I'm loving this expansion of tactical shooters into other genres. I feel like having well handling cool guns and slower gameplay can be useful for so many other genres (horror in this instance)
The sound design is top notch. Its so unsettling, yet so...fitting. It sets the sinister atmosphere perfectly. I love the environments too, especially with the burning church. Its so cinematic and such an SCP vibe.
I have no idea about the implementation or propagation, and that's definitely something that while often paired with people that do good sound design, is not always the case as night dives remake of system shock has shown us.. that being said.. I had this video playing in the background on my phone, no visual no idea what was going on.. and it was audibly engaging for about 30 minutes, with no contacts to anything other than just the comms.. so if you if that's something that happens.. you're doing something right :-).. I feel like getting sound designers to the table with good sounding sounds was the biggest part of the battle over the last decade and a half, and I'm super glad that it's starting to show up more often.. despite that one of the heroes of that being squad, completely redid everything and undid all of their amazing work, despite being the go-to model previously, which is sad but. more and more I've been hearing good sound work, on an artistic level, and it really stands out in the void that we had had in the shift of the windows core audio into non-existence, and development prioritization shipping over to consoles, and then just the general bad practices getting worse as the technology stagnated... I remember being kind of blown away by the re4 remake sound, not that it was like that first iteration of squad epic level, so much is that everything saved maybe that MP5, sounded actually pleasing to hear, the guns weren't necessarily loud but they felt like they were guns, and that little menu option to tweak the impact sounds was really cool and I wish you could get that more often.. because impacts are just as important as the actual gunshot in a lot of cases.. it's just from a Japanese aaa developer, on a console focus title, I did not expect that.. but I've been seeing it more and more, and my God is that a wonderful trend. Even night dive system shock remake, if it wasn't for the technical implementation that was so poorly done, 9 out of 10 of the firearms in that game sound good to shoot... Even the pistol which is poorly leveled by comparison to the others, the actual sample material sounds really good, fortunately not a problem for a lot of the other ones.. unfortunately a problem for a game or directional sound would have been really useful and the mix is all over the place. but.. like just getting back to having the sound sound good in the first place.. the technology part is also cool to see coming back, but.. you could have the best propagation in all the land, but if your actual art level is garbage.. well I mean usually it ends up being a mix that ends up being self-defeating regardless as, usually those best practice trends that lead to garbage water down audio like the redo of squads sound design.. also usually lead to mixing that is going to destroy the focus anyways... But in those instances where there is good propagation and just really bad art level, it doesn't matter how accurately you can pinpoint, if it all just doesn't sound interesting or worse just depressing in a way that works against you.. or even worse.. you pull a bungee or a Bethesda and then you have characters constantly spamming cheese ball dialogue at all times to just take away from any of the good work you could have done.. I don't know I'm just I'm just happy to see it is all... Like I set up my sound for this experience that if feels like I had to wait about a decade since when I started getting into speakers and receivers and whatnot and moving on from just beyond headphones.. like I set it up, largely around squad though so there was that.. and it was always a treat when I actually got to turn the volume up and just feel that game.. sadly, when I finally got back to it and was settled and had everything set up 10 years later LOL, turns out they had just kind of ruined every single thing, still making it above average but.. it used to be the king so.. I was heartbroken, and then suddenly.. there's other people that are doing it. And sure I may never get to have that mega squad experience that I had been waiting so long to finally settle and have enough time to sink into,. And it was only a very rarest of treats when I was able to do it in the past, given how genuinely structure altering that game is when properly configured with proper floor speakers and surround and whatnot.. I finally get a computer that can run it at more than 30 frames per second and finally get time and get past the menu screen of trying to fix all the nonsense like chromatic aberration and the garbage TAA implementation.. and then I realized that I'm never going to have that experience again.. or at least that's what I thought. Now I've been getting all sorts of them.. not quite the same but.. it's not like a Oasis in the desert anymore.. and having spent a couple of months working on my own mod in source engine, I figured I wasn't going to be able to go back to anything else.. hopefully we will never have to hear sounds like GTA v gunshots ever again in video games although I'm sure we will at some point.. at the very least.. it won't be the norm maybe?
that's the way this game will win. playing into it's setting, using environmental storytelling, and overall making a very detailed, gritty map that immerses the hell out of us. the gameplay already looks like fun. character customization and progression, different guns and loadouts... this could be a really fun game.
The Devs have a real Gem on their hands. The aspect of a Tarkov style shooter mixed with Supernatural elements and Horror is so damn cool. I mean even at this point in time, Gameplay, and level design, sound, and Atmosphere are all really good. Also, another thing that I think is really cool that you don't see much in FPS's is the perspective of the rifle stock. Really gives you VR like Perspective, kinda like you're really behind the mask, instead of that camera at chest level with the gun sticking out.
The second you said SCP: SL I immediately thought of just a PA system somewhere in the map that someone can mic spam into. Now I REALLY wish that was a map feature in some sort of survival / extract shooter
The best is using audio bananan with some virtual ins/outs to pipe in some random shit from Spotify. From metal to techno, to some mariachi music. Its all appropriate while running and dying by monsters and the beta male nine tails
Ahhh the effects on the comms, especially the way your buddy’s voice echoes through the forest at a distance, are just incredible. It’s so damn immersive listening as your teammate gets hit, drops to cover behind a tree, and curses to himself as he heals, his swear, while silent, still rolling off the ground and bouncing off the trees. This game has its soundscape and audio design down to a T
Show's how damn important audio and audio design really is. I feel like many people miss the mark with it. Ofc it's very much not easy thing to make right.
