+ Show Spoiler +
Pre-Alpha Screenshots:
What is Reflex?
Reflex is a fast-paced FPS being developed by Australian studio Turbo Pixel and is currently in the prototype stage seen in the trailer above. Reflex has been in production part-time for over a year and is currently seeking funding through Kickstarter.
Reflex is a competitive Arena FPS that combines modern tech with the speed, precision and freedom of a 90s shooter.
- Turbo Pixel
- Turbo Pixel
Reflex will provide huge support for eSports with features such as in-game training, regional/custom ladders, clans, team tracking, tournament hosting, etc. The most interesting feature is the collaborative level design which allows players to get together and build/edit the world around them without the need for a map editor (like Minecraft on steroids). This means levels can be built cooperatively and tested quicker than ever. Check out the full list of features here.
Media coverage
- Rock, Paper, Shotgun: Reflex Is A Proper Arena FPS Revival, Not Like The Others
- Kotaku - The World Needs This Australian Made Arena Shooter
- Kotaku - Look at The Insane Moves You Can Pull Off In This Indie Shooter
- Tek Syndicate - The Tek 0147: Logan Wants You To Back Reflex on Kickstarter
- The Escapist - Aussie Developer is Kickstarting New Arena FPS Reflex
- ESReality - Newborn Interview (Reflex)
- PC Gamer - Reflex bunny-hops onto Kickstarter, seeks funding for arena FPS action
- Destructoid - Reflex is a new challenger in twitch FPS gaming
- TechRaptor - Testing your Reflex
- Games.on.net - Melbourne developers launch Kickstarter for a new arena FPS, Reflex
- Vo0 (MVP CPL 2005, Painkiller world champion 2004/2005) - FFA gameplay & Twitch channel
- memphis (two-time CPMA 1v1 champion) - 1v1 Duel gameplay & Youtube VOD playlist
- entik (producer of The Contenders 1 & 2, It's Pekka 2, Work) - 2v2 gameplay & Youtube VOD playlist
- ZLive (Quake Live & Dota 2 broadcaster) - Building a level together with collaborative map making
In 1999 id released Quake III Arena and set the bar for competitive FPS games. Q3 was a great game but it was by no means perfect. There was no air control, hit-scan weapons were too powerful, levels were too large, etc. In short, while it was used to host professional tournaments, it was not really suited to that purpose.
If there were a small set of professional rules that I agree with in theory but have chosen not to pursue because they conflict with more common play, then an official "pro mode" might make sense.
- John Carmack, Lead Programmer of Quake 3
- John Carmack, Lead Programmer of Quake 3
CPMA (Challenge ProMode Arena) was created as a Q3 mod with the goal of creating a game more suitable for professional play. CPMA introduced air-control, rebalanced weapon damage by decreasing power of low-skill/hit-scan weapons and increasing power of high-skill/projectile weapons, instant weapon switching, and much more. CPMA succeeded in producing high-level play that was very fun to watch:
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The Contenders is produced by the American player entik and features highlights from players across the globe:
dorftrottel (translation: village idiot) is produced by KOS and features Bulgarian players Nzr0 and HAL_9000:
The Contenders is produced by the American player entik and features highlights from players across the globe:
dorftrottel (translation: village idiot) is produced by KOS and features Bulgarian players Nzr0 and HAL_9000:
Despite having a small core of talented and passionate players, CPMA never reached a wider audience. At one stage there was talk of creating a new game based on CPMA from the ground up (rather than as a Q3 mod). This was called the PMX project. A few models were released but the project was abandoned when the lead programmer disappeared.
Reflex appears to be very similar to CPMA in many regards. In fact, one of the developers was previously involved in the CPMA project. There are important technical differences between the two (like Reflex being build from the ground-up) but the most important difference seems to be the emphasis that the developers place on building a community around the game. This is illustrated in the inclusion of features such as in-game training, regional/custom ladders, clans, team tracking, tournament hosting, etc.
Reflex is the next stage in the evolution of the fast-paced Arena FPS genre.
Reflex movement
I had to devote a section to the movement physics in Reflex because of how awesome they are. The movement is very similar to CPMA which was home to an amazing trick-jumping community. Seriously, when the movement in a game is so good that people stop fragging and spend all their time trick-jumping you know you've hit on something special.
The video above shows the techniques used to traverse maps in Reflex. Individually, these jumps do not look spectacular, but when you combine them you can create some incredible runs. CPMA uses the same basic movement techniques but just check out what you can create when you put them together:
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This video features mew who I consider to be the best CPMA trick-jumper ever and the reason I got interested in it:
The movement physics in CPMA were so good that a new mod DeFRaG was created just for trick-jumping. There are a couple of differences but the final product is magnificent (the jump starting at 12:44 will blow your mind):
And my small personal contribution:
This video features mew who I consider to be the best CPMA trick-jumper ever and the reason I got interested in it:
The movement physics in CPMA were so good that a new mod DeFRaG was created just for trick-jumping. There are a couple of differences but the final product is magnificent (the jump starting at 12:44 will blow your mind):
And my small personal contribution:
This is just one small part of what Reflex will be, think about that!
