Posted 4:01pm

Narco Terror assaults PSN tomorrow

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Hey everybody! My name is Remy from Deep Silver, and I wanted to share with you some more information on our upcoming arcade twin-stick shooter Narco Terror for PlayStation Network. Also, we wanted to take this opportunity to shed some light on the development of our newest title.

Narco Terror follows the story of ex-special ops agent Rick Quinn, a one-man army that goes on a mission from the docks of Miami to the rivers of South America to rescue his daughter. Quinn has been working on a secret technology to stop the drug cartels’ latest trafficking technique: Narco submarines. This has put him in the cross-hairs of his ex-partner, Jay Delgado, who is running the subs and the cartel that took his daughter. This fire-powered vendetta just got personal.

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Key inspirations for the development of Narco Terror were arcade classics such as Commando, MERCS, Ikari Warriors and Space Invaders, and modern titles such as Assault Heroes, Renegade Ops, Geometry Wars and Lara Croft: the Guardian of Light. With this approach, we’ve drawn inspiration from some of our favorite games of all time while instilling modern sensibilities to create a fun mix for today’s arcade gamers.

As a result, you will see that the game consists of many different arcade elements typical to retro games, combined with an over-the-top story and style straight from 80s action classics. We’ve also added seamless offline and online drop-in, drop-out CO-OP multiplayer, so you can give pain a new name with your friends across the world.

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Because you will be shooting a LOT, weapons can be upgraded with the money you get by exploding the world around you, or by finding hidden collectibles. That’s how heroes make money, right? On top of that, each weapon can use up to four different ammo types – at the same time! – which vary from armor piercing rounds to bullets that set enemies on fire. For those pesky groups of enemies, trusty grenades are handily mapped to the R1 button. To top it off, there are also special weapons with limited ammo to pick up for special celebratory occasions, like the Laser Rifle and screen-filling Flamethrower.

As you progress through the game, you will get access to better weapons suited for the next over-the-top scenario that you and your partner will be facing in the game. In true arcade-style, not only will you see that the upgrades you choose cause greater damage to your opponents, you will hit them with bigger bullets, too. Yes, you read that right.

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To spice up the variety of blasting everyone on the group, we’ve also added some retro top-down shoot ‘em up sections with aircraft and boats, and from time to time Quinn can go mad with power by turning enemy weaponry against them. They really shouldn’t have taken his daughter! You will face an enormous amount of artillery, massive tanks, armed helicopters and fast planes in this arcade experience as the story unravels and the true intentions of the drug cartel are revealed.

I hope that you have an appetite for some wanton destruction and that you are ready to be:

Dishing out justice, one grenade at a time!

Narco Terror is available from tomorrow onwards on PlayStation 3 for €9.99/£7.99. Check out the demo and let us know what you think!

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Comments

20 Comments 2 Author replies
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MASPALOMAZ 30 July, 2013 @ 4:14 pm   1

Looks fun, definately checking out the demo :)

PuziMauws 30 July, 2013 @ 4:21 pm   2

Nice!

Any info on the NFS HP dlc discounts for wednesday?

Also, why is NL never mentioned inthe Countries list when news is posted?

Great. So when will Sony decide to fundamentally cripple this game, in the name of “doing what fans want”. Before firing the developer for complaining. While then closing the game later on because the game is ruined and unplayable?

You only have to wait and see, of course. But I guess you could spare us the disappointment and just reveal the plan early, yeah?

 
Hexahedronaut 30 July, 2013 @ 4:47 pm   4

Love twin stick shooters! Def going to try the demo.
On a side note… Where the hell are the blog team, can they not be bothered to even turn up to work anymore I mean there was no Monday vid store post there hasn’t been a word from them since last week what gives.

 
MaxDiehard 30 July, 2013 @ 4:52 pm   5

I would love to try this out, but sadly my PS3 has been out of action for the past few weeks.

It would be great to have this on the Vita at some point, I really want to see the full graphical capabilities tested.

 
MaxDiehard 30 July, 2013 @ 4:53 pm   6

It’s also good to see an amazing looking twin-stick shooter that isn’t riddled with stupid zombies. That ship should have sailed a long time ago.

 
VitalogyPJ 30 July, 2013 @ 5:03 pm   7

I feel this game would fit perfectly on the Vita, sadly it won’t be in it :\

 

since i only read psn game and no console then i hope this will come to the vita tomorrow

if yes i buy it if no just another game that i leave for what it is

Nazar_Ops 30 July, 2013 @ 5:20 pm   9

Will this come for PS VITA?

Remy van Leeuwen 30 July, 2013 @ 6:40 pm   10

Hey everyone! Remy here, feel free to ask me anything (about Narco Terror)!

Almost all questions that I have seen so far are about a PlayStation Vita version: I can confirm that there are currently no plans for a PlayStation Vita version or remote play. I also would have loved to see a Vita version of the game but I do think that playing Narco Terror on the big screen gives it more of an ‘Arcade feel’ and makes it more fun. The game is really designed to be played like that. Sitting together on the couch playing CO-OP can be a blast too! Try the demo and see it for yourself. ;-)

With that out of the way, I’m happy to answer any other questions about mechanics, offline and online co-op (drop in, drop out!) and whatever else you can think of :)

 
zxRATTLExz 30 July, 2013 @ 6:58 pm   11

It’s shame there’s no vita version (with cross buy option. Would have bought it in a flash. Looks pretty decent though so will give the demo a go and see what i think. Cheers.

 
Voodoo341 30 July, 2013 @ 10:13 pm   12

zero discount

 
TrueMurton 31 July, 2013 @ 7:53 am   13

@#3 – what are you on about? Deep Silver are the guys behind Dead Island, they’re not affiliated with Sony in any way so I’m not sure how Sony could possible “cripple” their game or “fire” the developer.

On topic, this looks great. Question for Remy, roughly how long is the game, as in how many missions. Also can we replay our favourite missions after completing the game to try and better our scores?

    Remy van Leeuwen 31 July, 2013 @ 10:29 am    

    Hi TrueMurton, the game should take about 4-5 hours to complete and it is definitely possible to replay select missions after completing it. It is also possible to better your scores and to get ranked higher on leaderboards on same or higher (hardcore) difficulties. On top if that, there are also loads of trophies that you can still unlock of course ;-)

 
cowbanana 31 July, 2013 @ 8:48 am   14

“I also would have loved to see a Vita version of the game but I do think that playing Narco Terror on the big screen gives it more of an ‘Arcade feel’ and makes it more fun.” – Remy van Leeuwen

bullsh*cough* How big a screen would you say is needed for the game to be fun? Is 24″ big enough to enable the fun? 40″? 60″? or do we need to play on an 80″ TV to get the proper experience?

I enjoy playing my Vita more than being glued to the TV. I don’t think the screen size has anything at all to do with how much fun a game is. The Vita is perfect for almost all genres that are on traditional consoles.

Please don’t insult the intelligence of your potential customers. I bet screen size has absolutely nothing to do with why you’re not making a Vita version. It’s just a silly, insulting answer.

“With that out of the way, I’m happy to answer any other questions about mechanics, offline and online co-op (drop in, drop out!) and whatever else you can think of”.

Ok, Remy. What are your thoughts on requiring a joining client to maintain a connection quality that will ensure seamless/gapless play. Vs. letting “everyone join”, or allowing any connection, no matter how bad the gameplay will suffer?

I know what Sony’s views are, which is that they will allow any connection to connect with any other client. And they will force these settings on your game as well, by late patch if necessary – which is why I will not buy your game, or any other Sony online game again.

But I would love to hear your thoughts, as a developer, about what you prefer: to cut out a small part of the players and have guaranteed aesthetically pleasing and mechanically consistent gameplay. Or to not care at all about what the game looks like, because your customers complain when they can’t connect, and they don’t complain when the game plays really bad.

Care to comment on the pros and cons, with annoying everyone who plays the game, or just the ones who call support (or noise about it on GAF)?

    Remy van Leeuwen 31 July, 2013 @ 2:41 pm    

    There are and probably always will be some technicaly connection issues for online games on any platform. Whether that is due to someone’s NAT settings, the netcode of a game itself, someone with old and incompatible network hardware and drivers on PC, or something else — there are always a lot of factors that come into play for things like this.

    When it comes to our games, we always try to test them under a wide variety of circumstances to make sure they work as good as possible. In the end it usually comes down to resources for the game, internal testing and QA.

    Our experience with Sony has always been positive in this regard, so I wouldn’t say it’s necessarily a trade-off between aestethics and stable connections. Sometimes in the “real world” environment, the craziest things can pop up that were never spotted in testing, and we always keep track of that to see if we can reproduce and fix it.

    Having said that, Narco Terror shouldn’t suffer from any connection issues and there is also the offline co-op option available for those who do not like to play online!

 
TrueMurton 1 August, 2013 @ 9:17 am   16

Thanks for the answer Remy. Your willingness to communicate already ticks one major box for earning the support of many here.

I’ll try out the demo and see if I like it. The blog post already kinda has me sold on the idea and the screenshots show a sensible approach to twin-stick shooters instead of simply filling the screen with enemies and explosions like that Total Recoil that released earlier this month.

@Remy – I obviously agree that you don’t need that tradeoff, and that there always are some technical issues involved.

But what I wondered about was a very specific “high level” requirement that causes a scenario that has literally ruined all Playstation titles with online play since it was implemented. Which is Sony’s insistence that “any player should be able to connect to any game”, or a variant of that idea.

That if you have a friend on your friend-list, who is joined to a game which is not close enough for you to join and still have a reasonably good experience – then you should still be able to join.

In practice, what this means is that if you have 100 hops to that game, 1000ms pings, and will not be able to have a consistent connection to the game — then you should still be able to join.

And if you enforce that, instead of “forcing” this player to join a closer game, then you really do trade aesthetics for convenience.

(…)

So in some of the betas, I’ve suggested a couple of solutions to this. Such as forcing friends who have a huge spread/distance between them to join a group, and then match for games on servers in a narrower area (such as in the middle between them, in internet distance). And to add an option for random players to only match “optimal” games, within a certain amount of hops, under a specific ping.

The objection to those solutions have been an assertion that if they were to be implemented – if any restriction was involved at all was the statement – then large areas with spread out populations on relatively bad connections would simply be unable to join altogether.

And therefore no restrictions or matching was enforced, for games that also came out with a working scheme. Which made sure that all players, including the ones in spread out areas, would have bad and stuttering, laggy games. Even when that was not necessary, and many games were available locally, this would be the case.

Causing, of course, that the entire game was simply not played by a very large amount of people who otherwise would have played it. But, understandably, couldn’t be bothered with the lag.

(…)

This was for example the case with Little Big Planet – once Sony patched this game to allow any connection to connect with any other, the game effectively died. After having housed a very, very active online population for well over a year and a half. It’s simple cause and effect here.

So my question to you was: will you allow unlimited latency to other players when playing your game online? Or will you limit the lag and framedrop down to what your engine can comfortably handle, without causing obviously inconsistent gameplay between the clients..?

It should be a very easy question to answer. But that I’m asking you that question here maybe suggests how easy it is to get an answer from Sony, or any of it’s developers..

So like Sony, you don’t want to sell the game to people who don’t like their online experience to be a stuttering, laggy mess.

Good luck with the sales, and with fulfilling Sony’s “recommendations”.