1/9/2023 0 Comments Rune 2 human head![]() It’s being built in Unreal 4 and Rhinehart notes that he’s not sure which of Human Head’s tools they plan to release. The studio also intends to take a hands-off approach to however the players want to mod the game. ![]() Rhinehart tells us the developer plans to put a lot of power in the players’ hands in terms of server setup. Where Human Head probably won’t create near-endless content for Rune: Ragnarok, the community might. (For what it’s worth, Human Head has the same semi-commitment to survival elements there won’t be hunger or thirst, but hypothermia, poison, and bleeding are all persistent status threats.) It doesn’t seem like there’s this never-ending sprawl of content planned to keep players coming back. ![]() That’s what has Rune: Ragnarok feeling like it’ll slide into this weird MMO-lite space - there’s the option to play as a very large group, but Human Head also has a definitive story it wants to tell. Also, while there will be a competitive multiplayer aspect, PvP and PvE servers will be separate from one another. However, it will be balanced so that solo players can go at it alone. The numbers aren’t finalized yet, but Human Head hopes to let players tackle raids in crowds of 50 or 60 people. Rhinehart says a core design philosophy behind Rune: Ragnarok is that “you don’t have to travel a long distance to come to something cool.” Sometimes that will be as a large group. How that’s all eventually realized in the final product can never be properly conveyed in a short demo.īut it’s Human Head’s emphasis on player experience that’s most encouraging. We heard about (and briefly saw) a character creation menu, quests that are sometimes based on how much favor you have with a particular god, crafting systems for weapons (which now include bows and spears), and the runes that grant temporary buffs and abilities. Our demo had many of those RPG sensibilities that you kind of find yourself trusting will translate to the full game. Rhinehart says he hopes this will be adequate reason to play through more than once. ![]() Ragnarok‘s objective is to stop the eponymous and apocalyptic Ragnarok, and whichever god you sidle up to will help inform exactly how that’s done. One of the first things Rhinehart told us was “There are a lot more RPG elements.” The beginning of Rune: Ragnarok asks you to align with one of five gods - Thor, Odin, Freya, Hel, or Loki. There needs to be a certain degree of variety to keep players invested. There are modern conveniences and expectations that have to be accounted for. It’s easy enough to see how Human Head ended up on a Rune reunion tour, but actually creating the game is very different 18 years later. A year ago, we connected with ESDF and they were looking to do a viking-based game and we were looking to bring back Rune, and we thought it would be a great fit. We hatched different ideas and kind of explored small prototypes and talked to different publishers. The slightly-longer version is “After Prey, we started talking about how it’d be cool to come back to Rune. “It was our first game and we always wanted to bring it back,” Rhinehart tells us. In a GDC meeting with Human Head co-founder Chris Rhinehart, it’s made clear why the studio’s going back to its roots. Kind of lost in the studio’s history is Rune, the Norse mythology game that first proved Human Head was more than capable of serving as a lead developer on projects. Human Head Studios, a company that has been around for 20 years, is known by most people for two very specific things: It released Prey which is remembered fondly, and it started making Prey 2 until Bethesda put the kibosh on that.
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