I have always wanted to be a consultant for video game developers. How in the world did you get to where you are? I'd love a video on you and your life's journey.
The tank covered in corpses made me think of something else, camouflage. A tank hiding in a pile of corpses that may be big enough to hide it gives me chills
Oh I didn’t even think of that I think it would be really cool if, instead of burials or conventional camouflage, they just kind of stapled whatever dead bodies are lying around onto the tank, that way they don’t go to waste, provide a bit of protection, can act as short-term rations, and give them camoflauge. If you think about it, a good way to camouflage a tank would be to make it look like a corpse pile, especially somewhere as dark and utterly destroyed as this game.
I didn't realise that until I read this, this world is the most grim depiction of the apocalypse I've ever seen, and I already read, watched and played some really messed up universes.
Anybody seen the movie 'Fury'? Corpses of dead Germans were placed on a WW2 USA M2A Tank and set on fire in a attempt to fool the germans that there was no one inside. The same could be said about your camoflauge Idea.
Same. My internet connection ain't good (as expected from a 3rd world country) and I don't have friends that have a PC I'd love to be able to play this game offline (solo). Makes it much more challenging tbh since no one has my back. It'll make me sweat more and be more alert and aware of my surroundings
Printed and unoccupied. Big, empty, AI generated cities built for nobody, made because an AI is running protocol and has become too unknowable to be turned off. Scary.
That's a major part of the manga Blame! In the 3d printer robots have turned the earth into a megastructure that consumed all the stellar bodies in our solar system in unchecked expansion long ago
@@ShowerCurtain1kinda like those Ghost Cities in China, and Ghost Suburbs in the US. Buildings, houses and shell communities built not to be inhabited but to be sold as "investments".
@@rottenspooks3518that’s what I was thinking!! Blame! Took that idea and turned it to the max tho those machines just kept building and building nonstop for all of eternity…
I've seen the game summarized as "You are not a cog in the war machine. You are a rat trying not to get crushed by the cogs." And I think that's a really poetic description.
If only that was what the game felt like as well. I think fallout does it better tbh. This feels more like you are a test rat being send through mazes full of robots you have to shoot through..... Which completely ruins the idea of being a scavenger sneaking the wasteland. Especially when it's not open world. But instead a deploy drop system.
I would say it's a jaw dropping walking simulator when it comes to art style, a pretty poor game though. Still totaly worth it for the atmosphere alone @@mercury5003
@@mercury5003 its kinda like a walking simulator with some light combat and puzzles. Seems like most of the budgets went to the environment and cutscenes
I’ve always loved the concept of a shooter or strategy game where you’re NOT the center of the war, where battles happen and people die beyond your control and scale.I’m glad to see it coming to fruition.
The more I follow this game, the more I realize that that's what I wanted the original Destiny game to be. Huge, cosmic horror, calamity level threats that could make you a part of history if you participate, but if not, you can set up shop, make friends, farm mats, vibe and scavenge the cool space magic world. That is obviously not what Destiny was or is today, but I still tried to play it that way, without really realizing. Haven't played since TTK pretty much. I love the concept of this, but it's so dark and stressful I feel like it would be hard to be in the right headspace to jump in all the time.
Your passion is so bloody evident its refreshing. You are the first content creator I actually BELIEVE when they say I am not being paid. Fantastic vid, buying the game and subbing to your channel right now. Amazing. Thank you
@@sethvanclarson2232 haha cheers! But to be fair, it’s literally illegal to say you’re not being paid when you are; it’s fraud. I don’t think many people are lying when they say that 😅
Your description of this game is like when my grandma was a little girl living in europe during the second world war. "The war was happening around us. We were just in the way."
@kipp4805 my grandmother was a German Austrian. They moved around a lot through the war. She was on the eastern side of it and was in the German / Russian crossfire for most of late 44 and early 45.
@@kipp4805this woman is telling you telling you the people were dodging bombings end tanks, while your people were sitting safe in the camps. And yet you still claim to be the victim😂😂 Millions of you somehow walked out of those camps. Makes no sense at all why wouldn't they have just fed you a bullet? Obviously we all know the truth these days that the stories are nonsense and if they wanted all of your people dead they would have just shot you and left it at that. They wouldn't have come up with elaborate schemes and massive lies. They would have just done it just like every other incident like that. All over the world things like that have happened and for some reason yours is the only one with no evidence except a few photos and witness testimony from people whose stories are absolutely nonsensical. Safe in a camp the entire war, America coming to save you even though your people are the reason the war started in the first place. If you would just left Germany peacefully instead of fighting to overthrow the government, we probably wouldn't have had 60 million Europeans dead. But because you guys we're so angry that you used to run Weimar Germany, but the Germans were tired of the pornography and smut, and the Very American practice of the 1% of privileged Hebrews having all the wealth and sending it mostly to their communities while native Germans lived in poverty. Damn it's almost like america. Where the average Hebrew makes six figures and claims oppression, while the average American makes 1/3 of that and gets called privileged
@@RandallBalls no, they were not. They were invading and destroying homes and eradicating so much live for a worldview were the blond Germans were superieur above other people. No party is ever neutral or only good, but there's always a sum of the parts.
@@Rigel_6 Yeah, similar issues with movies, although games might be hit by it a lot worse due to it being easier to monetize them to hell. It really hurts when you can see the potential of a game, and the pain blood and tears poured into it by dedicated artists, completely annihilated by corporate greed. The shadow of what could have been looming like a dark specter over the corpse, drained of all the love put into it
This game's reveal trailer immediately put it on my radar, but knowing how much more heart has gone into this game has only furthered my anticipation for it.
Speaking of WH40k, Imagine, if someday, Games Workshop decided to allow a studio to create a game where players could step into the boots of a fresh Imperial Guard; Players would have the opportunity to customize their character’s appearance, background, and origin, choosing whether they hail from an Imperial world, a Forge world, or another distinct region of the Imperium. Players would be thrown into the vast, galactic warfare. The game mechanics would randomly assign each player to different parts of the galaxy in various missions. For instance, in one playthrough, you might receive orders to combat the Necrons on a planet like Paradyce VI. In another playthrough, you could find yourself battling the Orks. Additionally, players would have the chance to encounter the Sisters of Battle and, rarely, the Space Marines. Some might even complete their entire journey without ever glimpsing an Angel of Death. If a player were to encounter a SM, it would be crucial to show proper respect, such as kneeling. Disrespect or hostility, like foolishly shooting at them, could result in immediate death, depending on the SM’s Chapter. Conversely, if an Astartes appeared on the battlefield, they might rescue the player and their entire battalion, again contingent on the Chapter’s characteristics. The game’s challenge would escalate dramatically if players were pitted against a traitor legion, as facing these corrupted forces of Chaos would almost certainly spell game over. And as players progress and survive the grim dark universe, they could earn upgrades for their guardsman and eventually join the elite ranks of the Stormtroopers. But players would need to be ever-vigilant to avoid corruption by the Archenemy. Temptation and dark forces could lead players to betray their comrades. A corrupted player might even secretly work for the Archenemy while hiding their true allegiance from fellow guardsmen and even Inquisitors. The level of your upgrades would determine how well players could conceal their corruption and operate covertly within the Imperium. I think this concept could be a great game, offering players an immersive experience in what it feels like to be your average Guardsman.
@@Egobert I mean from the Human perspective, as bad as the Imperium is, it's still a lot better than getting eaten alive by the Tyranids and Orks, being tortured for an eternity by Chaos or disintegrated out of existence by the Necrons. The Imperium is the only bulwark humanity has against such horrors.
15:44 "when the driving goal of development becomes risk mitigation, the soul of the project dies". The soulless AAA gaming scene in one sentence. Damn that was spot on.
I've heard lots of variations on that sentiment lately from Stephanie Sterling, Thor at Pirate Software, Penguinz0 among others, sometimes with more swearing. It's been very true for a long time now.
But here's the thing I wonder if they are gonna be able to have the level of environmental manipulation that made me excited about gaming during BF3 that feeling of watching bullets chunk at the corners of walls or the divets in the group following a large explosion
@@pochiluis0570 HAWKEN looked and sounded amazing, the gameplay though felt too ''human FPS'' for me... Might just be because I'm more used the Mechwarrior and Chromehounds on one side, and Armored core on the other side... But the visuals of HAWKEN were just plain amazing.
@@MirvraI always felt that it struck a nice balance between the two. To each their own I suppose. Absolutely with you on the art though. This is the first game I’ve seen since hawken that looks like a concept art book.
Hawken was interesting but it ends there as it was too shallow and repetitive. It's basically if Unreal Tournament was between mechs with weapon pickups... It's still a fps but in a mecha format.
15:01 This bit right here got me. I used to want to be a concept artist too but left that dream behind when it felt like I would need to compromise my morals to make the living I was aiming for. You so succinctly put everything I experienced as well into one beautiful sentence. It's so promising to see such passion in the little pockets of what the industry has become. Genuinely happy for you to experience this work of art as it's happening. You're doing great out there.
The idea that mechanized warfare will progress to a point of worship of mechs, tanks, shrines made of weapons and shells, etc. is one I didn't know i needed in my life, that's so fuckin metal. Edit: To y'all lovely folks tellin' me to check out 40k, you need worry not! I fight and die by the Emperor's Will as his mighty Hammer! For the Guard!
@riloegaming I don't remember where I saw it but there was evidence of tribes making primitive radar dishes and what have you outta straw and stuff to entice cargo planes into air dropping them more stuff. It's wild to see it done in a commercial setting, next step's combat.
"They've already succeeded" is exactly my sentiment about this. Even if the game itself isn't great, the artistic vision is so raw, striking, and powerful, that it will live on and continue to inspire.
No, it will not. Most games are not remembered only for their art. I would even say that almost none of them are. They're remembered for their gameplay. If the game sucks, it dies and no one really cares. It's why Helldivers 2 and Bodycam will be forgotten about by most people here in about six or so months.
@@xxkillbotxx7553 You've got things a little upside down there. "Gameplay" evolves and changes with time, and once-innovative games are often shelved to the back of our minds if that is all they ever had to stand on. Half Life, Thief, Homeworld, Baldur's Gate, Fallout, STALKER, Dark Souls, Bioshock, the Elder Scrolls series, Shadow of the Colossus, Metal Gear, Deus Ex, Okami, KOTOR, Disco Elysium, Outer Wilds, Vampire: The Masquerade, Suda51's work, Jagged Alliance, and more or less every game out there worth remembering is a product of a strong and very particular artistic vision. Sure, a lot of the games I just mentioned had solid gameplay relative to their contemporaries, and it goes without saying that their gameplay is an important aspect of their legacy as video *games*, but I very much doubt anyone booting up Morrowind today is doing so for the thrilling moment-to-moment experience of repeatedly clicking until the enemy's health bar hits zero. Even Monster Hunter, which is probably the pinnacle of a series that continues to stick in my mind by virtue of its gameplay alone, really wouldn't be the same without its art direction with gear and monsters. Judging by your use of the phrase "it dies" in reference to a video game though, I get the feeling that you might be one of those games as a service losers incapable of thinking beyond sales numbers and player counts, in which case you really should grab the nearest firearm, press it against the roof of your mouth, and finally give that wrinkle-free brain of yours a well-earned break.
"disposable wrists" is so accurate. In every single industry from VFX to game dev and animation I've heard horror stories from media I love or from artist friends and I've not found a more apt description of how these industries see these passionate people and their life's work.
03:30 Ah yes, the Galaxy class dropship. When you become a Galaxy pilot, you will go through two phases; 1) "Everyone on! I'll drop you at the edge of the battle for XYZ." and after a while you transition into the second type; 2) "Its fine. We're supposed to be upside down for this part. Okay, bail in 3, 2, 1." *fireball takes out whatever you kamikazi'd into* In both phases, you will get a LOT of people killed. :D
Hahahaha yeees thats so true :D :D :D Edit: gave me a flashback of those thousands of hours I played Planetside 2. Being a galaxy pilot was never easy and most of the time I got more of my own people killed than enemys, but when I got to drop off my team at the right position so they can f up the enemy really bad, thats when it was worth it ;)
@@rhabeldibabeldi6812 Yeah, it is for moments like that that I played. Or those moments where you accidentally figure out that if you shoot HE tank-gun shells between exactly *those* two rocks on the horizon, at exactly *that* pixel, you get 7 kills per shot, because someone parked a spawn-van there. :D
@@Scapestoat Hell yeah, especially if you got some xp/money boosters as a gift turned on so you can buy your next weapon within 1 hour instead of 5 hours or more :D In one guild (dont know what those were actually called in PS2), we did a lot of regular games with hundrets of people. And once per week we did "drunk ops" which meant you have to drink a shot every time you get killed.... Yeah I sometimes ended up killing our platoon leader over and over, just to see our great plan and tactis fall appart, oops :D :D
@@rhabeldibabeldi6812 Not the worst way to stop yourselves from becoming too obsessive about being successful. :) My favourite TF1 and TF2 servers were always the stoner servers. O:)
I do love the fact you're not the main focal point. You hide, run and grab what you can. It's almost like a RTS game that someone is playing, and you're to wait and try to crawl away without having them turn on you
This is kind of like an anti helldivers, where instead of showing war as intense action and goofy explosions where you are the centre of every mission, you are just the guy who has to try and survive those intense battles and take what they can
@@xXlURMOMlXx Kind of, but it also portrays helldivers as only needing like 12 guys or so 4 at a time to curb stop an entire operation zone full of hundreds of enemies. Helldivers has heroics, those heroics are just undermined by the pointlessness of the war they take place in.
@@TeleportRush I remember seeing folk that unironically bought into the in-universe propaganda of Helldivers lmao. As far as anti-war media goes, it’s always misconstrued by jingoistic fucks in one way or the other, but Forever winter might just be on the nose enough, especially since we are not playing one side or the other.
