![]() In fact, most of the Agents released recently are pretty upbeat. Outside of Omen-and arguably Yoru or Reyna-there aren’t that many “xX420edgel0rd69Xx” Agents. ![]() And that side is a bit underrepresented in the current Agent roster. Things like contentment, hope, dreams anxiety, fear, nightmares.īut one side of that parallel evokes a stronger reaction. The universal human experience that connects us all, no matter what we believe, who we are, or where we call home. When developing new Agents, the team draws on inspiration from many sources, but the main one is simple: people. And that’s what led us to the darker, edgier thematic.” When Nightmares Become Reality So we decided to lean into that feeling of what it’s like to play as, and play against, this character. “And then on the flip side when you’re the one being hunted by Fade, it’s an anxiety-inducing, terrifying experience. “The thing we discovered as we played the kit was that as the person playing Fade, you feel like you’re gathering information, tracking and hunting down people, and then executing them with that information,” Lead Character Producer John “Riot MEMEMEMEME” Goscicki shares. Will she follow your trail or someone else’s? Will she relay this information to her team? Or will she leave you alone cowering behind a corner? It gives Fade the chance to play with her prey. The solution was to give Fade trails on every enemy hit by her abilities, and to let them see their own trails. Tactically you cannot exert enough force on the enemy team-or alternatively we’d have to make it so powerful that you’re almost guaranteed to kill that one person, and it becomes an awful experience to play against.” “If you hunt just one opponent at a time it’s really strong thematically with the bounty hunter approach, but when it comes to gameplay it means you’re not a very strong Agent. ![]() “Because of how VALORANT’s core gameplay loop works, we needed Fade’s hunting footprint to be broader than just honing in on one enemy,” he explains. The goal was to track “bounties” in a way that felt up close and personal. But it’s that mentality of ‘I know where you are, I’m going to lock you down, and then I’m gonna get ya’ that I wanted for Fade.”įade’s trails were one of the first mechanics Smith explored. “I’ve actually never been hunting before. “I had the idea of hunting deer-tracking them down, trapping them, then making the kill,” he pauses and laughs. It’s a lot more personal than shooting an arrow from somewhere really far away and relaying that information to your team,” explains Smith. “The idea of a bounty hunter stood out from the beginning because they use all sorts of information-gathering components to hunt down their bounty. ![]() So when Smith was designing an Agent who could compete, he decided to try a kit that felt more localized to counter Sova’s range. Sova requires knowing lineups for each map-those sweet spots for the perfect site-to-site Recon Bolt to give your initiators and duelists the information they need to push while you stand back and defend their flank. That left Smith with the simple task of narrowing in on a gameplay fantasy that relies on information gathering while feeling meaningfully different from Sova, the only other reconnoiter. ![]() He sort of has the monopoly on reconnaissance in VALORANT, and we wanted another Agent that has similar strengths,” explains Game Designer Nick “Nickwu” Smith. “When deciding what to make for Agent 20, we knew we needed someone who could compete with Sova. The Bounty Hunterīefore Fade was the embodiment of fear-before she was even Fade-she was a gameplay idea: reconnaissance. We’ve all tasted the primal sour of fear and felt the haunting itch it leaves under your skin. We learn it at a young age: The monster under the bed, a dark hallway at night, mom leaving you alone in the checkout line. What is it you fear most? Is it rejection? Loneliness? Do your doubts and insecurities haunt your dreams? Are you afraid that maybe you really do belong in Bronze after all? ![]()
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