Creating immersion and intensity in the insurgency: sandstorm

Hello everyone. I am proud and excited to say that on September 29th we will launch our modern and immersive multiplayer shooter. Insurgency: Sandstorm on Xbox One and Xbox Series X | S. To commemorate this incredible occasion, I would like to share how we have worked to make Insurrection one of the most immersive and realistic first person shooter games out there through game design, sound design and attention to detail.

The identity of Insurgency: Sandstorm it’s very clear to us, and we think most fans would agree – it’s equal parts authenticity and intensity. It’s the dirt that rains around you after an airstrike, coughing through the smoke, bullets whistling through the air, and coordinating with your squad through it all. It’s all of these things, without resorting to bombastic cinematic tropes or over the top arcade game. We want you to taste the sand on your tongue and feel every impact at the root of your teeth.

We have spent a lot of time and research to create realistic and immersive environments, equipment, sounds and handling of weapons. Let’s analyze how we have achieved it.

Insurgency: Sandstorm

UI: Setting the Stage for War

One of the first things you will notice in Insurgency: Sandstorm is the simplified user interface. We want to distract you as little as possible from the environment and what is happening around you. For example, there is no sign of death or sign to confirm a death. If you want to be sure you’ve downed someone, you have to go check it out. This opens up a new dynamic of risk and even mind games. If you’re in a firefight and take a non-lethal hit, maybe you can sneak away, letting your enemy think they caught you while you’re actually preparing a flank.

You will also notice the lack of a weapon reticle, unless you have a red dot sight. Even with that, you need to be aware of where your mouth is pointing, because that’s where the bullets will go, rather than the center of your screen, as is the case with many other shooters. Another detail is that pointing down does not expand the entire field of view, but realistically only extends part of the range of your view.

Insurgency: Sandstorm

Every weapon and accessory has been thoroughly researched and modeled, even down to the smallest spring in some cases. While the conflict in Insurrection is fictional, we have interviewed soldiers, both military and indigenous militias, to ensure an accurate representation, also when it comes to the war-torn environments in which you will fight.

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There is no ammo count, unless you stop to check. However, we left a very rough approximation of the amount of ammo in a clip in the corner of the screen. If you reload an unfinished clip, that clip is saved for later; it is not combined with an imaginary ammunition reserve. If the situation calls for it, you can go for a quick reload, where you drop and sacrifice your unfinished clip to reload faster.

While we’ve put a lot of effort into details like this, we’ve made conscious compromises to pure realism, like grenade explosions. In reality, an exploding grenade mainly looks like a puff of smoke. On InsurrectionWe wanted to amplify the effect, and the result is that you will see a burst of flames, streaks of shrapnel, and debris bouncing off surfaces. It is a slight exaggeration that enhances the immersion.

Insurgency: Sandstorm

Sound: root your senses in the environment

Thanks to the minimal user interface, sound becomes an important factor in gathering information on the battlefield. So we’ve put a lot of work into creating a sound design that allows you to draw various conclusions just by listening. Steps are a big part of this. Be aware of the sound you are making and listen to the type of material, such as carpet or wood, and whether they are on the floor above or below you.

You can also paint an image just by listening to the shots. Since Security and Insurgent teams use different sets of weapons, you can determine if it is an enemy or an ally. You will also be able to know their location, if they are outside or inside, what type of room they are in (large, small, metal, concrete, etc.) and even in which direction they are looking. Some of these things require more practice than others; Identifying a weapon by its sound is definitely an acquired skill.

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All of this, including voice work like AI calls and your own character panicking and coughing through smoke and gunfire, combine to create a very immediate and immersive environment.

Insurgency: Sandstorm

Lethality and physicality: play as if your life depended on it

Time to kill Insurgency: Sandstorm it is very low – usually one or two shots is all that is needed. The run and shoot style of play that is common to many shooters will get you killed in most cases. Insurgency: Sandstorm. You can definitely run, but it will cost you a lot in precision and you are more likely to give away your position. A tactical approach will give you better results. A good rule of thumb is to participate only when you are in an advantageous position.

We engineered the movement to feel realistic, all while balancing it with a high degree of responsiveness and control. Insurgency: Sandstorm use a resistance system, in which the lower your resistance, the more influence you will have with the weapon. You can choose to deploy with a full set of gear and Kevlar, but it will weigh you down, increase your stamina consumption, and slow down recovery. With a lot of weight, sprinting will be very expensive.

One of our functions focused on immersion is what we call Suppression. When under fire, the swing of his weapon increases and his vision darkens. You can imagine taking cover under a thin stone wall while being ripped apart by a machine gun is a very stressful situation, and your character’s dialogue, voice, and acting reflect that.

Insurgency: Sandstorm

We are so excited to bring Insurgency: Sandstorm to Xbox. It is the culmination of years of work, from the past. Insurrection, for Sandstorm on PC; The sound, streamlined user interface, lethality, general attention to detail, and specific compromises on realism are designed to work together to create an exciting, authentic, and surprising experience.

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Insurgency: Sandstorm premieres on September 29 along with Deluxe Edition (including Year 1 Pass) and the Gold Edition (including Year 1 and Year 2 Pass). Be sure to make an order Insurgency: Sandstorm to get the Warlord and Peacemaker gear sets.

Thanks for coming! See you in the field, soldier!

Xbox Live

Insurgency: Sandstorm (reserve)

Focus Home Interactive


$ 39.99

Pre-order now to receive two additional skin packs: the Warlord Gear Set and the Peacemaker Gear Set! Take part in modern and realistic firefights in the ultimate tactical FPS for consoles! Fight in the war-torn environments of a contemporary conflict through a series of intense cooperative and competitive multiplayer modes. With unmatched immersion, feel every bullet and fear every hit in fierce hand-to-hand combat. Death comes fast. Handle ammunition carefully and use tactics and teamwork to navigate the environments as you fight to victory. Coordinate fire support with your team and engage in exciting action. – Team up in intense 8-player co-op play – Compete in goal-based PVP matches with up to 20 players – Immerse yourself in realistic ballistics and impressive attention to detail – Fully customize your character and weapons – Unprecedented audio design with voice positional -chat for an exciting atmosphere