@@xXlURMOMlXx I think 'The medium is the message' applies a lot here, the game environment and context will never be more important than its medium, and helldivers aims for exaggerated, parodic heroism, the feeling of heroism you get completing a mission 'against all odds' and advancing towards the galactic war *is* the message regardless of the big context, you don't get out of every mission thinking it wasn't worth it and the losses you had to take. Different would be the case if say, every mission in helldivers would be literally, actually impossible you sent down only fail and merely complete a very small fraction of it and die frustrated in the process, never to actually complete the objective you were sent down to fulfill. (I'm not sure if that would even be 'fun' for a game, but that would send the message) As a sidenote, this scares me about this game too, if they don't craft a gameplay loop that fits this idea, the concept will turn bland super fast
I don't think I've seen a game this artistically unique since Scorn. The gameplay and vibe of this game could have sold me alone, but the overall dehumanization and carnage of the world really sells it for me. That feeling of being in a rotten husk of a world, fueled by meaningless and endless warfare, with no hope, future, and every path you take seemingly bleak, that's gonna make this game stand out leagues above the rest.
Here's to hoping it's got more gameplay than Scorn did. I loved how visually and audibly impressive Scorn was with all of the grit and body horror, but the play length and gameplay was really disappointing. Games can absolutely be art, but game devs should not forget that they are games at the end of the day. There should be a balance between artistic integrity and gameplay value.
This War of Mine meets Hidden and Dangerous meets 40K meets an actual conflict. You just described a game I've always wanted to play without knowing I wanted to play it. Instant wishlist and sub.
Honestly, the idea of a game where enemies aren't programmed to always know the player exists and seek them out is something that I've wanted to see for a long time. Too many games have combatants that are just sitting around waiting for a player to engage. A game where the battlefield is an active warzone, and you're also there...that to me is the narrative equivalent of when a game's weapons handle just how you expect them to.
Reminds me of an old game (which I can't remember the name of) from the '00's (I think) which had a main menu screen that had a massive fight going on between red enemy robot walkers that could jump into the air and red enemy flying ships, with the camera switching between random units after a set amount of time, occasionally resulting in the camera remaining focused on the wreckage of a unit if they died while the camera was still on them. To have a game where you get one vehicle among many on a battlefield not particularly caring/focused on you and the game ends if it get destroyed would be interesting.
Reminds me of some of the old ARMA missions where your squad is dropped into a location and sometimes had wildly differently objectives than the forces you were supposed to support. ARMA2 had a Desert Storm expy campaign that was exactly this, you could easily leave your allied forces out to dry and sometimes had to so you could accomplish their goal. I still remember one where my friends were taking too long to disable enemy AA and planes lit my tank column up. They only hit me because I chose to divert away from friendly AA to rescue them instead of writing them off.
I also hope they add consequences like when you spare an enemy and let him flee that enemy will eventually comeback stronger with a group to try and kill you or when you meet the enemy in battlefield he might also spare you or probably take your side.
The enemies in warframe don't always know where you are. So long as the alarms aren't triggered, you could walk right up to a bad guy and stealth kill them. If you want to, you could stealth your way through a mission, without the enemy ever knowing that you were there. Now most of the time, players will just go in guns blazing and not care about stealth. Also, in Helldivers, enemies have a certain awareness radius, this means that you can dodge their patrols, potentially loose pursuers and quietly sneak up to one of their bases or assets, with them being completely unaware until you either start shooting, or whatever you called in hits them.
When I saw the trailer, it looked like "just another extraction shooter" because I assumed, in my well-acclimatized gamer-brain, that all the horrifying mechs and soldiers in the thing were things the player *could* become. Or, at least steal their stuff and emulate them... Learning that ISN'T the case (mostly, I guess you could still yoink some random infantry kit) makes this much, much more interesting. Everyone else is playing Armoured Core or WH40k, and you're stuck as a Death Stranding porter. Now that's some asymmetry!
As much as I love being a mecha pilot, playing a game where I'm just some poor schmuck trying to make ends meet in an apocalyptic world is very interesting.
Sadly the middle road hasn't been done, *YET* Imagine a covert operations mech game _where you have to field repair your own mech!_ This was one of my favourite parts of the Votoms series. The Big Powers are not at war, _just supplying the smaller conflicts,_ and not every faction is rich enough to afford consistent logistics. The primary series was like what goes on in Africa today, but with mecha in place of the AK47. And no "super mechs" bristling with missiles, but machine guns, a small mortar here and there, and *spear guns* for when it gets truly stone-age. Gaining favour with a big power so they lend you one of those Gundam-y super mechs is a big plot point in one side story even. Like when the US let Tanzania borrow a Spectre to annihilate Uganda. *Just that one piece of hardware ensured a one day total victory* for an expected 2 month battle. You can bet for sure a "cargo cult" formed around *that plane!* 😋
@@Poglavnit_Pferdefuhrer When the first Armoured Core 6 trailer came out, and the mech had a huge porter backpack of random salvage, I was genuinely hoping for something like that. A resource survival style thing, rather than just being another merc, but it is what it is. Maybe one day.
You describe the artistry and beauty of this game and that is clearly true, but what struck me in watching your video is that your description is artistry itself. Your narrative rises to the level of poetry. Your brilliant, mesmerizing critique is worthy of the game and does honor to those developing it.
In high school, we had a game called "Picket's charge". You ran across a gym, and people tried to hit you with gatorskin dodgeballs. Once you got knocked out, you joined the throwers. You'd run back and forth dodging until no one was left. I used my classmates as shields, and was usually last man standing. Seemed pointless, zero sum. You can't really "win".
In elementary, we played basically the same game and called it “Car Lot.” You had the throwers in the middle of the gym in a line and the people running from side to side. The runners were lined up on both short sides of the gym and were given a predetermined car brand out of a list of 4 or 5. When the teacher called out a brand, you had 5 seconds to leave the wall and run if you were a car of that brand or you essentially “time out” and lose anyway and join the throwers. But for the runners, you just try to avoid the dodgeballs and get to the other side. It was fun but I was always slow and not too athletic so I lasted maybe 4-5 runs before I joined the throwers, and usually those went on for maybe 10-ish runs depending on if the throwers were terminators that day
this is the exact concept of game i’ve dreamed of, being the faceless little grunt in a giant mechanized war, a world that doesn’t revolve around the player, and surrounded by brutal anti-war imagary
Also the art style fits perfectly with early 90s post apoc anime. When I saw the soldiers and old man art style. "Memories (1995) Cannon Fodder" came to mind. Desert Punk would also fit this art style.
@@riloegaming oh you are in for a treat. It has held up so well! I wish we had more like it... Forgotten technology and shadow governments controlling the world as people scavenge to find lost secrets in a wasteland of sand. Desert punk pairs so well with everything here. Im really hyped for FW, the art style, desolence, and dark anime apoc setting. Really all combine well for a good pve shooter. Wish I could help out in this project. Like you said, it gives a little hope for what is possible in gaming. Sort of like how 80s/90s anime proved drawing its not just for cartoons. I think these devs are proving what a dark emotional game can be.
A soft mechanic that would be fun to see, is if the player character’s model tracking glitches it rewrites it as a fall/ tumble making noise. So if you’re approaching uneven ground suddenly detection and noise are what’s lethal- and the devs don’t have to rabbit-tunnel every small terrain piece.
"War no longer needed it's ultimate practicioner. It had become a self-sustaining system. Man was crushed under the wheels of a Machine created to create the Machine, created to crush the Machine. Samsara of cut sinew and crushed bone. Death without life. Null Ouroboros. All that remained is War without Reason."
"A MAGNUM OPUS. A COLD TOWER OF STEEL. A MACHINE BUILT TO END WAR IS ALWAYS A MACHINE BUILT TO CONTINUE WAR. YOU WERE BEAUTIFUL, OUTSTRETCHED LIKE ANTENNAS TO HEAVEN. YOU WERE BEYOND YOUR CREATORS. YOU REACHED OUT FOR GOD, AND YOU FELL. NONE WERE LEFT TO SPEAK YOUR EULOGY. NO FINAL WORDS, NO CONCLUDING STATEMENT. NO POINT. PERFECT CLOSURE."
Person 1: We need a new game… Person 2: Okay, just take Armored Core, Metal Gear, Dark Souls, Death Stranding, Tarkov, Warhammer 40K….and just mash it altogether. Person 3: wtf.
this might be a good idea, its like my favorite games just mashed togheter, seing metal gear and armored core togheter ( and souls games ) is a dream in a strange way come true
Or, it's 40K on a penal planet where Tzeentch and Imperial forces are slugging it out, and you're just one of the hapless non-inmates who used to make the spaceport run...
This game could have been made in 40k, but a lot of the fanbase wouldn't have gone for it and it would have pulled the teeth out of the franchise because it's a parody franchise. This is direct criticism of modern life, not oblique criticism through parody. Both are good, this isn't a value statement, but for one to work it can't be the same as the other.
I see some parallels with the development of The Forever Winter in the video gaming industry and the development of Trench Crusade in the tabletop gaming industry. Not only in approach, involvement of industry icons, & philosophy behind the company, but also in the imagery and lore. Not saying by any means that one is copying the other, but more so that both are born of and driven by frustration with the mainstream industry shackles and this has led them to follow a similar path. Love that people are making this shit and that we are getting unbridled creativity and teams that are pushing boundaries for the love of the medium and their audiences. Saving my pennies to get a new PC to be actually able to play this in the future.
This looks too good to be true. Choose your fighter: 1. Development hell 2. Publisher does something greedy or stupid 3. Online multiplayer only and servers die out 4. Hostile takeover or IP purchase / court battles 5. Either developers personally or studio gets into some controversy over something and game gets stuck in development 6. Game turns out beautiful but bland mechanics and/or gets overrun with toxic grinders 7. Somehow against all odds everything works out. Surprisingly even a sequel is released. Nobody goes bankrupt. 8. World war 3 / pandemic 4 / aliens / meteorite / act of God
Honestly 6, reminds me a little bit of Stray, a neat idea and neat environment but pretty bland mechanics. I really want to be wrong though because it looks amazing and I've always loved the idea of a game's world existing independent of my character.
As an infantry veteran, seeing a game that doesn’t glorify war but horrifies it almost brought me to tears. War is hell, ripping the humanity from all those who participate and this game shows this in a way I’ve never seen before. Thank you for sharing and helping make this art.
Warframe doesn't have that. In theory you could stealth your way through a mission without anyone knowing you were there. In practice, most people just charge straight in and don't bother with stealth. And in Helldivers, enemies have a certain awareness radius that's relatively small until they're alerted to you, this means that you can dodge patrols and potentially lose pursuers. You can even sneak up to an enemy base, and they won't be aware of your presence until you start shooting, or whatever you called in hits them.
@@Viper-fd2fx Also in some cases enemies will be aware of your very loud teammates but be unaware of you, which is particularly notable against Automatons since it makes it so much easier to kill Scout Striders, Hulks, and Tanks when they just run straight past you and you shoot them in their weak rear.
They should still have some high level enemies with better tracking capabilities tech. Some of the art gives major Mr X vibes and I hope they make good on that once you've got like 4 or 5 stars GTA-wise
15:01 HOLYSHIT Riloe is a good artist, to any non artist people who maybe dont know, this is insane quality, ive been drawing for almost all my life and while undoubtedly younger then Riloe i still cant imagine producing art like this let alone videos this well put together (maybe some day, just not today, if i do Riloe will be an inspiration) But man, getting Riloe to fuck with your game has gotta be one of the best marketing decisions ever, this game has completely passed under my radar until now and its gotta be one of my most anticipated games next to doom dark ages already lmao, just the artistic integrity alone has me praying for this game to come out ontop and soon, feels like ages since a project like this has come up, a triple AAA quality game with an actual vision outside of money especially with such a cool vision aswell, as a huge 80's cyberpunk fan i fuck with this hard, if i had the skill set i'd be doing anything i could to contribute to this, but imma just keep practicing my shading and perspective for now, while the pro's finally get a chance to play ball without a bunch of big wigs breathing down their neck
Insert "Shut up and take my money" meme here. The last time I played a game anywhere like this was years ago when I played a Modded STALKER: Shadow of Chernobyl. I understood many of the terms used at 10:24 because of said modded game. The AI Director in particular being a core function of that game. In the Base version of STALKER the AI Director is preset and almost all of the individual units will do the same thing, roughly, every time. In the modded version, the AI Director is allowed more Randomisation when you first start a game. Units that normally hold an area of the map may be given new direction to launch an attack on an oppsed factions area. While the more dangerous mutants,like chimeras, of the Zone may be given direction to traverse the map from the later area's to the end of the Starting area (this literally happened in one of my play throughs). Add in randomised a Blowout timer (The massive psionic and Radioactive effect that occurred at the start of the base game) with having all human AI seekng shelter during said Blowout while the Mutants become empowered. That Chimera I mentioned, yeah... it was way more dangerous than the base game version after a Blowout. The key story npcs and enemies remain where they ought to, which may lead to the less protected optional NPCs getting slaughtered by an amped up Mutant or Opposing Faction Raid as a result. I didn't fight that Chimera, I lured it away toward a near by Bandit unit to distract it while I snuck past. That sort of unpredictable, you are the little fish in a big pond, gameplay is something I wished more Developers would do. The art style and all of the coresponding inspirations for Forever Winter are my kind of oppressive dystopian jam. This game looks brilliant and the gameplay sounds like its exactly the sort of game I have always wanted to play. Cannot wait to see this game fully realised and playably in my hands. I wish Fun Dog all the best with this project and eagerly look forward to buying it when it's available.
