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Splitgate: Arena Reloaded ist der neue Titel von Splitgate 2 und erscheint kostenlos am 17. Dezember 2025. Nach viel Fan-Kritik am ursprünglichen Launch, haben die Entwickler das Spiel stark umgebaut und zum Beispiel alle Hero-Elemente mit Spezialfähigkeiten entfernt. Das Ziel: Ein klassischer Arena-Shooter á la UT und Halo mit der bewährten Portal-Mechanik. Im Video erklären die Macher ihre Strategie hinter dem Relaunch.
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00:00With Splitgate 1, there was no design theory, it was just, what's fun?
00:05Like, does this feel fun? Yes, it does. Okay, let's do it.
00:09As we look at Splitgate 2, let's strip it all back and see, like, what is core to the Splitgate identity?
00:16When I play an arena shooter, the thing I want to focus on is, can I outplay you? Can I outgun you?
00:23We've added a shit ton of stuff.
00:25We've got all new modes, we've removed factions.
00:28There's a whole new career system. We've overhauled the entire front end.
00:34Five new maps, portal overloading, leaderboards, stats.
00:39I mean, the best parts of Splitgate 1 and innovations of Splitgate 2 puts them together.
00:45If you like a shooter with portals, this is the ultimate version of that.
00:49Splitgate 1 did a lot of things well.
00:59In particular, you know, gunplay, movements, portals, like, that's kind of our bread and butter.
01:04And we just had an overall fun game, you know, it didn't take itself too seriously.
01:09Tons of party modes, just a little bit of everything.
01:11And just sort of sticking to the basics of, like, a great arena shooter with this innovative portal mechanic.
01:18And it was a successful game, but it wasn't able to sustain long term.
01:21When we started on Splitgate 2, we asked ourselves, like, okay, what are the things we want to preserve?
01:27But what are the things preventing this from getting to the next level?
01:30How can we make this a game that is long term?
01:34A lot of the goals we started with were adding variety to the game, which you can see,
01:38that's how we ended up with, like, classes, abilities, loadouts, having more meaningful progression,
01:43different things to unlock beyond skins, like, different weapons.
01:46We added too much noise, right?
01:49We added a lot of these equipments that don't necessarily add much to the game, right?
01:53A time dome, a heal grenade, sand grenade, like, it's just a lot of visual noise.
01:59And when I play an arena shooter, like, my emphasis, the thing I want to focus on is, like,
02:05can I outplay you?
02:06Can I outgun you?
02:08Can I outsmart you?
02:10You know, I came in with fresh eyes.
02:11And one of the things we got to do is really start to look at Splitgate, what defines Splitgate.
02:20And as we look at Splitgate 2, let's strip it all back and see, like, what is core to the Splitgate identity, right?
02:28Like, because there is a lot of shared DNA between those two games, but in some ways,
02:32in an effort to change, to kind of push the formula forward, there was just a lot added to that.
02:39And so, I think that, to your point, you know, it felt a bit like noise to some players.
02:45And so, when we got to strip it back, we started to really, really understand, like,
02:50what are the fundamental things that make a Splitgate experience?
02:54And then let's, like, refocus on trying to make that the best that it can possibly be.
02:58Totally.
02:59Right at the core, it's like, this is an arena shooter, right?
03:03Like, it is heavily inspired by some of the, you know, console-friendly arena shooters that we grew up playing.
03:10I think for us, it was like, okay, we really need to refocus on what is the expectation of an arena experience.
03:17Like, what does that actually look like?
03:19And that's the modes, that's looking at things like time to kill,
03:22and making sure that fights remain readable, so that things don't feel chaotic and random,
03:28but instead, you understand, okay, how did that player get the upper hand when I die?
03:33Instead of being met with sort of this frustration of, like, what was that?
03:38I don't really understand what happened.
03:40So, when we refocused around these sort of new core pillars for what Arena Reloaded was going to be,
03:45movement as a weapon really jumped out at us,
03:48because we've always known that arena games are about positioning,
03:53and with the new movement sandbox and the portal mechanics,
03:57you have a lot of ways to take power positions or reposition, right?
04:02Like, how do I want to play a corner?
04:04How do I want to play a hill?
