Road Redemption takes the motorcycle combat-racing gameplay, pioneered by the
Road Rash series, to the next level.
Road Redemption brings state-of-the-industry combat controls, insane crashes, destructible environments, AI, ragdoll physics, and online multiplayer to the classic formula.
The
Road Redemption team has been hard at work since early 2012, though preliminary design work started as far back as 2009.
Road Redemption is the experience that we've been dying to play for over a decade. We need your help to make it the best experience possible.
Road Redemption represents a return to the challenging,
skill-based gameplay that defined gaming on the Sega Genesis (MegaDrive), 3DO, and Nintendo 64.
Make no mistake,
Road Redemptionis geared toward experienced gamers.
By garnering fan feedback at this stage in development, we hope to make
Road Redemption the game that you've been waiting to play too.
With your support, we will release
Road Redemption, on its primary platforms, in July of next year.
Road Redemption features a complex and rewarding combat system designed, from the ground up, to offer a great experience on
mouse and keyboard.
Obviously PC gamepads, including the
Xbox 360 gamepad, are fully supported.
The
Road Redemption fighting system involves counters and parries. A stronger weapon is always an advantage, but even a weaker combatant can get the upper hand by forcing his opponent off the road, or
into oncoming traffic.
Gun combat is a
minor part of the game, as ammo is a scarce resource in the world of
Road Redemption. There's no such thing as auto-aim, so when you do make that shot, it's 100% your doing.
Our team has a combined 35 years of videogame industry experience.
Ivan Myers - Programmer, Senior Designer
Gabriel Resneck - Programming Support
Ian Fisch - Senior Programmer, Level Designer
Adam Grantham -Game Design and Art Contributions
Jason Tate - Senior Programmer
Evan Smith - Lead Animator, Artist
Paul Fisch - Senior Programmer
Daniel Balazs - Programmer
Juan Fernandez de Simon - Designer
Alexandra Diaz-Hall - Artist, GUI Art
We’ve worked on projects for companies such as Sega, Sony, Bioware, Gameloft, EA, Pyro Studios, Disney Interactive, 2K Sports, EA, Lucasarts, and more.
Road Redemption takes place in a nightmare version of the American midwest.
You play a recently-paroled felon. After 8 years in federal prison, you must work your way back up from the bottom of your old motorcycle club.
As you rise in the ranks, it becomes clear that not all of your brothers are acting in the best interests of the club, and may even be responsible for your incarceration.
You must play a pivotal role in the resulting power struggle, with multiple outcomes depending on your actions.
Eventually, you can lead your own faction and fight to control territory and drug distribution routes in a war for survival and supremacy.
Road Redemption's single-player campaign features a variety of mission types, each a variation on the the tried and true combat racing gameplay.
The following are a few Road Redemption mission types:Combat Race: This is your typical mission. Compete with rival bikers for rewards, such as a broken down armored car, full of hard currency. Either get there first or be the last alive.
Police Escape: An army of police cars, bikes, and choppers are on your tail. Lead your fellow club members to safety. No reason not to cause some damage along the way. A well-timed lead pipe to the face will take a cop off his bike. Similarly, a well-placed round from a grenade launcher disables a police vehicle pretty effectively.
Assassin: You’ve managed to whittle a rival motorcycle club down to a few members. Now it’s your job to chase down their leader through a crowded city. Of course, his last remaining lieutenants are going to make that as hard as possible for you.
Convoy Assault: You got word that a convoy of 18-wheelers is passing through your territory. If you can defeat the vehicle's heavily-armed escort, the bounty is yours. A shotgun blast to an 18 wheeler’s tire tends to slow it down.
Escape from Enemy Territory: A planned exchange on the roof of a skyscraper has gone awry, and now you’re alone on rival turf. Race from rooftop to rooftop as you try to escape rival motorcycle club members, who are vying for your head.
Ambush: A rival club thought they could have a relaxing ride home after a big score. Little did they know that you've been scouting them. Take out as many as you can before they reach their home base.
Fan Suggested Missions: We’re eager to hear what you want to do in
Road Redemption. We’re going to be actively monitoring the forum, and would love to be able to incorporate some fan-suggested mission types.
Most battles in
Road Redemption will be decided with brute force and blunt (or sharp) objects, since ammo is a rare commodity.
The following weapons are currently in development for
Road Redemption:
Melee Weapons:Chains, Lead pipes, Baseball bats, Tire Irons, Machetes, Samurai Swords, Sledge Hammers, Axes, Brass Knuckles.
We will soon be announcing the special, backer-exlcusive, weapon.
Firearms:Lever action sawed-off shotgun (with buckshot and slugs), Pump action sawed-off shotgun (with buckshot and slugs), 9mm handgun, Revolver, Desert Eagle, Uzi submachine gun, Mac-10, M-16 assault rifle, AK-47 assault rifle
Explosives:Molotov cocktails, Explosive grenades, and Grenade launchers
Online multiplayer gaming is a huge part of
Road Redemption.
Multiplayer modes include free-for-all and team-based missions. We look forward to see
Road Redemption gangs forming online, with their own unique gang insignia.
Many of the single player mission types, and virtually all of the single player maps, will be available to play online.
Online features also extend to the single player campaign. You can compete with your friends, via online leaderboards, to prove that you are the the most skilled combatant.
We are developing
Road Redemption in the Unity 4 game engine.
By focusing exclusively on high spec platforms (
Windows PC, Mac, and Linux), we can maximize elements like physics complexity, level size, number of onscreen drivers, control complexity, and graphical fidelity.
We're big fans of touch devices like Ipad and Nexus tablets, but we didn't feel like
Road Redemption was a good fit for touch gameplay, nor did we want to have to limit our designs for these lower spec platforms.
We have a working relationship with New Orleans-based
TurboSquid Inc to provide us with top-of-the-line 3d assets for objects such as trees, buildings, pedestrian vehicles, from online graphics repositories.
Oculus Rift SupportThe Dark Seas team is completely enamored with the Oculus Rift, and we think that
Road Redemption is a perfect fit for this technology.
Based on our experience with the device, we believe it will be an incredible addition to
Road Redemption and create a level of immersion never before seen in a racing game.
We're currently working on integrating Rift support into
Road Redemption as a proof of concept, and we will be announcing an Oculus Rift stretch goal soon.
Console PortsWe would love to have the opportunity to port
Road Redemption to consoles. Most of the team members are seasoned Xbox 360 developers, and porting to Xbox 360 would be a top priority.
We are looking forward to seeing how Unity performs on Wii U.
We would definitely like port to PS4, when it releases.
We will be announcing console port
stretch goals as we get closer to our initial funding goal.
Modificata da rD.Psygnosis, 15 April 2013 - 04:26 AM.