It does feel like heavily modded games. Minecraft certainly pops to mind (though mods with focus on dystopian. Skyrim and Arma could also fit the description. The reason for that is that mods are all works of passion, just like this game. Some modders do make good buck (although most don't), but if they every lose their way and fail to deliver quality content, they will stop gaining returns. This means that not only are people only interested in profits driven away from modding in the first place, but those few who end up making income with it will be punished should they ever get too cocky and greedy.
what I've noticed about this game unlike other games is that every single model is unique, theres like almost no copy pasted models that I could see, and because of that its a hell of a lot more immersive
Caught one of your Forever Winter Vids yesterday and saw this one today. Looks like i'll be binging some of your other stuff in the coming days and let's see, maybe even more.
There was a mod for Arma 3 that this reminds me of a lot. It was called Pilgramage. You play Alex, a freelance PMC employee, who is searching for a brother that died while trying to find something dangerous their father hid years ago. Around you, a long-running civil war on has led to bloody chaos with numerous bands of mercenaries and marauders terrorizing the island in their never-ending struggle for power. The gameplay is exactly as you describe, combat voyeurism. Arma 3's mechanics make it extremely risky to get in a gunfight where you don't have an advantage, so you spend most of the time hiding, waiting for the AI to finish fighting, and picking up whatever's left. The gameplay had this lonely, nervous tone where you had to be constantly alert to enemies popping out of nowhere. The big reveal is that the secret that their father hid was an autonomous APC that has essentially been let loose on the island, which is very reminiscent of this game you've shown here. Being a mod for Arma 3, it was obviously limited in what it could achieve, however, despite these limitations, it was compelling enough that I've played through it a couple of times. Definitely worth checking out if you want to have some idea of what you can achieve with this kind of game style. Anyway, this game looks very exciting. Can't wait to see what the Dev's do with these ideas. I think the challenge for the Dev's is the need to balance between the amount of agency the player has and the amount of hostility that the environment can pressure the player with. You don't want the player to be powerless, but the player should not also be in a position to outright win a gunfight unless they have some kind of advantage. Basically, I feel like the player always should be encouraged to think hard about each engagement, striking only when they are sure they had some advantage and never against an obviously superior foe. If the player is too powerful, then the gameplay will loose its edge, if they are powerless then the game will literally be no fun. In pilgrimage, I would often subtly intervene in AI fights to make sure the battle wasn't won too quickly by either side, that way the AI ground each other down and the victor emerged in the weakest possible state, making for easy pickings for me to mop up. This typically involved quietly sniping key enemies, like machine gunners, and strategically weakening the dominant side. This is a tactic that I think would be really neat if built out into a more fleshed-out game mechanic.
ah man used to watch jackfrags and chaaboy play arma, and you said the battles going on are caused by npcs, and arma 3 probably has the best sound design??? damn man I wish I had a pc, as intense as arma 3 is the fact its just npcs so you could kinda roleplay in your head, just go hide off in a house and listen to the war going on, then when the battle stops just go looking for anything, on a chill rainy day, damn 😔
Gotta love Arma 3. I've been working on the same mod for it for 10 years. Not the same mod you're talking about but just the same project for all that time.
AAA games lack passion only because it's sucked dry in the process. The creative teams surely are as passionate as anyone about their work, until they get burnt out by the machine.
AAA games doesn't really have artistic vision in mind most of the time, as the publishers and the higher ups are more concerned about a good product than a good work of art.
I am a firm believer that gaming's future lies with the indies. I'm so tired of games being used primarily as a profit machine with all other aspects needing to serve that profit. I haven't even bought a triple-A game in years. This game looks fantastic. We need more devs like this who treat games as art.
Not only used primarily as a profit machine but even failing in that regard more and more often *because* they try to strip the game elements of the video *game* down to the bare minimum. It would be hilarious if they didn't do it to beloved IPs.
@goopah: I agree. One of my current favorites is Deep Rock Galactic (think: Minecraft, but with guns. And dwarfs. And beer!), made by Ghost Ship Games. They are basically mostly former game devs that quit theirs jobs to create their own studio. And oh my god, are they in love with what they do! I believe that anything not created in love, will not persist in the future. o7
i think it will probably be continuous high and low tide situation where eventually the corporate side of things gets bad enough that the indie scene will thrive and then eventually those indies will start companies and consolidate talent or go off to existing companies, and the tide will slowly go back out. eventually the tide will come back in when we start to feel the same again. in alot of things it seems there is a rhythm where if the existing stable groups are unable to provide something the public wants the public eventually does it themselves and that either replaces the stable groups or forces them to change and accommodate, although usually with longer periods of ignoring or pushback beforehand.
Yep. We are entering a golden age of gaming where smaller studios can leverage increasingly powerful tools to build things with a much larger scope and depth. This is what happened in cinema - for decades only studios could make films - then in the 90s tech became available for small creators, and now we live in an age were most studio films are derivative trash, and indie / smaller budget films and TV are the areas of true innovation. The directors of the big-budget Hollywood films then come from these ranks and bring a small bit of art and creativity to the big-budget bonanzas.
I really love the concept of this. My biggest recommendation to the devs if they read this is scarcity. The frontlines of wars are not suited for habitation. Some of the best parts of games like Tarkov, STALKER, and Metro are both the immersion and scarcity of barely having enough to get by. Seeing two weapons with an incredibly high amount of ammo I feel could break that loop. Having to choose whether or not to use your last mag or to run away adds to the immersion. Also adding voice lines of the combatants treating you like an annoyance or scavenger goes a far way (think the “get out of here stalker” line). Keep up the great work!
I do think scarcity is one of the best power fantasy killers, and I mean that in a positive way. A player with sufficient mechanical skill or tenacity could in theory take on anything, unless doing so was either fully impossible or would set back their progression. I also hope we see survivalist elements like food, water, that sort of thing. Im hoping thats a given but a lot of recent survival horror forgoes those systems as annoyances, but would be a good core motivation here.
@@BacklogSemantics if i’m not mistaken, drinkable water is an important resource in this game. i’m not certain if you need it to survive or if it’s simply a resource used to sell to NPC’s however
It looks like they are building systems that will basically take player threat level into account, so even if it's not scarce you will always run the chance of being outmatched if you aren't careful.
@@hypercritical6123 Personally I think that approach will work wonders. There's a careful balance to be met between feeling a sense of progression and reward, and getting too powerful to the point it breaks the immersion. That approach basically follows the phrase "there's always a bigger fish", where you might eventually be able to get good enough gear that with good planning and execution you can, with great difficulty, take down some of the mid-sized war machines that have the capacity to mow your whole squad down in several seconds. Even if you manage that however, you'll be drawing attention to yourself to get hunted down by heavily armed kill squads and the truly massive war machines which are straight up impossible to destroy for even the best scav squads.
The one thing this game reminds me of is two lines from a show called Boardwalk Empire. "Fockin' tough guy, you're gonna shoot me for mouthin' off?" "I wasn't going to, but you kinda talked me into it. (gunshot)"
They should have a polaroid camera function in-game get concept art when snapped in certain moments. Maybe the character is walking by a desolate house, his camera beeps, he takes it out, it snaps to a certain frame & he gets a concept art/storyboard.
Reminds me of how some indie devs add in a mode after you finish their game that adds little nodes around the map for voice messages about the development of that area
Not feeling it, breaking immersion. If you really want it in-game, you could possibly find some designs and blueprints with old documents in an untouched control bunker or something.
@ThePC007 what else is there to do aside from teeth gritting runs for salvaging. What do you do in your off time? Find whatever passes for drugs or alcohol and get plastered? Go do MORE runs? Sit around and look at the shit around you? A hobby like photography can be surprisingly helpful with this very important thing called insanity.
This is one of the most exciting TH-cam videos I've seen in ages. The references, the mention for "concept art is always way cooler than the thing it's for," the art for the game, I cannot wait to see more.
Man, as a fan of Metal Gear Solid and 90's dystopian sci-fi, this game looks like it's scratching all kinds of itches that I didn't even realize I was missing. I've never seen a concept for a game like this and I'm already in love.
Watching this video was such a weird flashback. I don't think I've seen a preview like this since the days of printed game magazines that I used to buy 10+ years ago. Back when games were mysterious, weird, and exciting.
I feel like an alternate first person view mode would really benefit this game. Especially with how big the character model is and how much it obstructs the camera.
With the state of the industry, I haven’t been this intrigued by and excited for a game in years. The level of artistic freedom and dedication to something so far from all of the shallow cookie cutter shooters we’ve seen so much of has got me giddy with anticipation for this games release like I never have been. The art style, the messages, and the breaking away from formulaic modern shooters is everything I needed.
sounds familiar no?😂 remind you of a certain group of roided out super soldiers that come in every color under the sun, and that view ancient war technology as sacred relics and holy gifts to mankind?
I share all the same enthusiasm you’ve described in all these love note videos. Im a huge fan of heavy metal magazine and grim dark asthetics and whenever im in a book store or whatever im always on the look out for media that pushes the boundaries like the forever winter. An art style thats unapologetic and over the top❤❤❤
Whenever you talk about your love for the art of the gaming industry, I feel a lot of things I haven’t in a long time. My lifelong dream has always been to create video games and push the perception of Games as Art forward into the mainstream. Creating a genuinely compelling video game requires a blend of all kinds of art, from visual to audio to writing and so on, and the sum of all of those parts creates an interactive package that is itself a work of art. But with the way the AAA industry has been heading I felt a lot of that drive I had die, watching genuinely talented creators get chewed up, absorbed, and trapped in a system that only cares about a bottom line. I am so glad you get to be a part of this project that has brought some of that spark back and I can’t wait to hear more about it and get my hands on it eventually. You are my favorite “non-journalist” gaming consultant!
Cheers I’m glad you connect with that! In any way you can, it’s great to connect with smaller devs even by proxy, and see passionate people who are building cool stuff at work, it’s really refreshing.
This comment made me realise that this video gives me the same vibes and sparks the same interest as Disco Elysium. It's very much focused on how games can be a brilliant medium for storytelling, using all kinds of formats (video, audio, text, gameplay mechanics themselves) to tell the story. I thank you for letting me put words to the idea of "Games as Art" that games like DE and Outer Wilds planted in my head! And of course, Disco Elysium's studio got eaten up in the most Disco way possible. How ironic.
I can relate to this sentiment so strongly. I was so distraught in regards to making my own game because of all of the things that happened within this industry
damn. when AAA handle the market, why and how most follow trends. artistic freedom is a risk for those who dare and are generously awarded. there's indie that does its thing, while AA is reshaping close to AAA.
Yeah, the vibes that I was getting while watching this was an Armored Core game but you instead play as one of the many nameless individuals that get trampled by these massive monsters of metal!!! Like in the Armored Core V trailer where the tanks very similar to tanks we have now try firing at the Matsukaze Mdl. 2 and it just rolls over them like it doesn't even notice as it fires at some larger target off screen lol
We’ve always been getting the same flashy shooter games where the world revolves around you, mowing down enemy waves by thousands. But this, this game will put you in a world in the perspective of a powerless scavenger stuck in the middle of an immense and brutal war between superpowers, trying to survive. A world that continues to die without you, where you are trapped in the crossfire between armies fighting with those giant robots only to remind you how small you are in all this. This is going to be a revolution in the gaming industry if this is executed properly, and this sure does look promising with the small that we got to see. It’s really the kind of atmosphere that even if it’s fictional, it’s scarily real in some way.
This looks so amazing. I don’t have the words to express how much this fits my specific aesthetic style and cravings for media and gaming like it. I’m incredibly excited that this is being made and I just hope it comes to some type of release build at some point no matter what.
@@Minty7602 No, it's more than just that. There's definitely a critique of war hidden in that difference. If it was all about gameplay then the question is indeed "when should you shoot", but this is about questioning and changing the objective. For the majority of people that experience war, it's not about glory or victory, it's about survival.
@@IskenderCaglarM41B441 Not every video game needs to be a dimensionless, nihilistic romp. You're entitled to keep on enjoying GTA4, no one is saying don't, but more can be said with video games and AAA studios don't say it.
@@IskenderCaglarM41B441 There aren't enough games that have a message behind it like the one in this video. There are too many games that are the type I suppose you want, go play those instead of complaining about this one game.
I love games like this. Games where you aren't a badass, you aren't a soldier, *you don't matter.* It's dark, and dreary, and is something that I vibe with because I love getting to be the random guy who manages to survive against all odds. Things like Kenshi or Stalker Anomaly come to mind, and I'm super excited to see how that vibe applies to a stealth "anti-shooter" as you put it.
I remember playing This War of Mine as a civilian stuck between two armies in a city under siege. That nihilistic, horrifying, disquietening depiction of war that makes you somber and physically ill. It led me on a journey through the real Siege of Sarajevo, the Srebrenica Massacre, the horrors of the Yugoslav Wars. I look forward to this game, even if it's a shooter in a far-future world unlike This War of Mine, I seek that desolation and deference to horror. Looking forward to more on this game, and buying it.
@@giftzwerg7345 I dont see how people can learn anything though. The British went in and seen the concentration camps of Germany first handed, then went and built interment camps in Northern Ireland and Kenya. They seen ww2 camps and thought "huh, good idea".
I know this is late to the party but can I just say the graphic design, the shots, the editing were fucking breath taking. Thank you for such a gorgeous looking video 🩵
7:17 it is especially ironic to mention The Second Renaissance here because it shows that the Robots in Matrix where originally Freedom Fighters protecting themselves but lost their Free Will dude to the war with the Humans. This is especially fitting when talking about a game like this where the Original Reason for the War has long been forgoten. And i think it a good similar Movie is 1995 Memories as it is too over a hyper Millitarized Society killing without a goal. th-cam.com/video/V-OQFslDKiI/w-d-xo.html
I can wait as much as possible got a big big back log.. I really hope this game is gonna be as emergent as possible and I really hope theu will take care fo many details. I shared my ideas in a message. so should all that feel to do that.
i hope more people are still only just discovering this game. i can't believe it's only been 2 months since this video was uploaded. feels like 6. thanks for putting this game in front of my eyes Riloe.
