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Telefrag VR interview with Anshar Studios

18/6/2019

 
Telefrag VR interview with Anshar Studios - Pass the Controller

Telefrag VR is a no-nonsense 1v1 arena shooter boldly said to deliver "what other studios are afraid to touch". ​Set in a world where futuristic gladiators fight for the glory of a Roman Empire which never fell, inspired by greats like Quake III Arena and Unreal Tournament, Polish developer Anshar Studios are aiming to bring a frenetic and competitive FPS experience to virtual reality whilst preserving player comfort.

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by Sam Sant

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@SlamShotSam


When so many VR games are focused on slowing themselves down for the sake of accessibility, what inspired you to head in the opposite direction and make a “hardcore” arena shooter?

There are several reasons for this decision. While working on [our most recent VR game] Detached and now Telefrag, we . . . wanted to create VR games that provide the maximum amount of [player] experience. The idea for Telefrag came from the fact that we asked ourselves: what would Quake 3 Arena or Unreal Tournament ​
look like in VR? Would it be possible to transfer this unique, intense gameplay to VR?

These legendary games gathered many hardcore players, but the entry level was low and satisfying enough that people played the game. Telefrag VR is similar: the low entry threshold gives a lot of fun and enormous space for mastery.

​​Do you worry that the fast pace and gravity-defying movement might cause motion sickness in some players? Have you found that basing movement on dashes and teleportation, rather than smooth locomotion, helps to prevent that?

Thanks to Detached, we understand the motion sickness problem very well. On the basis of these experiences, we decided to implement in Telefrag VR the so-called dash movement, which aims to reduce the problem, while maintaining the dynamics of the game, which is our priority. However, during the open beta on Steam, players clearly indicated that they expect us to add smooth mobility as an alternative. The request for smooth mobility came from a group of hardcore players. So to keep the . . . accessibility, but also give space to be better and more open for involved players, we've added a second mode of movement!
​
I think the fact that players from the beginning have an alternative to the movement and that the game itself is built (maps, gadgets) to eliminate the effects of motion sickness is the best form of counteraction and we feel that we have done everything we could to make players feel comfortable.
Telefrag VR revolves around 1v1 deathmatch duels, but would you ever consider upping the player count and/or introducing additional modes like capture the flag? 

The most legendary and exciting ([due to] the high stakes) duels in Quake 3 Arena were 1 vs 1. We decided that we would like to submit a tribute to this form of rivalry through our game. In addition, there are design considerations related to VR itself. We do not want the player to feel overwhelmed by the number of stimuli in Telefrag VR, our goal is to make the game fun from the beginning. At the moment we do not have plans for adding new modes, we are completely focused on the essence of our game: intense 1 vs 1
arena shooting.

Big, elaborate weaponry is central to any classic arena shooter, and so far you’ve showcased three guns which meet that expectation, but will there be additional weapons in the final game?

As you rightly noticed, the rich, interesting arsenal is one of the basics of FPS games. It will be the same in our game. 

There are two more weapons ahead of us. The first of these is the Laser Pistol, which is the perfect weapon for all those who value precision. So if you loved Rail Gun duels in Quake 3, then this is definitely a weapon for you. The last weapon from our arsenal is [the] Particle Cannon – this weapon shoots a straight, continuous lightning bolt punishing anyone foolish enough to stand out in the open. Come in too close, and the alternative mode will snap and follow you. You can thank Quake 3's lightning gun for that treatment 
​
To sum up, in Telefrag VR, players will have five weapons at their disposal, each with two shot modes. And another one… you can use [two] weapons (one per hand) at the same time. This allows for more variety of attack during moment-to-moment gameplay. Just imagine it, shooting at the opponent with one weapon and firing the teleport with the other to change position.
You can also check out Weapon Showcase Series videos for the Plasma Rifle and Rocket Launcher.
​We’ve only seen one map so far; can you share any information on any of the three as-yet-unseen maps you’ve teased on the Steam page?

[An upcoming] teaser which we have prepared reveals a bit behind the curtain [on] the remaining battlefields. In order not to reveal everything, but also [further tease] the secret, I will mention that the next maps after Fallen Champion, which you could see in the Announcement Trailer, will be: Mobius Villa and Lazarus Grotto.

Mobius Villa is the perfect reproduction of the ancient architecture of Rome. The traditional Roman domus contains specific elements like peristyle, atrium and beautiful sculptures on every corner. It's slightly different from Fallen Champion, [where] construction was focused on wide-open spaces. Here, we are dealing with a completely different picture of the futuristic Roman Empire - Calmness and prosperity can be seen at first glance.

Lazarus Grotto: Do you remember Dagobah from the most popular movie saga? . . . This comparison perfectly reflects what can be found on this swampy planet. Dirty wetlands arouse anxiety, so you better [not] leave the playing field. Nobody knows what can be hidden in the nearby wetlands. The arena winds around a rock formation, which allows you to fight on several levels. 

But these are not all galactic battlefields. Closer to [Telefrag VR's] premiere we will reveal more.


In what ways has your previous VR game, Detached, helped in shaping Telefrag VR?

From the design side, thanks to our previous game, we have understood the problem of motion sickness and how to reduce it, as well as how to create maps to maintain the proper, but also clear dynamic gameplay. 

With Detached, we've been at the biggest gaming events, thanks to which we've learned to better observe how players play and how to ask them about feedback so that they do not give us only compliments, but accurate information. The fact that our previous game for some time was in Early Access taught us how to work with the community.

Finally, thanks to Detached, we knew what we did well in the game, but also the areas in which it required better quality. In a nutshell: without Detached, Telefrag was never there!
​Telefrag VR is launching simultaneously on HTC VIVE, Oculus Rift and PlayStation VR with cross-platform multiplayer - does that extend to the PS VR version, or is it just between the PC headsets?

We decided on full cross-play. We really want all VR enthusiasts to be able to play with each other regardless of the platform. There is no denying that the simultaneous premiere with the cross-play function from the beginning is a huge challenge for our company, but also an exciting learning
experience. Keep your fingers crossed for us, especially for the QA team!

Are there any plans for an Oculus Quest release?

I must admit that at the moment we do not have such plans. If something changes, of course, we will inform you!

Are you able to narrow the release window yet, or can we still just expect to see Telefrag VR launch at some point in 2019?

The premiere is very, very close! Telefrag VR will be released this summer, as you've noted on several platforms at the same time - this is our goal and we are totally focused on it.


Thanks to Szymon and Jakub from Anshar Studios for taking the time to answer our Telefrag VR questions.

If you're interested in their virtual reality arena shooter, be sure to wishlist it on Steam and keep an eye out for it on the Oculus and PlayStation stores.
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