@@studiosempy In the film industry, it's a common rule that 60% of a "good scene" is audio. It is always preferable to have a poor image and good audio, than the opposite. While good audio is seamless and not noticeable, bad audio can destroy even the best shot ever made. I'd not say it's an exaggeration, i'd say it's common knowledge in any creative field that mixes audio and visuals, and has been since the start of "talking" cinema.
Hey, I'm trying to say that we shouldn't downplay the importance of graphics and animation in videogames. I know sound is important but it should be equally important. If the graphics and animation are superb then audio should be too. Otherwise, if you think audio is top priority, maybe listen to a radio show instead?
I love how dark and spooky it feels but then you collect a cookie. Personally, I hope they don't change that. I wish that every time you do the big extract it is always some silly item like a duck, cookie, toast. It helps it feel goofy while also keeping that scary vibe throughout the game.
This unfinished early state game has better positional audio than Tarkov ever had. No exclusion zones, so nice to hear shots in the distance through glass, sounds from up- and downstairs where they should be in a video game.
Pretty much came to the comments to see this exact comment. The audio inside the building ( from the video obvz) is absolutely astounding. Can tell where the enemies are coming from, the gun play sounds, the gun fire echo. In tarkov you don't know where anything is unless you have your audio all the way up to deafening levels and even at that its very bad.
I'm super curious to see if they get the directional audio nailed for verticality. I'm sure it's a nightmare to develop a system where you could directionally tell if something is above or below but if they do then it'll set the bar for these shooters. Like in Tarkov the only audio cues of "verticality" is when the ground is different (like the second floor in factory with tile.)
@@DisDatK9 Half Life 1 (and thus CS and Team Fortress and all the others) had this issue totally solved in 1998 with A3D. That was back when PC gaming was still a thing, though...
If it’s already this awesome looking in the beta stage Just imagine how dope it’ll look when they’ve added the textures and more aesthetics to interiors and surroundings🤌🏻 I’m excited af
the radio and talking sound design adds so much to the atmosphere, its not like other games where you just have your buddies in discord speaking perfectly clearly and being dead quiet to other players, here you have to be aware of the noise you're making while also making your brain work a little overtime at understanding what is said over radio with the cuts and noise, it feels super realistic!
Phenomenal sound design, top notch details, incredible effort on producing an immersive atmosphere. It makes you think like you're actually there. At least until someone starts bhopping all over the map.
Yeah for sure it would match the overall aesthetic more and reduce the slight arcadey feel. Something like the mw2 spectator cam would be superb. I could genuinely watch a whole match in that perspective it just looks and feels so good.
Ready or Not does it really well, and it can also be used while alive to keep tabs on your teammate so you get visual info for yourself when they peek, or an idea of where they are if you get separated. No multi-monitor necessary.
@@JMScibra MW19 did the helmet cam (before it got removed because people complained) far better than Ready or Not. I don’t think that game has any praiseworthy innovations
This game is a prime example of how taking an already good style of game and adding horror changes the entire dynamic. It’s a BR extraction game, but now with scary crawly things in the shadows and a dark environment. Changes everything. Also, the fact that sound is probably the scariest aspect of a game and this game nailed it tells me everything I need to know about how much potential this game has to be incredible.
@@bolenarrow9286 That's what happens when one has been developed and released for years, while this is probably at max a year in. But I think the real kicker here that will set it apart from Hunt is the fact that players can be the "anomaly". Just enough nightmare fuel to keep you on the edge of your seat, because the fights will always change.
I just hope that they have a wide variety of AI enemies that are monstrocities tho. So far it only seems to be those void zombies. If they pull a full GTFO or Stalker on this one i'd be happy.
Sound design sounds incredibly immersive. Personally i'de like to see levels where the outside playable areas are much darker to add to the immersion, making use of flashlights crucial. Just wishlisted the game on steam
They really put the effort in to get the terrain right. Could still do with some bigger patches of dead brush & areas where trees are clustered closer together. The Lone Survivor movie, for reference
LOT of potential here. The "finished" bits look amazing, and the bits and pieces of storytelling hint at a very spooky and compelling feel that will make it stand out. I especially liked that you have to listen for the extract portal.
The chemlight function is actually really cool! Considering chemlights are used in a lot of military practices I'm glad that the developers picked up on this. Really excited to see how this turns out!
You're literally the only guy who never dissapoints with the choice of games, not once have I watched one of your videos and ended up like "meh thats ok". It's always fucking amazing, thanks for doing it and please keep doing it I have nothing else to watch :(
@@Mosindeur Resident Evil keeps trying to do it but everytime they inch anywhere close to it the fans bash it, which is unfortunate. Umbrella corp really opens the door for SCP style scenarios but the fans keep wanting an anime style main character instead. The closest we get is Chris but they make him more of a main character than a grunt which he is supposed to be.
I really hope the anomaly items have negative and positive effects when you pick them up in the future! Imagine if an anomaly holder can suddenly teleport, but at the cost of their ability to sprint.
In the cgi trailer you can see that when someone is killed with the artifact on him it fall and the objets around it started to fly and finnaly it exploded
It looks really cool. Would love to see all sorts of monsters in this not just one type. Maybe even ones that are invisible or ONLY visible with nods or thermal. Or maybe with uv flashlights. Would be extra scary ontop of normal monsters, and the threat of players.
