Dreadnought – PS4 Gameplay | PlayStation Underground

Dreadnought – PS4 Gameplay | PlayStation Underground

RYAN CLEMENTS: These kind of
horde style modes are some of my favorite things in
video games because — PETER: Mine as well. it gives you that sort
of replayability. There’s so much strategy. Oh, I missed the action. I was just looking
Peter’s so excited. PETER HOLZAPFEL:
Yeah. It’s like — I love my game. [INTRO MUSIC PLAYING] RYAN CLEMENTS: Hello, my
friends and welcome back to PlayStation Underground. On today’s show we are
playing Dreadnought on PS4. And I’m joined by Peter
Holzapfel from Jager and Michael Barr from Six Foot. Hello, gentlemen and welcome. PETER: Hello. RYAN: Thank you
guys for joining. Thanks for having us. MICHAEL: Glad to be here.
PETER: Really cool. RYAN: So, Peter, we’re playing
— we’re kind of in the closed beta right now for Dreadnought
and you can maybe give us a little insight into what
Dreadnought is all about, what it’s grand vision is. PETER: Of course. So Dreadnought is
about big spaceships. That’s kind of
the essence of it. We thought, okay, there’s a lot
of games about small fighter jets and there’s a lot of
fairly complex games about big spaceships, but there’s no
really pop culture type of games about big spaceships that you
can get into really quickly that have all the elements that make
big spaceships cool but have easy accessibility and
then have a lot of tactical depth behind it. RYAN: I think this game
is about big spaceships. PETER: Yeah. It is
about big spaceships. RYAN: No. That’s just the
vibe that I’m getting. That’s all. PETER: Totally. RYAN: And what are you guys
showing off in the closed beta? You have a team death match
going on on a couple of maps. Right? PETER: Yes. Same type of philosophy. We wanted to actually have an
easy to understand game mode first, and then we’ll roll
out more game modes later. Currently it’s two
maps, team death match. RYAN: 5V5? PETER: Yeah 5V5. RYAN: Okay. Excellent. Well, then tell us a
little about this ship, this beauteous ship that
we are piloting right now. PETER: So this is our
medium tactical cruiser. So the inspiration for
Dreadnought to a certain extent is Team Fortress,
so very distinct class-based thing where you get
by the shapes what the role of the ships are and what
they actually need to do. So we have — we were inspired
by a lot of the media that we really like, Battlestar
Galactica or Star Wars or Star Trek and all that. And then we created
classes accordingly. So we have a Dreadnought
which is more of a Galactica, more of a tank. We have Destroyers which are
like assault ships in a way. We have Corvettes which are more
like Han Solo and Millennium Falcon type of scouts. We have Artillery Cruisers
which are giant flying guns in the sky. And then we have the
Tactical Cruiser here which is our healer. And we have more than 50
ships in the game right now, and so each class has
multiple subclasses. And this particular —
RYAN: How many did you say? 50? PETER: More than 50. Yeah. RYAN: Five, zero?
PETER: Yeah. RYAN: That’s a lot of ships. PETER: And growing. Continuously adding new ships. RYAN: I’m impressed that you
have such a large staple of giant spaceships already. PETER: Took awhile
to build them, but it was also a lot of fun. RYAN: And, Mike, you’re playing
the healer right now? Right? MICHAEL: Yes. PETER: So that’s why we are
gazing longingly at this. MICHAEL: It’s not the most
attractive view at the moment. Let me fly around a little bit. RYAN: Oh, no, no.
That’s fine. Look, Mike, you’re
doing your job. Everybody in online games knows
the healer is vital to the success of the operation. PETER: Totally. RYAN: Is that why the ship kind
of has a white and green palette to it to kind of give it that
medic look or is that just chance? PETER: In a way it’s both. We have three manufacturers
in the game, and one of them is House Oberon. And this ship is built
by House Oberon. They have this more
sleek type of white, very nice shapes type of look. And there to the left
you see the Destroyer, which is built by Jupiter Arms,
so it’s more Galactica-like, very hard edges, very
military, very straight. RYAN: And the third
manufacturer? PETER: It’s Akula. I think one of the ships
down there is Akula. So they are more
Russian military. But if you remember Rambo II,
like the Russian helicopter that comes in, round,
more round shapes, but very functional and sturdy. RYAN: I love it. Now tell us a little bit about
the maps and kind of some of the design there. What brought about
these play fields? PETER: So the two maps tha
we have in there are kind of in away our framework. Like, we have rings of Saturn,
which is the map we see here, and then we have Kappa Base. One of the twists in Dreadnought
is that you actually have maps in space but also maps
on planet surfaces. And obviously they play very
different. Like in this space map, there’s
a lot more verticality involved. You can go under the giant
structures in there. You have a lot of
flanking options. Asteroids give and
provide nice cover. And then Kappa is more
of a condensed map. It’s more highlands
