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More information for Hollowpoint from Ruffian Games PC/PS4

The game is played in large 3D cross section environments, made up of multiple exterior areas, internal rooms and corridors, and stairwells that connect them all together — imagine a huge ant farm, but replace the ants with groups of well-armed men and women trying to kill each other with big guns.

The players are constrained along the 2D axis at the front of the scene near the cross section — or the glass of the ant farm — so they can move along the 2D plane running, jumping, grabbing, moving in and out of cover, etc. The Enemy has free reign of the full environments, they emerge from the distance and, depending on the enemy, they will find good cover positions to attack from or they move from cover to cover as they move towards the 2D plane where they are most dangerous.

The player can fire directly along the 2D plane or they can seamlessly switch to fire into the depth of the scene at the touch of a button. It’s a really interesting and intuitive mix of an old school 2D platform shooter and 3D shooting gallery gameplay that I’ve not seen another game use in this constantly switching, seamless way. This is the core mechanic of Hollowpoint that everything else is built around.

The game can be played alone, and it’s a lot of fun, but it really comes alive when you play online with others. Playing cooperatively with up to three other players isn’t just about safety in numbers; it’s much more than that. If one of your Hollowpoints gets injured in a co-op game, they can be revived by one of your teammates, but in a solo game the only option is to teleport the injured player out and switch them with one of your backup Hollowpoints, leaving you a man down — you can only bring a maximum of four Hollowpoints into any Contract (what we call missions in-game).

Many of the Abilities that you have are team buffs that are transferred to any teammates who are within effective range when the Ability is activated, so activating them alone doesn’t allow them to be as effective as they could be. Every enemy kill that you or one of your teammates makes will provide a reward of XP and pickups for Ammo, Credits and Health. These exact same rewards are also given to any teammates who are close enough when the enemy is taken out.



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http://blog.us.playstation.com/2015/04/16/hollowpoint-high-intensity-co-op-on-ps4/?adbsc=social_20150416_43913796&adbid=588699964357746688&adbpl=tw&adbpr=10671602
 
Torrent of game info today! Loving it.

Was there some kind of event today or recently where they showed updates on a bunch of software?
 

Chobel

Member
The players are constrained along the 2D axis at the front of the scene near the cross section — or the glass of the ant farm — so they can move along the 2D plane running, jumping, grabbing, moving in and out of cover, etc. The Enemy has free reign of the full environments, they emerge from the distance and, depending on the enemy, they will find good cover positions to attack from or they move from cover to cover as they move towards the 2D plane where they are most dangerous.

The player can fire directly along the 2D plane or they can seamlessly switch to fire into the depth of the scene at the touch of a button. It’s a really interesting and intuitive mix of an old school 2D platform shooter and 3D shooting gallery gameplay that I’ve not seen another game use in this constantly switching, seamless way. This is the core mechanic of Hollowpoint that everything else is built around.

This sounds so good!
 

Mr. Tibbs

Member
Paradox And Ruffian Part Ways.

“Today we would like to announce that the working relationship between Paradox Interactive and Ruffian Games on ‘Hollowpoint’ has been amicably terminated.

After recent ongoing discussions between the two companies, it became apparent to both parties that the creative vision for the project was diverging and so the decision was ultimately taken to cease our co-operation in order to serve the long-term interests of the game.

We would like to thank Ruffian Games for all their hard work and wish them the best of luck in their future endeavours. Paradox will be re-evaluating the creative direction of ‘Hollowpoint’ internally before making any final decisions.”
 
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