Dude nod monsters would be dope, make it better by having the nod monsters do more damage when attaking players using their nods, rewards ambush play and leads to jumpscares that aren't scriptes and are player driven
That idea of monsters only visible under nods or other light sources would be so cool. It could also be a way to gatekeep lategame areas so that you need for example infrared scopes/goggles to fight the enemies in the area
The sound design and low-light gameplay is incredible, hearing this and seeing how minimal the UI is I immediately wishlisted. I hope that this game stays as hardcore and brutal as this video makes it feel. ESPECIALLY the lighting. FPS games haven't done much lately with low to no-light scenarios.
Stalker vibe: check Escape from tarkov feels: check Ground branch like hud: check Squad like teamwork: check Metro exodus sound effect: check Me: check it
This looks gorgeous, and the sound is pretty damn good. Not entirely sure about 3d audio so far, but from what I've heard, just the sound effects in general are very nice.
@@SiberianOldPal That's why I mean 'so far', this is an EXTREMELY early build, and it still sounds pretty damn good, so hopefully we can get decent audio unlike Tarkov
I was already bought with what I saw before going to the lab, but the lab design, size and ambient just outright hyped me. The moment he said "I made this map" I would have showered him with praise because holy shiet is that detailed and cool.
For games with a VoIP system that has a radio, one way to keep it simple is not to have two buttons like most games, but for it to just use radio if the players in the group are further away than a few meters. So people near you hear normal and people further away automagically hear radio.
Hopefully we'll be able to use the forearm tablet as a way to keep track of teammates or actually use it as a map would be cool. Maybe a different indicator to tell that you're wounded?
Theres so much opportunities for shenanigans here but I hope the devs first focus on making all the core bits work well. That said it'd be fun to see different monsters run around fighting with /against each other or a system of supernatural artifacts to use (ranging from simple like increased health to wacky like bouncing bullets ).
The cookie definitely gives new meaning to High Poly "Baking" This game, looks insane, the aesthetic overall, functionality already, can see they have already got some top notch assets in the game, recognise great aspects for sure, look forward to this going forward from here for sure.
i absolutely LOVE the dev characters player model. the backwards baseball cap with peltors on top and a gasmask is just an amazing look when the setting is right
The soundscape reminds me of the scenes from World War Z where they are trying to sneak about the labs...the echo of the infected down the halls in other rooms out of sight and the ease at which sound traveled about the scene space sent shivers up my spine the first time I watched it in theaters. It made me conscientiously hold my breath and remain still so as not to make a sound myself. Immersion is a hell of a thing, isn't it.
the sound design is S tier, especially the footstep audio and ambiance noises.. also the sheer amount of detail in the forest and the lab were absolutely fucking incredible wow
Wow, this looks like a blend of STALKER and SCP containment breach with an extraction shooter. Horrifying AI monsters sound like a great addition to the genre!
eh, looks cool, but like every other extraction shooter it will probably get extremely tedious and suck to play without friends, unless they put work into some kind of matchmaking. Which i hope they do.
@@Hawk7886 yeah, one thing I don't like is how empty everything feels. I think Stalker is still the best at this, there's a lot of empty space, but the enemy design is so good it keeps you on your toes anyway. The combination of the mutant that stalks you, and the snorkels that like to hide in corners means you NEVER feel safe, even if in reality there's nothing within a mile of you
Too bad it will take years before it's done. What they have so far is pretty good. I think working on lightning and having the player actually shoot a flare gun for the chopper would be a good start. Other monster types can be worked on at some point. Keep the cookie as it is. It's perfect. Maybe make it harder to get.
Gotta love the dev team for this kind of testing and feedback gathering and not just full dropping it like this :) hyped for the future of this game and hope we see even more soon!
the sound design has a sort of "impact" you could hear the vagueness of the voices,its very natural yet synthetic in the same time. add that to the lighting and overall concept of the game you obtain a cinematic and intense experience. with a gameplay that will make you stay up hours at night. definitely a must try. Anyways,love your vids drew.
They should add the creatures in the forest for harder extractions. like if they hunted you down since you had the artifact on you. or if they heard the gunfire or loud noises you make they should pursue the direction like zombies in dayz. idk personal opinion
yeah it seems like the creatures pose no threat whatsoever, but even in dayz they arent much of a threat outside of shooting unsupressed in the middle of a city lmao
This looks interesting and that it could have extreme potential in multiple directions going forward in its build. I think it could gain a lot of popularity and player base but it needs to be marketed and YTers need to spread the word on it! The sound design and quality is on point! It's honestly so immersive it carries the entire game! I think this could be something special if enough people promote it and introduce it to others who would never find it otherwise. I'm definitely hyped for this now, you got me with this video, hopefully enough people find it as well and tell their friends, so it succeeds and stays alive for years to come!
the sound design is amazing because sometimes i need to check it is actually coming from the video and not the industrial park near where I live. and the guy he is playing with is a legend.
I was unable to attend the beta test. I’m so glad you are able to show use all the gameplay features they’ve been working on. I’m excited to keep following this game and the team, I have high hopes for them and their work
As someone taking classes with the hopes of becoming a game developer, every Drewski video feels like that spongebob "Write that down! Write that down!" meme.
I can already imagine, the entire facility is dark, you just got into a firefight, the rest of your team is dead, and they are closing in on you. And then suddenly they start shooting, but not at you, and they start running away frantically. Then an anomaly runs past you towards them.
I don’t get impressed much from games but this game…wow, the feeling when you’re going through the woods, the sound design, animations, they’re all so good. I’m impressed.
The ability to host your own shards or servers is extremely cool, I wish more extraction / exfil shooters would do this. These games are always way more fun and less sweaty when you can rule out cheaters and rats and just have some fun raids with your buddies.