This is what modern media producers need to learn. There is no such thing as a wider audience. Its a myth. You have a target audience. Make it for them.
@@Justowner It's mostly made up and purported by sales and marketing folks. As in "We need to reach the wider audience to maximize sales for this fiscal quarter."
@@Justowneryou can’t just boil media down to “there’s a target audience, make it for them”. you have to find your target audience and make sure it’s actually large enough to support your goals… and guess what, if it’s not big enough, you might wanna change your design to include more people.
@@ethanbaileylol2283 You can actually, thats how developing a product that you want to succeed works. Mechwarrior is a pretty niche game, but the market of buyers is still large enough to support the developing of that game. Trying to change mechwarrior to appeal to more people risks losing your built in market, which means you've added a level of risk you didnt have before. That is why wider audiences are a myth, in trying to appeal to more, you risk losing the appeal you already have.
It’s really cool that at 14:07 I thought that gun was opening up on you but then you turn and it’s firing on a completely different target, none the wiser to your presence. It’s like you said, you’re not a major threat until you make yourself one. Very well done analysis
12:36 I like the designs of the soldiers here, especially the guy on the 2nd left. They look like once a modern and well equipped operators, who are now just a bunch of kitbashed grunts, scavenging whatever is left on the battlefield to bulk up their survivability.
this is exacly what ive been looking for tbh, a brutaly realistic war story telling it from the perspective of the footsoldier fighting it. no chosen one or super weapon. they have no controll over this war. it just happens and they sadly have to live in it. a song by the name of not one less by ken ashkorb and XXth by stringstorm brought this idea to my atention and i cant wait for this to come out. it just all fits perfectly in my current hyperfixation and i would love to see it actually happen
I think everyone fails to understand in this game, that you are not a soldier on either side, you're a survivor, a scavenger, you aren't apart of the conflict as much as you're just trying to survive it.
maybe a bit random, but it makes me think of a fan made game set in the world of Gothic games, the game is called Chronicles of Myrtana: Archolos. The game is sorta about a random nobody guy who was just quite smart and useful, finding himself in deep shit and goose searches, becoming the hero of the island. Cool game, if you like a bit more unfair souls like games before dark souls or even demon souls was a thing XD
Your comments are pure art, crafting sublime logical sentences one after the another, covering a topic that is, in short, a unique odyssey of talent and ideas, over an anime style that IS ART, with references that channels the game designer's depth, passion, vision and skills. Thank you.
15:11 This image of the Scout trooper is one of my all time favourite pieces of art and today I finally learned the artist. This game looks and sounds incredible and is so interesting
First of all, WE UP Games really lack "small man's perspective" stories, and I hope there will be more in the future. Sometimes, in multilayer, you can sorta get "small man" experience, for example, avoiding several PMCs in Tarkov, but that doesn't really represent the hellish reality of surviving in a war zone. Forever Winter really looks like an art piece, and I hope to hear more about the game from you, Riloe, and I would definitely play FW with my friends. Keep up your fantastic work, lad
I saw this pop up on steam and wishlisted it, I may not have time to play but I’m glad games like this are being made, thanks for covering it I might have to actually make time to give it a try.
This looks like a repeat of what happened to Digital Extremes. They made Warframe as a concept, but publishers didn't want to touch it with a 10 ft pole, they self-published, 11 years later, it's a banger of a game.
Until they were forced to make it into a mobile game by ten cent, worst thing ever, this always happens. When a beloved IP gets bought out, it almost always gets worse later on. I know DE broke out of it, but I've honestly just stopped with warframe for years. Too burned out
honestly the extraction shooter genre is ripe for so many creative ideas and worlds. games like hunt-showdown, marauders, and now this make me excited for this genre. i’m so glad people are going beyond the standard mil-sim extraction shooter
Dude, your concept artwork is so sick. I hope you keep working on your art, even if it's just for your own enjoyment, regardless of where the industry is at. Awesome analysis and breakdown video as always.
I have been looking into this game for about two weeks or so. This video of yours made me give it a try and buy it. Even if I end up sucking at this game I hope my small support can lead to further support to it, this effort from them deserves a good future.
The brief mention of Tsutomu Nihei’s BLAME! as an influence to this game really, really shows - not just in character and set design, but also in thematic nature: cyberpunk at the absolute maximum level of dystopia. The megacorps are either long gone or complete husks of what they once were, human resistance to the current state of affairs forgotten centuries ago. The machines take on an almost lovecraftian role: impossibly advanced entities, which if they do acknowledge humans, view them not as legitimate threats or competitors, but as pests. Also the image (and worldbuilding quip, since it probably was paraphrased from a dev) at 0:22 is a straight up homage to BLAME!’s megastructure
This is essentially a bigger, more developed version of the idea of 'Armored Core 5, but your playing one of the wasteland scavangers instead of a mech pilot' and hot dang I want to play that.
I heard the perfect explanation for my reaction to this game, "A mood board pulled directly from my dreams" theres all these aesthetic influences and similarities to stuff i loved and my favorite part is its not just skin deep. The game play and mechanics look like theyre doing something unique and interesting in this world beyond the common run and gun.
Lmao I really related to you during your outtro talking about how this game which is horribly dark and bleak and evil is maybe a sign that the future of games still has a bright future ahead of it hahaha I am also a sad young man who has been twisted into an unrecognizable husk by the cruel reality of the world, so I agree that something so grotesque and violent is what we need to see more of in the gaming space. Games that aren’t violent and gory and twisted for the sake of it, but for the sake of showing a different lens on the world, a reflection of what we are and still could be
I was a bit skeptical after seeing this was a "survival horror", but after your deep dive into the lore, I'm convinced I NEED to buy this game. Holy crap... It's so fascinating. Exactly the kind of thing, theme, setting, and art style that I usually fall in love with. I already liked the visuals, but now that I understand the whole setting, this became WAY more interesting. The concept arts are incredible, and the actual product is getting gorgeous. Thank you once again for your insight. That was wonderful. Looking forward to the next video about it. Hooked and hyped.
I loved armoured core and gundam but always wanted to know what pedestrians see and feel from the battles that would happen, feeling like ants watching titans clash and seeing The Forever winter made me fall inlove I'm seriously hyped for this game it's exactly what I'd love to play and boy do I love it's aesthetic too I really wish I could express more on how I love this game from the small parts I've seen of it, but I also shouldn't forget how beautiful your video really was thank you for this masterpiece.
Watching an Armored Core zip around at speeds exceeding the speed of sound would be.. existential. Watching this thing, this machine vaguely created in the shape of man, perform feats of destruction would be as close as you can get to a seeing a god.
God I’m so glad this popped up in my recommended, I’ve been obsessed with this game ever since the announcement and there wasn’t enough concept art on the internet. Having and entire video dedicated just to the setting is amazing, thank you so much for this and thank you to the devs for letting you cover their game!
The gameplay and scenario system video breakdown is here! Check it out: th-cam.com/video/-SoFoYK_5vw/w-d-xo.htmlsi=_zw8aJpBuSITgMWS
I have always wanted to be a consultant for video game developers. How in the world did you get to where you are? I'd love a video on you and your life's journey.
@@PsychicPsycho0 Honestly... It's strange for me too. It is a video I'd like to make, cheers 😁
This game is the video game gestalt of the Grim Meathook Future concept.
i found this game before i saw this video, it seems awesome
do you think or know, if there is a reason, that the tank at 5:55 is a Merkava MK. III or later ?
And will the War have an East vs. West setting ?
The tank covered in corpses made me think of something else, camouflage. A tank hiding in a pile of corpses that may be big enough to hide it gives me chills
walking past a huge pile of corpses when suddenly a tank bursts out of it is probably the most metal thing i've thought about all day
Oh I didn’t even think of that
I think it would be really cool if, instead of burials or conventional camouflage, they just kind of stapled whatever dead bodies are lying around onto the tank, that way they don’t go to waste, provide a bit of protection, can act as short-term rations, and give them camoflauge. If you think about it, a good way to camouflage a tank would be to make it look like a corpse pile, especially somewhere as dark and utterly destroyed as this game.
You know it’s bad when the tank use corpse has camouflage.
I didn't realise that until I read this, this world is the most grim depiction of the apocalypse I've ever seen, and I already read, watched and played some really messed up universes.
Anybody seen the movie 'Fury'? Corpses of dead Germans were placed on a WW2 USA M2A Tank and set on fire in a attempt to fool the germans that there was no one inside.
The same could be said about your camoflauge Idea.
Finally, a game where you can be a tarkov rat without having to actually play tarkov.
I didn’t mention it in the video, but Tarkov is a big inspiration for some aspects of FW, many of the team including the CEO are active players
@@riloegamingmust be why he chose to kill tarkov, anti war and all
@@riloegaming game name?
SPT-AKI wants to know your location
@@senatorarmstrong882the forever winter
This game needs an offline mode. Because something as beautiful as this cannot be allowed to die.
and should have NO DRM and is also alternatively available on GoG.
@@generic6099fucking hate GoG,
I’m in a niche but profitable community and they cut off connections in favour of the ccp.
This this this this i need this game
I'll be so fucking mad if I can't play this game solo.
Same. My internet connection ain't good (as expected from a 3rd world country) and I don't have friends that have a PC
I'd love to be able to play this game offline (solo). Makes it much more challenging tbh since no one has my back. It'll make me sweat more and be more alert and aware of my surroundings
The idea of mega cities just being printed again after getting destroyed is ... surprisingly scary...
Printed and unoccupied. Big, empty, AI generated cities built for nobody, made because an AI is running protocol and has become too unknowable to be turned off. Scary.
That's a major part of the manga Blame! In the 3d printer robots have turned the earth into a megastructure that consumed all the stellar bodies in our solar system in unchecked expansion long ago
Similar themes emerge in Phillip K Dick's short story "Autofac." en.wikipedia.org/wiki/Autofac
@@ShowerCurtain1kinda like those Ghost Cities in China, and Ghost Suburbs in the US. Buildings, houses and shell communities built not to be inhabited but to be sold as "investments".
@@rottenspooks3518that’s what I was thinking!! Blame! Took that idea and turned it to the max tho those machines just kept building and building nonstop for all of eternity…
I've seen the game summarized as "You are not a cog in the war machine. You are a rat trying not to get crushed by the cogs." And I think that's a really poetic description.
If only that was what the game felt like as well. I think fallout does it better tbh.
This feels more like you are a test rat being send through mazes full of robots you have to shoot through..... Which completely ruins the idea of being a scavenger sneaking the wasteland. Especially when it's not open world. But instead a deploy drop system.
I don’t care if it will “fail”, a game that is a art book, imma buy that shit.
Yup. The worldbuilding and aestethics alone make it worth a buy
You hear of Scorn?
@@MrGible From my understanding scorn was actually a decent game it just wasn't what the audience was expecting.
I would say it's a jaw dropping walking simulator when it comes to art style, a pretty poor game though. Still totaly worth it for the atmosphere alone @@mercury5003
@@mercury5003 its kinda like a walking simulator with some light combat and puzzles. Seems like most of the budgets went to the environment and cutscenes
I’ve always loved the concept of a shooter or strategy game where you’re NOT the center of the war, where battles happen and people die beyond your control and scale.I’m glad to see it coming to fruition.
Like S.T.A.L.K.E.R
There's also "All Quiet in the Trenches" for the strategy side of things.
The more I follow this game, the more I realize that that's what I wanted the original Destiny game to be. Huge, cosmic horror, calamity level threats that could make you a part of history if you participate, but if not, you can set up shop, make friends, farm mats, vibe and scavenge the cool space magic world.
That is obviously not what Destiny was or is today, but I still tried to play it that way, without really realizing. Haven't played since TTK pretty much.
I love the concept of this, but it's so dark and stressful I feel like it would be hard to be in the right headspace to jump in all the time.
This War of Mine kinda tried to do that but although I liked it a lot it did come kinda short in parts imo.
Arma, Foxhole, Squad
Your passion is so bloody evident its refreshing. You are the first content creator I actually BELIEVE when they say I am not being paid. Fantastic vid, buying the game and subbing to your channel right now. Amazing. Thank you
@@sethvanclarson2232 haha cheers!
But to be fair, it’s literally illegal to say you’re not being paid when you are; it’s fraud. I don’t think many people are lying when they say that 😅
The word gullible is written on the ceiling.
Your description of this game is like when my grandma was a little girl living in europe during the second world war. "The war was happening around us. We were just in the way."
I’m Jewish, sounds like a very different experience of ww2 lol.
@kipp4805 my grandmother was a German Austrian. They moved around a lot through the war. She was on the eastern side of it and was in the German / Russian crossfire for most of late 44 and early 45.
@@kipp4805this woman is telling you telling you the people were dodging bombings end tanks, while your people were sitting safe in the camps. And yet you still claim to be the victim😂😂
Millions of you somehow walked out of those camps. Makes no sense at all why wouldn't they have just fed you a bullet? Obviously we all know the truth these days that the stories are nonsense and if they wanted all of your people dead they would have just shot you and left it at that. They wouldn't have come up with elaborate schemes and massive lies. They would have just done it just like every other incident like that.
All over the world things like that have happened and for some reason yours is the only one with no evidence except a few photos and witness testimony from people whose stories are absolutely nonsensical.
