Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025 Январь 2026 Февраль 2026 Март 2026 Апрель 2026
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
21
22
23
24
25
26
27
28
29
30
Game News |

'I'm not a big fan of survival games,' says director of 2024's best survival game

My last few weeks with Abiotic Factor have been a cure for survival crafting burnout. I thought I'd never want to look at another crafting bench again, but it turns out, all I really needed was a genuinely fresh perspective on survival crafting to get on board. What first drew me in was Abiotic's setting, a post-disaster underground lab inspired by Half-Life's Black Mesa facility.

We didn't want to have a lot of meters, we wanted to have feelings.

Geoff "Zag" Keene

You won't find choppable trees in the cold, echoing halls of the Gate Cascade Research Facility. You can't forage for berries or build a log cabin, but you can spend your last dollar on a vending machine root beer and smash up a CRT monitor for its useful innards. You don't play as a blank slate or seasoned survivalist—you're a schlubby scientist with no idea what they're up against, a fact you're reminded of every time you vomit up dubious soup, get so sleepy your eyelids narrow, or have to find a bathroom before you have a serious accident in your pants.

For Deep Field games founder Geoff "Zag" Keene, these deep but "simple systems" were crucial to making a survival game that he'd actually like to play, because he's not usually the biggest fan of the genre.

"So I've always had this interest in survival games, but I'm not a big fan of survival games," Keene told PC Gamer in an interview last week. "I play them with friends, but I always find them to be quite grindy and kind of boring."

One of Deep Field's goals early on was to deconstruct the typical loop of so many survival games (chopping down trees, building bases, maintaining them) and only keep the parts they liked.

"I liked the exploration of [survival crafting], I liked the adventure, and I like the roleplay of it too. I like sitting around campfires and chilling with your buds, you know, and I think a lot of games don't promote that a lot," he said. "So that's why sitting is one of our major features in Abiotic Factor. It's actually how you rest and heal in a lot of ways. We wanted to promote that environment."

You have to eat, drink, and rest, but not all that often. When you do take a nap or drop a deuce, a minigame appears to make time pass quicker. You only need to craft tools once and then easily repair them. Keene said his team was inspired by another unorthodox survival game, Project Zomboid, and its "Moodle" system.

(Image credit: Deep Field Games)

"We didn't want to have a lot of meters, we wanted to have feelings," Keene said. "When your character gets sick, you need to figure out why or think back to what you just did to make yourself sick, like eating a raw piece of meat or getting puked on," Keen said. "I really feel quite strongly that the game is better when it tells you less. That's why we don't have meters everywhere."

It does have some meters, though. HUD pop-ups and voice lines will tell you when you're getting hungry or it's time for the toilet, but you can call up a status screen to see meters for your core bodily functions. "It actually took several people on the development team pushing me to get meters even visible in your health screen. I fought both of those, and I lost because ultimately it was the better idea."

Systems shock

Roleplay happens as a matter of course in Abiotic Factor. Beyond the basics you're rewarded with non-obvious buffs for not just surviving, but taking good care of yourself. When you're at your base and away from danger, you get a "Home Sweet Home" rest bonus. Sitting in a chair speeds up healing, as does relaxing by the warmth of a heater. Filling your belly with good soup will slow your hunger with a special "Souper Satisfied" effect, and even minor clothing items like a chef apron keep the wearer from getting dirty with blood and alien guts.

"It's our whole philosophy to make everything matter in the game, down to even the small stuff," Keene said.

These simple simulations pair well with Abiotic Factor's exploration. You're initially dropped in the first floor of the Gate Cascade Research Facility. Near the starting point is a plaza that spokes off toward a handful of different departments. Inching my way through hallways with nothing but a pipe club and crossbow made from a table leg and highlighters often feels like I'm playing a long-lost Half-Life spinoff story, or the Prey 2017 sequel of my dreams.

(Image credit: Deep Field Games)

There's a lot of immersive sim DNA in Abiotic—reading emails, looting desks for valuables, exploiting in-world rules that everything follows—but Keene said he never set out to make an immersive sim.

It's weird that I guess I accidentally made an immersive sim.

Geoff "Zag" Keene

"Until a few years ago, I'd never even heard [the term immersive sim]," he said. "I understand what it means on paper, I understand what games are considered immersive sims, but I never made Abiotic Factor thinking 'This is an immersive sim, definitely.'"

But fans keep telling Keene Abiotic Factor reminds them of their immersive sim favorites. He appreciates the kind comparisons and is starting to embrace the label, intentional or not.

"It's weird that I guess I accidentally made an immersive sim. I'm not sure it was an intentional design act to make it [that way], was more just this is the game I want to play." Abiotic Factor is very much built from the ground up as a game I think would just be fun."

(Image credit: Deep Field Games)

Keene also talked about how Abiotic Factor's unique setting has sometimes backfired when introducing it to players. How do you communicate to survival crafting fans expecting screenshots of forests, dirt, and log cabins that a game about balding scientists in a lab is right up their alley?

"I think some people who are familiar with survival crafting games think, 'I don't understand this game. This is too foreign to me.' So we've definitely had that issue," he said. "It's definitely tricky. It's why we show a lot of crafting in the trailers. It's why we show people smashing stuff and picking up the resources, even though that's kind of boring.

"It's been quite a battle, but it's been a fun battle. It's a creative challenge, I think. And it seems like we've explained well enough to enough people, nearing 300,000 copies now, that they're getting it, so that's really exciting."

Not bad for a survival game that doesn't look like a typical survival game.

(Image credit: Deep Field Games)

There's already a lot to the early access version of Abiotic Factor, and it's only getting bigger. In a month, Deep Field has added cheese-making and walkie talkies that make long-range coordination a breeze. Two more major wings of the facility are set to come before the planned 1.0 launch in late 2024, alongside loads of "goodies" and new secrets. Deep Field's public roadmap is full of stuff I'm eager to get hands on, like the hydro plant sector, jetpacks, laser systems, and more vehicles. But Keene says his team is also looking beyond launch.

"We have our 1.0 goals, but we also have 1.1 goals."



Читайте также

Dave Oshry, CEO of New Blood Interactive, will never uninstall Doom from his PC, and has over 488 hours in Fallout 76: 'It's the best cryptid hunting game'

Mirror's Edge review (2009)

The sequel to flying city-builder Airborne Kingdom just hit 1.0 with a huge update and a 50% discount




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.