Mars First Logistics, the rust-colored adventure

Just because we succeed in colonizing Mars doesn’t mean we won’t need to export there one of the most timeless human creations: the need to build just regarding anything and everything. And to this end, the Shape Shop studio offers Mars First Logisticsa half-adventure game offroad on the red planet, mid-construction simulator.

Live from the other side of the planet, Ian MacLarty, the game’s lead developer, showcases his title as part of Melbourne International Games Week, which ends on Sunday. Players, on site or remotely, are thus called upon to discover a “physical simulation game where you have to build different vehicles, rovers, to transport various mechanical parts to Mars. You must transport this freighter between stations, on the red planet. Many times your cargo has odd shapes, and you have to overcome the obstacles of the terrain itself.”

“It’s a simulator in mode sandbox (sandbox, Editor’s note), with the aspect of a physical machine. »

From the first press images, and even more so when watching the trailer, the player will, in a sense, have the impression of being on familiar ground. After all, titles like Besiege have widely popularized this branch of the video game world, the one where you have to build different vehicles, sometimes with a completely crazy appearance and functioning, to accomplish certain tasks.

Those most passionate regarding construction games will also find that when the time comes to bring their imagination to life, Mars First Logistics evokes that feeling of freedom that comes with having a stack of Lego blocks. Even the aesthetics of this part of the game is similar to the instructions of the famous company.

Finally, the whole thing is presented with bright colors and visuals akin to cell-shading, which feels a bit like exploring Mars in the context of a comic book or graphic novel. What an atmosphere!

“Contrary to Besiege, you don’t need to blow anything up! laughs Mr. MacLarty. “I think one of the big differences is that my game is open world… You can go wherever you want. You constantly have to be resourceful. »

As part of the development of the game, Shape Shop had to ask itself the question: are we creating a more arcade-oriented game, with a more crazy physical engine, or are we trying to stick to the real constants in terms of gravity, hardness of soils, etc?

“I wouldn’t say it’s an arcade-type physical thing. I tried to achieve a certain level of realism, especially in terms of Martian gravity, for example. I obviously wanted the game to be really flexible, since the player can build whatever they want; so the machine had to be able to handle any vehicle. I wanted things to be fun…”, he mentions.

This desire to combine realism and pleasure is thus found on the side of the wheels and their impact on the Martian soil. “I wanted the ride to be a bit heavy, the wheels to weigh on the ground, to slip, etc. »

To achieve his goal, Ian MacLarty relied on the physical engine included in the Unity engine, and more particularly the characteristics that are usually used when the time comes to simulate the behavior of robots. Which, come to think of it, is quite appropriate for… robots and robotic vehicles moving around on another planet.

Only a demo version is offered, for now; the full game is due out next year, says MacLarty. “That didn’t stop some people from tweaking the game to extend the fun, including changing their saved game data to give themselves an infinite amount of money! »

“I believe the game is in good condition; I especially look forward to seeing people play the game, to see their reactions… And I think this kind of game has always been popular. After all, gamers have always been interested in titles where you can get creative. »

And if all goes well, this creativity will be able to continue to express itself on a planet located millions of kilometers from ours.

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