Safe in a camp the entire war, America coming to save you even though your people are the reason the war started in the first place. If you would just left Germany peacefully instead of fighting to overthrow the government, we probably wouldn't have had 60 million Europeans dead.
But because you guys we're so angry that you used to run Weimar Germany, but the Germans were tired of the pornography and smut, and the Very American practice of the 1% of privileged Hebrews having all the wealth and sending it mostly to their communities while native Germans lived in poverty.
Damn it's almost like america. Where the average Hebrew makes six figures and claims oppression, while the average American makes 1/3 of that and gets called privileged
@@RandallBalls no, they were not. They were invading and destroying homes and eradicating so much live for a worldview were the blond Germans were superieur above other people. No party is ever neutral or only good, but there's always a sum of the parts.
@@kipp4805 Lebensraum is a hell of an evil thing yeah, 20 million genocided
this game is an amazing reminder that game development really is an art form
Sadly, an art form most of the time held hostage by stock market and investors who are alergic to the concept of innovation
This is why i play games. To experience a world foreign to me
when you take a stand against wokeism, this is the result
@@Rigel_6 Yeah, similar issues with movies, although games might be hit by it a lot worse due to it being easier to monetize them to hell. It really hurts when you can see the potential of a game, and the pain blood and tears poured into it by dedicated artists, completely annihilated by corporate greed. The shadow of what could have been looming like a dark specter over the corpse, drained of all the love put into it
@@ronaldwoofer5024 Ah yes, the truly anti-woke sentiments of "war is bad" and "capitalism is ruining games development"
This game's reveal trailer immediately put it on my radar, but knowing how much more heart has gone into this game has only furthered my anticipation for it.
My sentiment entirely!
Same here my lad
"Eternal war where everything is cannon fodder and nobody remembers why there's fighting"
You could just say "Warhammer"
Even warhammer at least you know why you fight. Chaos, Tyranids, etc are the obviously evil factions.
But you're on a side in Warhammer, and there's a chance you'll win.
Speaking of WH40k, Imagine, if someday, Games Workshop decided to allow a studio to create a game where players could step into the boots of a fresh Imperial Guard; Players would have the opportunity to customize their character’s appearance, background, and origin, choosing whether they hail from an Imperial world, a Forge world, or another distinct region of the Imperium.
Players would be thrown into the vast, galactic warfare. The game mechanics would randomly assign each player to different parts of the galaxy in various missions. For instance, in one playthrough, you might receive orders to combat the Necrons on a planet like Paradyce VI. In another playthrough, you could find yourself battling the Orks.
Additionally, players would have the chance to encounter the Sisters of Battle and, rarely, the Space Marines. Some might even complete their entire journey without ever glimpsing an Angel of Death. If a player were to encounter a SM, it would be crucial to show proper respect, such as kneeling. Disrespect or hostility, like foolishly shooting at them, could result in immediate death, depending on the SM’s Chapter. Conversely, if an Astartes appeared on the battlefield, they might rescue the player and their entire battalion, again contingent on the Chapter’s characteristics.
The game’s challenge would escalate dramatically if players were pitted against a traitor legion, as facing these corrupted forces of Chaos would almost certainly spell game over. And as players progress and survive the grim dark universe, they could earn upgrades for their guardsman and eventually join the elite ranks of the Stormtroopers.
But players would need to be ever-vigilant to avoid corruption by the Archenemy. Temptation and dark forces could lead players to betray their comrades. A corrupted player might even secretly work for the Archenemy while hiding their true allegiance from fellow guardsmen and even Inquisitors. The level of your upgrades would determine how well players could conceal their corruption and operate covertly within the Imperium.
I think this concept could be a great game, offering players an immersive experience in what it feels like to be your average Guardsman.
@@zippyparakeet1074 isnt everyone on WH40k evil tho?
@@Egobert I mean from the Human perspective, as bad as the Imperium is, it's still a lot better than getting eaten alive by the Tyranids and Orks, being tortured for an eternity by Chaos or disintegrated out of existence by the Necrons. The Imperium is the only bulwark humanity has against such horrors.
15:44 "when the driving goal of development becomes risk mitigation, the soul of the project dies". The soulless AAA gaming scene in one sentence. Damn that was spot on.
That’s a direct quote from an industry veteran, lol. Real stuff
I've heard lots of variations on that sentiment lately from Stephanie Sterling, Thor at Pirate Software, Penguinz0 among others, sometimes with more swearing. It's been very true for a long time now.
This is the case with all art
Indeed.
But here's the thing I wonder if they are gonna be able to have the level of environmental manipulation that made me excited about gaming during BF3 that feeling of watching bullets chunk at the corners of walls or the divets in the group following a large explosion
'The Forever Winter' is the name of the game.
Thx
Thank you. Sat there for a straight minute wondering when the damn title would be said.
Scum TH-camr desperately clickbaiting.
thank you
Thx
I was literally thinking "wow that color schemer and style reminds me a bit of HAWKEN" and then boom CEO worked on hawken lmfao
Sad the game didn’t got more popular, i did liked it for the time I played it.
@@pochiluis0570 HAWKEN looked and sounded amazing, the gameplay though felt too ''human FPS'' for me... Might just be because I'm more used the Mechwarrior and Chromehounds on one side, and Armored core on the other side...
But the visuals of HAWKEN were just plain amazing.
@@MirvraI always felt that it struck a nice balance between the two. To each their own I suppose. Absolutely with you on the art though. This is the first game I’ve seen since hawken that looks like a concept art book.
Hawken was interesting but it ends there as it was too shallow and repetitive.
It's basically if Unreal Tournament was between mechs with weapon pickups...
It's still a fps but in a mecha format.
visually, this seems more "post-post apocalyptic Warframe"
15:01 This bit right here got me. I used to want to be a concept artist too but left that dream behind when it felt like I would need to compromise my morals to make the living I was aiming for. You so succinctly put everything I experienced as well into one beautiful sentence.
It's so promising to see such passion in the little pockets of what the industry has become. Genuinely happy for you to experience this work of art as it's happening. You're doing great out there.
The idea that mechanized warfare will progress to a point of worship of mechs, tanks, shrines made of weapons and shells, etc. is one I didn't know i needed in my life, that's so fuckin metal.
Edit: To y'all lovely folks tellin' me to check out 40k, you need worry not! I fight and die by the Emperor's Will as his mighty Hammer! For the Guard!
Literally
Warhammer and alot scifi thinggies in general.
NCD moment
The scary thing is that it’s barely prophetic; in many ways, the world is already like that.
@riloegaming I don't remember where I saw it but there was evidence of tribes making primitive radar dishes and what have you outta straw and stuff to entice cargo planes into air dropping them more stuff. It's wild to see it done in a commercial setting, next step's combat.
"They've already succeeded" is exactly my sentiment about this. Even if the game itself isn't great, the artistic vision is so raw, striking, and powerful, that it will live on and continue to inspire.
No, it will not. Most games are not remembered only for their art. I would even say that almost none of them are. They're remembered for their gameplay. If the game sucks, it dies and no one really cares. It's why Helldivers 2 and Bodycam will be forgotten about by most people here in about six or so months.
@@xxkillbotxx7553 You've got things a little upside down there. "Gameplay" evolves and changes with time, and once-innovative games are often shelved to the back of our minds if that is all they ever had to stand on. Half Life, Thief, Homeworld, Baldur's Gate, Fallout, STALKER, Dark Souls, Bioshock, the Elder Scrolls series, Shadow of the Colossus, Metal Gear, Deus Ex, Okami, KOTOR, Disco Elysium, Outer Wilds, Vampire: The Masquerade, Suda51's work, Jagged Alliance, and more or less every game out there worth remembering is a product of a strong and very particular artistic vision. Sure, a lot of the games I just mentioned had solid gameplay relative to their contemporaries, and it goes without saying that their gameplay is an important aspect of their legacy as video *games*, but I very much doubt anyone booting up Morrowind today is doing so for the thrilling moment-to-moment experience of repeatedly clicking until the enemy's health bar hits zero. Even Monster Hunter, which is probably the pinnacle of a series that continues to stick in my mind by virtue of its gameplay alone, really wouldn't be the same without its art direction with gear and monsters.
Judging by your use of the phrase "it dies" in reference to a video game though, I get the feeling that you might be one of those games as a service losers incapable of thinking beyond sales numbers and player counts, in which case you really should grab the nearest firearm, press it against the roof of your mouth, and finally give that wrinkle-free brain of yours a well-earned break.
@@xxkillbotxx7553 Helldivers 2 plays great, though.
what strikes me w/ Scorn.
Worse case scenario, it gets a cult following for the aesthetic alone.
Best case scenario...? Well, that's easy.
This game is so damn gorgeous. Very clear they were really letting the artists make their mark, and not just using them as disposable wrists.
I mean in this case, the company IS the artists. They are literally in charge
@@riloegaming I should've watched further before commenting haha, but the art direction is just so damn good I had to comment as fast as possible.
"disposable wrists" is so accurate. In every single industry from VFX to game dev and animation I've heard horror stories from media I love or from artist friends and I've not found a more apt description of how these industries see these passionate people and their life's work.
@@riloegaming GOOD!!!
@@riloegaming Hearing you talk about meeting the artist you were inspired by was awesome
03:30 Ah yes, the Galaxy class dropship. When you become a Galaxy pilot, you will go through two phases;
1) "Everyone on! I'll drop you at the edge of the battle for XYZ."
and after a while you transition into the second type;
2) "Its fine. We're supposed to be upside down for this part. Okay, bail in 3, 2, 1." *fireball takes out whatever you kamikazi'd into*
In both phases, you will get a LOT of people killed. :D
Hahahaha yeees thats so true :D :D :D
Edit: gave me a flashback of those thousands of hours I played Planetside 2. Being a galaxy pilot was never easy and most of the time I got more of my own people killed than enemys, but when I got to drop off my team at the right position so they can f up the enemy really bad, thats when it was worth it ;)
@@rhabeldibabeldi6812 Yeah, it is for moments like that that I played.
Or those moments where you accidentally figure out that if you shoot HE tank-gun shells between exactly *those* two rocks on the horizon, at exactly *that* pixel, you get 7 kills per shot, because someone parked a spawn-van there. :D
@@Scapestoat Hell yeah, especially if you got some xp/money boosters as a gift turned on so you can buy your next weapon within 1 hour instead of 5 hours or more :D
In one guild (dont know what those were actually called in PS2), we did a lot of regular games with hundrets of people. And once per week we did "drunk ops" which meant you have to drink a shot every time you get killed.... Yeah I sometimes ended up killing our platoon leader over and over, just to see our great plan and tactis fall appart, oops :D :D
@@rhabeldibabeldi6812 Not the worst way to stop yourselves from becoming too obsessive about being successful. :)
My favourite TF1 and TF2 servers were always the stoner servers. O:)
3) You call other Galaxies and you make a gunship squadron going around the continent harassing anyone you encounter
I do love the fact you're not the main focal point. You hide, run and grab what you can. It's almost like a RTS game that someone is playing, and you're to wait and try to crawl away without having them turn on you
This is kind of like an anti helldivers, where instead of showing war as intense action and goofy explosions where you are the centre of every mission, you are just the guy who has to try and survive those intense battles and take what they can
Did you even play helldivers? The whole point is you are a disposable insignificant soldier in a perpetual war
@@xXlURMOMlXx Kind of, but it also portrays helldivers as only needing like 12 guys or so 4 at a time to curb stop an entire operation zone full of hundreds of enemies. Helldivers has heroics, those heroics are just undermined by the pointlessness of the war they take place in.
@@TeleportRush
I remember seeing folk that unironically bought into the in-universe propaganda of Helldivers lmao.
As far as anti-war media goes, it’s always misconstrued by jingoistic fucks in one way or the other, but Forever winter might just be on the nose enough, especially since we are not playing one side or the other.
@@xXlURMOMlXx I think 'The medium is the message' applies a lot here, the game environment and context will never be more important than its medium, and helldivers aims for exaggerated, parodic heroism, the feeling of heroism you get completing a mission 'against all odds' and advancing towards the galactic war *is* the message regardless of the big context, you don't get out of every mission thinking it wasn't worth it and the losses you had to take.
Different would be the case if say, every mission in helldivers would be literally, actually impossible you sent down only fail and merely complete a very small fraction of it and die frustrated in the process, never to actually complete the objective you were sent down to fulfill. (I'm not sure if that would even be 'fun' for a game, but that would send the message)
As a sidenote, this scares me about this game too, if they don't craft a gameplay loop that fits this idea, the concept will turn bland super fast
@@dcozero I will say the latter was definitely my experience with the game and why I stopped playing lol
I don't think I've seen a game this artistically unique since Scorn. The gameplay and vibe of this game could have sold me alone, but the overall dehumanization and carnage of the world really sells it for me. That feeling of being in a rotten husk of a world, fueled by meaningless and endless warfare, with no hope, future, and every path you take seemingly bleak, that's gonna make this game stand out leagues above the rest.
Here's to hoping it's got more gameplay than Scorn did. I loved how visually and audibly impressive Scorn was with all of the grit and body horror, but the play length and gameplay was really disappointing. Games can absolutely be art, but game devs should not forget that they are games at the end of the day. There should be a balance between artistic integrity and gameplay value.
Nice profile pic
@@unshelledpig2074 Took me a bit to realize it was Subject 106 from Trepang 2. Very nice. lol
same. my interest was piqued in seconds.
very similar vibe as Kenshi.
Check Trench Crusade, it has a similar vibe and art direction, maybe you'll paint and play that one too.
This War of Mine meets Hidden and Dangerous meets 40K meets an actual conflict. You just described a game I've always wanted to play without knowing I wanted to play it. Instant wishlist and sub.
