Features:
- Fast-paced multiplayer FPS with vehicles
- Designed by a team that worked on Battlefield2 and Desert Combat
- In-game VoIP provided by Steam at launch
- Designed to have up to 64 players on a server
- Pre-Order is only $25 (includes Beta access)
- Beta in Spring 2012, Release in Summer 2012
- Uses Valve Anti-Cheat
- Unreal3 engine-based
- Gameplay modes based around working as a team
Teamplayer Gaming is always looking for the next great game to play. Enter Ravaged. It's a fast-paced post-apocalyptic first person shooter that may remind you of Battlefield2. In case you missed it, it's got in-game VoIP through Steam from launch. It's made by industry veterans using the Unreal3 engine as a base, with a suite of RCON commands and Valve Anti-Cheat backing it up. It's teamplay-focused and only $25 at launch. It can support servers up to 64 players and has minimum/recommended specifications that most of our machines will have no problem with.
They've got a couple nice teaser videos:
Second teaser is here: Ravaged Gyro Helicopter (2 Dawn Games) - YouTube
And, of course, screenshots!
The Liberty map:
Maps vary from desert to ice and snow:
This shows the Gyrocopter, buggy, jeep and car vehicles. Tricycle from the video is not pictured.
A few of the in-game weapons. The website also shows weapon concept models for an AK94, LAW (bazooka) and Walther P22 but no word whether they will be in at launch.
![Quote](http://www.teamplayergaming.com/cpstyles/darkvision/misc/quote_icon.png)
Spleeg, an Associate Producer for Ravaged at 2Dawn games, was kind enough to participate in a Q&A session over email with me. My questions (abridged for space) and his responses are below.
My Intro:
![Quote](http://www.teamplayergaming.com/cpstyles/darkvision/misc/quote_icon.png)
Question #1) Can you discuss how VoIP will be included in-game?
Response: Steam's VOIP will be a configurable button that is available to everyone who logs onto steam and yes it will definitely be included at launch. You also will have two buttons, one to team talk and one to all talk
Response: Steam's VOIP will be a configurable button that is available to everyone who logs onto steam and yes it will definitely be included at launch. You also will have two buttons, one to team talk and one to all talk
![Smiley](http://www.teamplayergaming.com/images/smilies/smiley.gif)
Question #2) Our community is based around having two full teams of players on a public server that work together to accomplish their team's objective. Teamplay is paramount to us. Can you go into some detail on the teamplay aspects of the game?
Response: We are going to have at least two gameplay modes at launch, thrust and capture the resource. In the thrust game mode you have to capture and secure points in a linear pattern. This will simulate moving the "frontlines" of a battlefield, and as you are capture points you are providing your team with more spawn points while taking away enemy spawn points. Capture the Resource will simulate life after the end of the world, where resources (Fuel in this case) are the thing everyone is after. In this mode you need to steal enemy resources while protecting your own, capture neutral bases around the map to give you tactical advantages over enemy fuel points. We want the team that works together to win every time, we have tried to create aspects of the game that will really encourage team work. Our vehicles can generally hold a lot more passengers than most games (we feel like this represents the post apocalyptic environment realistically, with like 7 dudes in a car hanging out the windows and firing off weapons) which is one of our main selling points for Ravaged, as well as our skill based gameplay. But if you think about it, if you and 5 of your teammates are rolling in the same vehicles together, and the other team is all off doing their own thing you can thin them out and kick their ass fairly easily.
Response: We are going to have at least two gameplay modes at launch, thrust and capture the resource. In the thrust game mode you have to capture and secure points in a linear pattern. This will simulate moving the "frontlines" of a battlefield, and as you are capture points you are providing your team with more spawn points while taking away enemy spawn points. Capture the Resource will simulate life after the end of the world, where resources (Fuel in this case) are the thing everyone is after. In this mode you need to steal enemy resources while protecting your own, capture neutral bases around the map to give you tactical advantages over enemy fuel points. We want the team that works together to win every time, we have tried to create aspects of the game that will really encourage team work. Our vehicles can generally hold a lot more passengers than most games (we feel like this represents the post apocalyptic environment realistically, with like 7 dudes in a car hanging out the windows and firing off weapons) which is one of our main selling points for Ravaged, as well as our skill based gameplay. But if you think about it, if you and 5 of your teammates are rolling in the same vehicles together, and the other team is all off doing their own thing you can thin them out and kick their ass fairly easily.
Question #3) What do you feel the optimal players-per-team will be for a server to support?
Response: We hope to have 64 players be our optimal amount, however we realize the fact that we will allow for player run servers might be great or could be laggy.
Response: We hope to have 64 players be our optimal amount, however we realize the fact that we will allow for player run servers might be great or could be laggy.
Question #4) Aside from great team-oriented gameplay and in-game VoIP, the ease of setting up and administrating a server is very important for many communities. What server administration tools will be available at or shortly after launch?
Response: We will definitely have dedicated server tools and RCON.
Response: We will definitely have dedicated server tools and RCON.
Linux servers aren't planned to be supported (it's an indie studio with a limited development budget).]
2Dawn is an indie development house who sound like the polar opposite of certain big-name publishing houses, and Ravaged is a labor of love.
![Quote](http://www.teamplayergaming.com/cpstyles/darkvision/misc/quote_icon.png)
Minimum system requirements
OS: Windows XP (SP3), Windows Vista (SP2), or Windows 7
Processor: Intel Core 2 Duo, AMD Athlon X2, or equivalent, running at 1.6 GHz or greater
Memory: 1.5GB
Hard Disk Space: 3 GB available
Video Card: DirectX 9.0c compatible, 256 MB of VRAM; NVIDIA GeForce 7600 GS, ATI Radeon HD 2400 Pro 256 MB, or greater
Sound: DirectX 9.0c compatible, 16-bit
Recommended system requirements:
OS: Windows Vista (SP2), or Windows 7
Processor: QuadCore 2.0 GHz
Memory: 2 GB
Video Card: DirectX 9.0c compatible, 512MB of VRAM; NVIDIA GeForce GTX260, or ATI Radeon 4870
The Ravaged forums (in which their moderators are very active in getting user feedback about aspects of the game and answering questions) are at: Categories - 2Dawn Given that it took less than 24 hours to get a response to my questions they seem very receptive to questions and I encourage anyone interested in the game to go take a look!
They've set up an Ideascale page to solicit ideas for the game and allow community members to vote on them: Ravaged Ideas Community - by IdeaScale | Popular
In-game vehicles: Vehicles
Game web page: Ravaged
Last but not least, the Kickstarter page (with more screenshots): Ravaged by 2DawnGames — Kickstarter Contributing to the Kickstarter gets the full game through Steam on launch just like pre-ordering through the website does. The website pre-order link is: 2 Dawn Products The game is only $25!
Ravaged has, on paper, all of the features we want in a game at TPG. Fun, team-based gameplay. Easy voice communications. Server administration tools. The ability to make our server as big as we want to. Proven engine. $25 dollar price tag. Track record with a game many of us love (BF2). The Beta is coming in Spring 2012 and we'll see how these features translates into the game itself. We've got some TPGers supporting them already and I'm sure we'll have threads in Game Discussions talking about our experiences as soon as the Beta starts up. This is definitely a game to keep on TPG's radar.
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