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“Ready Or Not” Tactical Shooter Game First Reveal Trailer Online

Ready Or Not FPS Tactical Shooter

Five days ago, Void Interactive posted online the trailer for their upcoming Tactical Shooter Game. “Ready or Not” looks like to be a game that aims to give Ubisoft’s  “Tom Clancy’s Rainbow Six: Siege” a run for its money as it is a game that close resembles it and the SWAT game series.

In “Ready or Not” a player is part of a SWAT team tasked to undertake dangerous missions such as hostage rescue and taking out the bad guys. It has a single player mode as well as cooperative modes for up to 8 players. The setting is a bit dystopian in which the situation of the class conflict in America has come to a head plunging the country into chaos.

Apart from the firearms that will be used in the game, we see also the use of non-lethal weapons such as beanbag shotguns, tasers, and pepper sprays). According to Void Interactive, here are the interesting features of the game that players would welcome:

Incremental lean system

Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to “peek”. On top of this, we have also included a classic quick-lean system seen in many shooters.

Incremental Door control system

This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them.

Modular speed control

Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs.

Simulated and detailed third person inventory

In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively.

Convex collision armour, allowing for precise protection

Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection.
Projectile dynamics, bullets penetrate, ricochet, and deteriorate

Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area.

Responsive damage system and effects

If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently “haze” the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen.

Visceral gore

Deaths need to be impactful to the end user and we’re committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system.

Highly detailed weapons, characters and environments

As seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute.

Massive selection of items

As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase)

Fully supported competitive servers based on Amazon Gamelift API

Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules.

Plans to support squad competitive play

Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission’s planning phase.

Tactical Analysis

All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders.

Sounds like this will be a more realistic tactical shooter and not to mention a bloody game at that with its “Visceral Gore” feature. The game has been in development since 2016 and so far, there is no announcement of when the release of the game will be. For now, we’ll have to stay tuned for further updates and more YouTube videos on the game’s progress.





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