Honestly, the idea of a game where enemies aren't programmed to always know the player exists and seek them out is something that I've wanted to see for a long time. Too many games have combatants that are just sitting around waiting for a player to engage. A game where the battlefield is an active warzone, and you're also there...that to me is the narrative equivalent of when a game's weapons handle just how you expect them to.
Reminds me of an old game (which I can't remember the name of) from the '00's (I think) which had a main menu screen that had a massive fight going on between red enemy robot walkers that could jump into the air and red enemy flying ships, with the camera switching between random units after a set amount of time, occasionally resulting in the camera remaining focused on the wreckage of a unit if they died while the camera was still on them.
To have a game where you get one vehicle among many on a battlefield not particularly caring/focused on you and the game ends if it get destroyed would be interesting.
Reminds me of some of the old ARMA missions where your squad is dropped into a location and sometimes had wildly differently objectives than the forces you were supposed to support. ARMA2 had a Desert Storm expy campaign that was exactly this, you could easily leave your allied forces out to dry and sometimes had to so you could accomplish their goal. I still remember one where my friends were taking too long to disable enemy AA and planes lit my tank column up. They only hit me because I chose to divert away from friendly AA to rescue them instead of writing them off.
I also hope they add consequences like when you spare an enemy and let him flee that enemy will eventually comeback stronger with a group to try and kill you or when you meet the enemy in battlefield he might also spare you or probably take your side.
The enemies in warframe don't always know where you are. So long as the alarms aren't triggered, you could walk right up to a bad guy and stealth kill them. If you want to, you could stealth your way through a mission, without the enemy ever knowing that you were there. Now most of the time, players will just go in guns blazing and not care about stealth.
Also, in Helldivers, enemies have a certain awareness radius, this means that you can dodge their patrols, potentially loose pursuers and quietly sneak up to one of their bases or assets, with them being completely unaware until you either start shooting, or whatever you called in hits them.
MGS4 does this a few times
When I saw the trailer, it looked like "just another extraction shooter" because I assumed, in my well-acclimatized gamer-brain, that all the horrifying mechs and soldiers in the thing were things the player *could* become. Or, at least steal their stuff and emulate them...
Learning that ISN'T the case (mostly, I guess you could still yoink some random infantry kit) makes this much, much more interesting.
Everyone else is playing Armoured Core or WH40k, and you're stuck as a Death Stranding porter. Now that's some asymmetry!
That analogy is on point 👏
As much as I love being a mecha pilot, playing a game where I'm just some poor schmuck trying to make ends meet in an apocalyptic world is very interesting.
Sadly the middle road hasn't been done, *YET*
Imagine a covert operations mech game _where you have to field repair your own mech!_
This was one of my favourite parts of the Votoms series. The Big Powers are not at war, _just supplying the smaller conflicts,_ and not every faction is rich enough to afford consistent logistics. The primary series was like what goes on in Africa today, but with mecha in place of the AK47. And no "super mechs" bristling with missiles, but machine guns, a small mortar here and there, and *spear guns* for when it gets truly stone-age. Gaining favour with a big power so they lend you one of those Gundam-y super mechs is a big plot point in one side story even. Like when the US let Tanzania borrow a Spectre to annihilate Uganda. *Just that one piece of hardware ensured a one day total victory* for an expected 2 month battle. You can bet for sure a "cargo cult" formed around *that plane!* 😋
@@Poglavnit_Pferdefuhrer When the first Armoured Core 6 trailer came out, and the mech had a huge porter backpack of random salvage, I was genuinely hoping for something like that.
A resource survival style thing, rather than just being another merc, but it is what it is.
Maybe one day.
"War is God. Before man was, war waited for him. The ultimate trade awaiting its ultimate practitioner."
- Judge Holden. Blood Meridian
Excellent attribution of that quote. Nice to see a comment from someone that enjoys quality.
@@invictusaeternum imma be honest, you have no idea how much your reply boosted my self-esteem!
Way so ejjjeee
dont forget money war and money.
This setting would be fitting for a modern Blood Meridian. Lives are less valuable than the joy gained from taking them.
You describe the artistry and beauty of this game and that is clearly true, but what struck me in watching your video is that your description is artistry itself. Your narrative rises to the level of poetry. Your brilliant, mesmerizing critique is worthy of the game and does honor to those developing it.
Holy shit, peak fiction detected?
THIS IS LITERALLY MY DREAM GAME GOD I HOPE ITS GOOD
@@doctorsmiles4530 Hopefully
totally! 🙌 its themes even embodies 1984's Terminator opening scene. in the brink of humanity. its peak scifi
@@V-XENO oh God! thanks! appreciate ya
Have you never read a book?
In high school, we had a game called "Picket's charge". You ran across a gym, and people tried to hit you with gatorskin dodgeballs. Once you got knocked out, you joined the throwers. You'd run back and forth dodging until no one was left. I used my classmates as shields, and was usually last man standing. Seemed pointless, zero sum. You can't really "win".
It seems to me that this game is not what you're referring to. It's almost presciently creative.
@@B.A.D._MX Yeah, you're right. Just made me think about that old game. Caught in the middle between two sides.
In elementary, we played basically the same game and called it “Car Lot.” You had the throwers in the middle of the gym in a line and the people running from side to side. The runners were lined up on both short sides of the gym and were given a predetermined car brand out of a list of 4 or 5. When the teacher called out a brand, you had 5 seconds to leave the wall and run if you were a car of that brand or you essentially “time out” and lose anyway and join the throwers. But for the runners, you just try to avoid the dodgeballs and get to the other side. It was fun but I was always slow and not too athletic so I lasted maybe 4-5 runs before I joined the throwers, and usually those went on for maybe 10-ish runs depending on if the throwers were terminators that day
Like halo zombies
Sounds a bit like British Bulldog, only in BB you catch people with your hands (like Had or Tag) instead of with balls.. Good Times 😂❤
this is the exact concept of game i’ve dreamed of, being the faceless little grunt in a giant mechanized war, a world that doesn’t revolve around the player, and surrounded by brutal anti-war imagary
Absolutely same here
Also the art style fits perfectly with early 90s post apoc anime. When I saw the soldiers and old man art style. "Memories (1995) Cannon Fodder" came to mind. Desert Punk would also fit this art style.
@@geronimo5537 I adore you for reminding me of Desert Punk. First time I’ve thought about that since I saw it in a Hollywood Video in like 2004
@@riloegaming oh you are in for a treat. It has held up so well! I wish we had more like it... Forgotten technology and shadow governments controlling the world as people scavenge to find lost secrets in a wasteland of sand. Desert punk pairs so well with everything here.
Im really hyped for FW, the art style, desolence, and dark anime apoc setting. Really all combine well for a good pve shooter. Wish I could help out in this project. Like you said, it gives a little hope for what is possible in gaming. Sort of like how 80s/90s anime proved drawing its not just for cartoons. I think these devs are proving what a dark emotional game can be.
As Tim Cain the father of Fallout puts it, "ideas are a dime a dozen, how you implement your ideas is what matters"
A soft mechanic that would be fun to see, is if the player character’s model tracking glitches it rewrites it as a fall/ tumble making noise. So if you’re approaching uneven ground suddenly detection and noise are what’s lethal- and the devs don’t have to rabbit-tunnel every small terrain piece.
"War no longer needed it's ultimate practicioner. It had become a self-sustaining system. Man was crushed under the wheels of a Machine created to create the Machine, created to crush the Machine. Samsara of cut sinew and crushed bone. Death without life. Null Ouroboros. All that remained is War without Reason."
Fr this game is just like the final war in the ultrakill lore
"A MAGNUM OPUS. A COLD TOWER OF STEEL. A MACHINE BUILT TO END WAR IS ALWAYS A MACHINE BUILT TO CONTINUE WAR. YOU WERE BEAUTIFUL, OUTSTRETCHED LIKE ANTENNAS TO HEAVEN. YOU WERE BEYOND YOUR CREATORS. YOU REACHED OUT FOR GOD, AND YOU FELL. NONE WERE LEFT TO SPEAK YOUR EULOGY. NO FINAL WORDS, NO CONCLUDING STATEMENT. NO POINT. PERFECT CLOSURE."
@@frostburn2982 THIS IS THE ONLY WAY IT COULD HAVE ENDED
THIS IS THE ONLY WAY IT SHOULD HAVE ENDED
“War no longer needed its ultimate practitioner.”
I recognize a good Blood Meridian reference when I see it.
Sorry but is it not a 1984 reference? There's plenty in the game
Person 1: We need a new game…
Person 2: Okay, just take Armored Core, Metal Gear, Dark Souls, Death Stranding, Tarkov, Warhammer 40K….and just mash it altogether.
Person 3: wtf.
Person 4: *frothing at the mouth*
this might be a good idea, its like my favorite games just mashed togheter, seing metal gear and armored core togheter ( and souls games ) is a dream in a strange way come true
@@SPECREY Hideo Kojima's vision raw-portrayed with graphics and dieselpunk of Warhammer. Never knew I need this more.
person 5: *already writing some crazy ass lore that would make warhammer look like playtime*
Person 6 : Throwing enough money at the screen that it breaks because he had to resort to pennies after running out of bills.
Its 40k before the emperor showed up.
Agreed
And after.
Or, it's 40K on a penal planet where Tzeentch and Imperial forces are slugging it out, and you're just one of the hapless non-inmates who used to make the spaceport run...
Gives me the darkage of technology vibe around 15k to 25k area of Warhammer 40k. The very grim, dark feel with AI fighting wars made me think of it.
This game could have been made in 40k, but a lot of the fanbase wouldn't have gone for it and it would have pulled the teeth out of the franchise because it's a parody franchise. This is direct criticism of modern life, not oblique criticism through parody. Both are good, this isn't a value statement, but for one to work it can't be the same as the other.
I see some parallels with the development of The Forever Winter in the video gaming industry and the development of Trench Crusade in the tabletop gaming industry. Not only in approach, involvement of industry icons, & philosophy behind the company, but also in the imagery and lore. Not saying by any means that one is copying the other, but more so that both are born of and driven by frustration with the mainstream industry shackles and this has led them to follow a similar path. Love that people are making this shit and that we are getting unbridled creativity and teams that are pushing boundaries for the love of the medium and their audiences. Saving my pennies to get a new PC to be actually able to play this in the future.
This looks too good to be true. Choose your fighter:
1. Development hell
2. Publisher does something greedy or stupid
3. Online multiplayer only and servers die out
4. Hostile takeover or IP purchase / court battles
5. Either developers personally or studio gets into some controversy over something and game gets stuck in development
6. Game turns out beautiful but bland mechanics and/or gets overrun with toxic grinders
7. Somehow against all odds everything works out. Surprisingly even a sequel is released. Nobody goes bankrupt.
8. World war 3 / pandemic 4 / aliens / meteorite / act of God
praying for 7, expecting 6 or 1
6, probably
You called 3 and possibly predicted 6.
Honestly 6, reminds me a little bit of Stray, a neat idea and neat environment but pretty bland mechanics. I really want to be wrong though because it looks amazing and I've always loved the idea of a game's world existing independent of my character.
2,3 and 8. Those are the only possible ones in my mind.
As an infantry veteran, seeing a game that doesn’t glorify war but horrifies it almost brought me to tears. War is hell, ripping the humanity from all those who participate and this game shows this in a way I’ve never seen before. Thank you for sharing and helping make this art.
The game This War of Mine is a better representation of noncombatants in a war. This game looks interesting still.
There's plenty of games like that.
welcome to see you
@delascroix
You Army?
Even roblox games do that well
I will most definitely make sure to not glorify and romanticize war when I make my games, war is a terrible thing
This does more for the game than the trailer, I hope the devs appreciate you.
honestly that mad dog anecdote sold the project for me, the art direction for my brain tickles exactly this part of my brain
13:19 that is such an amazing detail. Enemies all suddenly knowing your exact position is one of the most immersion breaking things in games
Warframe doesn't have that. In theory you could stealth your way through a mission without anyone knowing you were there. In practice, most people just charge straight in and don't bother with stealth. And in Helldivers, enemies have a certain awareness radius that's relatively small until they're alerted to you, this means that you can dodge patrols and potentially lose pursuers. You can even sneak up to an enemy base, and they won't be aware of your presence until you start shooting, or whatever you called in hits them.
@@Viper-fd2fx Also in some cases enemies will be aware of your very loud teammates but be unaware of you, which is particularly notable against Automatons since it makes it so much easier to kill Scout Striders, Hulks, and Tanks when they just run straight past you and you shoot them in their weak rear.
They should still have some high level enemies with better tracking capabilities tech. Some of the art gives major Mr X vibes and I hope they make good on that once you've got like 4 or 5 stars GTA-wise
As a massive fan of concept art myself, this entire project just looks utterly stunning.
15:01 HOLYSHIT Riloe is a good artist, to any non artist people who maybe dont know, this is insane quality, ive been drawing for almost all my life and while undoubtedly younger then Riloe i still cant imagine producing art like this let alone videos this well put together (maybe some day, just not today, if i do Riloe will be an inspiration)
But man, getting Riloe to fuck with your game has gotta be one of the best marketing decisions ever, this game has completely passed under my radar until now and its gotta be one of my most anticipated games next to doom dark ages already lmao, just the artistic integrity alone has me praying for this game to come out ontop and soon, feels like ages since a project like this has come up, a triple AAA quality game with an actual vision outside of money especially with such a cool vision aswell, as a huge 80's cyberpunk fan i fuck with this hard, if i had the skill set i'd be doing anything i could to contribute to this, but imma just keep practicing my shading and perspective for now, while the pro's finally get a chance to play ball without a bunch of big wigs breathing down their neck
Hey, thank you so much!
first time watching your videos, I admire anyone who is willing to accept and perhaps harness its uniquiness and "weirdness". Good job.
