Scourge: Outbreak

Performing a shooter today is downright difficult. Whether it’s a TPS or an FPS, the production values, the degree of specialization and the amount of resources and millions that the industry puts in those particular genres guarantee that it has to do extremely well

 

in all areas to be able to stay at a level worthy. It is a problem that can not escape independent games in these genres, which also face a player who is more than saturated with hitting shots and when he does he wants to do it in the best way possible according to his tastes.

 

After all, the sector provides you with a wide range of titles of all times and all possible forms: linear, multiplayer, sandbox, space, historical, futuristic … the competition is fierce.

That is why we must praise the courage of the Mallorcan studio Tragnarionat the time of entering a particularly difficult field. In fact, Outbreak is a reinvention of his best-known game to date, The Scourge Project. The idea was to create a TPS of economic price but with high values ​​of production,

 

an independent game created with the Unreal Engine 3.0 with special attention to aspects such as history and, particularly, to the cooperative mode.

 

The project appeared in the compatible digital stores without making too much noise and with enough problems that they tried to correct and improve with patches.

 

But the study considered that it was not yet time to surrender, so they picked up the base created and decided to give themselves a new opportunity with Scourge: Outbreak, which among other things would be oriented to a multiplatform release,

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The result of that effort is Scourge: Outbreak, which appears this week for various platforms like 360 ​​and will do the same for PS3 and PC. The effort to launch Outbreak on consoles, particularly Microsoft’s,

 

has been particularly intense. According to those responsible for the study, the original game was 6 GB PC and the limit of Arcade games is 2 GB – something that has been a real headache for many independent studies that have wanted to publish in 360 in the last years-.

 

You had to find ways to reduce the game to those patterns without sacrificing visual quality or cutting content like crazy. But we also had to take the opportunity to considerably increase the quality of the game and improve the most problematic elements.

 

Aspects such as Artificial Intelligence, route planning, weapons management, the story itself and the way of telling it through its four characters, speed of movement, debugging bugs … Meanwhile, another part of the study took advantage of a greater experience with Epic tools to do things like change the system of lighting or introduce post-processing effects to make it lighter and at the same time achieve better graphics than those seen in Outbreak. It has been a complex process,

 

seeking to create the game that the people in charge of Tragnarion really wanted to put on the table. Another part of the study took advantage of more experience with Epic tools to do things like change the lighting system or introduce post-processing effects to make it lighter and at the same time achieve better graphics than those seen in Outbreak. It has been a complex process,

 

seeking to create the game that the people in charge of Tragnarion really wanted to put on the table. Another part of the study took advantage of more experience with

 

Epic tools to do things like change the lighting system or introduce post-processing effects to make it lighter and at the same time achieve better graphics than those seen in Outbreak. It has been a complex process, seeking to create the game that the people in charge of Tragnarion really wanted to put on the table.