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Posted by wes on 23 January 2017 - 06:26 PM
Posted by wes on 17 March 2017 - 03:15 PM
We started out by making sure that “sound blips” (the little circles that appear on screen for Jason) were appearing properly for Jason AND were tied correctly to counselor action and stats. Meaning if you choose Vanessa and start running right when the match starts, Jason will see a sound blip near your location. Granted, it’s not giving away your exact location, but it gives Jason a basic idea of where you are.
Next we tuned Sense to work on proximity to Jason’s location. Think of Sense like a net he casts out. At the start of the match, the “net” is only so big in circumference. Meaning if you’re on the other side of the map, and Jason is on the other, when he uses sense, he won’t see you yet. As the match continues, and he gets stronger, his “net” gets wider and wider. Once Jason hits “Rage” his net is practically the entire size of the map. Thus making “Rage” even more powerful and increasing tension near the end of the match.
What this amounts to is that the first 2-3 minutes of gameplay, is a little slower...giving counselors more of a shot to find parts, find the fuse for the phone, or at least get a gameplan together. There’s still the unlucky counselor that Jason might morph to and dispatch. If you’re running at the start of the match, Jason has a higher chance of morphing to your area (say blairs cove for example) and then narrowing down which cabin you might be in. If you’re a counselor and you spawn, say, right next to the car...it is smart to put some distance between you and the car. Some Jason players morph to the car first just to see if someone is sniffing around that area.
Smart counselors spawn in, crouch immediately, get their bearings and start moving slow towards a building..find another player and form a plan. Be quiet, use flashlights, keep fear mitigated and don’t do anything dumb for the first 2-3 mins of a match. Hopefully, by that time you’ve at least found one part, or at the very least have a few defensive items in your inventory, or have a couple other counselors that you’re rolling with.
We’ve found that this change upped the fun factor immensely. It provided more outcomes of counselors getting a vehicle started, or getting the cops called...to be clear, that doesn’t mean that a lot of people escape. But it does give counselors hope. Choosing and playing the counselor correctly matters. Play to the strengths of their stats. Also using items and controls properly, ups the chances of you getting out alive. But ultimately what this change provided was longer matches. Longer matches mean more “water cooler” moments. Near misses, and “almost made it” type of stories.
Looking forward to getting all of you guys back in soon. I know you’re all dying to play.
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Posted by GunMedia_Ben on 14 December 2016 - 10:41 PM
'Soon' finally has a date!
Pre-order here to get access to the Closed Beta!
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Posted by wes on 02 February 2017 - 09:36 PM
We learned a lot from watching you guys play the Beta. One thing we noticed...you guys were good at getting the phone fixed quickly. Also, Jason caught on to this and would "camp" the phone area heavily. This wasn't fun. So we made a change. Now the phone requires a fuse to fix it. The fuse spawns within the same campground as the broken phone. Therefore, you don't have to run around the whole map looking for the fuse, but it's not like it's right next to the broken phone box. Once you find the fuse, you pick it up and it's now in your inventory. You can run to the phone and drop it on the ground if, perhaps, you have a low repair and someone with a higher repair is nearby. This way you can work together to get the police called.
In our internal tests, adding this extra step (finding the fuse) slowed down how quickly someone could call the cops. In some matches, no one found the fuse, since there's only one and sometimes a person would find it, but then get killed before they could get back to the phone. Now the fuse is laying next to the dead body, thus making it even harder to escape. We hope you guys like this new feature...we really liked it. It cranked up the tension even more and made matches last longer.
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Posted by wes on 17 December 2016 - 11:09 PM
Hey campers! I hope you guys are getting excited for the Beta! We sure are (and are kinda nervous too)! I thought it would be cool if you guys got a sneak peek at what counselors you will be able to play as well as what Jason's are available for the Beta. I also thought it would be nice for you understand the stats per counselor. These stats still need some balancing, but we want to see how you guys play and what gripes you might have from each counselor. Our goal was to create characters that really felt unique when you play with them. So if you really love playing as Tiffany and you just wish she had higher intelligence so you can fix stuff faster...well tough. That's kinda the point, right?
So give these all a look and drop us some comments. IT'S HAPPENING!
