Raevenlord
News Editor
- Joined
- Aug 12, 2016
- Messages
- 3,755 (1.22/day)
- Location
- Portugal
System Name | The Ryzening |
---|---|
Processor | AMD Ryzen 9 5900X |
Motherboard | MSI X570 MAG TOMAHAWK |
Cooling | Lian Li Galahad 360mm AIO |
Memory | 32 GB G.Skill Trident Z F4-3733 (4x 8 GB) |
Video Card(s) | Gigabyte RTX 3070 Ti |
Storage | Boot: Transcend MTE220S 2TB, Kintson A2000 1TB, Seagate Firewolf Pro 14 TB |
Display(s) | Acer Nitro VG270UP (1440p 144 Hz IPS) |
Case | Lian Li O11DX Dynamic White |
Audio Device(s) | iFi Audio Zen DAC |
Power Supply | Seasonic Focus+ 750 W |
Mouse | Cooler Master Masterkeys Lite L |
Keyboard | Cooler Master Masterkeys Lite L |
Software | Windows 10 x64 |
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."
View at TechPowerUp Main Site
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."
View at TechPowerUp Main Site