DeathoftheEndless
Crashing this plane... with no survivors!
Thicc
It's kind of both. You usually have an objective that you need to protect, so you build a Minecraft-style fortress with your friends and then defend it from waves of zombies.
both?
Level based zombie waves but you do build defenses and there is some permanence to your actions as well.
New gameplay, i think. It was uploaded today at least.
VentureBeat - 20 minutes https://www.youtube.com/watch?v=nAqRRpnfC7Y
Venture Beat - 1 hour https://www.youtube.com/watch?v=8X2FnQP01j4
PC Gamer https://www.youtube.com/watch?v=x-Tt1Ixk8To
Doesn't look bad. I have no friends though.
GamesBeat: Would you say that its like modernizing Epic?
Mustard: It is. Luckily, Tim is very smart. Hes very forward looking. Thats one of the reasons why we were so excited to partner with Tencent. As we looked at the market five years ago, the traditional boxed game model wasnt going to hold. And whos to say that even the current model were shifting to is going to hold, but its certainly the model were seeing currently.
GamesBeat: EAs earnings were all about their live services.
Mustard: Right. Five years ago we were a company with under 100 employees that made one game at a time and happened to have an engine we licensed out. Now were more than 500 people and we have all these games, all this enterprise work. Were much better positioned for the future. Its taken us five years to change, to make that transformation. Not just to turn the ship, but to transform us.
Fortnite has been the tip of the spear the entire time. When we started prototyping it, it was on Unreal Engine 3. As we realized our ambitions for the game, and our hopes for the game, we knew we didnt have the technology to make that yet. We needed to make a new engine not just to service the future, but that could showcase what we wanted to do with this game to make these dynamic worlds, fully destructible, randomly generated. These were massive things that we needed new technology to do. Fortnite paved the way for that, and for our live operations back end.
Paragon is currently out in open beta, but weve been operating Fortnite in a closed alpha using our back end for about 22 months. Thats been operating continuously the whole time with real players, stress testing that back end. We had to stand that up to even work on Fortnite. We had to build a publishing wing and marketing department. Everything we had to do to transform Epic into a publisher. Our ambition is to be independent, and to be able to do that on our own without having to rely on an external partner.
GamesBeat: The game looks very different from it did at first. The art is more realistic than the last time we saw it.
Phelps: Our goal has always been to create a game that was accessible and stylized. What if Pixar did the Walking Dead? One of the things we looked in the revision was the characters. We took a long look at them and really wanted to get the heroism that we were hoping for in the game, to be able to pull that together. Thats where we re-envisioned all the core characters, establishing the heroes and putting together some solutions to be able to create hundreds of heroes. The game we have today now has 100-plus heroes, and thatll continue to grow after we launch. Were excited about that. We think that heroismit just fulfills the core of what Fortnite is.
Why did I think this entire time it was XB1/PC exclusive?
Oh, alright. Thanks.It was only officially announced for PC (and Mac) until today.
Apparently I get $20 off since I was in the beta. I liked it enough so I might get a founders pack, but isn't this supposed to be free too?
Is it in Early Access RIGHT NOW, or does that start in late July? Confused
Maybe the game can just be it's own thing and it's inappropriate to try to compare it to other games?
Pre-order packs: https://www.epicgames.com/fortnite/en-US/pre-order