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Posted by Mark K on 17 October 2016 - 10:46 AM
I think that would be neat. Just an idea, keep on keepin on devs, you're the shining star in the sky of horror interactivity!
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Posted by wes on 04 November 2016 - 11:39 PM
In an effort to negate players ability to troll Jason via windows, we've implemented a new mechanic into the game. We noticed in playtests that we could be inside a cabin, and when Jason enters, just hop out a window. As Jason comes around the cabin to face the counselor, they could simply jump back in. Now Jason has to go back to the door, and guess what would happen? Yep, the counselor would just jump back out again. This is frustrating. Sure, it's a great approach if you're a counselor, but that leads to an unbalanced experience. Our solution? Let Jason break windows.
Cwcw_xAWIAE2Jw9.jpg 68.07KB 16 downloads
So how does breaking a window thwart this behavior? Well, once Jason attacks a window, it leaves little shards of glass in the window pane. Now if a counselor hops through that window, they get cut. Continue hopping back and forth, and you will reach a wounded state. Once wounded, your movements are limited. We will continue to balance this during the beta to get to a point that "feels right" and fair for all players.
The last thing we wanted was someone finding this "looping" mechanic and exploit it. That's never fun. Sure, Jason could change up his plan of attack. He could simply leave the area, go kill others and then find that other player once they are out in the open. But once a player finds an exploit like that, they will use it over and over and over. It becomes part of their tactics to stay alive. We hope you guys find this new mechanic fair. Once beta hits, we'd love to hear your feedback on it.
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Posted by wes on 01 December 2016 - 06:12 PM
Let’s talk about leveling/unlocks found within the beta. Earning XP, leveling up, spending points and unlocking new content will be in the beta. However, here’s the VERY IMPORTANT part; Leveling/Unlocks in the beta is not indicative of the final game. Let me explain.
First off, we sped this system up so you can earn XP thus unlocking goodies faster in the beta. This is so we can properly test this system. Think about it...Most games take a very long time to unlock content/level up. Sure, at the beginning you level up fast, but then that loop get’s bigger and bigger; aka grinding. The beta is not going to be weeks upon weeks, therefore we are speeding up the rate at which you, the player, will get XP/unlocks.
We need to see that when you do an action in game, like putting a vehicle part on for example, you need to gain XP from that action. We then need to see that XP you just earned appear after the match and ultimately allow you to unlock new content. Granted the beta will be limited in the amount of content you can actually unlock. We don’t want you to unlock everything the game will provide during the beta. We just need to test the system to assure it works.
The beta will allow you to level up to 30. Again, this will happen faster than the final game. Also, the order in which you unlock content will change too. But we wanted to get you guys some cool stuff to test out and play with during the beta. The final game will have content unlocks in a different order. We will also be testing what actions you do in game, and how much XP that provides. For example; Picking up a weapon might only provide 5 XP, while putting on a vehicle part might grant 10 XP. Again, this system will change for the final game. But seeing the frequency in which you successfully complete these actions will help us fine-tune this system. We’re also looking for ways that players can “game” this system to their benefit. For example, you can’t pick up a weapon, get 5XP, drop it, and then pick it up again to farm XP. That’s bad, so you can’t do that. But there probably other ways that we haven’t thought of, that players will figure out. Speeding this system up allows us to identify these “short cuts” to leveling up, thus making the final game more balanced and fair to all players.
Finally, please know that not all playable Counselors and Jason models will be included in the beta, or the unlock tree. We need to save some surprises for the final game.
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Posted by GunMedia_Ben on 14 January 2017 - 12:54 AM
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Posted by wes on 01 November 2016 - 05:08 PM
I've seen this question posted many times. Hell, we've talked about it a million times here in the office. So I thought it would make sense to provide a breakdown on how big of an undertaking it would be to add Pamela as a playable killer in F13.
