Skydance Interactive once again takes VR immersion, action and exploration to the next level in Behemoth.
In Behemoth, players will explore the plague-ravished wasteland of a once glorious empire, where its inhabitants are driven mad and cities have fallen to ruin. In glorious VR fashion, players’ bodies and minds will be tested as they combat towering colossal giants called Behemoths. Raw strength won’t be enough, however, as they must use various tools in their arsenal to defeat these gigantic creatures and the other nightmarish enemies that scour this brutal world in their quest for a possible cure.
Skydance Interactive wanted to maintain the gritty survivalism that is present in its Walking Dead titles – the environment is brutal and unforgiving, and there is no one to rely on but yourself. Mixed in with these elements, the developers added a dash of folk horror, with themes of sacrifice and cruelty within the natural world, secrets of the past, and glimpses of darker realities. In Behemoth, the dread of the unknown is always with you.
The tone of the story is bleak. From the outset, you are thrust into a world where all hope is lost, you will face nigh-invulnerable monstrosities and will need to rely on their own cleverness to defeat them. As the story progresses, the glimpse of hope obtained will always be tempered by the serious challenges ahead.
The world of Behemoth will not only test your combat and survival skills, but the strength of your will. The true depths of its horrors will take dedication to unearth and by then, it may be too late.
The cinematic trailer showcases Behemoth's brutal yet tactical VR combat and breathtaking traversal gameplay as players conquer monolithic beings in a grim, unforgiving world.
“From Archangel to The Walking Dead: Saints & Sinners, we’ve learned a lot over the years about the unique challenges and strengths of VR.” says Todd Adamson, Creative Director, Skydance Interactive. “Behemoth is the culmination of a decade of work, and is crafted for gamers that want a deep, all-encompassing experience that is specifically tailored to the medium. We hope that players are as excited as we are for the launch of Behemoth next year..”
“We really wanted to capture a world that was both brutal but beautiful. The people here are all outcasts, sent to this distant corner of the world to live out their final days among the Behemoths, and we wanted the danger and monolithic scale of these creatures to be reflected in the landscapes. Great, sheer cliffs descend into the foggy unknown. A massive glacier looming over a ruined coast. Caves that descend through darkness into massive underground lakes. And threaded into all of it is the ancient remnants of a collapsed civilization, and the secrets its ruins may still hold. Ultimately, everything is reclaimed by nature. And that’s how it feels to wander the Forsaken Lands, that your fate could be the same.”– Dylan Scher, Principal Concept Artist
“In Saints and Sinners melee combat was only really for the walkers. In Behemoth you will fight human enemies that are smart and have thoughts and feelings. Combat is all physics based, and we require real weapon collision for things like block and parry. This applies to enemies also, so the AI will actually predict the incoming angle of your attack and position their sword properly to block it. They do make mistakes though, and if they fail and your sword connects with their body, it will do damage.” – Todd Adamson, Creative Director
“Typically in games, grappling hooks are a “zoom to location” mechanic. Ours is different in that it simply allows you to create a physically simulated rope at will. You can then use the rope to do different things – climb to a location, yank an object down from a ledge, grapple an enemy, etc..” – Todd Adamson, Creative Director
“Everyone is struggling to survive in land that doesn’t want them. The opening moments of this game have you attacked, left for dead, and robbed for your meager supplies. There is a clear message here of—if you want to survive, you better be prepared to fight for it. And that’s just the human enemies. When you stare down your first Behemoth, you better be prepared for how huge these things really are, and what it takes to slay one.” – Dylan Scher, Principal Concept Artist
The boss battles against the behemoths have to be experienced. Facing monolithic enemies is another place where we felt we could take the familiar concept of the boss battle, and surprise the player, showing them the difference between playing a game and stepping into one. In headset, the beasts are terrifying, towering and the challenge they present is significant. Tracking one down will push players to their limits. Complex traversal puzzles, harsh landscapes littered with desperate savages and the horrific remnants of an ancient disease will all stand in your way as you track down the Behemoths
Key Features:
- Redefined, Brutally Tactile Combat - Players are required to think before attacking as human AI has been leveled up for melee combat where weak points, armor and technique all matter. Strength is key but conserving energy will need to be accounted for as everything has a price in this unforgiving world.
- A Refinement of VR Physics - Traverse the scaling landscape using your hands and/or the grappling hook or use it to rip apart the world around you. Grapple an enemy to gain the tactical advantage or use the surrounding landscape to stealthily eliminate foes.
- A Stark, New World - A completely new, unforgiving, yet surprisingly beautiful world to explore and survive in. Players will craft, fight, endure throughout the world of Behemoth
Behemoth will launch on Meta Quest 2, PSVR2 and PCVR in Fall 2023.
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