Lacoste Posted April 7, 2015 Share Posted April 7, 2015 The development of Primal Carnage: Extinction is strange in the sense that it has seen developers come and go as well as having the rights to the game exchange hands. When Primal Carnage first launched on Steam, it was largely received with a distinct lack of interest and a wave of complaints from gamers. The game was originally said to have been riddled with bugs that were eventually, for the most part, fixed with patches With that in mind, it was decided that the game should receive a massive recode, reworking the game from the ground up and effectively rebuilding the very core of its gameplay systems. Pub Games came in to work on this rebuild, but not too long after a number of the previous developers abandoned the project, including Lukewarm Media’s co-founder Ashton Anderson. Version 2.0 of the game was eventually scrapped entirely and instead replaced with a new build that would serve as a sequel to Primal Carnage. This was revealed on October 27th 2014 as Primal Carnage: Extinction. Understandably, the news was met with some confusion from gamers who were simply expecting a large patch or update. Instead, the Extinction game was released a mere two months later on December 3rd 2014. A common complaint is that the current build of extinction is still buggy. One reviewer has written, “What started out as a recode to fix the increasing issues of the original PC became a whole new game all together that changed eveything about it. What was once a well balanced and competitive game that I spent over a 1000 hours playing turned into a buggy mess and now in the latest incarnation has completely wiped out the balance and competitiveness of the game and turned it into a loot generator.” Speaking about the game’s appearance on the PS4 at 1080p at 60fps, Aaron Pollack from Circle5 Studios has told GamingBolt, “Well, UE3 doesn’t officially support PS4 so we’ve been working this build off of some of the work by the now defunct Zombie studios who have done a stellar job of getting PS4 support into the engine. To get this playing well we’ve also made a lot of optimisations under the hood and we’ve allowed the PS4 to push our game to the highest quality textures, shader quality and post processing. “We’re running at 1080p and are aiming for a solid 60fps frame rate. The biggest challenges so far have been that Unreal 3 wasn’t made for PS4 so there’s been a lot going on engine-wise to get things running so that we can support PC players and PS4 players with the same level of quality. It’s important that games have a stable, high frame rate so that gameplay appears smooth. Achieving a high framerate is really important to create a great user experience, and developers have to make trade-offs to achieve good looking games…” Primal Carnage: Extinction is first person multiplayer shooter that is made different and interesting by the inclusion of player controlled Dinosaurs. The player classes are what lend the game a sense of depth. It is how they are different from each other and how they function that makes them the core of the gameplay. The game currently supports two gameplay modes. One of these modes is a typical team death match styled mode where players divide into teams and duke it out until the match ends. The team with the highest overall score is declared the victor. The second game mode is Get to the Chopper that is an objective based gameplay mode. Primal Carnage: Extinction sports a variety of gameplay classes that enable the player to counter 9 Link to comment Share on other sites More sharing options...
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