The sounds of the guns/death sound of the "zombies" gives me a really strong bit of nostalgia. Reminds me of a zombie game called Nether. Was such a master piece and really underrated. Sadly the game died off after like 1 year
It looks cool, certainly will be looking forwards to Drew playing this stuff and making some vids. For me, personally, the usual question with Extraction Shooters is - is there a solo/offline mode? I somehow have grown to dislike playing these games in a squad, but the extraction gameplay feels really cool, so I just want to have an option to play offline with NPCs only. P.S. The 2nd round, that forest....With the UE5 lighting, it legit looks exactly like the woods I used to run around with my boys as a child. Looks so damn good. Also, this is probably the best way to go about developing a game - make a good base game with great base mechanics and feel, only adding extra stuff like trading, missions, afterwards.
I love how the player's voices come through with military walkie talkie filters. Oh dude it's even crazier than that. You can hear their voices being spoken through the soldiers mouths and it reverberates in the environment. That's wicked. 29:41 when he says, "Ohh... Thank you..." and beyond.
honestly this could pass off as a complete game and I can't wait to hear more from the devs. This game is such a hidden gem and I hope it gains more recognition in the future!
I'm loving this expansion of tactical shooters into other genres. I feel like having well handling cool guns and slower gameplay can be useful for so many other genres (horror in this instance)
i feel like an scp type game with ready or not gunplay movement and tools would be amazing
@boinqity4621 that's literally scp 5k look it up it's nice
There's a lot of EFT and half life feels
More games need slower pacing IMO. It's all about suspense.
This is not a tactical shooter.
when he said "yeah, i made this map" sounded so proud of himself and he should be, great work
Happens here 12:34
Def. He should be proud of what he’s doing, it looks very promising!
the holy cookie!? lmao i think biblically accurate ina would love this game xD
The sound design is top notch. Its so unsettling, yet so...fitting. It sets the sinister atmosphere perfectly. I love the environments too, especially with the burning church. Its so cinematic and such an SCP vibe.
yes, i think for extraction, survival and horror games atmosphere and sound are the most important aspects.
I have no idea about the implementation or propagation, and that's definitely something that while often paired with people that do good sound design, is not always the case as night dives remake of system shock has shown us.. that being said.. I had this video playing in the background on my phone, no visual no idea what was going on.. and it was audibly engaging for about 30 minutes, with no contacts to anything other than just the comms.. so if you if that's something that happens.. you're doing something right :-)..
I feel like getting sound designers to the table with good sounding sounds was the biggest part of the battle over the last decade and a half, and I'm super glad that it's starting to show up more often.. despite that one of the heroes of that being squad, completely redid everything and undid all of their amazing work, despite being the go-to model previously, which is sad but.
more and more I've been hearing good sound work, on an artistic level, and it really stands out in the void that we had had in the shift of the windows core audio into non-existence, and development prioritization shipping over to consoles, and then just the general bad practices getting worse as the technology stagnated... I remember being kind of blown away by the re4 remake sound, not that it was like that first iteration of squad epic level, so much is that everything saved maybe that MP5, sounded actually pleasing to hear, the guns weren't necessarily loud but they felt like they were guns, and that little menu option to tweak the impact sounds was really cool and I wish you could get that more often.. because impacts are just as important as the actual gunshot in a lot of cases.. it's just from a Japanese aaa developer, on a console focus title, I did not expect that.. but I've been seeing it more and more, and my God is that a wonderful trend.
Even night dive system shock remake, if it wasn't for the technical implementation that was so poorly done, 9 out of 10 of the firearms in that game sound good to shoot... Even the pistol which is poorly leveled by comparison to the others, the actual sample material sounds really good, fortunately not a problem for a lot of the other ones.. unfortunately a problem for a game or directional sound would have been really useful and the mix is all over the place.
but.. like just getting back to having the sound sound good in the first place.. the technology part is also cool to see coming back, but.. you could have the best propagation in all the land, but if your actual art level is garbage.. well I mean usually it ends up being a mix that ends up being self-defeating regardless as, usually those best practice trends that lead to garbage water down audio like the redo of squads sound design.. also usually lead to mixing that is going to destroy the focus anyways...
But in those instances where there is good propagation and just really bad art level, it doesn't matter how accurately you can pinpoint, if it all just doesn't sound interesting or worse just depressing in a way that works against you.. or even worse.. you pull a bungee or a Bethesda and then you have characters constantly spamming cheese ball dialogue at all times to just take away from any of the good work you could have done..
I don't know I'm just I'm just happy to see it is all... Like I set up my sound for this experience that if feels like I had to wait about a decade since when I started getting into speakers and receivers and whatnot and moving on from just beyond headphones.. like I set it up, largely around squad though so there was that.. and it was always a treat when I actually got to turn the volume up and just feel that game.. sadly, when I finally got back to it and was settled and had everything set up 10 years later LOL, turns out they had just kind of ruined every single thing, still making it above average but.. it used to be the king so.. I was heartbroken, and then suddenly.. there's other people that are doing it.
And sure I may never get to have that mega squad experience that I had been waiting so long to finally settle and have enough time to sink into,. And it was only a very rarest of treats when I was able to do it in the past, given how genuinely structure altering that game is when properly configured with proper floor speakers and surround and whatnot..
I finally get a computer that can run it at more than 30 frames per second and finally get time and get past the menu screen of trying to fix all the nonsense like chromatic aberration and the garbage TAA implementation.. and then I realized that I'm never going to have that experience again.. or at least that's what I thought.
