“Due Process” looks like a retro game but the gameplay behind it is advanced. On the surface, the simplistic graphics of this tactical shooter don’t look impressive. It will remind some of “Rainbow 6 Siege,” but after playing a few matches, they’ll discover unique differences.
The 5-versus-5 shooter pits defenders, who set up explosives in a locale, against attackers who try to stop them. It echoes “Counter-Strike”, but where “Due Process” sets itself apart is that it features maps that are originally procedurally generated. It creates a situation where players can’t memorize maps and go through predetermined strategies.
To make up for that gameplay wrinkle, squads have two minutes to plan out strategies and talk with teammates. They can draw on the screen and recommend loadouts before the match starts. “Due Process” is all about creating a plan and executing it. Players need to know about the sight lines and covering areas of the map. They have to figure out what the opponent is trying to do, anticipate that move and adapt if that doesn’t work right.
Although the maps are originally procedurally generated, the developers at Giant Enemy Crab add a human touch by looking over the layout the code created and modifying them.
“With rogue-likes that use procedurally generation, most of what comes out is mediocre, and we put a human-curated element to it,” said creative director Alexander Baard. That means looking over the map and taking out parts that don’t make sense or could be problematic. It adds some controlled unpredictability.
The learning curve is high as players figure out the ins and outs of each level type. Players will battle in convenience stores, factories and kill houses archetypes initially. Each map has features tied to the specific molds and gamers will come to recognize and work around the distinct idiosyncracies. Some map types have windows on the roof, which is an inviting entry point. Other maps will have breakable walls or doors that should be looked after. Many have electricity boxes that can be shut off.
Once they understand how to read a map and trace the layout, players can come up with tactics. In the planning stage, players can draw out routes and circle important areas of the map. They can tell players to breach a wall and toss in smoke grenades and see the route and plan scribbled out on the floor as they execute it. On a few stages as the attacker, my team and I donned night vision goggles and cut the power. The ensuing darkness gave us an advantage because the defenders don’t have NVG tech while attackers do.
Defenders have the option to lay down barbed wire, toss Molotov cocktails and use other tools. In addition, they can pick up items from fallen attackers and carry that over to other missions. That means a good player can actual hijack a set of night vision goggles so they can use it later on. Defense is all about anticipating what the offense will do and preparing for it. That could mean posting up teammates next to a door or using a sniper to hold a large room. As the defense, it’s important to have the right sight lines and fall back plans.
Players will have the option of going through a ranked mode, which features a best of nine competition, or casual mode, which is a best of six.
At the moment, “Due Process” is still in the development. Giant Enemy Crab is scheduling an Early Access soon on Steam.
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