Feeling Perky
Replayability is big for Retrovirus. When players buy a game, the campaign should be fun the second time around! We’ve got our single-player fans covered with our perks system, now in development.
Shooters have been borrowing from RPGs for a long time, with series like Battlefield, Modern Warfare and Borderlands proving the concept thoroughly. Retrovirus will tap into this, and allow players to earn customizations as they scrub the system of the viral presence. Each playthrough will yield an opportunity to experience the game with a new playstyle. The first may be an opportunity to crush enemies directly, with a durable Agent and weapons that are powerful blunt instruments. The second may be more subtle, with volleys of missiles and intelligent enemy tracking.
Our perks system is divided up into three archetypes, reminiscent of DOTA-style champion types. Each archetype focuses on one way to play the game, though there’s room for customization even within the archetype itself. Some strength-based builds may focus on survival and damage mitigation, while others may focus on stunning enemies with heavy-handed blows. Additionally, passive benefits are earned with each point invested in a given archetype, to further accentuate its role.

Each perk is focused on giving the player a direct change in play, rather than demanding a “min-max” numbers decision. In Retrovirus, players should feel like their perks choices reflect the way they like to play the game, and not the way that the numbers force them to play.
The perks system, still in development, should see some major improvements for the upcoming pre-paid Beta release of Retrovirus.




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