Collaborative level design
Unlike other FPS, Reflex does not have a separate level editor. Instead, you switch to an editing mode in-game which allows you to easily edit the level around you. As you make changes, you can instantly switch back into play mode and test out the new features. This streamlines the entire process of level design and playtesting.
But that's not the best part - other people can join and build the level together. For a great example check out the ZLive guys building a level together. There's a whole group of them building and editing different pieces of the level and when they've build a new feature they just switch into play mode and test it out.
These new features make building levels in Reflex a fun, social, and streamlined experience. Hopefully, this will encourage people who would not otherwise have got involved in level design to give it a go!
Why does eSports need Reflex?
I made a grand claim in the title; Heir Apparent to the eSports Throne. Allow me to justify that statement:
FPS used to be the show-piece event in eSports and many eSports leagues were built upon FPS; IEM began with CS and WC3, MLG with Halo, WCG with Q3, CS, and BW, and CPL with CS and Painkiller. It's easy to understand why; they are very exciting and easy to understand. You follow the action from the players POV and see what he sees. When I try to watch any non-SC RTS I am clueless, but when I watch a new FPS I can immediately follow the action.
I believe the best way to take eSports to a wider audience is by promoting it with regular and exciting packaged content. Reflex supports the production of this content with features like in-game replay editors to easily create highlight reels. FPS titles make the best highlight reels (see the spoiler tag in the Evolution section). RTS highlights are always moments of great micro (Boxer's immortal marines, Scarlett's baneling landmines, etc) which are amazing if you know the game but can't be appreciated by a wider audience. FPS highlights (mid-air rockets, fragging the flag-carrier just before they cap the flag, etc) are much easier to understand.
A major weakness in current FPS games are the large periods of perceived inactivity. In Quake Live it's running around acquiring weapons/armour and in Counter Strike it's tactical positioning. Are these high-skilled and integral parts of the game? Yes. Do people want to watch them? No. Reflex uses a combination of high-skilled movement (to traverse maps quicker) and compact map design (to keep your enemy closer) to ensure that the action is virtually non-stop.
Reflex really is the fast-paced FPS that eSports needs; it has no racial imbalances, it runs for a fixed time which makes scheduling easier, it is easy to pick-up and understand, it's features provide huge support for eSports (regional/custom ladders, clans, team tracking, tournament hosting, etc), it makes the best highlight reels... There's way too many reasons to list here, check them out for yourself.
Of course, this is a StarCraft forum and we're all here because of our love for the game. I am certainly not suggesting that Reflex should supplant StarCraft but rather that they should coexist in a symbiotic relationship. Reflex should be the show-piece event that draws people into eSports and StarCraft the more complicated game that seasoned followers can enjoy once they have become interested in eSports.
Kickstarter ()
Click on the image below to find Reflex's Kickstarter. If you pledge, your rewards can range from a copy of the final game ($20AUD) through to a beta ($35AUD), alpha ($50AUD), or even a prototype build ($80AUD). The prototype is almost ready and is expected to ship in December of this year or earlier and it includes upgrades to alpha, beta, and shipping versions when they become available. This is what I've chosen. Of course, there are heaps more reward tiers, check them out yourself.
Their proposal is extremely detailed and the whole team are industry professionals with extensive backgrounds. The sum they need is large enough to ensure the project won't have a Neal Stephenson moment in 6 months time. At the time of writing it has over 1000 backers pledging over $72,000AUD. It needs $360,000AUD to be funded so if you have any love for fast-paced 90s FPS or eSports check it out and get involved. You can also vote for it on Steam Greenlight.
Who are Turbo Pixel?
Reflex will be the first game produced by the Australian studio Turbo Pixel. However, they have the experience and expertise needed to make Reflex a success. I did a little Googling and found resumes for Benjamin Darling and Phil Brown. Positions like senior artist, lead level designer, senior software engineer for companies like Sega, Torus, Khrome, etc. Check them out for yourselves. Oh, and if you guys don't want you details here, just let me know and I'll take them down.
There is so much more I would love to write. If you're still reading, please consider getting involved in the Kickstarter and helping Turbo Pixel get this thing off the ground.
I am in no way affiliated with Reflex. I am just unbelievably excited about the game.
Edit #1: Added media coverage, gameplay coverage, and collaborative level design sections. (2014/10/03)
Edit #2: Added Turbo Pixel company section. (2014/10/03)