When asked about the game's PC exclusivity, Szustak echoed the sentiment of many a PC fan. "Our engine was built with one thought -- to be used in a first-person shooter that uses lots of physics and destruction, with outstanding graphics and also optimized to do the job well. There are many games published on PCs that are just ports from consoles, and we all know that today the power of a current-gen console is similar to a four- to five-year-old PC."
"If you want to show some amazing graphics, it's better and easier to develop the game for PCs. Also, in the era of movie-like shooters almost "on rails," with player-environment interaction as limited as possible, we wanted to create a game for old-school PC players, raised on all those forgotten Dooms, Quakes, and Painkillers."
Perhaps you were wondering about multiplayer?
"There is none! Seriously, you can gather achievements and level scores and compare them to your friends -- that's all. Why? Because nowadays there are just too many games focused only on multiplayer. We had to choose whether we wanted to put all our efforts into creating the best single-player experience or add a multiplayer mode just to fill the check box and still get it done worse than in other games focused on multiplayer modes."
Instead of half a singleplayer campaign and multiplayer nobody plays a month after release, we're getting a full singleplayer game with the option to go back and try different approaches using the different weapons, grenades, and mines at our disposal.
So here we have it. A PC game with no regenerating health, no scripted corridor levels, not set in World War II or a "modern warfare" era, a pure focus on singleplayer, and a developer devoted to giving us the type of game that has been sorely lacking in recent years.
Hard Reset is sounding better and better the more I hear about it, so let's hope it lives up to the expectations when it's released this September.
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