Natural Selection 2

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So here is a blast from the past, the sequel to Natural Selection, the multiplayer Half-Life mod, which has had a quiet development for years now. Anyway, the developers Unknown Worlds released a bunch of information today, out of the blue.

The big release is a teaser trailer at Kotaku.

The official Natural Selection 2 website also has some basic information about the game. Such as the game is scheduled for release this fall, it is a stand-alone game with a custom-built engine, it will ship with modding tools, there will be no combat mode, and while the initial release is for the PC, they are planning Mac and X-Box 360 versions. The system requirements are a "1.2 GHz Processor, 256MB RAM, a DirectX 9 level graphics card, Windows Vista/2000/XP, mouse, keyboard and of course, an internet connection."

They are also accepting pre-orders in two different packages. The Standard edition at $20 includes the game when it is released and beta access. The Special Edition includes the game, access to the alpha and beta, special black marine armor, and the warm fuzzy feeling of supporting indie development.

Man, I forgot this was even being made. I loved the original, so I'll definitely be giving this a shot when it comes out.

The dynamic environments sound really cool.

Oh hell yeah, I'm in on this. Loved the first game, I expect more of the same here. I'll probably do the pre-order because I am weak like that

It looks pretty good but I'm not sure I'm ready to pre-order. I've been hearing about this game for a long time and have not really seen a lot to convince me it's actually coming out in the next few years.

Also note that the pre-order version is NOT the Steam version.

So Unknown Worlds has been doing videocasts, covering various topics about the development of NS2.

If you want to see how the game is looking at this stage (pre-alpha I guess), they have this video showing off their engine. I found this much more interesting than the teaser, and it settled my doubts.

Also, the go to fansite seems to be AusNS2. They have a Megalist of gathered NS2 info. Some highlights:

  • Steamworks is fully integrated.
  • NS2 will be shown off at PAX 2009 (September 4th - 6th)
  • Commanders no longer need non-commanders to build structures. They can control automated builder bots / nymphs to build and repair for them. "“The commander on both sides will be less about being a total authority and more about being a different character 'class'."
  • Maps are much denser. 6-10 rooms, each with a landmark to help players know where they are. This does not mean maps will necessarily be smaller, example using a NS map overlaid with a NS2 map.
  • Power Grid resource system allows marine structures to be cut off and deactivated if they’re not linked back to a commmand chair. Similar to resource sectors in Company of Heroes. Also has a visual effect in that rooms will “power up” with lights flickering on, computers whirring to life, etc when they are linked back to the command chair as a resource tower is built.
  • Commanders no longer drop weapons for marines, they buy them at the armory themselves.
  • You can have a second commander.
  • You are automatically grouped in to a squad with players near you. You can +use an infantry portal to rejoin your squad, probably only when they’re not in combat.
  • Seige cannons are now mobile and can be “driven” around by the commander.
  • Skulks: “He is a scout but not the only scout.” Main soldier, retains bite cam.
  • Gorge: Still has healing spray, might work differently. No longer the main builder, that role has been taken by the alien commander. Can still build things like offense chambers and “other structures”
  • Fade: “Surgical striker.” Has a new blink mechanic.
  • New NPC units called “nymphs." Kharaa analogue to marine builder bots. The other scouting unit. Can be sacrificed to blind marines. The floaty things in these concept pieces.
  • Nymphs are part of a new spawn system. Nymphs randomly float down an form an egg. Alien players can choose which egg from 10-15 on the floor to spawn from, so marines don’t know which egg a player will come from. When the number of eggs drops below a critical number, a new nymph will float down to spawn an egg.
  • Alien Commander: Has some control over nymphs. Will probably handle things like upgrades differently to the marine commander, as seen in this mockup.
  • All the alien player models except the fade have been completed.

Not on Steam? Wtf? Yeah I'm not pre-ordering it from anywhere else, sorry.

Also what the heck is taking so long with this? It feels like I played the original NS ten years ago. This is turning into Duke Nukem Forever with aliens

DrJonez wrote:

Also what the heck is taking so long with this? It feels like I played the original NS ten years ago. This is turning into Duke Nukem Forever with aliens :(

Three major things that I know of. The biggest is that the studio is only a four-man team. Then they originally were developing NS2 using the Source engine, but switched after a few years of development to their own custom engine. The other thing is I believe they were hard up for money, they had to develop and release a casual game Zen of Sudoku to fund development of NS2. Guess they feel financially secure enough now to plow ahead towards release of NS2.

So if Steamworks is fully integrated, does that mean the standalone package will still use my Steam friends lists and things like that? If so, I think a preorder doesn't sound like a bad idea.

System Requirements:
1.2 GHz Processor, 256MB RAM, a DirectX 9 level graphics card, Windows Vista/2000/XP, mouse, keyboard and an internet connection. Pre-order is stand-alone and will auto-update, but assume it doesn't include the Steam version.

Pre-ordered, I can live without Steam integration if I have to. I played NS1 for a few years, I like what they did, and look forward to what they will do with NS2.

Really, had waaaay too much fun with NS1.

PyromanFO wrote:

So if Steamworks is fully integrated, does that mean the standalone package will still use my Steam friends lists and things like that? If so, I think a preorder doesn't sound like a bad idea.

I believe so, although I have no idea how this is going to work... I was under the impression that Steamworks was Valve's 3rd party publishing API. So I really don't understand how this won't be fully integrated with Steam...

I'm downloading the original now. I can't believe I've never played it before! Looks like it has a strong enough following even now to have some fun with!

Tannhauser wrote:

there will be no combat mode

What are we supposed to use? Harsh language?

No, seriously, what does no combat mode mean?

The mod had two game types: The normal strategic game, and "combat mode."

The 'normal' mode had an FPS+RTS feel to it. The marines and kharaa started in seperate bases, and you moved out to capture resource nodes. The marines had a goal of destroying the hives, and the kharaa start with one hive and expand out to try to capture the other two. The aliens 'tech' up by setting up a second and then a third hive. The marines tech up by investing in research, as dictated by the commander. So, it was a FPSRTS. Good games had a lot of surging back and forth, desperate struggles to claim and hold resource points. The marines had a commander to give orders/supplies/information and control the tech, the aliens had some built in tools to enhance their ability to coordinate (much like the infected do in L4D)

Combat did away with most of that. More of an 'arena' mode, you 'tech' up by kills, mostly. Maps were smaller, almost linear, and there was only one hive. You burn the hive/trash the marine base to win. A lot less complicated, and the pace tended to be faster. I didn't like it, it was definately NS-Lite, twice the twitch and half the fun. I hope they don't add it back in as a later expansion.

MightyMooquack wrote:

The mod had two game types: The normal strategic game, and "combat mode."

In the first game, normal mode was a mixture of FPS and RTS. The marines have a commander, who places structures, buy upgrades, give orders, and drop supplies. The aliens don't have a commander, but have a class that can construct buildings. There are resource nodes that provide resources to the side who taps them, and the ultimate objective is to destroy the other side's base so they can no longer spawn.

Combat mode was introduced later, it is more of a team deathmatch setting. There is no commander and structures aren't avaliable to be built. It is more of a straight-up FPS.

Edit: Bleh, Tannhausered.

Oh, right. That does sound familiar now. I played NS primarily before they even had 'combat mode' and only tried it once or twice afterward and found it silly as well.

cube wrote:
PyromanFO wrote:

So if Steamworks is fully integrated, does that mean the standalone package will still use my Steam friends lists and things like that? If so, I think a preorder doesn't sound like a bad idea.

I believe so, although I have no idea how this is going to work... I was under the impression that Steamworks was Valve's 3rd party publishing API. So I really don't understand how this won't be fully integrated with Steam...

I might go home and bite the bullet on a preorder, I think what will probably happen is that you don't buy it through Steam but it'll be fully integrated with Steam. Then, after it goes final, you can buy it from Steam as well.

So no deathmatch mode this time around? Meh I can live with that. Its not a hard thing to patch in anyway. They only added it in later as a sort of tutorial mode for new players and it will not be needed if they have a good enough tutorial.

For 20$ I am in. I didn't play a penny to these guys for NS1 and I sunk so many awesome hours into that game.

