Betrayer: a black and white FPS from former F.E.A.R. devs
Blackpowder Games features six of the "key people" that helped develop F.E.A.R. and
Blackpowder Games features six of the "key people" that helped develop F.E.A.R. and No One Lives Forever at Monolith. They have a new game due on August 14th: a black and white first-person shooter set in a haunted, early colonial-era Virginia.
Betrayer sounds a bit like Far Cry, with its open world and bow & arrow, to boot. However, its vibe is far more sinister--going for a far more horror feel than Ubisoft's game.
"Betrayer washes you ashore in the New World in 1604, where you’re expecting to join a struggling English colony on the Virginia coast. Instead you find only ghosts and mysteries in a land drained of color and life. You’ll build up an arsenal of weaponry including muskets, crossbows and throwing axes, collecting untold treasures along the way. Chart your own course through an untamed wilderness teeming with danger and discovery as you search for survivors and unravel the colony’s many mysteries," the game's official PR pitch details.
PC Gamer has a hands-on preview, if you want to read some of the finer details about the project. Betrayer will be available on Steam Early Access on the 14th. Here's the trailer:
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Andrew Yoon posted a new article, Betrayer: a black and white FPS from former F.E.A.R. devs.
Blackpowder Games features six of the "key people" that helped develop F.E.A.R. and-
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Oops, I hit enter by accident before finishing the thought. It's just that black and white is more attributed to old film, flashbacks and the like. But the colonial era precedes film by quite a bit, so it doesn't quite work for me. And from a more practical perspective, the visuals get kind of lost and muddy with all that black and white.
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They way they're doing the black and white, based on the video, I agree. There can be other reasons to use black and white + splashes of color, but regardless it lacks definition here. Since they're using a stark motif without a lot of shading they need to use less detailed and intricate art so the objects and details that are there stand out.
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The Cat Lady used B&W, with red splashes. I had the same reaction to it initially, but got used to it, and it fit the game's atmosphere and the protagonist's character. Call of Juarez Gunslinger has a similar but less extreme aesthetic, with a desert-sun-drenched, washed-out palette and faded look .
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Between this, Gone Home (ex-Bioshock devs who did Minerva's Den), and Hard Reset (ex-Painkiller devs who built the engine), a lot of fun games have come out of "splinter developer factions" that have abandoned their previous focus. It's also nice seeing an indie FPS to demonstrate that yes, they can be made. FPSes are more expensive to make, but they're possible.
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