SpatialOS ‘tactical shooter MMO’ Project X will show off gameplay footage in February

    
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Back in September of last year, we covered a mysterious “tactical shooter MMO” called Projext X by Automaton Games. Its chief claims to fame revolved around scale: It says it can support 1000 concurrent players to a 12km-square shared world without sacrificing graphical fidelity, set in a “huge, photoreal, and highly dynamic environment, with strong character progression, social hubs, intelligent mission systems, and global-scale player-driven narrative.” AND A PONY. OK, no ponies. But it does have a battle royale mode, so you know where this is going.

PC Gamer reports today that Automaton will debut the game’s first gameplay footage at the PC Gamer Weekender event in London in February, so expect more on the game in the next few weeks.

Also worth noting is that the game is being built partly on SpatialOS, the distributed computing platform that snagged half a billion bucks in investor funding last year – and that MMO Chronicles of Elyria just dropped because it couldn’t handle that game’s size without too much expense.

Source: PC Gamer
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Rolan Storm

AND A PONY.
AHAHAHAHA! Indeed. You tell them, Bree.

Bravado advertising, miracuru SpatialOS, 400 battle royale (this one is so much fun)… I believe it when I play it. Yes, play it. We saw enough.

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Joe Seabreeze

It will be really fun shooting through realistic looking walls.

PurpleCopper
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PurpleCopper

400 battle royale mode is pretty crazy.

200 vs 200 mode sounds alot better.

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Siphaed

1) Sick and tired of “announcement of an announcement”s that has been reeving up in the past few years.

2) 400 battle royale?! It’s bad enough getting picked off in the first few seconds of a 100-person one, to have to wait/watch through the end. On a 400-person one it would be forever.

3) Battle royale mode trend needs to die. Die in a fire. 100 jump into a fire, nobody wins. Just, die. It is Deathmatch…with 100 people. It’s Quake…..without spawning. It is just ridiculous.

4) “Photo-real graphics” just means that it’ll chug when there are many on the screen. Planetside 2 had/has 1,000’s in battles and has had issues with stability because of it. And although the graphic fidelity is high, it’s nowhere near photo-real.

5) Creating a game on an OS that another company abandoned due to its inability to remain stable and handle the capacity set forth for it. Ignoring everything else, that alone should raise huge red flags.

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Greaterdivinity

400-person battle royale-style PvP mode

Nopenopenopenopenope. Maybe if it has modes that don’t make me want to vomit uncontrollably, but I feel like we’ve heard this promise of high fidelity, truly massive scale games being “just around the corner” like this for years and I’m no more optimistic now about the ability to deliver that than I was 5 years ago.

deekay_000
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deekay_000

yeah one of the reasons mmo’s tend to have lower fidelity image quality and eye candy is due to teh larger scale demanding that much more on the cpu from having so many active onjects being tracked as well as their interactions.

which few legitimately massively multiplayer mmo’s have conquered in reasonable non “laggy” fashion the problems server side even with tab target handling those kinds of player populations actively interacting with each other (ie in combat).

i mean look at tera, the hit detection in pvp is horrendously bad even in smaller scale world pvp, as well as wildstar had some amusing issues with it for most of it’s ongoing life time to the point they just said fuck it (and did the current wpvp system).

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Melissa McDonald

and it’s infinitely worse in a game where the players change the world, like Landmark.

deekay_000
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deekay_000

eh that has more to do with that version of voxel engine (which soe forked and made to perform worse over time) and SOE’s engine than those considerations.

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Melissa McDonald

No, it has to do with the fact that you cannot pre-load a zone that is static and sits on your hard drive. You have to load in “what has changed” in that zone each time you visit when players can build and change the world or zone. That’s why Second Life is mostly a client and zones have to load when you get there.

deekay_000
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deekay_000

landmark rewrote and generated that on your drive each time you loaded a map. that’s why people warned against installing the game to ssd’s.

loading times is not what i’m considering for performance here at all.

that wasn’t why landmark’s performance was shit. it’s because the SOE engine + massive disregard for consieration of geometry in general. but it generally didn’t perform worse on a raw map vs a built map or claim area.

what did perform like ass was the water for much that reason.

deekay_000
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deekay_000

the tech is currently use by worlds adrift and seems to work well for that game, tho that gmae is set up so that typical encounters between groups of players are smaller scale than this game seems to be going after. >>