color, like green, very nice environments. RYAN: Aesthetically pleasing. PETER: Aesthetically pleasing. But very tight map with canyons
that you can flank and go through, very nice for Corvettes
to actually go into cloak mode and then sneak behind enemy
Artillery Cruisers. But you’re always restricted
by the planet’s surface. RYAN: Of course. Of course. The giant, flat surface. Well, it’s not flat, but
you know what I mean. PETER: Yeah. RYAN: So tell me a little bit
about the class design then because you went through them
very quickly at the top of the show, but I kind of want to
get into how you’re team, you know, balances
that class design; what are some of the roles of
those ships and kind of how they actually operate in a match. The healer I understand. PETER: For the actual balancing
madness you would need to talk to our designers. RYAN: I’m sure you know
everything about it. PETER: I know
everything about it. Every little detail. Every little number I tweaked. But, no. I just wanted to give
credit to those guys. RYAN: Of course. PETER: Because they do a great
job of actually balancing those giant Excel sheets with
more than 50 ships. And we have four ability slots
on each of those ships, so each ability really changes
the way that you play that ship. So to go a bit into that, like
if you have a Dreadnought, which is our tanky
class, like the heavy, heavy classes, and then you
choose the set class below it — and we have a lot of big
explosions by the way. So, yeah. You first choose your class. In this case let’s
say Dreadnought. And then within the Dreadnought
class you have multiple subclasses depending, like
fine-tuning like a faster Dreadnought and heavier
and slower Dreadnoughts. And we have four ability slots. They really change how you — we
see that in the lower right now — they really change how you
actually play that Dreadnought. So that Dreadnought could be
equipped with a broadside, a warp jump, auto guns and heavy
torpedoes and then becomes this brawler that actually jumps into
the action with the warp jump. This is all broadsides, all
energy to the shields or to the weapons and then jumps out
again with the warp jump. Or it could be a Dreadnought
that’s equipped with nuclear missiles and fighter-launching
base and long-range missiles and ammo amplifiers and then becomes
more of this fortress that stays behind enemy lines. RYAN: I love it. I love it. And I feel like the deliberate
pace of the giant ships is kind of a huge component
to this game. PETER: It is. RYAN: There’s a lot of — it
seems like there’s a lot of — sort of like I said; It’s
deliberate and it opens up a lot of the strategy as well. You really have to think about
where you’re moving because it’s not like you can just quickly
duck around or dip back under cover. You know, sometimes you have to
commit to a move. Right? PETER: It really depends on the
ship you’re playing. In general, yes. It’s a game about big spaceship
and where you move actually has a lot of impact. Often, especially with
bigger ships, whether you die or succeed is
decided like 30 seconds before the battle actually begins
or a minute before that. But then we also have the
smaller a ships like the Corvette. And if you equip that
with a blink warp and thrust amplifiers, it should
become relatively fast. RYAN: Okay. You’re zipping around. PETER: Firefly reference. “I’m a leaf in the wind”
type of thing. It actually flies
around enemy ships. Actually, one of the things that
influenced us the most, like we all have
these iconic moments. You have the bird of prey and
cloaking behind a ship and unloading a torpedo or the
Galactica actually lining up a broadside. And we tried to recreate those
moments as much as we can. RYAN: It’s gorgeous. And tell me about — so this
particular ship is which class again? MICHAEL: The Artillery Cruiser. It’s more like the
“Glass Cannon.” RYAN: What a great
term, by the way. “glass cannon” is one
of the my favorite terms. MICHAEL: Shields. Shields. RYAN: You guys are
helping each other out. See, it’s part of the match. MICHAEL: He’s the
quick Artillery, so I got to spin around.
PETER: Secondary weapon. PETER: Secondary weapon. You
won’t get them with the primary. RYAN: Mike. PETER: Basically
the — Nice. The firing angle of the
Artillery Cruiser is fairly limited with the primary guns,
so you have to really align your ship with where it’s aiming. But it’s also has a secondary
weapon which you can modify. In this case it was the Flak. When we designed that ship, we
actually had Ramius in mind like Sean Connery In the
Hunt for Red October. So we always had these
captains in our head. RYAN: Tell me a little bit about
the interface and some of the information that we have on
screen because there’s a lot. You’re giving us a
lot but, you know, pretty streamline, but still — [LAUGHTER] PETER: Sorry. RYAN: Still a lot to, you know, digest so
what do we got? PETER: It is. It’s basically — we tried to bring in all
the components that are relevant for us for big
spaceships but try to streamline them, but it’s
still quite a lot. So on the left side,