Now I've been getting all sorts of them.. not quite the same but.. it's not like a Oasis in the desert anymore.. and having spent a couple of months working on my own mod in source engine, I figured I wasn't going to be able to go back to anything else.. hopefully we will never have to hear sounds like GTA v gunshots ever again in video games although I'm sure we will at some point.. at the very least.. it won't be the norm maybe?
I agree. The only thing is some sounds are repetitive such as the footsteps, which I'm assuming they're gonna change.
that's the way this game will win. playing into it's setting, using environmental storytelling, and overall making a very detailed, gritty map that immerses the hell out of us. the gameplay already looks like fun. character customization and progression, different guns and loadouts... this could be a really fun game.
This game has so much potential. The level designer has done a fantastic job for how early the game is in development. The audio is great too.
The Devs have a real Gem on their hands. The aspect of a Tarkov style shooter mixed with Supernatural elements and Horror is so damn cool. I mean even at this point in time, Gameplay, and level design, sound, and Atmosphere are all really good. Also, another thing that I think is really cool that you don't see much in FPS's is the perspective of the rifle stock. Really gives you VR like Perspective, kinda like you're really behind the mask, instead of that camera at chest level with the gun sticking out.
It seems to lack the looting aspect of most extraction shooters, maybe that's planned in the future?
The second you said SCP: SL I immediately thought of just a PA system somewhere in the map that someone can mic spam into. Now I REALLY wish that was a map feature in some sort of survival / extract shooter
The amount of times i've screamed COUNTRY ROOOOOOOOOOOADS into that PA system
thats a great mdfking feature right there
This is a planned feature.
@@OperatorDrewski hey drewski will you be playing more of this game as it is built
The best is using audio bananan with some virtual ins/outs to pipe in some random shit from Spotify. From metal to techno, to some mariachi music. Its all appropriate while running and dying by monsters and the beta male nine tails
Ahhh the effects on the comms, especially the way your buddy’s voice echoes through the forest at a distance, are just incredible. It’s so damn immersive listening as your teammate gets hit, drops to cover behind a tree, and curses to himself as he heals, his swear, while silent, still rolling off the ground and bouncing off the trees.
This game has its soundscape and audio design down to a T
Show's how damn important audio and audio design really is. I feel like many people miss the mark with it. Ofc it's very much not easy thing to make right.
This is proof that sound is even more important than graphics and animations. The sound carries this alpha demo so hard. Props to the sound team.
The maps are also good and the atmosphere is really good.
I feel like "even more important" might be an exaggeration.
@@studiosempy its debatable but good graphics with shit sound mean nothing.
@@studiosempy In the film industry, it's a common rule that 60% of a "good scene" is audio. It is always preferable to have a poor image and good audio, than the opposite. While good audio is seamless and not noticeable, bad audio can destroy even the best shot ever made. I'd not say it's an exaggeration, i'd say it's common knowledge in any creative field that mixes audio and visuals, and has been since the start of "talking" cinema.
Hey, I'm trying to say that we shouldn't downplay the importance of graphics and animation in videogames. I know sound is important but it should be equally important. If the graphics and animation are superb then audio should be too. Otherwise, if you think audio is top priority, maybe listen to a radio show instead?
I love how dark and spooky it feels but then you collect a cookie. Personally, I hope they don't change that. I wish that every time you do the big extract it is always some silly item like a duck, cookie, toast. It helps it feel goofy while also keeping that scary vibe throughout the game.
They’ll prolly change it. It will make for a great easter egg item tho.
Make the cookie a rare spawn, and worth twice as much as a 'normal' artifact. Just for bonus fun.
Very much agree lol
@@Sorain1if the take inspiration scp the cookie could crush people from gravity, it could be a Demi god you can do what ever really
I think it should be both, you should be afraid of the strange and mundane
The progress they made is absolutely astonishing!!!
I'm really wishing them the best of luck and success with their project!
THank you for the kind words :)
@@MoonieFR I'm glad it reached you 🫶🏼
Klean "crashing" was the best part of this 😂
Love how he even pauses right before he clicks it like he’s reading it
This unfinished early state game has better positional audio than Tarkov ever had. No exclusion zones, so nice to hear shots in the distance through glass, sounds from up- and downstairs where they should be in a video game.
Pretty much came to the comments to see this exact comment. The audio inside the building ( from the video obvz) is absolutely astounding. Can tell where the enemies are coming from, the gun play sounds, the gun fire echo. In tarkov you don't know where anything is unless you have your audio all the way up to deafening levels and even at that its very bad.
I'm super curious to see if they get the directional audio nailed for verticality. I'm sure it's a nightmare to develop a system where you could directionally tell if something is above or below but if they do then it'll set the bar for these shooters. Like in Tarkov the only audio cues of "verticality" is when the ground is different (like the second floor in factory with tile.)
@@DisDatK9 Half Life 1 (and thus CS and Team Fortress and all the others) had this issue totally solved in 1998 with A3D. That was back when PC gaming was still a thing, though...
@@DisDatK9 UE5 has a powerful audio system to begin with, i hope they build on that
@@exa211yep, unity is just not made for this
dev casually flexing making the coolest map
If it’s already this awesome looking in the beta stage Just imagine how dope it’ll look when they’ve added the textures and more aesthetics to interiors and surroundings🤌🏻
I’m excited af
@@Sauce_Sensei factsssss
@@Sauce_Sensei its pre alpha i think
the radio and talking sound design adds so much to the atmosphere, its not like other games where you just have your buddies in discord speaking perfectly clearly and being dead quiet to other players, here you have to be aware of the noise you're making while also making your brain work a little overtime at understanding what is said over radio with the cuts and noise, it feels super realistic!
