Touted as a 6-degree-of-freedom (6DoF) shooter that aims to rekindle feelings of playing Descent in the 90's, SubLevel Zero is a modern day spiritual love-letter to the 1994 classic. Aiming to distill modern gameplay elements as part of its retro inspired design brief, SIGTRAP sought influence from rogue-like games (such as Teleglitch) by infusing procedurally-generated levels so as to ensure the game stays fresh after repeated play-throughs. Add to this the notion of incorporating gameplay features such as perma-death and weapons crafting, then one could really begin to understand as to how determined the developers were in making SubLevel Zero stand out from all the other Descent clones and have its own identity. Releasing tomorrow on PC and Mac, I spoke to Stuart Morton (Mastertronic, Producer) and got to ask him as to what inspired his parent company to publish the game.
https://www.youtube.com/watch?v=IMxBPmvVwAg
SubLevel Zero is a Descent clone essentially. Even though Descent happens to be about 20 years old, what do you think distinguishes SubLevel Zero from Descent as a game?
I think it’s been brought up to modern game times now, over things we're used to in various rogue-like games of the crafting system... random loot d...
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