Excellent presentation, Riloe! Really interesting concept for sure! Excited to see how it develops 👍
Cheers Tom!
Insert "Shut up and take my money" meme here.
The last time I played a game anywhere like this was years ago when I played a Modded STALKER: Shadow of Chernobyl.
I understood many of the terms used at 10:24 because of said modded game. The AI Director in particular being a core function of that game.
In the Base version of STALKER the AI Director is preset and almost all of the individual units will do the same thing, roughly, every time.
In the modded version, the AI Director is allowed more Randomisation when you first start a game.
Units that normally hold an area of the map may be given new direction to launch an attack on an oppsed factions area.
While the more dangerous mutants,like chimeras, of the Zone may be given direction to traverse the map from the later area's to the end of the Starting area (this literally happened in one of my play throughs).
Add in randomised a Blowout timer (The massive psionic and Radioactive effect that occurred at the start of the base game) with having all human AI seekng shelter during said Blowout while the Mutants become empowered.
That Chimera I mentioned, yeah... it was way more dangerous than the base game version after a Blowout.
The key story npcs and enemies remain where they ought to, which may lead to the less protected optional NPCs getting slaughtered by an amped up Mutant or Opposing Faction Raid as a result.
I didn't fight that Chimera, I lured it away toward a near by Bandit unit to distract it while I snuck past.
That sort of unpredictable, you are the little fish in a big pond, gameplay is something I wished more Developers would do.
The art style and all of the coresponding inspirations for Forever Winter are my kind of oppressive dystopian jam.
This game looks brilliant and the gameplay sounds like its exactly the sort of game I have always wanted to play.
Cannot wait to see this game fully realised and playably in my hands.
I wish Fun Dog all the best with this project and eagerly look forward to buying it when it's available.
Holy fuck dude
Hey Stalker :)
It does feel like heavily modded games. Minecraft certainly pops to mind (though mods with focus on dystopian. Skyrim and Arma could also fit the description.
The reason for that is that mods are all works of passion, just like this game.
Some modders do make good buck (although most don't), but if they every lose their way and fail to deliver quality content, they will stop gaining returns. This means that not only are people only interested in profits driven away from modding in the first place, but those few who end up making income with it will be punished should they ever get too cocky and greedy.
What's the name of the mod(s), please?
@@GabeBars Ditto
what I've noticed about this game unlike other games is that every single model is unique, theres like almost no copy pasted models that I could see, and because of that its a hell of a lot more immersive
Seriously? That IS a incredible feat. I can only wonder what kind of programming magic they must've done to get that happen.
@@XDarkEcho Less programming magic more giving their artists and 3d modelers a lot of money and time. W
@@lewiddy336 Love to see it!
Caught one of your Forever Winter Vids yesterday and saw this one today.
Looks like i'll be binging some of your other stuff in the coming days and let's see, maybe even more.
There was a mod for Arma 3 that this reminds me of a lot. It was called Pilgramage. You play Alex, a freelance PMC employee, who is searching for a brother that died while trying to find something dangerous their father hid years ago. Around you, a long-running civil war on has led to bloody chaos with numerous bands of mercenaries and marauders terrorizing the island in their never-ending struggle for power.
The gameplay is exactly as you describe, combat voyeurism. Arma 3's mechanics make it extremely risky to get in a gunfight where you don't have an advantage, so you spend most of the time hiding, waiting for the AI to finish fighting, and picking up whatever's left. The gameplay had this lonely, nervous tone where you had to be constantly alert to enemies popping out of nowhere. The big reveal is that the secret that their father hid was an autonomous APC that has essentially been let loose on the island, which is very reminiscent of this game you've shown here. Being a mod for Arma 3, it was obviously limited in what it could achieve, however, despite these limitations, it was compelling enough that I've played through it a couple of times. Definitely worth checking out if you want to have some idea of what you can achieve with this kind of game style.
Anyway, this game looks very exciting. Can't wait to see what the Dev's do with these ideas. I think the challenge for the Dev's is the need to balance between the amount of agency the player has and the amount of hostility that the environment can pressure the player with. You don't want the player to be powerless, but the player should not also be in a position to outright win a gunfight unless they have some kind of advantage. Basically, I feel like the player always should be encouraged to think hard about each engagement, striking only when they are sure they had some advantage and never against an obviously superior foe. If the player is too powerful, then the gameplay will loose its edge, if they are powerless then the game will literally be no fun.
In pilgrimage, I would often subtly intervene in AI fights to make sure the battle wasn't won too quickly by either side, that way the AI ground each other down and the victor emerged in the weakest possible state, making for easy pickings for me to mop up. This typically involved quietly sniping key enemies, like machine gunners, and strategically weakening the dominant side. This is a tactic that I think would be really neat if built out into a more fleshed-out game mechanic.
woild love to see a video on this ^^
ah man used to watch jackfrags and chaaboy play arma, and you said the battles going on are caused by npcs, and arma 3 probably has the best sound design??? damn man I wish I had a pc, as intense as arma 3 is the fact its just npcs so you could kinda roleplay in your head, just go hide off in a house and listen to the war going on, then when the battle stops just go looking for anything, on a chill rainy day, damn 😔
Gotta love Arma 3. I've been working on the same mod for it for 10 years. Not the same mod you're talking about but just the same project for all that time.
@@rockymontanagarciamaneget a PC, I'll get you a copy and I'll be your guide lol.
What is your mod?@@Slay_No_More
This game deserves more recognition, it reflects exactly a kind of passion behind it that most AAA games lack.
AAA games lack passion only because it's sucked dry in the process. The creative teams surely are as passionate as anyone about their work, until they get burnt out by the machine.
AAA games doesn't really have artistic vision in mind most of the time, as the publishers and the higher ups are more concerned about a good product than a good work of art.
I am a firm believer that gaming's future lies with the indies. I'm so tired of games being used primarily as a profit machine with all other aspects needing to serve that profit. I haven't even bought a triple-A game in years. This game looks fantastic. We need more devs like this who treat games as art.
Not only used primarily as a profit machine but even failing in that regard more and more often *because* they try to strip the game elements of the video *game* down to the bare minimum. It would be hilarious if they didn't do it to beloved IPs.
@goopah:
I agree.
One of my current favorites is Deep Rock Galactic (think: Minecraft, but with guns. And dwarfs. And beer!), made by Ghost Ship Games.
They are basically mostly former game devs that quit theirs jobs to create their own studio.
And oh my god, are they in love with what they do!
I believe that anything not created in love, will not persist in the future.
o7
@@thespectator1243 rock and stone!!. Factrio and manorlords are my favorite
i think it will probably be continuous high and low tide situation where eventually the corporate side of things gets bad enough that the indie scene will thrive and then eventually those indies will start companies and consolidate talent or go off to existing companies, and the tide will slowly go back out. eventually the tide will come back in when we start to feel the same again.
in alot of things it seems there is a rhythm where if the existing stable groups are unable to provide something the public wants the public eventually does it themselves and that either replaces the stable groups or forces them to change and accommodate, although usually with longer periods of ignoring or pushback beforehand.
Yep. We are entering a golden age of gaming where smaller studios can leverage increasingly powerful tools to build things with a much larger scope and depth.
This is what happened in cinema - for decades only studios could make films - then in the 90s tech became available for small creators, and now we live in an age were most studio films are derivative trash, and indie / smaller budget films and TV are the areas of true innovation. The directors of the big-budget Hollywood films then come from these ranks and bring a small bit of art and creativity to the big-budget bonanzas.
Wow, INCREDIBLE intro. Skimmed past this title last week, will DEFINATELY have to take a closer look thanks to you.
I really love the concept of this. My biggest recommendation to the devs if they read this is scarcity. The frontlines of wars are not suited for habitation. Some of the best parts of games like Tarkov, STALKER, and Metro are both the immersion and scarcity of barely having enough to get by. Seeing two weapons with an incredibly high amount of ammo I feel could break that loop. Having to choose whether or not to use your last mag or to run away adds to the immersion. Also adding voice lines of the combatants treating you like an annoyance or scavenger goes a far way (think the “get out of here stalker” line). Keep up the great work!
I do think scarcity is one of the best power fantasy killers, and I mean that in a positive way. A player with sufficient mechanical skill or tenacity could in theory take on anything, unless doing so was either fully impossible or would set back their progression.
I also hope we see survivalist elements like food, water, that sort of thing. Im hoping thats a given but a lot of recent survival horror forgoes those systems as annoyances, but would be a good core motivation here.
@@BacklogSemantics if i’m not mistaken, drinkable water is an important resource in this game. i’m not certain if you need it to survive or if it’s simply a resource used to sell to NPC’s however
It looks like they are building systems that will basically take player threat level into account, so even if it's not scarce you will always run the chance of being outmatched if you aren't careful.
@@hypercritical6123 Personally I think that approach will work wonders. There's a careful balance to be met between feeling a sense of progression and reward, and getting too powerful to the point it breaks the immersion. That approach basically follows the phrase "there's always a bigger fish", where you might eventually be able to get good enough gear that with good planning and execution you can, with great difficulty, take down some of the mid-sized war machines that have the capacity to mow your whole squad down in several seconds. Even if you manage that however, you'll be drawing attention to yourself to get hunted down by heavily armed kill squads and the truly massive war machines which are straight up impossible to destroy for even the best scav squads.
dude people die all the time how can it be scarcity
The one thing this game reminds me of is two lines from a show called Boardwalk Empire.
"Fockin' tough guy, you're gonna shoot me for mouthin' off?"
"I wasn't going to, but you kinda talked me into it. (gunshot)"
I want to hug every single artist, programmer, and anyone who worked or was associated with this project. This is the game I’ve been waiting for.
Bro no wonder they approached you , your editing and vision are some of the best I've seen on yt
@@manicnymphomaniac1609 cheers ty!
They should have a polaroid camera function in-game get concept art when snapped in certain moments. Maybe the character is walking by a desolate house, his camera beeps, he takes it out, it snaps to a certain frame & he gets a concept art/storyboard.
actual-good idea
Reminds me of how some indie devs add in a mode after you finish their game that adds little nodes around the map for voice messages about the development of that area
Not feeling it, breaking immersion.
If you really want it in-game, you could possibly find some designs and blueprints with old documents in an untouched control bunker or something.
@@why6212 Yeah, it’s a cool idea, but why would someone living in a war zone decide to take lots of pictures of the destroyed environment?
@ThePC007 what else is there to do aside from teeth gritting runs for salvaging. What do you do in your off time? Find whatever passes for drugs or alcohol and get plastered? Go do MORE runs? Sit around and look at the shit around you?
A hobby like photography can be surprisingly helpful with this very important thing called insanity.
This is one of the most exciting TH-cam videos I've seen in ages. The references, the mention for "concept art is always way cooler than the thing it's for," the art for the game, I cannot wait to see more.
Alrighty, isn't that the point though? Bro is a consultant for the company. This is an ad from an influencer.
@@thengine7 I guess it depends on whether you take his word for it on the: I'm not being paid" thing.
Man, as a fan of Metal Gear Solid and 90's dystopian sci-fi, this game looks like it's scratching all kinds of itches that I didn't even realize I was missing. I've never seen a concept for a game like this and I'm already in love.
Watching this video was such a weird flashback.
I don't think I've seen a preview like this since the days of printed game magazines that I used to buy 10+ years ago. Back when games were mysterious, weird, and exciting.
I feel like an alternate first person view mode would really benefit this game. Especially with how big the character model is and how much it obstructs the camera.
from what was shown here 8:31, i think you can switch between first and third person
being able to switch perspective is a welcome one for tactical shooter element like Tom Clancy, MGS, Helldivers 2..etc big fat W
first person would also sell the scale of the mechs better
@@mrktchp8335 unfortunately that looks like first person ADS, not true first person
With the state of the industry, I haven’t been this intrigued by and excited for a game in years. The level of artistic freedom and dedication to something so far from all of the shallow cookie cutter shooters we’ve seen so much of has got me giddy with anticipation for this games release like I never have been. The art style, the messages, and the breaking away from formulaic modern shooters is everything I needed.
Yes my feelings are the same about this
it's why i can overlook the massive amounts of jank.
Amen 🙏
an artist fever dream about a world driven to ruin in a biopunk post-apocalyptic war worshipped as god like entities ?
SIGN ME THE FUCK UP
sounds familiar no?😂 remind you of a certain group of roided out super soldiers that come in every color under the sun, and that view ancient war technology as sacred relics and holy gifts to mankind?
@@scruffmaster0185 Warhammer 40k or Warframe?
@@freelancerthe2561 i guess those do kinda both work huh?😂 i was aiming for 40K though lol
I share all the same enthusiasm you’ve described in all these love note videos. Im a huge fan of heavy metal magazine and grim dark asthetics and whenever im in a book store or whatever im always on the look out for media that pushes the boundaries like the forever winter. An art style thats unapologetic and over the top❤❤❤
Whenever you talk about your love for the art of the gaming industry, I feel a lot of things I haven’t in a long time. My lifelong dream has always been to create video games and push the perception of Games as Art forward into the mainstream. Creating a genuinely compelling video game requires a blend of all kinds of art, from visual to audio to writing and so on, and the sum of all of those parts creates an interactive package that is itself a work of art. But with the way the AAA industry has been heading I felt a lot of that drive I had die, watching genuinely talented creators get chewed up, absorbed, and trapped in a system that only cares about a bottom line. I am so glad you get to be a part of this project that has brought some of that spark back and I can’t wait to hear more about it and get my hands on it eventually. You are my favorite “non-journalist” gaming consultant!