Phenomenal sound design, top notch details, incredible effort on producing an immersive atmosphere. It makes you think like you're actually there.
At least until someone starts bhopping all over the map.
One suggestion for me would be that, if you're spectating a go pro pov would be such an aesthetic and good look for it
it would go so well, have a thing like in the new MW2 where you could switch between first person and gopro pov
Yeah for sure it would match the overall aesthetic more and reduce the slight arcadey feel. Something like the mw2 spectator cam would be superb. I could genuinely watch a whole match in that perspective it just looks and feels so good.
Ready or Not does it really well, and it can also be used while alive to keep tabs on your teammate so you get visual info for yourself when they peek, or an idea of where they are if you get separated. No multi-monitor necessary.
lets let Drewski or the devs know fr
@@JMScibra MW19 did the helmet cam (before it got removed because people complained) far better than Ready or Not. I don’t think that game has any praiseworthy innovations
This game is a prime example of how taking an already good style of game and adding horror changes the entire dynamic. It’s a BR extraction game, but now with scary crawly things in the shadows and a dark environment. Changes everything. Also, the fact that sound is probably the scariest aspect of a game and this game nailed it tells me everything I need to know about how much potential this game has to be incredible.
isn't this basically Hunt: Showdown but modern?
@@hittkid6312 that is indeed an extremely basic way to put it.
@@hittkid6312 Hunt Showdown just looks so much better than this though. Sounds better too.
@@bolenarrow9286 That's what happens when one has been developed and released for years, while this is probably at max a year in. But I think the real kicker here that will set it apart from Hunt is the fact that players can be the "anomaly". Just enough nightmare fuel to keep you on the edge of your seat, because the fights will always change.
I just hope that they have a wide variety of AI enemies that are monstrocities tho. So far it only seems to be those void zombies. If they pull a full GTFO or Stalker on this one i'd be happy.
Drewski you’re the Beautiful Light of my life
Rizz
Rizz 2 times
Bru 😳😳
Omggggg the rizz
really hitting us with the RIZZ 😳
Sound design sounds incredibly immersive. Personally i'de like to see levels where the outside playable areas are much darker to add to the immersion, making use of flashlights crucial. Just wishlisted the game on steam
ill check back in 5 years when it goes on early access for another 5 years
The woods look visually amazing, holy shit. Honestly the best looking forest I’ve seen in an FPS game
They really put the effort in to get the terrain right. Could still do with some bigger patches of dead brush & areas where trees are clustered closer together. The Lone Survivor movie, for reference
The bases of the trees on the right at 16:38 aren’t connected to the ground, 0/10 immersion broken
I think they should have mobs in the trees, maybe even a random spawn that will throw a rock, or aoe weapon at the start of the match.
Nanite trees baby yee yee
@@ClayishWall Its still early alpha, there's much for improvement still
LOT of potential here. The "finished" bits look amazing, and the bits and pieces of storytelling hint at a very spooky and compelling feel that will make it stand out. I especially liked that you have to listen for the extract portal.
The chemlight function is actually really cool! Considering chemlights are used in a lot of military practices I'm glad that the developers picked up on this. Really excited to see how this turns out!
yeah thats actually my favorite way ive seen of distinguishing teammates in a hardcore game like this with a minimalistic hud
I've only watched the first 20 minutes and saved it for later, but so far this is an incredible watch. It's like watching an action thriller movie.
Always nice to see the reaction of devs as their work is rewarded for the effort they put
You're literally the only guy who never dissapoints with the choice of games, not once have I watched one of your videos and ended up like "meh thats ok". It's always fucking amazing, thanks for doing it and please keep doing it I have nothing else to watch :(
Watch FrankieOnPC1089P, CallMeKevin, IGP, IIGP,
And Neebs Gaming. I list more but this is a start lol
Drewski on his way to blow up an indie game into popularity by breaking the servers:
EDIT: God 480 likes, that joke was unfunny!
wideputin.mp4
@@OperatorDrewski :kekw:
@@OperatorDrewski
I don't even know the song name, but I heard it when I read that 😂
@@OperatorDrewski this is my kinda youtuber
Says sound design is top notch while they couldnt hear eachother over comms 50% of the time.
Tactical horror is one of the best things that've happened to gaming in the last 5 years!
I mean, F.E.A.R. came out in 2005...
@@coffeeguyd Tactical horror is not a new phenomenon, you're right. I'm glad it's starting to get some recognition though
@@Mosindeur Yeah, definitely hitting its stride!
@@Mosindeur Resident Evil keeps trying to do it but everytime they inch anywhere close to it the fans bash it, which is unfortunate. Umbrella corp really opens the door for SCP style scenarios but the fans keep wanting an anime style main character instead. The closest we get is Chris but they make him more of a main character than a grunt which he is supposed to be.
one to look forward to for sure!, appreciated for putting this on my radar.
I really hope the anomaly items have negative and positive effects when you pick them up in the future! Imagine if an anomaly holder can suddenly teleport, but at the cost of their ability to sprint.
In the cgi trailer you can see that when someone is killed with the artifact on him it fall and the objets around it started to fly and finnaly it exploded
horror theming goes so well with extraction shooters, you'd think it would be more of a thing. Glad to see a game like this in development.
Drewski Is always playing the coolest stuff
It looks really cool. Would love to see all sorts of monsters in this not just one type. Maybe even ones that are invisible or ONLY visible with nods or thermal. Or maybe with uv flashlights. Would be extra scary ontop of normal monsters, and the threat of players.