First, let's talk broad assumptions about Pamela as a killer. In the films, we didn't see Pamela actually kill. "We" (the audience) saw these kills from a first-person perspective, and only the victim knew it was Pamela just before they died. It wasn't until the last reel of the film that we discovered she was the killer. But think about how she killed. She was very stealthy and her kills, for the most part, were very up-close and personal. There's almost a Michael Myers approach to her killing style. Jason on the other hand is a brute killer. In the later films, he didn't care to be seen. In fact he would jump through windows and break down doors to enter a building. Very impactful, jump scare-y and athletic at times. Jason 2, 3 and 4 all ran as you're aware. He was more human. There was a stumbling/bumbling aspect to these Jasons. However, Jason 6-9 were more stoic, undead, slow and menacing.
With that said, let's talk mechanics and level layouts. We built all the maps with pacing in mind. Think about a rubber band in your mind. Put the rubber band on your right-hand pointer finger, now stretch it over to your left-hand pointer finger. Now stretch it out as far as you can, then relax it back, bringing your fingers close together. Separate your fingers, bring them back close, back and forth. That's the mindset for pacing in our game. You are one finger, Jason is the other. The mechanics we create in the game become the rubber band. How fast can the counselor run? How fast can Jason run? How fast is Jason's cooldown for his abilities? What is the distance from one building to the next? All of these are considered in the mechanics of the game. Some games create tension by limiting resources (food, water, bullets) but we do it through how we built the entire game. The level layout, the characters, their abilities, etc. It all comes back to the rubber band.
Now that you're thinking how we think, are you starting to see how difficult it would be to add Pamela as a playable character? When the level is created to make Jason's abilities shine and heighten tension as a counselor...how do you create a killer with NEW abilities? And Pamela's abilities would need to be grounded in "real life". She's a real person after all. Unhinged, but real. Nonetheless, I hope you're starting to see how much work it would be to add her. We would need a new abilities system just for her. We would need a new map, just for her. We would need to balance her abilities against the counselors abilities to make sure no one gets too much of an upper-hand. It makes my head spin to think about it.
We're not against it. We think it would be pretty cool. But it's something that would take a lot of time and money to do right. I think we could spend that doing other, more manageable DLC in the future. Manhattan/Boat, Space/Grendal, etc, etc. I hope this helps answer this question.
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Posted by GunMedia_Ben on 13 October 2016 - 09:20 PM
RIDAY THE 13TH: THE GAME CONFIRMS INCLUSION OF SINGLE PLAYER EXPERIENCE
- Late 2016: Beta Release including 4 additional keys for friends
- Early 2017: Multiplayer Release with Tommy Jarvis and Packanack Lodge as the third playable map
- Summer 2017: Single Player Release and AI Bots
Friday the 13th: The Game is being developed for PC, Xbox One and PlayStation 4, for release in Early 2017.
Additional NEW Screenshots: https://www.dropbox....YYr5pv3eRa?dl=0
About Gun: Based in Kentucky, Gun Media is a publisher of interactive entertainment comprised of industry veterans with unique and complementary backgrounds. The mission of Gun is to build fresh and exciting interactive experiences for a wide range of platforms and gamers. The team shares a vision that game development is not just the creation of a product, but the blending of art, design, and technology to produce an experience that engages and entertains players from all over the world.
About IllFonic: IIllFonic is committed to delivering AAA games digitally to consoles and PC at an affordable price. IllFonic utilizes many avenues in pop culture to cross brand its products in film, television, sports, music, and clothing. With a studio in downtown Denver, IllFonic has built a team of artists, developers, producers, and musicians that believe providing fun game-play means conveying the highest level of visual awe, an immersive environment and a sick soundtrack.
About Horror Inc.:FRIDAY THE 13TH and all related characters and elements are trademarks of and © New Line Productions, Inc. and Horror, Inc. (to the extent of their interest).
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Posted by GunMedia_Ben on 01 March 2016 - 03:39 PM
Can you tell who's questions were answered?
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Posted by GunMedia_Ben on 06 December 2016 - 10:39 PM
This is an image taken during a playtest about 20 minutes ago. I'm pretty proud of how cool the thing is, but we did end up creating a bug. The car is not supposed to flip over, but due to physics issues and all that noise, we were able to get it to flip over while testing various mechanics.
However....the picture is fucking badass and we wanted to share. Keep in mind; the car is not supposed to flip....but it did get us thinking.