Cheers I’m glad you connect with that! In any way you can, it’s great to connect with smaller devs even by proxy, and see passionate people who are building cool stuff at work, it’s really refreshing.
This comment made me realise that this video gives me the same vibes and sparks the same interest as Disco Elysium. It's very much focused on how games can be a brilliant medium for storytelling, using all kinds of formats (video, audio, text, gameplay mechanics themselves) to tell the story. I thank you for letting me put words to the idea of "Games as Art" that games like DE and Outer Wilds planted in my head!
And of course, Disco Elysium's studio got eaten up in the most Disco way possible. How ironic.
What is the game you want to make? What do you need to accomplish that?
I can relate to this sentiment so strongly. I was so distraught in regards to making my own game because of all of the things that happened within this industry
damn. when AAA handle the market, why and how most follow trends. artistic freedom is a risk for those who dare and are generously awarded. there's indie that does its thing, while AA is reshaping close to AAA.
This feels like a between the vibes of Armored Core, WH40K, Death Stranding, and HAWKEN in all the best ways, I fucking love it
Yeah, the vibes that I was getting while watching this was an Armored Core game but you instead play as one of the many nameless individuals that get trampled by these massive monsters of metal!!! Like in the Armored Core V trailer where the tanks very similar to tanks we have now try firing at the Matsukaze Mdl. 2 and it just rolls over them like it doesn't even notice as it fires at some larger target off screen lol
Bro just discovered mecha genre.
war hammer my beloved
its peak scifi. even a vibe, that opening scene of 1984's Terminator.
Apparently the CEO worked on HAWKEN, so it tracks lol
...man i miss hawken's artstyle
We’ve always been getting the same flashy shooter games where the world revolves around you, mowing down enemy waves by thousands. But this, this game will put you in a world in the perspective of a powerless scavenger stuck in the middle of an immense and brutal war between superpowers, trying to survive. A world that continues to die without you, where you are trapped in the crossfire between armies fighting with those giant robots only to remind you how small you are in all this. This is going to be a revolution in the gaming industry if this is executed properly, and this sure does look promising with the small that we got to see. It’s really the kind of atmosphere that even if it’s fictional, it’s scarily real in some way.
This looks so amazing. I don’t have the words to express how much this fits my specific aesthetic style and cravings for media and gaming like it.
I’m incredibly excited that this is being made and I just hope it comes to some type of release build at some point no matter what.
This is incredible. More games need to ask you "should you shoot" rather than "when should you shoot."
I'm not playing games for some kind of message. Not everything needs to give some life lessons.
He’s talking about gameplay, you know, weighing risk
@@Minty7602 No, it's more than just that. There's definitely a critique of war hidden in that difference. If it was all about gameplay then the question is indeed "when should you shoot", but this is about questioning and changing the objective. For the majority of people that experience war, it's not about glory or victory, it's about survival.
@@IskenderCaglarM41B441 Not every video game needs to be a dimensionless, nihilistic romp. You're entitled to keep on enjoying GTA4, no one is saying don't, but more can be said with video games and AAA studios don't say it.
@@IskenderCaglarM41B441 There aren't enough games that have a message behind it like the one in this video. There are too many games that are the type I suppose you want, go play those instead of complaining about this one game.
I love games like this. Games where you aren't a badass, you aren't a soldier, *you don't matter.* It's dark, and dreary, and is something that I vibe with because I love getting to be the random guy who manages to survive against all odds. Things like Kenshi or Stalker Anomaly come to mind, and I'm super excited to see how that vibe applies to a stealth "anti-shooter" as you put it.
You may enjoy a little gem of a game called Rainworld
That's why Morrowind is my favorite game of all time.
Play rain world right now. I'm BEGGING you
I remember playing This War of Mine as a civilian stuck between two armies in a city under siege. That nihilistic, horrifying, disquietening depiction of war that makes you somber and physically ill. It led me on a journey through the real Siege of Sarajevo, the Srebrenica Massacre, the horrors of the Yugoslav Wars. I look forward to this game, even if it's a shooter in a far-future world unlike This War of Mine, I seek that desolation and deference to horror. Looking forward to more on this game, and buying it.
yea the cool thing is that this will be more approachible, like entertainment, but with some moral teachings or how you wanna call it
This War of Mine is a great game, one that sticks with you long after you finish playing it.
@@giftzwerg7345 I dont see how people can learn anything though. The British went in and seen the concentration camps of Germany first handed, then went and built interment camps in Northern Ireland and Kenya. They seen ww2 camps and thought "huh, good idea".
@@geroutathat Other way around, the Germans saw the British putting Boers into concentration camps first.
I know this is late to the party but can I just say the graphic design, the shots, the editing were fucking breath taking. Thank you for such a gorgeous looking video 🩵
7:17 it is especially ironic to mention The Second Renaissance here because it shows that the Robots in Matrix where originally Freedom Fighters protecting themselves but lost their Free Will dude to the war with the Humans.
This is especially fitting when talking about a game like this where the Original Reason for the War has long been forgoten.
And i think it a good similar Movie is 1995 Memories as it is too over a hyper Millitarized Society killing without a goal.
th-cam.com/video/V-OQFslDKiI/w-d-xo.html
Yep “Cannon Fodder” almost made it into my little montage of 90s anime. Great piece
Now this truly has become
A war without reason
Terminator in the future 🤖
@@fire3619always wondered when the Ultrakill fans would appear.
*cue giant city destroying lightning beams blazing across the sky*
This games portrayal of an apocalyptic societal collapse is unparalleled. I cannot wait to play it.
I can wait as much as possible got a big big back log.. I really hope this game is gonna be as emergent as possible and I really hope theu will take care fo many details. I shared my ideas in a message. so should all that feel to do that.
Also, the possibilities for unique Missions is nearly endless in this kind of setting! You can make it so immersive!
@@DNH17 True, true. I can actually wait as long as it takes to make it a solid experience.
alot of the architecture reminded me of bekszinski paintings. very cool art style they have going.
I was thinking the same !!
i hope more people are still only just discovering this game. i can't believe it's only been 2 months since this video was uploaded. feels like 6. thanks for putting this game in front of my eyes Riloe.
16:19 "a game for everyone, is a game for no one" -Arrowhead Game Studios
This is what modern media producers need to learn. There is no such thing as a wider audience. Its a myth. You have a target audience. Make it for them.
@@Justowner It's mostly made up and purported by sales and marketing folks. As in "We need to reach the wider audience to maximize sales for this fiscal quarter."
@@Justowneryou can’t just boil media down to “there’s a target audience, make it for them”. you have to find your target audience and make sure it’s actually large enough to support your goals… and guess what, if it’s not big enough, you might wanna change your design to include more people.
@@ethanbaileylol2283 You can actually, thats how developing a product that you want to succeed works. Mechwarrior is a pretty niche game, but the market of buyers is still large enough to support the developing of that game. Trying to change mechwarrior to appeal to more people risks losing your built in market, which means you've added a level of risk you didnt have before.
That is why wider audiences are a myth, in trying to appeal to more, you risk losing the appeal you already have.
Reminds me of Matt Coleville's video "What are dungeons for?" Where he points out that phenomenon in tabletop design.
When I first started playing MGS 4 I saw a bit of “combat voyeurism” a lot and loved every second of it so I’m unbelievably excited for this game
I thought the exact same thing. "This is what mgs4 wishes it were"
3:36 Remember what they took from you
Ah man I was hoping for an intactivist joke
It’s so stupid how the bots get the awesome infantry skins but us players got the shaft 😐
They got the formula to succeed and they threw it into the bin.
so true
It’s really cool that at 14:07 I thought that gun was opening up on you but then you turn and it’s firing on a completely different target, none the wiser to your presence. It’s like you said, you’re not a major threat until you make yourself one. Very well done analysis
This is like a mix between concepts of ww1 trench warfare and the emotions behind it mixed with hyper tech like 40k. I love it. I need more.
12:36 I like the designs of the soldiers here, especially the guy on the 2nd left. They look like once a modern and well equipped operators, who are now just a bunch of kitbashed grunts, scavenging whatever is left on the battlefield to bulk up their survivability.
this is exacly what ive been looking for tbh, a brutaly realistic war story telling it from the perspective of the footsoldier fighting it. no chosen one or super weapon. they have no controll over this war. it just happens and they sadly have to live in it. a song by the name of not one less by ken ashkorb and XXth by stringstorm brought this idea to my atention and i cant wait for this to come out. it just all fits perfectly in my current hyperfixation and i would love to see it actually happen
I think everyone fails to understand in this game, that you are not a soldier on either side, you're a survivor, a scavenger, you aren't apart of the conflict as much as you're just trying to survive it.
maybe a bit random, but it makes me think of a fan made game set in the world of Gothic games, the game is called Chronicles of Myrtana: Archolos. The game is sorta about a random nobody guy who was just quite smart and useful, finding himself in deep shit and goose searches, becoming the hero of the island. Cool game, if you like a bit more unfair souls like games before dark souls or even demon souls was a thing XD
reminds me of 1984's Terminator opening scene
Your comments are pure art, crafting sublime logical sentences one after the another, covering a topic that is, in short, a unique odyssey of talent and ideas, over an anime style that IS ART, with references that channels the game designer's depth, passion, vision and skills. Thank you.
15:11 This image of the Scout trooper is one of my all time favourite pieces of art and today I finally learned the artist. This game looks and sounds incredible and is so interesting
First of all, WE UP
Games really lack "small man's perspective" stories, and I hope there will be more in the future. Sometimes, in multilayer, you can sorta get "small man" experience, for example, avoiding several PMCs in Tarkov, but that doesn't really represent the hellish reality of surviving in a war zone. Forever Winter really looks like an art piece, and I hope to hear more about the game from you, Riloe, and I would definitely play FW with my friends.
Keep up your fantastic work, lad
only 30 seconds in and this game already looks insane and fun!
I saw this pop up on steam and wishlisted it, I may not have time to play but I’m glad games like this are being made, thanks for covering it I might have to actually make time to give it a try.
This looks like a repeat of what happened to Digital Extremes. They made Warframe as a concept, but publishers didn't want to touch it with a 10 ft pole, they self-published, 11 years later, it's a banger of a game.
Until they make it a grind game hell of a game. Completely lost its charms from that point on. 😅
Until they were forced to make it into a mobile game by ten cent, worst thing ever, this always happens. When a beloved IP gets bought out, it almost always gets worse later on.
I know DE broke out of it, but I've honestly just stopped with warframe for years. Too burned out
honestly the extraction shooter genre is ripe for so many creative ideas and worlds. games like hunt-showdown, marauders, and now this make me excited for this genre. i’m so glad people are going beyond the standard mil-sim extraction shooter
Dude, your concept artwork is so sick. I hope you keep working on your art, even if it's just for your own enjoyment, regardless of where the industry is at. Awesome analysis and breakdown video as always.
Cheers thank you!
I have been looking into this game for about two weeks or so. This video of yours made me give it a try and buy it. Even if I end up sucking at this game I hope my small support can lead to further support to it, this effort from them deserves a good future.
The brief mention of Tsutomu Nihei’s BLAME! as an influence to this game really, really shows - not just in character and set design, but also in thematic nature: cyberpunk at the absolute maximum level of dystopia. The megacorps are either long gone or complete husks of what they once were, human resistance to the current state of affairs forgotten centuries ago. The machines take on an almost lovecraftian role: impossibly advanced entities, which if they do acknowledge humans, view them not as legitimate threats or competitors, but as pests.
Also the image (and worldbuilding quip, since it probably was paraphrased from a dev) at 0:22 is a straight up homage to BLAME!’s megastructure
This is essentially a bigger, more developed version of the idea of 'Armored Core 5, but your playing one of the wasteland scavangers instead of a mech pilot' and hot dang I want to play that.
I heard the perfect explanation for my reaction to this game, "A mood board pulled directly from my dreams" theres all these aesthetic influences and similarities to stuff i loved and my favorite part is its not just skin deep. The game play and mechanics look like theyre doing something unique and interesting in this world beyond the common run and gun.
Lmao I really related to you during your outtro talking about how this game which is horribly dark and bleak and evil is maybe a sign that the future of games still has a bright future ahead of it hahaha
I am also a sad young man who has been twisted into an unrecognizable husk by the cruel reality of the world, so I agree that something so grotesque and violent is what we need to see more of in the gaming space. Games that aren’t violent and gory and twisted for the sake of it, but for the sake of showing a different lens on the world, a reflection of what we are and still could be
I was a bit skeptical after seeing this was a "survival horror", but after your deep dive into the lore, I'm convinced I NEED to buy this game. Holy crap... It's so fascinating. Exactly the kind of thing, theme, setting, and art style that I usually fall in love with.
I already liked the visuals, but now that I understand the whole setting, this became WAY more interesting. The concept arts are incredible, and the actual product is getting gorgeous.
Thank you once again for your insight. That was wonderful. Looking forward to the next video about it. Hooked and hyped.
I loved armoured core and gundam but always wanted to know what pedestrians see and feel from the battles that would happen, feeling like ants watching titans clash and seeing The Forever winter made me fall inlove I'm seriously hyped for this game it's exactly what I'd love to play and boy do I love it's aesthetic too I really wish I could express more on how I love this game from the small parts I've seen of it, but I also shouldn't forget how beautiful your video really was thank you for this masterpiece.
Watching an Armored Core zip around at speeds exceeding the speed of sound would be.. existential. Watching this thing, this machine vaguely created in the shape of man, perform feats of destruction would be as close as you can get to a seeing a god.
God I’m so glad this popped up in my recommended, I’ve been obsessed with this game ever since the announcement and there wasn’t enough concept art on the internet. Having and entire video dedicated just to the setting is amazing, thank you so much for this and thank you to the devs for letting you cover their game!