PAX South 2016 offered me the opportunity to interview Creative Director Tony Medrano and Sr. Producer Frank Lucero of the hotly anticipated space combat game Dreadnought by Yager Development, and published by Greybox. I had an opportunity to play an earlier version at PAX East 2015, and this new version is leaps and bounds better. Their booth was by far the biggest at the convention, and the game matched. There was massive amounts of customization, large scale battles with huge ships, and a gigantic place in my heart. The little kid in me was very excited to play the spaceship game where I got to fly around and launch massive missiles at the enemy. As soon as I sat down with the developers, I was enthralled and eager to learn more. What is Dreadnought? It is a team based tactical space combat game taking place in several different locations and with a total of 5 different primary ship classes. It falls in line with a flight simulator, but is third person and gives a slower feel to the game. The point of the game is to destroy the other team’s ships. Support each of your teammates, and focus on bringing down the enemy team together in order to win. In terms of customization, the number of options available for play is quite extensive. There are 5 main classes, each with their own light, medium, and heavy builds. Included is the namesake Dreadnought class, Destroyer, Tactical Cruiser, Support Cruiser, and Corvette. One of the many ways to customize for example, the Heavy Corvette has an option to equip mini-bombs that get launched. The Heavy Corvette is heavier, slower, and more of a tank. This allows it to still be relatively maneuverable and get itself in tight corners to do some quick damage, but then be able to get back out relatively quickly. Some of the cool new features that are included in the new version are new on-ship weapons and each have mini animations. It seems minimal, but seeing the turrets move and react to placement really looks nice. It adds a bit of extra that really sets games apart. Besides that, the overall color of the ships can be changed to match friends. Rolling into battle with an entire armada of similarly decked ships can add a bit of intimidation factor is just an extra bit of fun enhancing Dreadnought. Finally, there is a planned ability to customize the captains with adding potential face/body/heads etc., but as of right now the focus is on the ships and the core experience. Visuals of Dreadnought are absolutely beautiful. From the loading screens depicting the Rings of Saturn, to the ship preview, through the actual gameplay, the futuristic ships and environment are gorgeous. Actual Game Play Footage Core game play can be a bit overwhelming at first, as there is a lot that goes on even though the ships move relatively slowly. As with most tactical games, there is a lot of positioning that needs to be taken into account, sight-lines, and if there is an ability to get behind your position and flank. If this isn’t enough, trying to keep aware of what classes the rest of your team is playing and their position add depth as well. You can go through the whole game merely utilizing the core guns, and slowly growing and expanding the abilities to unlock and apply to cater to your play style. Or, as you progress, you can add in the abilities that are unlocked as you play, and create a bigger and stronger ship. All of this adds to the depth and the potential long lasting nature of Dreadnought. In regards to the progression, the plan is to allow the player to slowly unlock the items and different weapons available. As of now, there is no commitment to being a level based unlock system verses a currency based system. Either way, the focus will be the best situation for Dreadnought, which allows the most fluid progression but also had a good way to give access to the more difficult to utilize builds. There are some configurations that require more familiarity with the overall game to fully implement the more complicated builds. Based on the feedback from Alphas and Betas, the level verses currency unlock mechanic will be decided then. When asked about the launch of Dreadnought, the developers were hesitant to give a solid date, instead leaning on basing everything on the quality of the game. There is a lot to be said of a developer not looking to monetize their game too quickly and rush development, when the alpha isn’t even out yet. They expect to launch in 2016, but couldn’t say anything more. When dates are announced, you can be sure Gamer Assault Weekly will keep you informed.