Tuesday, May 9th 2017
ROCCAT Dips Its Paws on Game Development, Presents Sick City
ROCCAT is moving deeper into the gaming sphere with its very first in-house developed title, Sick City, a Real Time Tactical Combat game which ROCCAT says "Breaks with both conventional genre and developmental norms." The newly founded "ROCCAT Games Studio" looks to not only create a unique interpretation of action-based tactical combat, but more importantly, deeply integrate player feedback into core development decisions.
ROCCAT presents this close proximity relationship between developer and community as the future of gaming, saying that "No other early access title integrates its players and prospective buyers so thoroughly in production." This means players will have the opportunity to actively participate in decisions that will shape the retail version of Sick City. Features such as new maps, factions, game types, campaigns, even the future of Sick City in eSports - these decisions will be placed in the hands of the player, in what ROCCAT envisions as a truly collaborative project.Sick City has a unique, unmistakable art style that's timeless and very much ROCCAT (though I myself find it similar to Sunset Overdrive.) Factions and vehicles vary wildly, but they all come together in the world of Sick City in a way that ROCCAT hopes players will instantly recognize. Gameplay is being presented as a modern twist on familiar genre favorites, combining the strengths of tactical classics like Commandos' exciting espionage maneuvers and the direct action of Company of Heroes without time-consuming foundation construction. All of this is further topped with a dose of Warcraft 3-inspired unique heroes and powerful abilities.
"The melding of these components makes Sick City a unique player experience that strategy enthusiasts have not yet experienced", says ROCCAT; fast-paced action and tactics in a post-apocalyptic world with unique squads, all with a valuable component to add to your combat strategy: that's Sick City.
René Korte, founder and CEO of ROCCAT says," In the peripheral sector, we have increasingly involved the community in development of our products, the Sova and Modulok being prime examples. Gamer input was a key factor in making Sova a success, and building out the final Modulok concept. Player input in the development process is the future, and we're applying that to our game development process. Sick City is a competitive title, we design competitive products, it only makes sense to bring the competitive gaming community into our dev process. Community is an essential part of ROCCAT Games Studio's endeavors. Our talented development team looks forward to working hand-in-hand with gamers to create a final product that is unique in the gaming world while still maintaining the classically ROCCAT signature everyone knows and
loves."
ROCCAT presents this close proximity relationship between developer and community as the future of gaming, saying that "No other early access title integrates its players and prospective buyers so thoroughly in production." This means players will have the opportunity to actively participate in decisions that will shape the retail version of Sick City. Features such as new maps, factions, game types, campaigns, even the future of Sick City in eSports - these decisions will be placed in the hands of the player, in what ROCCAT envisions as a truly collaborative project.Sick City has a unique, unmistakable art style that's timeless and very much ROCCAT (though I myself find it similar to Sunset Overdrive.) Factions and vehicles vary wildly, but they all come together in the world of Sick City in a way that ROCCAT hopes players will instantly recognize. Gameplay is being presented as a modern twist on familiar genre favorites, combining the strengths of tactical classics like Commandos' exciting espionage maneuvers and the direct action of Company of Heroes without time-consuming foundation construction. All of this is further topped with a dose of Warcraft 3-inspired unique heroes and powerful abilities.
"The melding of these components makes Sick City a unique player experience that strategy enthusiasts have not yet experienced", says ROCCAT; fast-paced action and tactics in a post-apocalyptic world with unique squads, all with a valuable component to add to your combat strategy: that's Sick City.
René Korte, founder and CEO of ROCCAT says," In the peripheral sector, we have increasingly involved the community in development of our products, the Sova and Modulok being prime examples. Gamer input was a key factor in making Sova a success, and building out the final Modulok concept. Player input in the development process is the future, and we're applying that to our game development process. Sick City is a competitive title, we design competitive products, it only makes sense to bring the competitive gaming community into our dev process. Community is an essential part of ROCCAT Games Studio's endeavors. Our talented development team looks forward to working hand-in-hand with gamers to create a final product that is unique in the gaming world while still maintaining the classically ROCCAT signature everyone knows and
loves."
8 Comments on ROCCAT Dips Its Paws on Game Development, Presents Sick City
Seems right
How ever the part i was pissed about was when the warranty had ran out and still not have a working keyboard for over 7-8 months i was told basically to go fck my self polity, and when i asked if the MK pro was going get a driver update to the new swarm i was told to wait and yet still today they have not done it so they can truly go fck them self's too.
the wording sounds like it's not exactly a MOBA but some kind of strategy