You’ll blow something up and the debris will interact with the environment and ricochet off walls. We’re able to do very dynamic stuff, and very visually pleasing explosions that go beyond the edge of the screen with real physics interactions. Mikael Haveri: We’ve some really, really cool stuff in Alienation – explosions with smoke plume effects, and next gen effects that you wont have seen before. How will you be refining that art form in Alienation? Housemarque are of course famous for their love of explosions. I’ve got to keep a little air of mystery here! Why would you attack another group? Are there factions involved? Let your mind go crazy and think of different reasons players might start murdering each other. That’s us asking how we can do interesting things with player relations and I’d say there might be some influences from the Souls series in that aspect of the game. And that’s an indicator of the kind of elements we might have in the game. Mikael Haveri: We’re not going into too much detail right now but in the trailer there’s a segment where you see co-op play and then a message that says, “Go rogue”. Can you go into more details on how that influence might manifest itself in the finished game? Then we take a concept we like and try and improve it or put a twist on it.ĭark Souls you say? You’re talking my sort of language Mikael. For example, we play a lot of Dark Souls and Demon Souls, and a lot of different stuff to get inspiration. We happily admit that we do borrow from what we think are some of the greatest games ever, but then we reinvent them in the Housemarque way. So it’s not like we were making Dead Nation and said to ourselves, “Oh, we should do this again… but with aliens!” It was more like, “We’ve got this cool technology – how do we implement it in the best way?”Īnd then we start iterating. Would this work best in a top-down shooter? Or would it be better suited to, say, a platformer? These experiments are the setting point, and then we start implementing those things in different game scenarios. We have our own engine which we’re always upgrading and trying out cool new things – new lighting systems, particle effects, and so on. We start projects by just playing around with tech. Mikael Haveri: We’ve always been a tech-centric company. How far back does the idea for Alienation go? Is it something you’ve wanted to make for some time? Read on to find out a little more about what the brilliant Finnish team has in store. Questions that I wanted answered! So I tracked down Housemarque’s Mikael Haveri after the show in search of a few answers. The launch trailer was predictably splendid, but it also raised plenty of questions. As a huge fan of classic arcade gameplay, it’s great to see the studio back on the scene so quickly after the phenomenal Resogun. On a personal level at least, one of the most pleasing reveals in our Gamescom press briefing last week was a first glimpse at Alienation, the new game Dead Nation creator Housemarque. The Finnish studio goes into more detail on its explosive Gamescom reveal. Alienation Q&A: What to expect from Housemarque’s Resogun follow-up
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