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Posted by wes on 08 November 2016 - 03:07 AM
First let’s talk Freddy, Leatherface, etc. These icons of slasher films are IP, or “Intellectual Property”. The easiest way to define this is to just think about them as “brands”. Like Coca Cola and Pepsi for example. The name and likeness of other film icons, like Freddy, are owned by companies. Why do you think it took so long for us to get a FvJ film?
Think of it this way. Have you ever seen Coke and Pepsi packaged together? Nope. Never. Wait, I know what you’re thinking...what about Mortal Kombat? They had Jason, Leatherface, etc, all in one game. Yes, that’s true. But it’s an MK game, not a Texas Chainsaw game featuring Jason. So MK becomes neutral ground in that case. It’s just licensed characters, which still has some legal red tape, but easier by comparison.
Now that you’ve had a very brief crash course in IP, I’m thinking I know your next question. “OK, Fine. I get it. But what about the characters from the F13 films! Will we see characters like Reggie, Shelly, Chrissy, etc, in the game? You guys already announced Tommy Jarvis, maybe there will be more? Yes?”
This one is more of a “maybe”. Let me explain. When we got the license to work with F13, the only thing that came with it was the ability to use Jason’s name and likeness. But even then we couldn’t touch JvF or reboot Jason. They simply were not included. Also not included were the characters from the film. Now, could we just make up a generic female character and call her “Chrissy”? Sure. But that feels kinda phony don’t you think? Shouldn’t it look just like her? We think it should. Which then leads to another authenticity question...Shouldn’t she sound like Chrissy too!? Yes, she should. That’s a problem.
First we would need to find the actor/actresses that were in the films. Some have passed away, so securing their likeness would be very difficult. Some however, are very much alive and still very much involved with horror cons. So first we would need to pay them for their likeness. This gives us the legal ability to replicate how they look in-game. The actor/actress would go through our iterations and requests changes here and there to make sure they look as close to real life as possible. This takes time. Months usually. Next comes their voice.
As people age, so do their voice boxes. Meaning regardless if you are male or female, your voice gets a little deeper as you get older. Vocal cords stretch and you sound deeper and a little raspier. So a 50 year old version of you, doesn’t sound like the 20 year old version did. Think about that. Most of the actors/actresses from the films were around 20 when they filmed. Which means most of them are in their 50’s by now. So putting them in the recording studio doesn’t always get you the result you’re after. Imagine your dad, trying to sound 20. Yeah.
So in theory, it sounds awesome to put Freddy in the game, or try to get your favorite character from the films into the game. But there’s so much more to it than just having the idea. It’s not impossible, it’s just a major time-sync that more often than not, doesn’t pay off in the end. You either get something that feels shoe-horned into the game, or just leaves you feeling underwhelmed.
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Posted by wes on 18 December 2016 - 04:17 PM
OK just to help set expectations and let you guys know what's going on with our servers on the backend. We have regional and global match making, but we don't have lobby migration in place. That would have taken a month+ to do well. We also wanted to see how lobbies front and back fill. Here's some details on what to expect.
QUICKPLAY - This will be your primary way to connect to server to play the beta. You will see this in the main menu as your first choice. Upon clicking you may have to wait upwards of 5 mins before connecting to a server. It is checking where you are in the world, then narrowing down to country, region, city, to assure you connect to players that are in your area. This keeps ping low. If you've been waiting for 5 mins and you are not connecting, back out and try again. If you connect to a lobby and you're the only player sitting in a lobby...(forever alone) Just hang tight. You should start to see others connect in. Don't ready up until you at least have 5 players as that will make for a better match. If you sit in a lobby for several minutes alone, back out and try again. Another option you may try is to go into quickplay and then invite your friends to that lobby. This works perfectly.
PRIVATE MATCH - This option runs flawlessly as it is a 100% Peer-to-Peer. Which means the person that sets up the private match is the host. So you need to have a speedy connection for the match to run smoothly. Once you have a private match setup, use INVITE FRIENDS button built into the lobby to get your friends in.
PARTY - The beta supports parties. You can set this up in the menu. Just click parties and send out invites. Once you have a party banded together you can start either a QUICKPLAY session (dedicated servers) OR a PRIVATE MATCH.
