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RPGWatch Forums » Comments » News Comments » Apocalyspe Now - Game Explained

Default Apocalyspe Now - Game Explained

January 27th, 2017, 20:39
Apocalypse Now lead writer Rob Auten has clarified some fan confusion over what type of game this will be in the latest update.

It achieves this reputation not by embracing peace but by depicting war as a beast that drives men insane. While the characters and scenario contain their share of hyperbole, a veteran may find an uncomfortable amount of truth within the film.

The game will preserve this balance and create a narrative experience that is about war but that also demonstrates what war does to the human mind.

The game will be played from what we call a "subjective" first-person perspective. This means that Willard's view is your view, but that you also observe changes in that view due to Willard's mental state.

Taking drugs or drinking will change this view. In the jungle, Willard's situational awareness will indicate the origin of sounds. In periods of intense stress, the field of view may narrow, simulating the fight or flight response.

The key activities of the game will be similar to exploration-driven RPGs such as Fallout: New Vegas, but set in the film's hyperreal Vietnam War setting. You will be assigned to travel up the Nung River in order to terminate Colonel Kurtz's command. You will be joined by the crew of the PBR Streetgang and tasked with a variety of different missions in service of your overall goal. From there, your choices are your own; you are not bound by what Willard does in the film.

As you proceed through the overall narrative, the decisions you make will affect how your squad feels about you. Choose to do something dangerous and they feel you don't respect their lives. Lie your way through a situation and they start to distrust you.

Stress, fear, disgust-these emotions will be tracked within each of the game's characters in order to present you with a reactive simulation that is responsive to your actions and capable of presenting moment-to-moment consequences for the decisions you make.

While character and exploratory narrative are our key pillars, we are not attempting to make a war game that does not include combat, but very often the best way to continue your mission and serve your ultimate goal will be to avoid conflict at all costs.
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January 28th, 2017, 01:50
Nope; once was enough.
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