Original Post — Direct link

https://twitter.com/HenryGcsgo/status/1227299841459605507

"Hello! Strap yourself in. I had the chance to spend a day playing #ProjectA at Riot EU. Today, I'm allowed to share some of my initial thoughts and impressions. Please bear with me, I can't go into too much detail about the specifics of a lot of the gameplay until a later date.

If you're reading this and you're not familiar with what I do; I am known as HenryG, primarily a CS:GO commentator and former professional CS player. Down a similar vein to these upcoming tweets, I was also part of the first ever play-test of CS:GO in 2011 at Valve.

First of all, at its core, Project A is essentially a round based, 5on5, tactical shooter (most similar to CS:GO as a twitter surface level comparison), with the better (and slightly diluted) elements of class/hero based FPS games such as Overwatch or Apex Legends, for example.

The game mode we had access to was MR12, DE/SnD with a A & B bombsite with an attack/defence swap at half time.

In my opinion, these aforementioned classes and their own unique 'abilities' should be seen as tactical utility instead of potentially overpowered spell/ultimate combinations that other class-based games suffer from.

Generally speaking, 'abilities' primarily need to be purchased at the start of a round instead of earnt over time with the same economy reservoir as the weaponry.

The gameplay and gun mechanics are super slick and satisfying. On the build I played we experienced pretty well balanced and varied hitscan weapons that had their own unique spray patterns and best method(s) of approach for your situation or position.

Similar to CS:GO, with the economy system, you could partially invest into rounds with less-fire power to take a gamble on a round and enter with basic abilities/utility.

You can have a great time playing without having to rely too much on the abilities to assist you in your game.

Saying that, there's nothing more satisfying dropping a successful combo of movement mechanics abilities that isolates your opponent to buy space before pulling the trigger on the killing blow.

All classes have access to the same generic weaponry via an economy CS:GO fans wouldn't find too difficult to adjust to. Generally speaking a 1 bullet headshot with one of the primary rifle(s) [with any class/hero wielding it] will do enough damage to take down an opponent.

One of the most exciting elements of the game to me was the map design. They have been beautifully created and follow Counter-strikesque familiar lanes and choke points. With the focus on game-play substance, rather than flowery aesthetics.

I will be creating some initial content at a later date where I can dive into a lot more specific information. For now, I will say that this is a very exciting title that is being built by the right people that has the potential to be one of the giant titles of the FPS space.

I will leave you with this bombshell:

ProjectA is the best game I have played since CS:GO."

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almost 5 years ago - /u/Pwyff - Direct link

oh thank god /u/rawstanky for tagging me, let's collect everything here gang it's a game it's pretty fun

also if anyone has any questions, ask them here and I'll see what's out there

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by Xyrd

Anything you can say wrt timeline? When we might be able to see more of it, when we might be able to get hands on it, etc.

I can say that, uh, a few journalists have noted when more major coverage is coming. As for playing and/or hands-on, no updates for now sorry :)

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by JoniDaButcher

Hey u/Pwyff, I think you guys a ton of people excited?

I have no doubts you guys will try to push it to be an eSport (which is great, a shooter like that is a really fun viewing experience).

Is there anything you can share that hasn’t been mentioned as of yet? It being free-to-play or paid, characters, abilities, guns?

Thank you!

hmm no, but there's more information out there!

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by theendisnear_

Is it first and foremost built as a competitive game or more casual play inclined? I'd love to play an FPS that competes with the csgo monopoly

It's first and foremost built as a competitive game - when the team even approached the genre, they wanted to make something that could really serve competitive players.

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by DreamsOfFoxes

I know this is a pretty loaded question but is there any chance Project A will allow for some kind of player created content? I absolutely love CS:GO not only as a game but as a creative platform, so much to say that I have more hours on CS:GO's SDK than the game itself.

I can’t speak directly for Project A but I think broadly Riot Games has always taken a less open stance on user generated content/platform support (or modding) vs. other titles because if an idea is good enough, we want to make it available to everyone in the base experience. Also we’re just not a platform company (that is: focused on creating a platform that others develop their things on). It obviously makes us less able to support community content creators in serving the community but hopefully that’s our job, methinks.

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by gordonpown

why don't all your projects form an alphabetical continuity? like what happened to Projects B, C, D, and E

we want TRUTH

the real answer is we didn’t go by the alphabet we just truncated our real code names lol it’s a whole mess

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by pabpab999

Is there lore similar to LoL?

If yes, is it also in runeterra?

not in runeterra, entirely new ip

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by DreamsOfFoxes

Is making user generated content a part of the base experience really that difficult though? I obviously don't know the logistics behind how Valve pulls it off but I think it's seriously one of the best things to happen to the creative scene of any game.

I'm no tech guy but creating a platform designed to host/upload/distribute community created content that plugs into an engine and then everyone can play at scale alongside general QA support and ensuring no malicious craziness or community divides is a lot to take on when our original game was built on the Big Rigs 2 game engine

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by bensimmonsismydaddy

This is a question I really want answered.

In counter strike the 'sensitivity' is directly correlated with your dpi. If you have 2 sens with 400 dpi, your edpi is 800. Is it the same in Project A, and if not will there be information released on how to calculate your edpi?

yes to the latter!

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by VeniiGamiiz

My only question is:

Will it run on my really low-end computer???

aiming for it

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by lolofaf

I'm really worried about this point too. Imo one of the best parts of csgo is the creativity that modders have found. Things like Kz and surf using the movement system are unique to the source system but wouldn't I doubt any actual game designer would purposely turn their fps into a platformer, but modders did and it's great. Other things like csgo built in dm being more new user friendly while community ones being catered more towards skill training. Things like the fact that league doesn't have a good team f**k around on the map mode where you can do whatever you want, but csgo you can get a server, throw on a map, and do any one of a billion different things between the server commands, cheats commands, and mods, to make practicing and making creative things more accessible as a team.

I'd be more than willing to talk with yall about lists of things that I think would be good to include but I also know you have more qualified people talking to you too. I really hope you reach out to owners/modders of some of the more creative community built modes from games like csgo/gmod etc to see what you can do beyond the main game.

I get you, man. Sal Garozzo is one of our lead map designers, and he mentioned the irony isn't lost on us/him that we take a pretty shallow support to community UGC content (he made decache which began as a community map that got adopted for official play). It's just a _massive endeavor to take on - particularly if you're providing anything coherent in terms of tooling or support.

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by bensimmonsismydaddy

As a game designer could u enlighten me, a professional dumbass, why fps games like overwatch use sensitivity scales from 1-100 instead of scalars like csgo?

A specific clarity of information. Scalars work if you understand them, but if I give you a linear scale of 1-100 where each point gives you a consistent bump you’ll figure it out fast enough. Honestly it’s the same as scalars so really it’s whatever flavor ya want: set a number, shoot a hole in the wall, move around, adjust (ty adreN).

almost 5 years ago - /u/Pwyff - Direct link

Originally posted by Wanrenmi

Overwatch Workshop (hey look, same genre) made it work, and it only added to the game.

Cool! And they alone are able to speak to if it was worthwhile from a resource investment vs. adding to the overall game and total community engagement. Would those resources be better spent elsewhere? Who knows :) hey look, same broad genre, different goals!