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    Atlas Fallen gameplay trailer showcases the creative development process

    Deck13 and Focus Entertainment have released a new Atlas Fallen gameplay trailer. Titled “Behind the Sand”, the video also serves as a deep dive into Deck13’s creative process and provides insight into the game’s setting, combat, and the intent behind its creation.

    We’ve already seen Atlas Fallen’s gameplay and desert traversal features, but this video is a collection of interviews and footage from the Deck13 development process. Various employees of the company talk about the inspiration for the creation of Atlas Fallen, and about the decisions that led to the implementation of certain aspects of the game.

    In the opening moments of the trailer, creative director Jan Klose describes the game as “fast-paced action, combat, and using all your skills to take down big badass monsters.” It’s hard to disagree with this, judging by the footage we’ve seen so far.

    We’ll then learn a little more about the game’s story, including the factions you’ll face, many of which are warriors of the imposing-sounding Millennium Queen. Of course, the level design team plays a big role in bringing this story to life. Director Jérémy Hartvick says the team has taken lessons from The Surge and applied them to the new “fast-paced” world of Atlas Fallen.

    Deck13 showcases some of the movement abilities you’ll be able to use in Atlas Fallen. Among them is “sand sliding”, which, as you might expect, involves sliding on sand dunes. According to the team, the goal was for players not to be able to break out of this world, but still feel “free” within it.

    Artistic director James Low cites Dune as an influence on Atlas Fallen, which should probably be evident from the presence of the sand. Low says he also drew on classic fantasy like The Lord of the Rings and The Witcher when creating Atlas Fallen. Real-life careers where sand accumulates over “millennia” have also influenced the game.

    If you fear that Deck13 has abandoned its heritage (like The Surge and Lords of the Fallen), then this is not the case. While Atlas Fallen offers various levels of difficulty, elements such as cutting off body parts are left intact (ironically), adding a “tactical angle” to combat.

    According to Hartwick, the fight itself is conceived so that “everyone can understand it”, and its basis is the Momentum system. As you attack and build up Momentum, you’ll be aiming for a big, impactful attack that deals massive damage, which should be some sort of triumphal pick in a fight.

    It’s worth watching the full video to learn more about Deck13’s creative process and the wonders that Atlas Fallen has to offer. The game itself releases on August 10 for PC, PlayStation 5 and Xbox Series X|S, as its release date has been pushed back from its original May date.

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