Over the past few days, two new pieces of Natural Selection 2 media have been released to an eager public. First up, the team showed off "everyone's favorite wall-hugging murderer," the Skulk.
The team has also decided to show off the look and design of the Marine's Armory within Natural Selection 2.
For the full details on both the Skulk and the Armory be sure and click on "continue reading." No release date for Natural Selection 2 has been set just yet, but you can still pre-order through a variety of methods with packages starting at just $19.95 (USD). A Steam release is also planned, but no pre-order method is available through Steam just yet.<!--more-->
<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/jAGDMExYyl4&hl=en&fs=1&color1=0x3a3a3a&color2=0x99 9999&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/jAGDMExYyl4&hl=en&fs=1&color1=0x3a3a3a&color2=0x99 9999&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>
The team has also decided to show off the look and design of the Marine's Armory within Natural Selection 2.
<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/C_tK5grar6w&hl=en&fs=1&color1=0x3a3a3a&color2=0x99 9999&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/C_tK5grar6w&hl=en&fs=1&color1=0x3a3a3a&color2=0x99 9999&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>
For the full details on both the Skulk and the Armory be sure and click on "continue reading." No release date for Natural Selection 2 has been set just yet, but you can still pre-order through a variety of methods with packages starting at just $19.95 (USD). A Steam release is also planned, but no pre-order method is available through Steam just yet.<!--more-->
The Skulk
The Skulk's abilities are pretty similar to those in NS1. He's such an important class that we're a little timid about giving him crazy new abilities (although new ones are always under consideration).
Wall-running Skulks can drive their sharp leg spikes into crevices to walk on walls or ceilings as if they were the ground. It doesn't cost energy nor does it slow you down, so it can be used to dodge gunfire, confuse enemies or hide. You can get a glimpse of wall-running in action with the Skulk running up the wall behind the Onos at 0:41 in our teaser video.
Bite With his powerful multi-hinged jaws, he can deliver a lot of damage very quickly. As in NS1, the Skulk player's view is from inside his mouth (is this really that controversial or weird?).
We're still not sure what his alt-fire for Bite is going to be. We've talked a lot about a grapple type of attack where he could clench down on a marine and do damage to him over time, but that seemed too annoying from the marine's perspective (and how would he shoot the skulk off of him?). Please give us some suggestions.
Leap The Skulk can leap short distances quickly, landing in a pounce and doing damage to its target. In NS1, leap appeared later in the game – now he always has it. Coupled with wall-running, leap allows good players to traverse the map without ever touching the ground.
What about 'site?! You'll notice that he no longer has Parasite. The reason we currently don't have it as one of his abilities is because we think it's better for the Alien Commander to be scouting (which is the main purpose of Parasite). I really like the secondary purpose of it though, which is to do a small amount of ranged damage to kind of goad a marine into (hopefully, very stupid) action. I would love a kind of provoking ability for him here and will probably put one in later if we come up with an appropriate one.
The Skulk's abilities are pretty similar to those in NS1. He's such an important class that we're a little timid about giving him crazy new abilities (although new ones are always under consideration).
Wall-running Skulks can drive their sharp leg spikes into crevices to walk on walls or ceilings as if they were the ground. It doesn't cost energy nor does it slow you down, so it can be used to dodge gunfire, confuse enemies or hide. You can get a glimpse of wall-running in action with the Skulk running up the wall behind the Onos at 0:41 in our teaser video.
Bite With his powerful multi-hinged jaws, he can deliver a lot of damage very quickly. As in NS1, the Skulk player's view is from inside his mouth (is this really that controversial or weird?).
We're still not sure what his alt-fire for Bite is going to be. We've talked a lot about a grapple type of attack where he could clench down on a marine and do damage to him over time, but that seemed too annoying from the marine's perspective (and how would he shoot the skulk off of him?). Please give us some suggestions.
Leap The Skulk can leap short distances quickly, landing in a pounce and doing damage to its target. In NS1, leap appeared later in the game – now he always has it. Coupled with wall-running, leap allows good players to traverse the map without ever touching the ground.
What about 'site?! You'll notice that he no longer has Parasite. The reason we currently don't have it as one of his abilities is because we think it's better for the Alien Commander to be scouting (which is the main purpose of Parasite). I really like the secondary purpose of it though, which is to do a small amount of ranged damage to kind of goad a marine into (hopefully, very stupid) action. I would love a kind of provoking ability for him here and will probably put one in later if we come up with an appropriate one.
Armory
In NS2 this structure will allow the marines to purchase weapons and equipment. Like the NS1 model, we wanted to make sure that it was approachable from all sides, to allow as many players as possible to access it at the same time. It's an important structure, so we also wanted to insure that it's easily noticeable by first time players. Hence it's increased size, and the addition of a rotating holographic gun projecting from the top.
We also went with a more interactive design, so, as a marine approaches the structure, the side closest to them unfolds and opens up, welcoming them in. The arms scan the marine, running diagnostics, assessing and repairing armor damage and injuries, while the marine links in via their helmet HUD. When no one is near the structure, it remains nicely folded up, protecting it's delicate machinery and electronics, and taking up less of a footprint in the environment.
When an item is purchased the arms essentially become 3d printers. The requested item has been scanned offsite, and downloaded into the structure, and then it is printed instantly into the marine's waiting hands as soon as it is purchased.
In NS2 this structure will allow the marines to purchase weapons and equipment. Like the NS1 model, we wanted to make sure that it was approachable from all sides, to allow as many players as possible to access it at the same time. It's an important structure, so we also wanted to insure that it's easily noticeable by first time players. Hence it's increased size, and the addition of a rotating holographic gun projecting from the top.
We also went with a more interactive design, so, as a marine approaches the structure, the side closest to them unfolds and opens up, welcoming them in. The arms scan the marine, running diagnostics, assessing and repairing armor damage and injuries, while the marine links in via their helmet HUD. When no one is near the structure, it remains nicely folded up, protecting it's delicate machinery and electronics, and taking up less of a footprint in the environment.
When an item is purchased the arms essentially become 3d printers. The requested item has been scanned offsite, and downloaded into the structure, and then it is printed instantly into the marine's waiting hands as soon as it is purchased.