which is now at zero. [LAUGHTER] MICHAEL: Got myself
in the crossfire. RYAN: We’re just demonstrating
the dynamic nature of these battlefields. It can change at any minute. PETER: We’re Thinking about
actually doing the good old couch thing where you’re
handing back the controller back and forth after dying. MICHAEL: Do you want to
take the Destroyer? Take a turn. PETER: Just real quick. RYAN: Peter is going to try
and, right after that — PETER: Try to
talk and play. RYAN: It’s so simple. And then right after, actually,
we’re just playing standard team deathmatch. But I do want us to get to
some of the havoc footage, which havoc is a new mode
deployed into the closed beta. It’s available now while
you’re watching this. And we’ll get there in a second,
but that’s a very different type of beast than what
we’re seeing here. PETER: I self-destructed. [LAUGHTER] MICHAEL: You got yourself caught
between a couple ships. RYAN: Peter, I hate to say it,
but you didn’t quite last as long as long as Mike did. PETER: Because I was
more aggressive. I wanted to show you an
aggressive play style. RYAN: I see. I see. MICHAEL: The Destroyer is more
like run into somebody and unload all your weapons. RYAN: And what’s this
adorable little guy right here? PETER: So basically
that’s the Corvette, kind of the fast, fast ship. RYAN: You were totally right. This thing is flying. PETER: It’s much, much
quicker than before. RYAN: And were you saying that
this ship could serve either scouting or reconnaissance roles
as well or kind of flanking? PETER: Could be more of a spy
unit, infiltrator, go behind. It usually goes
behind the lines, but depending on what
kind of modules you equip, you are either more
sneaky or more on speed. MICHAEL: I like to
play the artillery, the glass cannon, and these
guys like to ruin my day. They come flying in from the
side and drop a torpedo right at me. PETER: You’re seeing
Artillery Cruisers there. Now we’re going to mark him now. MICHAEL: Which I just predicted. PETER: And now we’re
going to drop a torpedo, put our energy to
weapons and then. RYAN: Trying to get away. PETER: Yes, he’s
trying to get away. MICHAEL: Oh. RYAN: Is he gonna make it? PETER: Actually getting close. MICHAEL: He did a
good job. He got away. PETER: No, he didn’t. MICHAEL: Well, he got
away from the torpedo anyway. PETER: Did the dive maneuver. Come on. RYAN: I’m stressed out. I don’t even really have
a stake in this game, but I’m stressed. MICHAEL: The problem
is the Corvette is faster, so you can’t really out run him. PETER: So now I’m getting out of
there with my thrust amplifier. MICHAEL: Your best bet is to
run him into a pile of friends RYAN: I see, yeah.
MICHAEL: and then — PETER: So just in terms
of interface and what’s going on here. So I just activated the
hrust amplifier, as we see. Now it’s in cool-down
on the lower right side. On the right side you actually
see the energy management. So we wanted to get all these
iconic moments again in there where Picard is sitting
in his chair saying, “All energy
to the engines.” and that you can
actually do with a flick of the touch pad here. Just moving it forward, and it
actually goes to the engines. If you push it to the right, you
are pulling up shields. If you push it to the left,
you’re putting energy to the weapons. And then down
actually cancels it, and it refills after a
certain amount of time. We have the armor
on the left side, like the 7,000. And the primary weapon
ammunition is the 20 down there. RYAN: The yellow? PETER: Yeah, the yellow here. RYAN: Awesome. PETER: And then we have, the
secondary weapon on this one is currently the Beam Turrets, but
that can be modified as well. RYAN: So, Peter, I hate to
interrupt the epic action, but I do want us to have time to
go into havoc mode. PETER: That is completely okay. RYAN: So let us take
a quick break, and we are going to
jump into havoc mode, which is coming first to PS4. Here we go. So this is a mode that’s
coming first to PS4, and it is definitely
a different beast, a different giant spaceship
than the boats that we were looking at before. PETER: Similar
but very different, giant spaceship, yeah. It’s three player
cooperative mode against AI, so you’re fighting waves of
incoming enemies that are getting stronger and stronger. And you’re always have different
modifiers in each wave. They’re randomized. They really alter the way
that the game is played. But the core of it is actually
you and two buddies fight against enemy waves,
figuring out tactics, upgrading your ship while
actually going through waves changing ships. So different combinations
of ships are possible. It’s really to get you into the
game and figure out how to play as a team while actually
fighting against giant waves of enemy ships. RYAN: So these kind of horde
style modes are some of my favorite things in video games
because it gives you that sort of replayability. There’s so much strategy, but — Oh. I missed the action. I was just looking
at Mike’s face. Peter’s so excited. PETER: Yeah.
I love my game. [LAUGHTER] PETER: I mean did you
see the broadside? Did you see that? And then those torpedoes. So between the waves you collect
XP depending on how fast you actually go through the waves,
and then you can upgrade certain parts of your ship and then
at some point also change your ship. And in this case, the modifier
for the second wave is that energy is disabled, so
you can’t use the shield. RYAN: Ah. MICHAEL: And like you
said, that’s all random. So as you enter
a different phase, you get the information
for what’s changing. RYAN: And that’s an interesting
design mechanic too because that randomness opens up people’s
play styles to a lot of things that maybe they wouldn’t be
normally comfortable with in the standard PVP modes. How do you guys plan for
something like that, kind of putting your
players in a pinch but still keeping it fun? PETER: Interesting question
on how we plan for it. I mean, it’s just a very
nice design choice by some of our designers. This is mainly done by Don, a
really cool Swedish designer and some of the other
guys of course. And the randomness was one of
the things that he really wanted to get in there. And I was like okay. Really strong replayability, and
having players actually adjust to different situations, also
different ships so that they try different ships. It’s a really nice
touch. I like it. MICHAEL: Yeah.
It keeps it fresh. And then you want to play test
the heck out of it to make sure you’re not putting
people in a corner. RYAN: You know, I would have
thought that you guys would have just, you know, deployed it
without any testing whatsoever, just let it solve itself out. MICHAEL: When people
find out what you do, they say, “Do you play
video games all day?” And I’m like,
“But it’s important. PETER: Actually but it’s work. RYAN: And how many waves are in. Does it just keep going until
you hit the end or what are we looking at? PETER: It’s basically infinite. RYAN: Infinite. Okay.
PETER: So it’s infinite waves, but there’s boss
fights in between, so. Like wave 7, there is
a boss coming in. And bosses are random too. Each class has its own
kind of boss-type situation. RYAN: I love this. And you didn’t really — we
didn’t touch too much on the kind of customization
elements which, you know, hopefully we’ll be
able to get to another day. Anything, any highlights that
you want to share with the audience in that department? PETER: Each ship is
heavily customizable. That’s one of the things. Again, we want players to be
able to recreate their captain fantasy in a way. So on this one right now,
you have the ammo amplifier; you have antimissile lasers;
you have broadsides. And I’m not entirely sure what
is on the triangle at the moment, but probably — RYAN: A powerful weapon
called “unavailable”. PETER: It’s unavailable, but
it’s gonna be a powerful weapon that’s counting down. MICHAEL: It’s coming soon
to a screen near you. PETER: You have
those four slots. So it’s goliath a torpedo. So very hardcore, in-fight,
close combat type of spaceship in a way. You can make that
long-range combat. Each class actually has a very
different playset based on the abilities. And you also have four officers,
like navigation officer, communication officer,
engineering and who’s the last one? Anyhow. Four officer slots
that function as perks, so passive abilities. There are really their to help
fine-tune your play style. RYAN: Oh.That’s it.
That’s all we had. Perfect timing, Peter. Peter, Michael, thank
you so much. Dreadnought is the —
kind of the full version, the full rollout is coming
this summer to PS4. Gentlemen, thank you
for joining me today. PETER: Thank you very much.
MICHAEL: Thanks for having us. [OUTRO MUSIC]

100 Replies to “Dreadnought – PS4 Gameplay | PlayStation Underground”

  1. all this fake space science fiction or scientism they call it, is not my thing. there is not even real space travel at all hollywood/NASA productions are fake

  2. Oh guys looking to youtube to ask this question. What does E3 mean. Its a show right? Has there been an E2 etc.

  3. Dreadnought is awesome and I generally hate MP only pvp games. The account wipes are brutal and honestly have me debating more time into it until no more wipes are necessary like on PC.

  4. Dont' really have time to watch this right now, but I could care less about MP games anymore. But I'd love a game like this…. is the rumor or w/e I read last year true? Is there going to be a singleplayer campaign in this? The devs said they might make one…

  5. ps4 team i insataled dreadnought on my ps4 but when i get on it i can only play training and tutorial.why cant i play online?

  6. Typical when I get rid of my console something that really tickles my fancy comes out.. I love anything futuristic or even science fiction -_-

  7. I would give you a 6 page paragraph on how nice dreadnought is, but I don't want to, so I'll just tell you this, DREADNOUGHT IS THE BEST!

  8. My PS4 is of Asia region (Singapore). I am unable to find this game even though I can view the game in the link provided above.

    Is it available in PS4? I would like to play it in my PS4 than PC

    Pls advice

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