04:05All of these different tools at your disposal are really weapons within the sandbox.
04:12When I think of Splicate Arena Reloaded,
04:14it's trying to find that balance of, like,
04:16not trying to force players to portal on specific paths.
04:20You know, being intentional with the portals,
04:22and we have added some more portals and more portal jumps and more verticality,
04:27but allowing for that freedom where players,
04:30they can play the way they want to play.
04:31They can take the routes they want to take.
04:34Even when we look at something like the faction system,
04:37pulling that away to give players more player choice and agency about the way they play,
04:42they can mix and match these different tools
04:44so that they can utilize them in ways that feel rewarding to them, right?
04:48Like, we like that creativity in combat.
04:51And we think all of that texture is what makes the arena sandbox so rewarding.
04:57We did get a lot of negative feedback towards it,
04:59and, you know, we want to make this game for you, for the community.
05:02And so if the community rejects this largely,
05:04like, we're here to listen and adjust accordingly.
05:07So with Splicate Arena Reloaded being that more traditional arena shooter,
05:13players don't want abilities, right?
05:15I want to feel like I won this fight or I lost this fight
05:19because I was the better player,
05:22or you were the better player, and, hey, I'll live with that.
05:24If you beat me because you outportaled me or you outshot me,
05:27like, I can live with that, but I go up against you and I'm better
05:30and I'm outsmarting you and I'm outflanking you,
05:33but then you just spawn a barrier wall
05:35or you have a different ability and I lose.
05:37Like, that's a very frustrating experience as an arena shooter fan.
05:40And so a lot of this is, it's about removing these limitations and restrictions,
05:45but also just outright removing abilities and factions
05:48to get back to our arena shooter roots.
05:52It's about refocusing on the expectations of the player, right?
05:56We want to make sure when they come in
05:58and they're trying to play an arena shooter
06:01that they can find the things that they're looking for.
06:04And that's, you know, obviously that's King of the Hill,
06:06that's Domination, that's TDM, that's Free-for-All, right?
06:12But it also comes down to, like, the things that Splitgate players expect,
06:16which is some of those more fun modes,
06:18like shoddy snipes, team swat, or gun game, right?
06:21Like, sometimes, like, that's one of the brilliant things about arena shooters
06:26is, like, I have the fondest memories of just being with my friends,
06:31playing different modes, and just enjoying myself.
06:34And so, in some ways, we really want to bring back that experience.
06:40One of the things that players truly enjoyed about Splitgate 1
06:44was this return to even starts,
06:47which is something that largely has sort of vanished from the industry, right?
06:53And the idea is, like, everybody starts on equal footing.
06:56You have the same weapons as anyone else in the lobby.
07:00And any time that changes, it's about your map knowledge,
07:04finding another weapon, getting there on, you know, the spawn timer,
07:09fighting over those powerful weapons,
07:11and then claiming them for yourselves.
07:13The core experience for Splitgate 2
07:15was a much more modern experience,
07:17which many of us love.
07:19Like, honestly, I love modern shooters
07:21where I can fine-tune exactly what I want.
07:23But for a lot of our players, they were missing that classic feel.
07:27And so Classic Arena is an option for those players
07:30who want to have that experience
07:32to be able to come in and play even starts.
07:35And this isn't just in Classic, but this is across the board.
07:38We've added power-ups to the game,
07:40and that's, you know, that's something that Splitgate 1 never actually had.
07:43So when we asked ourselves,
07:45what does it mean to double down on Arena first?
07:48Well, that's kind of like a staple of being an Arena shooter
07:51is having different power-ups.
07:53We've got Rush, just as it was with Eros,
07:56where you get the speed boost,
07:58your health recharges faster, you can reload faster.
08:01We've got Hyper Sight.
08:02It's a little bit different than Meridian's Hyper Sight
08:05because no longer does it reveal for your entire team.
08:09We felt like that was pretty frustrating to play against
08:12when everybody in the lobby knows where you are.
08:15And then we've got your Classic Overshield, right?
08:17It's just, it works, it's fun, it's a must-have.
08:20Dude, I love it. I love it.
08:22Running around as a tank, like, it's so fun.
