The gameplay is based on a skillshots system. When an enemy is killed with certain conditions, like thumping them onto spikes or decapitating them with a headshot, the player gains skillpoints. The more skillshots done simultaneously, the larger the reward is. Skillpoints are spent on dropkits for weapon upgrades, like alternative fire mode and ammo capacity increase, and ammunition. Though the arms are quite unique (drill gun, bouncing spheres grenade launcher), the most useful skillshot utilities are the leg and energy leash. Leg lets the player kick enemies into the air, slow down time, or control enemies in close range. Leash allows a bit more: pulling up enemies and weapons toward the player or thumping crowds sky high. Also, they allow interaction with some objects, such as obstacles. Like in most contemporary shooters, there is no health bar. Players just wait until the blood covered screen clears up and Gray is healed. Levels are divided up into different checkpoints.
The game modes are not limited only to single player story campaign. Echoes is a level replay mode stripped of cut-scenes where the player is encouraged to finish as fast as possible and compete with other players' scores on online leaderboards. Anarchy is a four-player cooperative mode where enemy waves need to be repelled, achieving certain scores to access the next wave up to 20.
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Lead Gameplay Designer
Principal FX Artist