Will update with more soon. Thanks guys and we appreciate your patience.
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Posted by wes on 26 October 2016 - 03:05 PM
Thought I would do a brief write-up to help explain why the beta is PC only. Some think it's because we dislike consoles. That couldn't be more untrue. I'm a console gamer myself and I own the company. So it has zero to do with a "PC Master Race" mentality. It's also has nothing to do with the amount of PC vs Console pre-orders. On the contrary, there's been a tremendous amount of console preorders. What it comes down to is time. Let me explain.
So the three companies we have to work with to put this game our are Steam, MS and Sony. Each has their own certification process. So what does that mean? After we have a build of the game that's ready for the public, we have to send that code to Steam, MS and Sony. They have their own internal teams that playtest it. Each entity has their own set of rules that their internal team uses during said playtest. Steam's guidelines are pretty straight forward. Their certification process is not hard to pass. Most of the time you pass either on the first try, or second. If the game boots, is playable, supports controllers and you have all your marketing images (the little pictures on the steam page) then you're pretty much good to go. MS and Sony are a completely different beast.
Both Sony and MS have different rules for certification in different countries. So it's not just one rule book to follow. You also have to think about consoles and their audience. When you buy a console game, you expect to turn it on and play it. No hoops to jump through. No out-dated drivers to update. You don't think about screen resolution or the near endless configurations that PC players might have setup. It's a box that plugs into your TV and it just works, right? Sure there are still issues with console games needing patches, etc. But the reason why this "just works" is due to their incredibly rigid certification process. And that's not a bad thing. It should be rigid because you just want to plop down on the couch and play something without hassle.
Some examples of certification failures might be; "Player boots game and has controller plugged into the second port, and a Rockband/Guitar Hero guitar plugged into the first port. Player should be able to back out of game, back to dashboard using guitar." That's just one example of an edge case that we have to test for. Sound ridiculous? Maybe. But Sony/MS want to account for almost any scenario that a gamer might be in, to assure the player can still perform the basic operations of the console. Next think about all the features the XB1 has now. The ability to hot swap from app to app, while still playing a game. The ability to "minimize" a game, turn off console, come back a few days later and the game should play instantly from where you left off. Etc, etc.
Again, this tough certification isn't bad, it's very much needed. The only problem is that it takes the dev team a MASSIVE amount of time to account for this. Most studios, even AAA ones will fail the first 2 or 3 times going through certification. So what happens when you fail? If you're lucky it's a quick fix and you can resubmit and get bumped up to the front of the line so the cert team can retest. Sometimes you might only be 2nd or 3rd in line. It really depends on the time of year and how many games are trying to get certified at that time. Every patch, every DLC pack, all has to go through cert. So you can only imagine how crazy it is at Sony/MS for the cert team. They are going through multiple game certs every month. So the time it takes to fail, resubmit and then hear back from the cert team varies. Sometimes it's as fast as 2 weeks. Other times it can be a month. It depends on the severity of fixes and the workload of the cert team.
So we're not leaving console gamers out because we don't like them. It was a decision made sheerly for time. If we did support a console beta, it would push our launch date much, much farther into 2017. We're a small team. Less than 40 total working on this. A game like COD, BF1, etc, has 500+ people. They have the luxury of a 40-50 person team that is ONLY working on the beta for all platforms. We simply can't do that unless we pushed the launch a lot more. I confident that fans would be very unhappy if we did that. I hope this helps explain the reason why we're not supporting a beta on console.
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Posted by GunMedia_Ben on 07 March 2016 - 04:28 PM
I have to say I'm really, really surprised by some of the comments from a few of the people in here. I mean, we read and see everything when it comes to people commenting on the game.
So let me try to talk about the stretch goals. The biggest thing we hear, by and large, is single player. Do we want to talk about a gameplay aspect? The first comments are generally single player. This is a forum for our most dedicated fans, and aside from being the place where I can really spend some time on an answer for you, I want you guys to know that first and foremost this is Friday the 13th: The Game. Summer Camp was indeed the name of the title from the start, but throughout development of is early on we talked about our love-letter for the Friday the 13th franchise. There is nothing, and I mean absolutely nothing slapped on about this game.
