The Farm 51 team chats with VR-Zone about its upcoming title Get Even, shedding light on everything from the game’s story arc to the influences that sparked the title’s development.
Earlier this month The Farm 51 released a cryptic, spooky, and damn good looking trailer for its upcoming next-gen shooter Get Even. Partially composed of live-action video and footage rendered by the game’s engine, it’s one of the few next-gen game trailers out there that actually looks next generation.
Check out the trailer below:
VR-Zone had the opportunity to delve into the mind of The Farm 51’s very own Wojciech Pazdur regarding the studio’s highly anticipated next-gen shooter, Get Even. On the heels of the game’s recent Steam Greenlight campaign, this interview brings in new depth to the upcoming game, giving it new shape and form to the somewhat cryptic reveal trailer.
VR-Zone: Get Even isn’t your average shooter, and represents an unprecedented leap forward in innovative storytelling and gameplay. On your official page for the game, we see that you plan to blur the edges between singleplayer and multiplayer — might we have some specifics in how you will achieve this?
For virtually every action game, experience can be divided into two categories: the one where you feel emotions related to the story, getting to know game heroes, exploration, journey, mission, personal involvement and the second one, where you feel respect to your enemies and extreme doses of adrenaline come into your veins because you cannot predict your opponent’s move. First is single player domain, second is multiplayer niche.
We felt it’s worth of trying to combine these two experiences, not just like that, but because for a long time before we were shaping design of very specific game. In two opposite story campaigns, Get Even shows the fates of two heroes bond into some destructive and tragic conflict, so we needed a strong feeling of threat and realism that plays together with serious plotline. And on the other side, we tell very unusual story about traveling between different levels of reality, which are your and other people memories.
Asking a ‘what is real’ question like Neo in The Matrix is a more-than-usual subject for the game characters. When after being shot you lose your consciousness and then you see yourself in some strange and rogue place where you’ve never been before, you may not know if this is a real world (and who moved you to this place) or dream in a coma. Or maybe you’re hallucinating from drugs in the hospital or maybe you’re dead, and this is your purgatory. Get Even does things like this with different game aspects and we want to keep a player asking himself about the borders of reality all the time. So when some hostile stranger comes at you with a knife or a pistol in his hand, you have to guess if he’s a real threat (you better assume he is), but maybe he’s just a phantom or, oppositely, the other player exploring his story where he sees you as an objective to eliminate.
Then the key is that Get Even shouldn’t be described as a multiplayer game, because its essence is not a competition with other players like in most of the online games. And it’s also not the cooperative gameplay, even if technically speaking both of these components are present in gameflow. Get Even is a story driven game where we allow other humans to invade your world and become a threat (or sometimes help) during their own quests. But there’s no frag score, leaderboards, no counter for matches won and failed, it’s always you and your story, sometimes interacted with other humans, sometimes with AI bots.
It brings a lot of unpredictability to the battlefield because seeing an enemy you never know if he’s the second player or AI character. Looking at his behaviors you can often realize the truth, but the game usually isn’t giving you enough time. After all, your enemy can be both smarter than you, but also have more reflex, no matter if he’s controlled by computer or other human. And the great thing is that he can be also less skilled or slower than you, but anyway you should show him some respect because you never can be sure if he plays according to AI schematics or to advantages and weaknesses of human abilities.