Having seen a behind closed doors presentation of SEGA's and Creative Assembly’s upcoming PvPvE shooter, Hyenas, the first thing we couldn’t help but think was, “This does not feel like a SEGA game”. Our second thought was “This really doesn't feel like a Creative Assembly game”.
SEGA hasn't released a game you'd call a first-person shooter since 2014’s Alien Isolation (also developed by CA) or The Typing of the Dead’s PC port in 2013. Neither of these are what you would call traditional shooters, and they're a far cry from the fast-paced, competitive multiplayer game that Hyenas is positioning itself as.
The studio best known for the grand tactics of Total War has left the battlefields of history, Warhammer and Halo behind, instead opting to send players to large space stations full of retro technology and things that want you dead. When described like that, Hyenas sounds somewhat similar to Alien: Isolation, but believe us, they could not be more different.
The billionaires have fled a destroyed Earth for a life of luxury on Mars. While they're there, the most valuable commodity and status symbol has become merchandise. Yes, really. Not fuel, not water — the most precious resource seems to be vinyl figures, swag bags, and old video game memorabilia. However, the fat cats haven’t taken all this stuff with them. Merch, loot, and branded products are stored off-planet on giant floating space stations called Plunder Ships, which seem like some hybrid between a casino, a bank, and Gamescom’s commercial area. It's an admittedly fun premise, and the demo we saw was not shy about its political message. In fact, the SEGA representative even joked about the irony of handing out bags and hoodies to the press for such a clearly anti-capitalist game after the demo.
However, while the game seems keen on making rather pointed commentary, it also wants to be a live-service, competitive shooter. The gameplay sees five teams of three Hyenas (space robbers) board one of these Plunder Ships. Teams must then gather merch, and drill into certain vaults for a bigger haul. All the while, you and your teammates will fight AI controlled PMC guards named MURFs as well as the four other enemy teams. Once one team has gathered enough loot, they'll have to get to a docking area to call for a VIP shuttle. If that team is killed by other players or MURFs trying to stop their escape, they will drop their merch and the game will keep going until another team gets enough Sonic plushies and Rubik’s Cubes to call for another shuttle.
While we saw an alpha version of the game, meaning it was not particularly polished, Hyenas seems to be aiming to pit players against more computer-controlled mobs than other PvPvE games, like Hunt: Showdown or Escape from Tarkov. It was somewhat unclear whether man or machine would be the bigger threat during gameplay, mainly because we were told that AI and their pathing, patrol routes, and more were still yet to be added.
That being said, enemies seem mightily dangerous, which is another way of saying you and your team have some very neat-looking tools, abilities, and guns that look and sound like they pack quite the punch. Things like animations and character models are still being worked on, but Creative Assembly did walk us through three characters/classes.
First was a sniper called El Silbon who had the ability let her and her teammates see through walls for short periods of time. This ability paired neatly with the Foam Grenade, which can create temporary cover or force enemies to find alternate routes out in the open.
We then saw some gameplay of Galaxia, a drag queen and (maybe) a tank equivalent. Her ability is a taunting shout that seems to cause MURFs to aggro on her, and some other effect on human-controlled characters that we didn’t see. The demo paired this with the Kitty Grenade which, yep, is a throwable cat toy that explodes into a field of lasers.
Lastly was Prima, a ballerina, who appears to have the power to ignore gravity for short periods of time. While certain rooms are zero-g, and other areas can have it turned off to flush out enemies from cover or get up to high ground, Prima is able to float in the air and gain some speed in order to get out of fights. This is where the devs highlighted the importance of evasion in the game, as sometimes you just have to flee to one of the Plunder Ship's many vents, especially if your teammates have been killed and you need to find a GROyou machine (you respawn teammates by quickly growing a clone of them, or a least we think that's what you do based on the name).
This is where the game reminded us of Apex Legends, not just its gameplay but also its somewhat cel-shaded art style in character cinematics. Characters were already very well defined with roles and personalities in this early version, while the art style employs hard lines and striking silhouettes similar to Borderlands.
While this showcase of Hyenas certainly has us interested, we still couldn’t help thinking, "This is such a baffling game". While a wider progression is promised, it's hard to tell if this game's loud characters and neon-drenched art will be able to pull PvPvE fans away from Tarkov or Showdown. On top of that, for a game with satirical anti-capitalist message already, it seems ripe for brand integrations, crossover merch, skins, and more. Alongside all the Sonic and SEGA jokes, the team has clearly already licensed both Rubik’s and Atari to cameo in the game with merch to fight over, and those are just the ones we spotted.
This all might not be a problem for you if you're just looking for a fun multiplayer shooter to play with (or against) your friends, but it was the most noticeable in a long line of things that made us think “This is such a strange game” during that 15-minute demo.
There is currently no release date for Hyenas beyond a vague 2023 window, but we're sure to see a lot more of it over the coming months. Are you excited for Hyenas? Let us know in the comments section below.
Comments 14
In terms of visuals, is this game going to thick black outline border on guns and hands in first person view?
Hate that. Hope they tone it down.
This is going to flop hard, isn't it?
Definitely a bizarre premise, and the anti-capitalist message while going for recognisable brand simping is odd. That being said, the characters sound like great fun and I do trust Creative Assembly to deliver a good time.
boobs - i mean , it looks good so far
When I finished reading this article my main reaction was to nod my head. I will keep a eye on this.
@nomither6 I’m sure the drag queen will be flattered by that!
Is this a F2P game? I feel like it could be a lot of fun in that capacity
I wonder how many live service games like this would do better if they had just hired a more interesting concept artist.
Alien isolation is a survival horror game just because its from first person perspective doesnt make it an fps
@CieloAzure same here
It looks like SEGA thought this would be more worthy of being their Super Game instead of Sonic Frontiers, even though that game is supposed to define a new era for Sonic.
Also, they cancelled a new Shining Force game which would have taken place in the original Mega Drive/Game Gear/Saturn continuity and would follow up the story of Shining Force III. Then again, it would've also been a free-to-play mobile gacha.
@nessisonett Isn’t that what they call ‘meta’?…we all love meta…it’s so clever…which makes us clever
It seems interesting enough, and CA did one hell of a job on Alien Isolation (please make a sequel one day!) but I'm a bit tired of every shooter these days having the obligatory heroes/specialists/characters. I enjoy making my own characters from scratch and kitting them however I want.
@Abeedo There are many involved in the final visuals of a game.
Concept artists will create proposals and eventually final visual designs for characters and environments and weapons etc. But they are working to both the guidelines and needs set by the Design team, and the art style that is set and enforced by the Art Lead.
But it doesn't stop at the Art Lead either. Depending on the size of the company there may also be a Studio Art Lead / Art Director and the company executives that require input (for better or worse). Larger companies also tend to have Marketing and BI departments that do research into what is and isn't doing well at the moment and how people react to reveals and Betas etc and things can change as a result of that too.
You also have the other people under the Art Lead, the 3D artists for one have to take the concept and model it well and they often have a bunch of technical limitations on them even now. And then that model isn't going to look any good unless the Tech Art and Lighting teams can back it up. All of that is dependant on the target platforms too. You've also got UI Art that have their own set of challenges and technical limitations trying to match the same brief and feedback too. We've not even got into the Animation department.
On top of that Producers have to keep everything running smoothly and on time, so you'll have them sometimes having to make the hard call to cut something or call it done. And they're often only having to do that because of budgets which are again set by both the executives and the results of marketing data and such. Oh and any additional deadlines that might come from things like GamePass or external investors and such.
You can have the best piece of concept art in the world reduced to a generic and muddy looking game through no fault of one individual.
So let's not blame individuals.
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