![]() ![]() ![]() Pasini: Well, we're basically a very small team composed by 3 guys, two of which share part of the genetic code, Filippo and Michele (they are brothers of course!) From what I'm saying it's clear that I'm the "alien" one between the two brothers. RPS: Tell us a bit about the team - who are you and how did you come to be making Naumachia? By this the players can try and enjoy the game but won't be able to employ all the weapons/ships available to licensed users. However your rank during online matches, will never grow up beyond a certain limit let's say the maximum rank is 5, a free player won't never go beyond 2nd. Pasini: You download the game, install it, register and try it free forever. RPS: Can you explain to us how your "free, but with a license option" payment system will work? If everything goes well, we do not exclude to add single-player campaign in further expansions (maybe playable also in coop with other friends). Pasini: You can play the game offline, trying the various scenarios as a preparation for the multiplayer part, but it will be just a "skirmish" mode, at least for our first release. RPS: Will there be single-player aspects? ![]() So far I found few space titles oriented to combat/action, and even if we are adding a tactical/strategic component to the game, we don't care much about commerce or economy issues, or at least, I'd accept such a gaming style that doesn't punish combat with arguable control/feeling. RPS: A related question - do you feel like space combat games have been neglected in the past few years? To completely fulfill the question, I'd like to add that we also like a lot ship/gear customization, so we can throw in a MechWarrior series style of tuning for the assets available to players (from a simple fighter to a large capital ship). We then had quite a good response from public, it seems that times are mature for a return of the space genre to a more "action" point of view. well I'd say that the combat/action part really sucks, at least for someone like me that enjoyed titles named Freespace, X wing vs Tie fighter and other ones in which combat/dogfight were the focus of the game. Later on, space games had kept moving forward to commerce/RPG gameplay, and each time I try one of these. Pasini: Well, we had to evaluate what type/kind of game we could do ourselves without producing too many assets (we are three guys working on the game) and at the same time, look for a less "common" genre. RPS: Can you tell us a bit about how you came up with the idea of Naumachia? Are there any specific games that influence the design? Some of you might already be familiar with the team's work: they made Half-Life mod, The Specialists. We got in touch with Italian developers AureaSection and Lorenzo Pasini agreed to answer some questions about the upcoming game. Battle Pass redemption applies to one season of Modern Warfare II Battle Pass, or equivalent system, only.Last week we ran a video of an indie space combat game called Naumachia: Space Warfare. ****Battle Pass and Tier Skips, or equivalent versions, will be accessible in Modern Warfare II once the Season 1 Battle Pass, or equivalent system, is made available in game. ***Weapon Vault design limited to Weapon Vault contents at launch. For more details please visit the Call of Duty® FAQ. However, Modern Warfare® (2019) & Warzone™ are not available on Steam. Note: All pre-purchase customers are eligible to receive Ghost Legacy Pack rewards at a later date. **Call of Duty®: Modern Warfare® / Call of Duty®: Warzone TM on PlayStation 4/PlayStation 5 required to redeem Ghost Legacy Pack. *Actual Platform availability and launch date(s) of MP Beta subject to change.
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