher quality games, whether they're free or not, than they
8:03 used to. We wanted to make sure that we had a true AAA game. And we looked at a
8:08 lot of different titles. Likewise, Splash Damage looked at a lot of
8:11 different publishers. And uh eventually when the two met, we were like, this is
8:16 a match made in heaven. I mean, we were always really impressed with their with
8:19 their pedigree for giving quality multiplayer shooter experiences. And I
8:24 think I can speak for them saying they were impressed with our pedigree for
8:28 making free-to-play games. So it was just a good fit. And um so right now I
8:33 mean while we are of course looking at at microtransaction options, we're more
8:38 concerned with making the best game we can make. Cool. And then the players
8:42 will enjoy it. And if the players enjoy it, they'll want to pay. Yeah. You know,
8:46 and that but we want to make it a great experience for whether you're a free
8:50 player or a paid player. we want you both to be able to have a great time
8:54 playing the game. That's a great like preemptive statement because they're
8:59 basically saying you won't have to invest anything in this game if you
9:02 don't want to or don't need to. So once you grow an attachment to the game, you
9:06 can deck out your character, you can get skins for different things, I'm assuming. Whatever comes down the line,
9:10 I don't know. I'm just throwing that out there. I hope I didn't break anything. Um, so if you're interested in a
9:16 free-to-play shooter that's well polished and might have some customization options down the future,
9:20 you should definitely check it out. If you like our content on this, if you
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