Dude nod monsters would be dope, make it better by having the nod monsters do more damage when attaking players using their nods, rewards ambush play and leads to jumpscares that aren't scriptes and are player driven
That idea of monsters only visible under nods or other light sources would be so cool. It could also be a way to gatekeep lategame areas so that you need for example infrared scopes/goggles to fight the enemies in the area
There was a gametype from Gmod that I think would fit well in the spooky atmosphere the devs are going for.
The monsters in LIDAR.
With the rumours DMZ is being shelved, I’m scouring the market for alternative extraction shoots lol
its on the steam wishlist now!
Thank you ❤
The sound design and low-light gameplay is incredible, hearing this and seeing how minimal the UI is I immediately wishlisted. I hope that this game stays as hardcore and brutal as this video makes it feel. ESPECIALLY the lighting. FPS games haven't done much lately with low to no-light scenarios.
Stalker vibe: check
Escape from tarkov feels: check
Ground branch like hud: check
Squad like teamwork: check
Metro exodus sound effect: check
Me: check it
@@ReanuKeevesAus hell yeah
Perfect description🤌🏻
Couldn’t have said it any better
This looks gorgeous, and the sound is pretty damn good. Not entirely sure about 3d audio so far, but from what I've heard, just the sound effects in general are very nice.
Are you a Tarkov player, brother?)
@@SiberianOldPal no, not really, why
@@bard2874 oh, usually Tarkov players are scared for life with its terrible 3d audio :D
@@SiberianOldPal That's why I mean 'so far', this is an EXTREMELY early build, and it still sounds pretty damn good, so hopefully we can get decent audio unlike Tarkov
I can't wait to play this game. Its always good to see the Devs playing their own game too! (cough cough BSG? cough)
the bullets hitting near them in the woods sounds so amazing. feels tense asf
I was already bought with what I saw before going to the lab, but the lab design, size and ambient just outright hyped me. The moment he said "I made this map" I would have showered him with praise because holy shiet is that detailed and cool.
For games with a VoIP system that has a radio, one way to keep it simple is not to have two buttons like most games, but for it to just use radio if the players in the group are further away than a few meters. So people near you hear normal and people further away automagically hear radio.
Man as a avid Hunt Showdown player, I love this game. Looks like modern hunt. Can't wait to get the squad together for this
Was thinking the same. Looks like a polished version of the hunt format in the modern era. Looks like a fuggin blast.
Tactical horror is a genre I wish was getting more attention. This seems to play into that a good bit.
i love that he let you press all the buttons
Beautiful Light looks like it has some major potential.. Scary, creepy extraction shooter, with sci fi elements, etc. is perfect for this genre.
this looks so cool wtff, especially at night, running thru the woods like that is so immersive
Hopefully we'll be able to use the forearm tablet as a way to keep track of teammates or actually use it as a map would be cool. Maybe a different indicator to tell that you're wounded?
Would be cool to be able to see heartbeat of ur friend on there
I mean it looks like that's how it's intended to work, maybe what's there right now is just a placeholder asset sort of deal
Theres so much opportunities for shenanigans here but I hope the devs first focus on making all the core bits work well. That said it'd be fun to see different monsters run around fighting with /against each other or a system of supernatural artifacts to use (ranging from simple like increased health to wacky like bouncing bullets ).
The cookie definitely gives new meaning to High Poly "Baking"
This game, looks insane, the aesthetic overall, functionality already, can see they have already got some top notch assets in the game, recognise great aspects for sure, look forward to this going forward from here for sure.
Indeed, indeed.
i absolutely LOVE the dev characters player model. the backwards baseball cap with peltors on top and a gasmask is just an amazing look when the setting is right
The soundscape reminds me of the scenes from World War Z where they are trying to sneak about the labs...the echo of the infected down the halls in other rooms out of sight and the ease at which sound traveled about the scene space sent shivers up my spine the first time I watched it in theaters. It made me conscientiously hold my breath and remain still so as not to make a sound myself. Immersion is a hell of a thing, isn't it.
the sound design is S tier, especially the footstep audio and ambiance noises..
also the sheer amount of detail in the forest and the lab were absolutely fucking incredible wow
Amazing layout in that bunker, they did a lot of work making those details standout. great work from the sound team as well.
Wow, this looks like a blend of STALKER and SCP containment breach with an extraction shooter. Horrifying AI monsters sound like a great addition to the genre!
For a WIP game this has AMAZING features and if the devs continue doing this great of a job, then this might be GOTY
I hope it succeeds. The other STALKER PVP/PVE game Stalcraft turned out to be disappointing
eh, looks cool, but like every other extraction shooter it will probably get extremely tedious and suck to play without friends, unless they put work into some kind of matchmaking. Which i hope they do.
Personally I'd love to see a massive increase in AI enemies and a PVE only mode. There's a lot of running around with no action.
GOTY is quite the jump
@@Hawk7886 yeah, one thing I don't like is how empty everything feels. I think Stalker is still the best at this, there's a lot of empty space, but the enemy design is so good it keeps you on your toes anyway. The combination of the mutant that stalks you, and the snorkels that like to hide in corners means you NEVER feel safe, even if in reality there's nothing within a mile of you
Too bad it will take years before it's done. What they have so far is pretty good.
I think working on lightning and having the player actually shoot a flare gun for the chopper would be a good start.
Other monster types can be worked on at some point.
Keep the cookie as it is. It's perfect. Maybe make it harder to get.
