Like one of its amazing Behemoths: Without a fuss it just grows. With every update, the narrative, game design, and art combine to create the experiences of our players.
So, what's next?
"To get the lift, we send players into the depths of Maelstrom, a storm of immense magnitude. There, atmospheric pressure causes physics to break even more, allowing the Behemoths to grow at higher power," said Dauntless writer, Cory Herndon. squeeze it into a small dwelling with its strong, unstable surfaces.
"As Ramsgate residents have learned what is going on," continued Herndon, "they are not taking the time."
These Behemoths must be defeated, thus destroying these unstable islands.
Players will have to weather the storm, in a sense, and take on Behemoth one after another, sometimes in pairs. Fortunately, they will be useful in the form of amps.
After Behemoth is killed in the Escalation, their aether shop is released and they absorb nearby residential stones. These large particles give each deceased a sense of continuity. These are amps, mindless buffs that help the player. "We wanted to distribute a lot of different things like fog and see what would work best for our game," said Travis Day, Graphic Designer. “After you finish the race, you get an abundance of experience to use to strengthen the amps. It was designed to give Slayer a continuum system as they constantly unlock new features and upgrade the amps they receive in the Escalation run. ”
Failure is not the end in Escalation. A stepping stone.
These amps will also help players with the final encounter: the new Malkarion. It is important to choose the right amps before facing this new enemy. Choose wisely, Killers!
"We also want this hunt to be done randomly to be a variety of experiences with great, great, athletic awards," said David. Emerging themes will change over time, offering different rewards, enemies and amps.
Not all sky is clear for developers, though. With the rise of the Behemoth project, players will be challenged by more than one enemy at a time, and with two Behemoth battles added to the game, engineers at Phoenix Labs have set their task.
“Our Behemoths weren't built to fight at the same time, so they did a lot of things that felt wrong,” continued Day. “We have spent a lot of time finding out how to fix these problems. An example of this is the Behemoth shooting. Especially when you hit it in the face, it doesn't feel right. We had to ask ourselves, could all projectiles affect the Behemoths? And if they do, are they hurting themselves? The answer was both yes. ”
By then, a few desks down by Day, the art team had begun to breathe life into Maelstrom.
"We wanted players to feel compelled to understand the maelstrom more deeply than before," explains Jen Morgan, Principal Artist at Phoenix Labs. “The situation was rough, chaotic, and unpredictable. The closer a player gets to a storm test, the closer it can get. Its landscape is changing, revealing the gemstone bills that are the source of the island's unexpected qualities. ”
These narrative, architectural and instrumental pillars will stand out over time, but the core of each Escalation will change.
“We want each type of climbing experience to have a high impact. At first, it will be scary but expect something different in the future, maybe with new enemies, ”says Morgan.
As the Escalation progresses, it will appear and grow, just like everything else in the Dauntless world.