Initial information and images for Battleborn
As we know, the game will arrive by the end of 2015/2016 and we will start a full campaign only playable in co-op as well as a multiplayer competitive sector. We learn now that the campaign will be playable by up to five players linked online and that will also be available to support local co-op split-screen, though for now it is unclear how many players will be supported in this mode, or if you can create mixed split-screen games/online. One of the distinctive features of the game is the possibility to choose among a large number of characters (Gearbox would make available about 20), each characterized by personality, abilities, and specific weapons powers; each character will also be retrofitted by the players as they earn points. The intent of the developers each hero must provide an experience quite different from each other, so you go to try to experience them all and create groups of extremely diverse game we will find that fast and agile, the slow but powerful, able to treat your friends or whatever they may call themselves the Allies managed by AI and so on.
With regard to the competitive multiplayer, so far developers have shown a single called "Incursion" mode: this sees two teams from 5 players each fighting to destroy the enemy base. To achieve this result, however, should first annihilate the two huge robotic spiders guarding the enemy fortress; This will require the coordination of the whole team, because it's extremely powerful enemies. Each team may also rely on an unspecified number of smaller robot spiders that will follow them into battle. These are conceptually similar to Titanfall bots and have two purposes: the first is to help the team during the assault to spiders guardians, while the second is to "fill" the maps and serve as cannon fodder to allow players of the opposing team to level up faster. Game Informer explains that the Incursion closely resembles those seen in titles like League of Legends and other MOBA ( Multiplayer Online Battle Arena ), but that the feeling of the game is that of a classic multiplayer FPS.
In each match the players start at level zero or one, and during the collision can rise up to level 7. At each new level will be asked to choose a new ability between the two that will be proposed, a defense and an attack (for example, by passing the level 2 will be able to choose whether to increase the rate of fire of our weapon or increase movement speed), while the seventh level will unlock their "ultimate ability". An example of these final ability is that of Mako, which can remove your mushroom CAP to generate an area of effect in which enemies are damaged and the companions are taken care of automatically. The matches will then in a devastating growing: at the beginning, all the characters will only use their skills base, but as the match proceeds will become all the stronger, faster and destructive.
As for the maps, however, these offer many avenues of access to the various areas that will be usable only by the characters, however, with the right skills: for example, the Archer Thorn is extremely agile and can jump between platforms and leverage handles that will be useless for the other characters, while very large heroes like the giant Montana cannot exploit narrow passages or low (how to pass under a bridge) but accessible to others.
Being a FPS, for all the time we have before our eyes our character and so developers have thought about a very interesting system to be able to characterize them outside of the weapon shown in front of us: each will have specific animations, subjective views, will be able to distinguish the characters as we use them. For example, we will see the sniper often carry the Marquis robot in the head to prevent falls or hat with the "mushroom" Mako (present in one of the pictures below) we'll see often the flaps of his tunic sway during shots.
For now: we leave you with a first set of pictures that show us the unique feeling of the chart title.