08:25You're like, I'm just going to crash on the team on a hill
08:27and, like, let them try to take me down, you know?
08:30You just feel invincible for just a little bit.
08:32Just a little bit.
08:34One of the big changes we made
08:35as we started looking at Arena Reloaded was
08:38how do we overhaul progression
08:39and make sure the entire game feels rewarding?
08:42And so we've done that in many ways.
08:45And one of the core ways is our sort of career-level system
08:48where you play the game, you level up, and you get rewarded for it.
08:51You have the rookie levels
08:52where you're going to get new pieces of kit,
08:55new weapons,
08:56the core things you need to fill out your toolkit.
09:00And then that tapers into, like, a long-tail progression
09:02where you get rewarded for the more time that you spend in the game.
09:05And that's, you know, prestige cosmetics,
09:07like, cool titles that you can only get by playing the game.
09:11There's this sort of new concept that we're introducing
09:14called the exchange,
09:17which is a way for players to, basically, as you play,
09:20you'll be able to earn Proelium,
09:22which is our upgrade currency,
09:23and you can go into the exchange
09:26and you can get new customization
09:28just for playing the game.
09:30Across the board, our sort of core philosophy
09:32is, like, let's reward players
09:34for spending time in the game, right?
09:36Let them have fun, fragging out,
09:39playing with their friends,
09:40and then let's make sure that feels rewarding
09:42when they come back to the main menu.
09:44So we've added a shit ton of content.
09:50We've added five new maps,
09:51three of which are remasters from Splitgate 1.
09:54So we've added Oasis,
09:56which I think in particular has really played a lot better
09:59with some of the Portal editions and Sandbox editions.
10:02We've added Abyss, which, I mean, it speaks for itself,
10:05but fan favorite, one of the best maps we've ever made.
10:08We've seen a lot of just desire from our community
10:11to add asymmetrical maps and vertical maps,
10:14so Abyss fits very well.
10:16And lastly, we've added Carmen Station,
10:18which is actually the first map that we ever made,
10:20originally called Outpost,
10:21but added that, remastered into Splitgate Arena Reloaded.
10:26But we've also got two new maps
10:28that have never been played before or seen before,
10:30and that is Terra 13,
10:32which is our biggest arena map that we've ever made,
10:35and Hammerhead, which I would say is our most epic map
10:40we've ever made.
10:41It is literally a giant moving vehicle.
10:44It's this really cool land crawler.
10:47It's, you know, in the middle of the desert.
10:49It's just so cool to be able to go from on a moving vehicle
10:53down to the ground where the vehicle is, you know,
10:56sort of separating from you,
10:58and it's just like a completely different experience
11:00from anything in Splitgate before.
11:01Yeah.
11:02We've sort of overhauled a lot of our maps
11:05to have more intentional portal usage,
11:09and then we have all of these new maps
11:11where there's just going to be a whole new way to play the game.
11:14We've also added some portal jumps,
11:17and more portal walls in general,
11:19and opened things up.
11:20But, you know, I'm a huge fan of the portal jumps.
11:22We've gotten a lot of positive feedback from our community on that.
11:24Just like on Academy, for example,
11:27like just being able to come out of a portal
11:29with high velocity, dive into a slide,
11:33go through another portal.
11:34There's just so many cool things you can do
11:35just giving the players more freedom.
11:37And that's rewarding, right?
11:39Like, I think a lot of players,
11:40once they see what portals can do for their gameplay,
11:44they want to utilize it more.
11:46And they want to start experimenting.
11:48But it's important for us,
11:49as the people creating the experience,
11:51to give you a reason to want to do that, right?
11:54And we love the movement sandbox.
11:56I slide everywhere, I'll tell you that.
11:58But, like, it is amazing when you can say, like,
12:00oh, wait, if I put a portal here
12:01and I put a portal here and I jump into it,
12:03I can get to this spot
12:05where I otherwise wouldn't have been able to.
12:07And, like, that's such a rewarding feeling,
12:09and it really incentivizes that type of creativity
12:12that we think you can only really get in split game.
12:16So we've added four new weapons to the game.
12:18We've got three new starter weapons,
12:20which are our all-new LMGs.
12:22And then we've got the fan favorite,
12:24returning the rail gun.