This game looks really cool but from what little I've seen of the alien concept art, I don't really like it. At all. They're like monkeywolf things. From eggs.

I'd kind of prefer a nice cliched bug hunt.

LobsterMobster wrote:

I'd kind of prefer a nice cliched bug hunt.

In Natural Selection the bugs hunt you!

They've added the question everyone has to their FAQ:

NS2 Website wrote:

If I pre-order NS2, can I play on Steam?
We can't say for sure, but we think it could happen. If it does, I'm assuming we'll do our alpha and possibly beta testing on the native non-Steam version of the game, then release it on Steam (at which point you can choose to play on Steam or off Steam). I think the Overgrowth folks are doing this.

But we're waiting to hear back from Valve about this. As soon as we know, we'll post it here. Feel free to ask them yourselves...

Will NS2 auto-update?
Yes. Whether you play on Steam or not, it will auto-update.

Will NS2 use Steamworks?
That's the plan.

We can't say for sure, but we think it could happen.

This isn't good enough for me.

I'll buy it once it comes out. I had _WAY_ too much fun with NS1. That's one of those games that _REQUIRES_ a goodjer game night though. Good teamwork makes those the best games EVER.

LobsterMobster wrote:
We can't say for sure, but we think it could happen.

This isn't good enough for me.

See this is still kinda confusing to me. I thought Steamworks meant it used all the steam communities, overlays, friends lists, etc. That's all the stuff I care about. What does "on Steam" mean above, just using the Steam service to keep it updated as opposed to their own auto-update service?

Matchmaking services maybe.

I'm honestly surprised Valve hasn't snapped these guys up yet, that seems to be their MO, and a Natural Selection game with a Valve level of polish would be incredible.

PyromanFO wrote:

See this is still kinda confusing to me. I thought Steamworks meant it used all the steam communities, overlays, friends lists, etc. That's all the stuff I care about. What does "on Steam" mean above, just using the Steam service to keep it updated as opposed to their own auto-update service?

Looking over the Steamworks site, it looks like developers can use Steamworks without a Steam distribution deal, which I suspect is the center of the confusion.

Steamworks Website wrote:

Steamworks, it should be noted, is not part of the Steam publishing/distribution arrangement. Steamworks is a free toolkit for game developers; distribution on Steam is handled through a separate deal with Valve.

Steamworks features:

  • Stats & Achievements
  • Multi-player Authentication/Authorization
  • Peer To Peer Multi-player Authentication/Authorization
  • Matchmaking
  • Steam Community
  • Networking
  • Valve Anti-Cheat
  • Voice Comms
  • Steam DRM

You can read the page for more specifics on them.

A few days ago IGN had an article on the Onos, which was badly written and caused confusion more than anything else. So the NS2 developers have stepped in to explain things on their site:

Last week IGN released the first of our 5 alien "reveals". Each one showcases an alien in NS2, including the new concept art, final in-game model and texture, some animations as well as a description of the creature's abilities in game. Here we've written the Onos up in a bit more detail here for you guys.

This was originally written up for a different web-site. I've adapted it somewhat but please forgive the slightly formal tone. We know you guys know some of this stuff already, but we wanted to include all of it for new people that might be reading.

Onos Reveal Trailer

Visual and gameplay evolution from Natural Selection 1

It's been a long time since the original Natural Selection and we wanted both sides to feel like they've really evolved. All of these changes improve gameplay, make the visual look of the aliens more consistent, or both. In NS2, both the marines and aliens have changed and they've both taken some visual cues from each other! This highlights one of the underlying themes in Natural Selection – on the surface both sides seem diametrically opposed, but one thing they do have in common is that they are not good and evil, they are both just species trying to survive. We wanted to hint at these commonalities through the visual design.

The marines have always had subtle animal/alien influences including the curvature of their armor, the exposed “spine” on their backs and nature-inspired shapes in their equipment. With the evolution to Natural Selection 2, traditionally human elements pervade the alien designs; hardened armor plating now guards the alien creatures and structures, replacing flowing lines with harder angles. You can also see from the plated armor on his front legs and chest to the almost mechanical, extending blades on his head. The edges and tips of them are square and look almost machined. But with his tentacles and gorilla-styling, he is still indisputably of alien and animal origin.

Another aspect of the alien visual design is the infestation - that lacy greenish goo you know and love. The infestation is actually a bacteria that has taken control of various animal species on other planets and has warped their bodies and controls them as a parasite might, and the tentacles you see on the Onos emanate from this bacteria and are another unifying visual element for all the alien player classes. As you probably know, this infestation spreads dynamically through the level as the game progresses.

The role of the Onos

There is a lot of difficulty incorporating a player class of this size, but we knew we wanted the Onos to return in NS2 and to be better than ever. In NS1 he lacked “purity of purpose”. His abilities changed a lot with different versions and he a gore attack, a charge movement ability, devour (the ability to take another player out of the game for 10-20 seconds while he was ingested, or rescued) and even a paralyze ability in earlier versions. His abilities were all over the place...no wonder he was hard to balance.

So we knew that we had to rethink his role. One of our gameplay goals with NS2 is to make sure no lifeforms, tech, weapons, etc. will make earlier ones obsolete. They should provide diversity and advantages but generally should not similar enough to earlier tech as to make them unused. Instead of being just a bigger, tougher version of a skulk with a bunch of varied abilities, his role is now the “disruptor”. The Onos is designed to shake things up and stymie the marines and force them to react. All of his abilities were designed this in mind.

Onos abilities

Here are the current disruptor-based abilities we've designed for the Onos in NS2.

Gore: This is a basic melee attack, in which he bucks his head and gores targets with his horn. Instead of just doing damage though, he can fling targets around. With an effective attack, he should be able to knock back a few marines at a time, disabling them for a few seconds while they get back on their feet. Gore will do plenty of damage, but in the hands of a skilled player, the knockback should be the most effective aspect of this ability. Gore can also be used to smash through doors that have been welded shut, as shown in our teaser video.

Bone shield: The shield ability makes the Onos' head blades extend out into a fan and the Onos crouches down, forming an impenetrable shield of armor that takes no damage from any attacks from the front. The head blades extend a bit behind his normal width to provide cover for other players or other targets. During this time the Onos moves slower and can still take normal damage from the side or back. We hope that use of this ability will allow aliens to break stalemates with entrenched marines surrounded by sentries and armories, as well as provide some needed defensive capabilities to the alien side.

Stomp: This ability lets the player stomp his legs on the ground and send out a shockwave in front of hit. Any structures that are hit by the shockwave are temporarily disabled – resource towers stop harvesting, sentries' aim goes haywire and Commanders inside command stations have their view dim black and shake, temporarily hindering his support of his troops. Marines hit with a shockwave will likely have their aim disrupted as well (although we hope good players will be able to counter-act this to some effect, like recoil).

We hope you enjoyed this overview of the alien visual and gameplay design in Natural Selection 2 and are looking forward to showing you the Skulk, Gorge, Lerk and Fade!

That reveal trailer was basically a render of the Onos walking. Kinda getting worried I haven't seen any gameplay footage at all yet.

This game looks great, it looks fascinating and I'm sure I'll enjoy it, but the aliens look like ass so far. They're unique, to be sure, but a gorilla with a Predator helmet and a bunch of worms on his ass doesn't strike me as very interesting or believable.

All told, I'd rather have another bug hunt. It makes me wonder if they've been holding back on alien concept art because they were planning a big exciting reveal, or because it appears to be the weakest part of the game from what I've seen. They've sure released a TON of environment art...

If you haven't been keeping up with the Natural Selection 2 news, Unknown Worlds has had a steady stream of "reveals" of aliens and marine structures. Each update has concept art, renders, a short movie showing off the animation, and a description of how it works in NS2.

IMAGE(http://img8.imageshack.us/img8/7508/skulk01258x200.jpg)
Skulk Reveal

IMAGE(http://img8.imageshack.us/img8/6499/armoryrender300x225.jpg)
Armory Reveal

IMAGE(http://img8.imageshack.us/img8/7206/infantryportalrender300.jpg)
Infantry Portal Reveal

IMAGE(http://img8.imageshack.us/img8/6619/gorgerender01269x200.jpg)
Gorge Reveal

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