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So that's a big game-changer, it changes the pace. Guyot: So one of the first decisions we made after we started the game was also to put it in an urban environment. Read more: Battle Royale with Arda Ocal - How is Hyper Scape doing? | Ninja does surprise YouTube stream, teases future announcements We felt that the echo brought something different to the gameplay, and we started to build around that. We didn't just want standard spawn points that other teams would camp, you know, and then you come back, you've gotten a weapon, someone shoots you and then you're dead again. We wanted to be able to bring them back in a dynamic way. We wanted to be able to bring players back. So we decided that really needed to be active, you needed to take part. You know, you end up with the scenario where you've partied with someone, you died, you can't come back, and then you either have to leave them or you watch them for 10 minutes, and then they die and then your game's over. Jennings: As a pillar we didn't want players who had been eliminated to just watching a camera. What were some of the important features to include in the game to differentiate it? So whilst it sat in that, I think the gameplay is really different. Like it's BR within the genre, yes, but I don't feel like the minute-to-minute play, the way you play, the stuff you do feels really like anything else in the BR genre at the minute. Jennings: I think for us, we knew once we started to get into the fast movement, the pace, the verticality, the urbanness of the city that we would build something that felt very different. Was there concern that the battle royale genre might be oversaturated already as it is, with many titles crowding the market? We always agreed to be first person, and then I think we didn't really have something that was more than BR because we wanted enough players to make the spectacle a thing overall. Jennings: We knew we would build a first-person shooter because it felt good within the "game as a spectacle" pillar, and then it kind of moved to the battle royale. Was there ever any consideration to create a game other than a BR when thinking of a game as a spectacle? It made a lot of sense to unite 100 players in one battle to make it the most spectacular possible, and that's when we started to look into battle royale with the knowledge that we wanted to differentiate a lot from what was on the market in order to create this spectacle. So one of the starting points was really, how do we create this notion of a game as a spectacle where players, streamers and viewers come together? We wanted a game that was the most spectacular game possible with a very high pace - a lot of action.
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We looked at what we were doing as players, and we realized that we were almost watching streamers as much as we were playing games. Guyot: So it started about two years ago, but actually, before just a BR, the genesis of it was really the notion of a game as a spectacle. Billed as a fresh outlook on battle royale, the game has elements of a traditional BR but incorporates new features - such as the ability to scale buildings with ease through a focus on verticality, a reimagined spawn system, a new "capture the crown" end-game possibility and detailed Twitch integration.ĮSPN spoke with the game's executive producer, Graeme Jennings, and creative director, J-C Guyot, ahead of the open beta launch to discuss the game, its rollout and the crowded BR scene. Hyper Scape, Ubisoft's entry into the battle royale genre, enters open beta on Sunday.