Game

Evercore Heroes Injects Roguelike Dungeons into a MOBA-like setting



Vela Games’ project V has been officially revealed. Called Evercore Heroes, the upcoming game combines inspiration from a variety of genres. It looks and controls a lot like a MOBA, and even features a colorful roster of sci-fi and fantasy-inspired hero characters. But there are also elements of a lifelike game, based on how each player dives into each match with the aim of optimizing their build for the current match. Evercore Heroes also injects a bit of PvP competition into its core PvE gameplay.

In Evercore Heroes, four teams of four each battle their way through numerous enemies in PvE combat on the same map, each trying to complete objectives and fully equip themselves with powerful shards. while protecting their power from waves of enemies. After several rounds, all teams are placed in a boss encounter where it becomes a race to see which team can beat the big bad guys first.

If your team’s points are destroyed, you lose. But leaving it behind to complete objectives is the only way to earn enough resources to give you and your allies enough power for the boss, so you have to pay to run all the way and complete as much as possible amid waves of enemies. And even if you can’t interact directly with other teams on the map, you can see where they are and what they’re up to, allowing you a chance to try and complete map objectives first. them, don’t give them a reward for that particular task.

Following the Evercore Heroes reveal, I interviewed Vela Games co-founders Travis George, Lisa Newton George, and Brian Kaiser. The transcript of our conversation is detailed below.

GameSpot: How did you guys come up with this art and visual style? It’s quite vibrant, despite the dark tone of the story.

Brian Kaiser: Just about the overall presentation of the game, it’s a deliberate choice to deliver something that feels vibrant, feels positive. We really want to give players a satisfying, fun and positive release with this game. And you know, the stakes are high in the story. And you heard about the Breakup and how it affected the world and that stuff in the presentation. But there’s also hope built into the story automatically because the curtain is starting to break, but it’s still there. There’s a chance it could break further, there’s a chance there’s a way to fix it. We could have set the story 100 years after the curtain was completely broken – it was an apocalypse so we didn’t go there. We want [players] to feel heroic. We really wanted to have the spirit of players come together and have this competitive PvE experience but focus on team play co-op and really deliver a sense of teamwork and heroism and escape. that positive into the story. And the reality is of course, the look of the world and the characters.

Lisa Newton George: And speaking of heroes – well, first of all, let’s take a step back. We decided to go for a more stylized look in the game, which you’ll see – especially with the looks and designs of the heroes – as opposed to something more realistic. This is a style that we love as creators, but we also feel that our players really love it, too. So in regards to the type of personality and tone you can see in the eight [heroes], that’s just the starting point – we’re growing a larger list. And on that list, there will be a wide variety of personality types and stories, ranging from upbeat, positive, fun, and cute to characters with more dark sides, darker looks. And so we’re looking to really push the boundaries there and offer different types of heroes to different people because we know that players have different styles and preferences. , and they connect with different types of heroes. And so we really wanted to provide a hero for everyone in a way that people can find and connect with.

You are talking about this starting point and then building the hero squad. Is there a particular reason to start with the eight seen in the trailer?

Travis George: We discussed this a lot because we have more than eight [ready]. One of the reasons is, we wanted to show different playing styles. And that team [seen in the trailer] can be a very valid team in the game. It’s not something you have to choose, but we wanted to show off [a valid team]–we always want to be authenticated. We don’t just choose the most beautiful characters.

Lisa Newton George: As we brainstormed the trailer together, we really wanted to highlight four different heroes from different regions with different personalities and different aesthetics, different stories, and gameplay. difference. And we landed on the original four, and then the four ran over, similarly, we thought about all these different things, and we decided on those four things, for potential stories. Future.

How big is the focal point of the story?

Brian Kaiser: As we play the game in every moment of a session, we are all focused on the game experience we are having with our friends and colleagues. And we think that’s really important. However, the story is an important part of the experience and the game has a seasonal structure. And that opens up a lot of really interesting opportunities for things that we can do narratively, which expands the world of the story and allows for change and allows us to look deeper into the story. the characters and get closer to them and let the player fall in love with them the way we have. And you take those experiences and those emotions from the characters and naturally bring that into the gaming experience with you. So I really see it as a bonding experience. That is overall. So, you know, making some of these characters feel like you’re having an impact on this world is an important part of the overall experience.

What mechanism or feature in the game to encourage players to work together and not do solo quests?

Travis George: Great question. And I think I’ll just say this up front, I think we’re going to continue to develop this over time. And I can tell you what we think about it right now. One is just the background of the game itself. Project V, when it started, was a co-op PvE experience – there was no competitive element on it.

But now what you have is you have this competitive element where you have to outrun other teams. But the moment-to-moment gameplay is still very cooperative. We don’t like talking about genres – we love talking about [Evercore Heroes] as its own thing because honestly there are so many genres of influence. But if you think about MOBAs – that’s what a lot of us here have worked on, so that’s a good reference point – you’re playing as three or four separate games. And then occasionally gather as a team to fight or scramble for a goal.

It’s a great collaboration [experience], like you will have a very hard time taking risks and trying to do things on your own. Now, we also don’t want to be too restrictive. So there are actually several ways that you can come up with a split strategy. There’s actually a shard in the game that’s pretty rare but it will actually allow you to have enough power and stats to go out on your own if your team wants you to. But overall, if you decide to go out and go solo, you probably won’t get very far. And you probably won’t win the match. So one of the biggest things that I can say for the general mindset is that the way to be good in Evercore Heroes is that you have to be really good at working with your team.

Does the game use a Role Queue?

Travis George: Our intention is to put as few restrictions on the team as possible because we think the game is really healthy to have a story development that is driven by player strategy and so partly part of that is flexibility – there are plenty of games where we’ve seen their methods evolve in dramatic ways over time. And I think the more difficult constraints you put in place, the less room you have. And we often think we want to create an ecosystem where players can develop interesting strategies because that’s part of the game: thinking about team members. So I can’t commit to what [Evercore Heroes] there will be in the future, but our intention is to have as few restrictions as possible.

I would say, in the game, because of that cooperative nature, the roles are quite different. Tanks actually have different tools – they have taunts, just like the game. DPS [characters] need to apply DPS, so they are usually disabled. So it will be quite difficult to run away if you are the tank of the team. You can do it, but, again, you probably won’t win. The game may indirectly enforce more notifications for you than we would fake if that makes sense. Just because of the nature of the co-op gameplay.

What incentive will there be in the game to encourage the losing teams to stick around, or punish to prevent them from leaving early? Like, how does the game handle losses? Do you still earn something for completing a match?

Travis George: All in all, one of the things we like about the four-team format, as opposed to just binary, win-lose, is that if you’re fourth, you can fight for third, and if you’re third, you can fight second or first – you can turn around. There are mechanisms where even if you’re behind at various points, if you can get past someone for a moment and bring that momentum, you can turn the tide. And nothing fake happens behind the scenes. So no rubber bands or anything like that. But we give you the opportunity to show your skills in the moment and come from behind.

Now the game is getting harder and harder as time goes by. So if your team is just really behind and really bad, the game is going to be really tough. Because step one is to beat the game and step two is to beat the other teams while performing – you could actually be out. I played in a match last night where my Evercore was destroyed. And so I was out after about seven minutes. So there are types of mechanisms.

This interview has been edited for length and clarity.

The products discussed here are independently selected by our editors. GameSpot may receive a share of the revenue if you purchase anything contained on our website.

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