Gotta love the dev team for this kind of testing and feedback gathering and not just full dropping it like this :) hyped for the future of this game and hope we see even more soon!
the sound design has a sort of "impact"
you could hear the vagueness of the voices,its very natural yet synthetic in the same time.
add that to the lighting and overall concept of the game you obtain a cinematic and intense experience. with a gameplay that will make you stay up hours at night.
definitely a must try.
Anyways,love your vids drew.
If only this wasn't an extraction shooter
Hats off to devs that are transparent. It produces a far more patient and understanding fan base.
Thank you :)
Sound design is really immersive. Love the realistic gun shots and reverb.
They should add the creatures in the forest for harder extractions. like if they hunted you down since you had the artifact on you. or if they heard the gunfire or loud noises you make they should pursue the direction like zombies in dayz. idk personal opinion
yeah it seems like the creatures pose no threat whatsoever, but even in dayz they arent much of a threat outside of shooting unsupressed in the middle of a city lmao
those creatures gave me the chills but it was the running animations that scared me the most
the way the character moves feels so nice. specially after you fixed your sensitivity that was dope
They should add a small bit of inertia when you stop running even if it only affects the animation and not the actual controls.
Its always a good day when Drewski uploads!
Man, sound design is on point! Overall atmosphere is great, seems very interesting
This looks interesting and that it could have extreme potential in multiple directions going forward in its build. I think it could gain a lot of popularity and player base but it needs to be marketed and YTers need to spread the word on it! The sound design and quality is on point! It's honestly so immersive it carries the entire game! I think this could be something special if enough people promote it and introduce it to others who would never find it otherwise. I'm definitely hyped for this now, you got me with this video, hopefully enough people find it as well and tell their friends, so it succeeds and stays alive for years to come!
the sound design is amazing because sometimes i need to check it is actually coming from the video and not the industrial park near where I live. and the guy he is playing with is a legend.
I was unable to attend the beta test. I’m so glad you are able to show use all the gameplay features they’ve been working on. I’m excited to keep following this game and the team, I have high hopes for them and their work
Even in this stage of the game it has a really nice eerie vibe to it, I think the sound design helps a lot
As someone taking classes with the hopes of becoming a game developer, every Drewski video feels like that spongebob "Write that down! Write that down!" meme.
looks interesting, definitely needs work but thats obvious. Has a lot of potential
I can already imagine, the entire facility is dark, you just got into a firefight, the rest of your team is dead, and they are closing in on you. And then suddenly they start shooting, but not at you, and they start running away frantically. Then an anomaly runs past you towards them.
I don’t get impressed much from games but this game…wow, the feeling when you’re going through the woods, the sound design, animations, they’re all so good. I’m impressed.
The ability to host your own shards or servers is extremely cool, I wish more extraction / exfil shooters would do this. These games are always way more fun and less sweaty when you can rule out cheaters and rats and just have some fun raids with your buddies.
This game looks really interesting. A suggestion for the devs if they read this is might wanna add a compass so you can make callouts easier.
The PDA on the forearm will be fully functional and will include the map, compass and other stuff that you usually see on a hud
@@Montwix Says who?
“Careful of the door”
Drew: “got it” *full sprint towards the door* lmfao
Drewski is know you played Cicero for SCP Overlord😂
The sounds of the guns/death sound of the "zombies" gives me a really strong bit of nostalgia. Reminds me of a zombie game called Nether. Was such a master piece and really underrated. Sadly the game died off after like 1 year
Im getting some serious stalker vibes from this game and i am digging it
Looks awesome! I’d love to see more.
I reall crave of a "the cabin experience" where all hell break loose in an underground lab and you're a security guard trying to survive.
Man for some reason, I really like the lighting when running in the forest. Really had a moonlight feel
This game looks amazing. I can’t wait for it to come out
It looks cool, certainly will be looking forwards to Drew playing this stuff and making some vids. For me, personally, the usual question with Extraction Shooters is - is there a solo/offline mode? I somehow have grown to dislike playing these games in a squad, but the extraction gameplay feels really cool, so I just want to have an option to play offline with NPCs only.
P.S. The 2nd round, that forest....With the UE5 lighting, it legit looks exactly like the woods I used to run around with my boys as a child. Looks so damn good.
Also, this is probably the best way to go about developing a game - make a good base game with great base mechanics and feel, only adding extra stuff like trading, missions, afterwards.
Jezus, honestly, this game looks outstanding, props to the game devs
I love how the player's voices come through with military walkie talkie filters. Oh dude it's even crazier than that. You can hear their voices being spoken through the soldiers mouths and it reverberates in the environment. That's wicked. 29:41 when he says, "Ohh... Thank you..." and beyond.
this looks like into the radius
I agree and it also is giving me slight vibes of gtfo but minus the enemies being sound based
Another game that will be ruined by cheaters.
What do the game called
The immersiveness is UNREAL.
When a game have the high-res cookie tech, you know it's a good game !
That is awesome! Sound effects of the weapons punchy and loud and the screams from the enemy is satisfying. Keen to follow this one. Thank you
the proximity chat in this sounds exaclty as it should.. gives a good sense of spatial awareness
LPVO's would be perfect for this game
Average LPVO fan vs Average red dot and magnifier Enjoyer
honestly this could pass off as a complete game and I can't wait to hear more from the devs. This game is such a hidden gem and I hope it gains more recognition in the future!
Maine gaming video dal di hai jake dekh lo
Huh? Sounds like an interesting idea. Like Tarkov with a scary twist
bruh tarkov is already scary
25:36 is what my pc will sound like when I play this
This game kind of gives me a feel of ready or not mixed with GTFO