12:26Shoots a massive beam, one-shot kills,
12:28goes through bodies,
12:30so you can get those crazy multi-kills.
12:32And then the LMGs,
12:33which I think are some of the most interesting guns
12:35we've added to the sandbox.
12:36We've got three.
12:37So we've got the Velocity LMG.
12:40It's pretty much your stereotypical LMG,
12:42just for people who are familiar with LMGs
12:44and like the way that plays.
12:46But we've also got the Strada LMG,
12:48which is the Meridian base.
12:50So that is a quad burst.
12:51And then we've got, of course,
12:53the Sabrask-themed LMG.
12:56The Barrage.
12:57And that thing is a monster.
12:59It's got a triple barrel,
13:01slower fire rate, of course, to balance it out,
13:03but it just unloads on people
13:05three bullets at a time.
13:06And they all just really play differently
13:08and add a lot to the sandbox.
13:09So we're excited about them.
13:11Playing against portals can be frustrating
13:13if you can't understand what's happening, right?
13:16Like people who are really adept at using portals,
13:19you can move quickly around the map.
13:22And sometimes that can be hard to follow as a combatant.
13:25And so what we've done is we've tried to make a concerted effort
13:29to make portal play and portal fights as readable as possible.
13:33And that manifests in two main ways.
13:35There's sort of the VFX side of things,
13:38which is, you know, visually,
13:40we want to make sure you can follow people portaling.
13:43And so we've added this new portal trail
13:45where as players are teleporting through the map,
13:48we've added this almost portal tracer effect
13:50where you can see them moving through the map.
13:54And it's subtle.
13:55I mean, we didn't want to add a ton of visual noise.
13:57It just kind of directs you in the right direction, right?
14:00And it's helpful both in terms of if an enemy is flanking me,
14:03just getting that subtle, like,
14:05okay, what direction are they going?
14:07But also for teammates, right?
14:08Like, I want to know,
14:10where's my teammate going through like this portal?
14:12I can't see through it.
14:13Is he going left?
14:14Is he going right?
14:15So just having that subtle, like,
14:17get your eye moving in the right direction.
14:20And then on top of that,
14:21we've gone through a lot of iteration on our audio side.
14:25The audio team has done so much work
14:27to try to make sure that fights remain readable.
14:30And you understand when someone is firing at you
14:33from a portal from behind you or to your left.
14:36You hear as players are flying through the air now.
14:39There's just so much that changed around
14:42the sort of audio feedback.
14:43It's night and day.
14:45I mean, I go back and play on the live game
14:47versus like what we've been playing internally.
14:49And it's like,
14:50I don't even know how we shipped with this.
14:52It's so different.
14:53Yeah.
14:53The subtle additions and how much that changes your ability
14:57to parse a battlefield
14:59and make the decision,
15:01the split-second decisions you need to win those fights.
15:04The vibe of Arena Reloaded is entirely different
15:08from Splitgate 2.
15:10A lot of the things in the front end
15:12and just like overall feeling around the game
15:14felt a bit more utilitarian than we want.
15:17We love this like player fantasy
15:20of being this intergalactic combat athlete.
15:24We want players to feel badass.
15:26When they come in,
15:27they kid up and they dress down
15:29how they want to go and fight.
15:30We want them to feel like the star of the show.
15:33And so there was a big effort
15:35to like make that feel truly immersive.
15:39Like let us sell you this concept
15:41of you being that like all-star combat athlete.
15:45It's also quite a bit of a darker tone.
15:48Even Ozone, the map,
15:50like we've actually overhauled that visually
15:52to be darker.
15:52And that's kind of an indication
15:54of like the direction we want to go with.
15:56Our key art, our logo, our menu, our music.
15:59Everything is just a bit more mature feeling,
16:01less kind of bubble gum.
16:03Yeah, I mean look,
16:04when we released in beta,
16:05it's undeniably beautiful.
16:07And I think everything that the art team did
16:09is incredible.
16:10Like the game looks so much different
16:13than everything else in the market.
16:15And I think what we've seen
16:16now that our players have gotten their hands on it
16:19is like some of them really are longing
16:21for that more traditional arena feel.