Wes and Ronnie...oh man, I can't begin to tell you the amount of love they have for this franchise. These two know more about Jason Voorhees than literally anyone I've ever met. Listening to them in meetings, going back and forth on gameplay design and tying everything to the franchise is a sight to behold. I cannot stress this enough....it is Friday the 13th through and through.
When we started working on this game, we wanted to come up with what would be an amazingly fun experience for gamers. To that end, we conceived of a multiplayer title where you'd be pitting killer vs counselors. Our design philosophy gives you a pretty steep challenge in taking on the killer. As we got further and further into development, we were approached by Friday the 13th's Crystal Lake Productions. Sean and the license holders saw what we were working on, a genuine and thoughtful game meant to bring out the best of what we know and love from Jason Voorhees.
We've said it a few times; we're an indie team. We don't have the cash to make a major triple-A title. Multiplayer and single player experiences from most studios are incredibly, incredibly expensive. Heck, the biggest ones draw from dedicated teams working on various aspects of the game. One team could be working on multiplayer, another is working on single player. Even other games have upwards of 10 studios working on a single project to bring major franchises to life.
Our stretch goals reflect a 'baked-in' cost to ensure that we aren't having to give you a giant gap from one popular stretch goal to the next. Every skin we have to make takes a whole lot of time to ensure accuracy with the Jason skins. Every gameplay kill has to be tested throughout the game-space to ensure that you get the coolest experience every time you perform an action. We have to do that with the 400+ animations we captured. Every weapon has to be balanced and given proper time and testing so that when you hit a counselor (or Jason, even), you get that experience you've always expected. There's a ton...and I mean a tooooon of things we have to get set in place so that you're getting the opportunity to experience Friday the 13th. When it all boils down to it, that's time and money. Everything we're getting from fans to our own investment as a team (which is substantial), is dedicated to providing the best experience we can possibly bring.
Why is single player so expensive? If you just look at the stretch goal chart, it clearly only costs $175,000, right? Ha...no...man, that'd be awesome if it were that inexpensive. We'd have put that at the top of the list for the first attainabe stretch goal if we were talking that kind of funding. The thing is, this reflects what I mean by 'baked-in' costs. Single player campaigns are generally the most expensive aspect of a major video game launch. We're talking millllllllions in funding to get you the cool stuff from established franchises (Halo, Assassin's Creed.) Those games have been around for over a decade and their investment costs still track in the millions per release. If you want to really look at it; every single dollar earned on our stretch goal list has some percentage dedicated to the single player experience that we want to get in. We've even said it before, it should be higher on the list to give us the breathing room to ensure that we have time to test, create and prove our concept even more. A lot of Kickstarters are more than willing to put in an arbitrary cost and hope for the best when working on development of their projects...and we've seen a lot of failures come out of that. If we put the single player goal any lower, it would be tough to ensure that it comes out with the quality we as a team demand of ourselves. We will do single player right, or we won't do it at all. We were a multiplayer title from the start, and that's what we pitched on our Kickstarter from the get-go.
Its been quite a bit of talk pertaining to the single player, and after working on the design quite heavily myself and with the rest of Gun...I can tell you we've got something cool up our sleeves. We're doing what we can to get it in there, but you have to know we're talking about an incredibly expensive thing to accomplish.
The realities of game design, development and production are incredibly expensive, very tedious and we took on a license with the full expectation that its going to be scrutinized by a fanbase that's loved Jason and Camp Crystal Lake for over 30 years now. As the baby of the team, I've watched this game grow during our play sessions...and I am incredibly confident that its going to be faithful, engaging and pretty fucking gory.
Hope that helps .
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Posted by JPops on 16 December 2016 - 01:46 AM
Posted by GunMedia_Ben on 17 November 2015 - 10:44 PM
We're incredibly far away from anything happening in this area of the forum, but we want you guys to be aware that we're going to be doing quite a bit of things to engage with you guys; from devs vs fans to just about anything fun we can think of. Prizes, glory and lots and lots of trash-talk are going to happen here!
Be on the lookout in the coming months!
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