Interview mit Peter Ju, dem Executive Producer von Atlas Reactor (Trion)

Von Daniel Walter am 16. Juni 2016 in Artikel

Wir haben für euch mit Peter Ju, dem Executive Producer von Atlas Reactor, gesprochen, und ihm etliche Fragen über das Spiel gestellt. Wenn du nicht weißt, um welches Spiel es sich gerade handelt, dann schau doch einfach mal bei unserem Test vorbei: Atlas Reactor (Trion Worlds) – Beta Preview

Hier erstmal ein großes Dankeschön an Trion Worlds, die uns dieses Interview erst ermöglicht haben.

Q: Are there any changes in the game that you realized because of the alpha-test-feedbacks?

A: Absolutely. Feedback from our Alpha and Beta periods has steered the direction of Atlas Reactor in a variety of ways. We have been tuning and modifying our Freelancers, catalysts, powerups, and other game mechanics continually based on both data and player feedback. We are looking into improving some core mechanics like respawning to make it less chaotic. There are a bunch of interface and quality of life features that we added to alleviate pain points we saw in our playtests: Timebank, hot-key display of cooldowns, and better displaying of teammate actions.  There are items that we took away (such as cross team chat) that we decided to add back in because the community really missed it.  We are also making a lot of improvements to our Seasonal Event system based on Alpha/Beta feedback.

Q: Many publishers expand their games with free or with non-free DLCs. Are there any plans to bring new content to the game by releasing future DLCs?

A: We are definitely planning on adding much more free content post-launch in the form of new characters, environments, and game modes.  We will have a bunch of small updates punctuated with some bigger update events. The Seasons system will bring new content every Season. We’ll also update with new skins and other cosmetics that will be available for purchase.

Q: Do you think about bringing the game to other plattforms? PS4, Xbox One or WiiU? Or maybe to Handhelds like PSVita or 3DS?

A: We’re focused on finishing the PC version of Atlas Reactor right now.  We do have some other platforms working internally, but we aren’t providing details of future platform support at this time.

Q: Have you ever thought of realising some offline-features? Maybe a coop-mode to play offline with friends?

A: That’s an interesting idea and we’re certainly open to other ways of playing with simultaneous turns. We’re very engaged with the gamers who are playing Atlas Reactor, and if they indicate that an offline mode is something they want, we would seriously consider doing that.

Q: Since I first read about your game concept, I was thinking about some kind of „hardcore-mode“, where the decisions must be made within 5 or 10 seconds. What do you think of a mode like this, where the time is even more limited?

A: I personally love 5 second timers 🙂 Atlas Reactor has a custom mode where you can change a bunch of parameters for a match (e.g. timer length, how many freelancers a player controls, team size, kill count, etc).  We have a twitch stream every Tuesday 2:30pm PST where we play custom matches with the community, and one of my favorites is when we play with 5 second timers.  It becomes like speed chess and you are attempting to make a “good” move not necessarily the “best” move every turn.  You learn very quickly to start planning out your next move while the previous turn is resolving to save time.  It is a ton of fun.  Post launch, we plan on turning on queues for a fun game mode every once in a while and 5 second timers will definitely be in the rotation.

Q: Which one of the four phases do you describe as the most important? And why?

A: They are all pretty important in that Blast is “countered” by Dash which in turn is “countered” by Prep.  If I had to pick one it would probably be the Dash phase.  I think as you get more into the tactics of Atlas Reactor, your decision making starts revolving around the Dash phase.  If you are using a Blast or prep ability you are considering whether your target has any Dashes available, and if they do how to position your attack to cover potential dash destinations. Ability selection starts depending heavily baiting out dashes so you can guarantee damage.

Q: What is your personal tactic-tip to be successful in the multiplayer fights?

A: Hmmmm.  A lot of tips are situational and specific to the type of freelancer you are playing but I would say at a high level be aware of your surroundings and positioning.  A lot of players will tunnel vision on the target they are trying to kill.  You should be aware of the powerups around you, the relative positions of your teammates and enemies and who has the cover advantage. People really underestimate the usefulness of powerups and denying powerups from the enemy.

Q: What is the main reason in Atlas Reactor with which you would convince someone to test the game?

A: Atlas Reactor is a very different sort of game, incorporating elements of many kinds of games. Because of this, it appeals to a wide audience, especially gamers who enjoy turn-based games and also enjoy action-oriented games. The easiest way to convince someone is to get them to play a game or two; what we’ve found is that virtually ALL types of gamers enjoy Atlas Reactor once they’ve tried it.

Q: What are your future plans after the Atlas Reactor Release?

A: We plan to continue expanding Atlas Reactor after it launches; like all of our games, we will continue to support Atlas Reactor with significant additional content in many forms, including new freelancers, new maps, new modes, expanding the lore, and new cosmetic items of many kinds (skins, taunts, etc.).

Q: Which one of the Atlas Reactor characters is the one that you choose most of the time? And why?

A: Rask is my favorite character.  I enjoy front-liners and Rask has a mix of being very tanky but also dealing solid damage at key moments. I enjoy playing around his Ultimate which is cast automatically at 100% energy and resets all his cooldowns. I just like his character and kit design overall.

I also play Lockwood and Aurora a fair amount. I guess what all these characters have in common is that they are deceptively hard to kill.  Lockwood always seems to have one more evade up, Rask can be out of options but if he gets his ultimate off he has options again, and Aurora has a bunch of weakens and heals to stay alive with.

Daniel Walter

Geschrieben von: Daniel Walter

Hat seit der ersten PlayStation keine Konsolengeneration ausgelassen und interessiert sich vor allem für Adventures, RPGs und Actiongames. Neben der Arkham- und Assassin's Creed Reihe liegen auch sämtliche Star-Wars-Titel stets hoch im Kurs.

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