16:25Oftentimes that comes with, you know,
16:26darker environments,
16:28you know, metal and, you know, stone.
16:30And so we have a lot of that stuff
16:32coming into the new map pool.
16:34We still do have those environments
16:36that are going to feel sort of
16:37otherworldly and futuristic.
16:40And we have a lot of stuff
16:41that we're still working on
16:42that, you know, will come post-launch
16:45that even pushes those
16:47in different directions
16:48further.
16:50One of the things that we've,
16:51we've had the opportunity to do
16:53now that we've removed the faction system,
16:56it's really open up
16:57how you customize your character.
16:59And as a result,
17:00we've sort of overhauled that experience
17:02because everything used to be anchored
17:04through the faction system.
17:06Now we've sort of split it out.
17:08There are these two main factors
17:10of you, the combatant.
17:12There's your character skin,
17:14like what do you want your cosmetics to be?
17:17And what guns do you want?
17:18And what do you want those to look like?
17:20And so we have these cool areas
17:22of the front end,
17:22which is the locker room.
17:24And this is like an actual space
17:25where you will go
17:26and you can kit out your athlete
17:28to look the way that you want.
17:30And then we have this whole weapons venue
17:32with this awesome weapon bench
17:33where you get to really customize
17:35your guns the way that you want
17:37and build the loadouts you want
17:38so that you can take them
17:39into the experience.
17:40We did a lot of playtesting in Splickate 1.
17:45That was how we built the game.
17:46Even since the dorm room days
17:49of me and Nick and our friends
17:52uploading the game to Google Drive
17:54to download it.
17:55That's how we got started.
17:56We did monthly playtests
17:57with our friends.
17:58And then that carried on
18:00throughout Splickate 1's development
18:01of just constant iteration
18:03with the community.
18:04And I think with Splickate 2,
18:06we sort of moved away
18:08from that a little bit,
18:09you know, for the purpose of,
18:10oh, we want to build hype
18:11and we want to, you know,
18:13we don't want to have something leak.
18:15And, you know,
18:15with Splickate Arena Reloaded,
18:17it's like, let's just go back
18:18to that's what worked for us.
18:20Like, just who cares if it leaks?
18:22Let people stream it.
18:23Let people talk about it.
18:24Like, we just want feedback
18:26because if the game is great,
18:28it's going to work.
18:29Just that sort of developing
18:30out in the open
18:31and really just like this partnership
18:34with our community,
18:35that's been sort of,
18:36I think, the X factor, right?
18:38Like, that's the defining factor
18:39for us is players know
18:41what they like, right?
18:42Like, they understand
18:44what a great game feels like
18:46and they'll let you know
18:47when you're onto something
18:48and they'll let you know
18:49when you're off.
18:51And so we've just been,
18:52we've had the benefit
18:53of having just incredible players come,
18:56give us their feedback
18:57and help us get on track
18:59with the expectations of the game
19:01that they want, right?
19:03And so it has just been
19:04so helpful for us
19:05to understand exactly what it is
19:07that Splitgate Arena Reloaded
19:10is becoming.
19:12To me, this is the ultimate version
19:16of Splitgate.
19:18You know, this is a love letter
19:19to a genre that we just deeply love.
19:23For us, it's about creating
19:25a core arena experience.
19:29I want them to feel
19:30that nostalgia again.
19:31I feel that
19:32when I play Splitgate Arena Reloaded.
19:35I want our community
19:37to feel that too.
19:39Tight gun play,
19:41fast movement,
19:42interesting mechanics
19:45like our portals,
19:46and making sure that you have a place
19:48where you can jump in
19:49with your friends,
19:50frag out,
19:51and have a good time.
19:54I don't have anything
19:55to add to that.
19:56I mean...
19:57Since entering Beta,
19:59the team has spent
19:59countless hours
20:00rebuilding this game
20:01from the ground up
20:02to make sure it meets
20:03the expectations
20:04of arena fans
20:05all over the world.
20:06This is truly the best
20:07Splitgate has ever felt,
20:08and we've got so much more
20:09to show you
20:10in the coming weeks.
20:11Splitgate Arena Reloaded
20:13launches on December 17th.
20:14We hope to see you
20:15in the arena.
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