Shilka
Hardcore
So, you like shooters.
Are you sure?
Very sure?
Very, very, very sure?
Because 'Hatred' is taking things a step further here...
It's basicly an isometric view mass murder simulator with lots of cinematics and finisher animations. Lots of brutal blood and gore with the emphasis on 'indiscriminate'. No bad guys here, just victims.
For me, this is taking the genre a step too far, but be the judge of that yourself and watch the reveal gameplay trailer (definately 18+);
[video=youtube;RrX7G-1xPLs]https://www.youtube.com/watch?v=RrX7G-1xPLs[/video]
This is what developer 'Destructive Creations' has to say about their reasons to make this game;
Are you sure?
Very sure?
Very, very, very sure?
Because 'Hatred' is taking things a step further here...
It's basicly an isometric view mass murder simulator with lots of cinematics and finisher animations. Lots of brutal blood and gore with the emphasis on 'indiscriminate'. No bad guys here, just victims.
For me, this is taking the genre a step too far, but be the judge of that yourself and watch the reveal gameplay trailer (definately 18+);
[video=youtube;RrX7G-1xPLs]https://www.youtube.com/watch?v=RrX7G-1xPLs[/video]
This is what developer 'Destructive Creations' has to say about their reasons to make this game;
'Hatred' is set to realease on PC quarter 2 2015. I won't be buying, will you?The question you may ask is: why do they do this? These days, when a lot of games are heading to be polite, colorful, politically correct and trying to be some kind of higher art, rather than just an entertainment – we wanted to create something against trends. Something different, something that could give the player a pure, gaming pleasure. Here comes our game, which takes no prisoners and makes no excuses. We say ‘yes, it is a game about killing people’ and the only reason of the antagonist doing that sick stuff is his deep-rooted hatred. Player has to ask himself what can push any human being to mass-murder. We provoke this question using new Unreal Engine 4, pushing its physics (or rather PhysX) systems to the limits and trying to make the visuals as good as possible. It’s not a simple task, because of the game’s non-linear structure and a lot of characters on the screen. But here at Destructive Creations, we are an experienced team and we know how to handle the challenge!
Last edited:
