Judas shooter will surprise players with a non-linear narrative: BioShock creator Ken Levine has revealed an important feature of his new game
Since the first reveal of Judas shooter it has been constantly compared to BioShock, not only because the author of both games is the famous game designer Ken Levine, but also because they are really similar in genre, style and design. They even have a lot in common at the concept level, but the author revealed the main difference of the novelty, which, as he hopes, will be its advantage.
Here's What We Know
The editorial staff of GamesIndustry.biz talked to Ken Levine, who founded and heads the studio Ghost Story Games.
He said that creating Judas, his team is trying to get rid of the linear narrative structure inherent in BioShock. According to the developer, the games of this series resemble a long, but straight corridor, which the player follows, without being able to influence the course of events. In Judas players will be offered more freedom during the passage and ideally everyone will have a unique story.
There are a lot of technical and creative challenges associated with this approach, the main one being the quality of the characters and their reactions to the player's actions.
The approach we take in Judas relies heavily on recognising the player's actions and reactions to them. Even if the characters are just observing a wide range of player actions and commenting on them. "Hey, you saw this, and you did this, and then you did that, and it was interesting because it triggered that" - we're doing that sort of thing right now.
Ken Levine noted that generative AI will greatly help with such tasks in the future, but for now, he's unable to come up with a branching and complex scenario that takes into account every action the player takes.
Plot Of The Game
The events of Judas will unfold on a huge spaceship Mayflower, which is heading to the planet Proxima Centauri. As a result of some incident, all the passengers of the ship, including the protagonist Judas, are killed. The protagonist is then printed on a biological printer and finds herself surrounded by robots that simulate the behaviour and appearance of the passengers. The robots become aggressive when the protagonist tries to prove to them that they are machines and not living humans, as they themselves do not realise this.
The behaviour of the Mayflower robot leaders is governed by a system similar to the Nemesis technology from the Middle-earth: Shadow of. Characters' lines, locations, tasks, and interrelationships with each other all change depending on how the player interacts with them and whose tasks they perform.
When We Can Expect It
No release date for Judas has been given yet, it is speculated that the game could be released in 2025 on PC, PlayStation 5 and Xbox Series.
Source: GamesIndustry.biz