Welcome To Hyper Scape – Developer Talks Weapons, Hacks, and Twitch Integration
Hyper Scape is a free-to-play, fast-paced, sci-fi, multiplayer shooter set in a virtual world of the same name. Ninety-nine players descend onto the map of Neo-Arcadia, either solo or in teams of three, to compete in Crown Rush, the most popular game in the Hyper Scape. The game’s Technical Test is live on PC, meaning that you can tune in to watch Founders livestreams right now. Founders are streamers and content creators granted access to the test, and watching their streams makes you eligible to earn drops and have a chance to participate in the Hyper Scape Technical Test yourself.
Speed and verticality are crucial in the streets, courtyards, and multi-story buildings of Hyper Scape, and you’ll have to stay on your toes and make smart use of your weapons and unique abilities. As matches progress, you’ll upgrade your weapons and Hacks by picking up duplicate copies and fusing them into more powerful iterations.
What separates Hyper Scape from other games in the genre?
If you’re more offensive, you can pair a Teleport with a shotgun and get up-close and personal. Third, we wanted to bring viewers and streamers really close together. Viewers are able to directly impact a streamer’s game by triggering events like the low-gravity event, health-pack event, or triple-jump event. We also wanted streamers to be able to engage with their audiences more closely than ever before. With the Streamer Invite feature, streamers can pop-up an invitation on their screen, and instantly invite viewers to play with them. It’s a seamless experience that’s not been done before.
Speaking of those Twitch integrations, how early on in the development process did that become part of Hyper Scape?
GJ: We were thinking about games-as-a-spectacle as a key thing. How do we bring viewers and streamers closer together? We did various streamer workshops here in Montreal, and we spoke with Twitch out in San Francisco, too, to get feedback on our plans, and figure out what would be cool, and build it out together with Twitch and streamers to make sure we had a really cohesive experience for everyone.
You spoke about the importance of verticality and the urban setting. Was that always a tenet of Hyper Scape?
GJ: We knew early on, with the prototypes we built, that we wanted something more urban-based. We wanted high jumps and fast maneuvering on rooftops. We wanted something that looked different and played different, and urban was a good fit for that.
How did you conceive of Hacks, and how did you decide what types of Hacks to include?
GJ: I think the game design team had some initial ideas. Is it around offense or defense? Health is obviously purely defense, because it’s there to heal you and your team. Teleport, on the other hand, can be both defensive and offensive; I can be shot and teleport away, or I can teleport towards someone. There are Hacks that are defensive, some that are offensive, and some that can be used as both. You can go super-offensive in the first half, and very defensive in the second half.
Have you encountered moments when someone used a Hack in a way you weren’t expecting?
So we have the Wall Hack. I think in most people’s minds, when you introduce a wall, it feels very defensive – but we’ve seen it used offensively as well. Or someone is in a corner; put a Wall up and trap them there, and they’re stuck. The thing that I thought was really interesting that I hadn’t seen before happened when a player was on the ground and placed the Wall underneath themselves, which catapulted them on top of the Wall and trapped an enemy below.
In more recent play sessions, I’ve seen players take the Mine Hack, place the Mine, and switch out for a different Hack. You can switch Hacks wherever you find them, and use even more than two at once.
Hyper Scape has a very unique death mechanic. When players die, they aren’t just passive observers; they become Echoes in the world and can still move about it freely and ping things for their teammates. Where did this idea come from?
GJ: Playing in a squad-based battle royale, there can be levels of frustration where if you die, you’re dead, and you have to watch your friend until the end. There’s no gamification of that; you just watch your friend’s camera until they die.
Secondly, you’ll see that in other games, people will start to camp respawn points, because they’re static. Because in Hyper Scape, you can only restore allies at the location that someone else died, so it’s much more dynamic, and they’re never in the same place twice. It keeps the game going; as the battle moves around the map, the restore points move with it.
Jul 04, 2020 at 07:06