Join the game designer of GRAW and Halo Reach to help create the spiritual successor to the original Rainbow Six and SWAT4.
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In recent years, shooters have become homogenized. There used to be a wide range of different games to choose, from run-and-gun action titles to slow-paced tactical shooters focusing on strategy and tactics, but now most shooters follow the same model of big set pieces, regenerating health, linear levels, and “cinematic experiences.” The realistic tactical shooters with in-depth planning have almost entirely disappeared in recent years.
This project, working title TAKEDOWN, aims to change that. This game, the spiritual successor to games like the original Rainbow Six and SWAT series, will focus on realistic weapons modeling, squad based play, in a close-quarters battle setting. To succeed in this game you need to take things slow, study your plans, and execute flawlessly. If you get shot, there are consequences. You won’t be hiding behind a wall waiting for your health to regenerate. If a team member goes down, you will have to assess the situation and reallocate team members if necessary to complete the mission. Don't expect all of the tools and plans to be forced fed to you - it is up to the player to ensure their team is equipped and ready for the tasks at hand.
TAKEDOWN is a thinking-person’s shooter. The player that takes things slow, aims carefully, and plans their moves right will overcome the player who runs in with guns blazing. Close-quarters battle brings the fight inside, as you would see SWAT teams or SOF units taking down small numbers of dangerous adversaries. Non-linear environments allow for multiple routes and tactics and add replayability. The operation to clear pirates from a hijacked oil tanker by Russian special forces in May of 2010 is a perfect example of the types of missions in TAKEDOWN.
You will plan your insertions and routes before going into the scenario, outfitting your teammates with weapons and equipment of your choosing, and then execute the mission. If one of your team members is killed, they are gone, and you have lost their valuable experience, so you have to be careful! Gameplay modes include single player, co-op, and competitive multiplayer.
If you are a fan of old school shooters where thinking meant more than running and gunning or perks, or if you are just looking for something different in your shooter games experience, this is the project for you.
What types of play are planned? How about camera view?
TAKEDOWN plans a single player campaign, co-op play, and competitive multiplayer. First Person view is planned on PC, with PS3 going Third Person. Xbox 360 view is to be determined based on feedback from the 360 community.
What is the setting of the game? Who will I be able to play?
TAKEDOWN is set in today’s world, with no sci-fi or future elements. You take the role of PMC’s (Private Military Corporations), taking on scenarios all over the world for a variety of employers with various objectives, including hostage rescue, asset recovery, security, and target elimination. You will have operatives from many different countries and backgrounds, and will outfit them with weapons and equipment from all over the world.
What platforms are we talking about? What platform is the lead?
TAKEDOWN will be developed on PC as the lead platform, and then brought to consoles afterwards. Linux and Mac versions are under evaluation, based on demand from those communities.
PC will have a DRM free version available.
How is TAKEDOWN different from Ghost Recon: Future Soldier, Rainbow Six: Patriots, Call of Duty, Battlefield, or ARMA?
GR: FS focuses on future tech and using gadgets to reveal the locations of your enemies. R6:P looks to provide a “Jack Bauer” experience. COD emphasizes huge movie-like set pieces and perks. Battlefield and ARMA bring different variations on large battlefields with a variety of vehicles.
Compare these games to the description of TAKEDOWN above, and we hope you will understand the difference.
What experience does the team behind TAKEDOWN have?
Serellan LLC, led by veteran game designer and BAFTA Award winner Christian Allen, is a small indie studio made of industry veterans from studios including Red Storm Entertainment, Monolith, Surreal, Microsoft, Ubisoft, Bungie, and others, with extensive experience on games like the original Rainbow Six, Rainbow Six Rogue Spear, Ghost Recon, GR2, GRAW, F.E.A.R., Condemned, Halo: Reach, Drakan, The Suffering, World of Tanks, and more. Also included is a recently retired US SF Operator, with several tours under his belt who, along with Christian Allen's USMC experience, will bring realism and authenticity to TAKEDOWN.
We also have Rich Douglas, composer, providing the score; Charles Guan providing concept art, and Matt Corboy (of The Shield, L.A. Noir, and The Descendants) signed to voice the Commander.
How involved will the community be in the development of this game?
Community involvement is crucial to the development of this title. Based on the pledge level, community members will influence different features and content in the game, as well as being able to submit content for inclusion in the game. While this won't be a "design by committee," and the development team will make the final decisions, when it is appropriate to open it up to the community for things like available weapons, community members will have opportunities to vote and discuss with dev team members before the final decisions are made.
What will the $200,000 be used for?
$200,000 will bring TAKEDOWN to Alpha. Private investors are lined up, but unsure of the market for an old-school tac shooter. A successful Kickstarter campaign will convince them that this is a viable market. Along with their investment, pre-sales of the game (A $15 Kickstarter pledge is a significant discount on the final game price) will also contribute to completion of the project. Kickstarters will have access to a closed Alpha.
How can I help?
Take a look at the reward levels and pledge what you feel comfortable with. Then spread the word! Share this project on Facebook, Twitter, and other social media. Tell news sites you want to find out more about it. Share our website, www.serellan.com. Check out our Twitter feed at @Serellan.
Thanks for taking the time to look over this project, feel free to send us any questions, or join our forums at www.serellan.com/forums and get involved!
There are a few key differences. What we are talking about here is primarily a slow-paced experience, where you need to move slowly and take your time, making your shots count. Running and gunning or bunny hopping will get you killed. There is no regenerating health or cover systems, and no jumping into a fighter jet, it's all down to your skill, your rifle, and your teamwork.
ARMA is indeed hardcore. But it focuses on big military battles, where you can jump into a tank or a helicopter, in big battles. CHTC focuses on CQB, where it is your team against a small number of adversaries in a tight environment, where every shot counts.
Yes, one of the major decision points when we evaluate engines is the mod tools available, and any mod tools we develop internally will be released. We believe that empowering the community to create content is key to a successful game.
PC will be the lead platform, with consoles following.
First Person on PC, third person on PS3. 360 TBD, haven't gotten a lot of feedback yet on 360.
We have investors (not publishers, but VC folks) who are interested but unsure if there is truly a market for real tac shooters. This seed money will be enough to fund startup and show the investors the market is real.
Mac and Linux are TBD based on demand. If you are interested, let us know!
While we can't name names due to contract negotiations, we have veterans from:
Games they've worked on include:
Rainbow Six, Rainbow Six Rogue Spear,
Ghost Recon PC, Desert Siege, Island Thunder, GR2: Summit Strike
World of Tanks
Age of Empires Online
Halo 1, 2, 3, Reach, 4
The Suffering 2
Gotham City Imposters
Lord of the Rings: War in the North
There will be a closed alpha for kickstarter members, and either an open or closed beta planned by the end of the year.
Then no one is out any money, that's the great thing about kickstarter!
Realism will be the basis for the gameplay features, balanced with fun. Weapons handling and character damage will be based on realism. No regenerating health, see around corner cover systems, or magically resurrected team members.
Yes, they will. We are talking with MLG to ensure that features that support competitive gamers will be in the game.