SQUAD: ALPHA 10 - Release Trailer

139 views · Published 5 February 2018 · 2:13 · Indexed 28 October 2026

Channel: GRAPHIC J · 2018 · Gaming

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New animation system, Climbing and vaulting. Bipods and more.  ALPHA TEN IS FINALLY HERE. Releases Today Feb 5th! 

Check it out! http://joinsquad.com/steam

What is SQUAD?

It's hard to sum up in a few sentences. Here's some of the things that make it stand out:

    *Communication*: In this game, communication is extremely important and actually practiced. A lot of games will boast the importance of communication, but when you play them there's none of it. In this game, pretty much every single player has and uses a microphone. Squad members communicate, squad leaders coordinate with each other. The game mechanics demand good communication for a good gameplay experience, and the game provides players with the means to properly communicate.

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    *Gameplay variety*: Depending on what role you choose, your gameplay experience is vastly different. And this isn't necessarily through direct game mechanics(Emergence, I'll get back to it). If you play as a Rifleman in an Infantry squad, you probably won't notice much of a difference besides scale. However, if you play as a Squad Leader, you will find a completely different gameplay experience where you need to manage and distribute your resources(Manpower and assets) while coordinating with other squad leaders to ensure that logistics, and offense, and defense is working. You can spend a match doing Recon, locating enemy spawns and tracking enemy movements. Another match you may simply be driving Logistics trucks around the map, supplying mortar FOBs, building new FOBs and emplacements, or rearming squads. Or you can do all of the above during a single match based on your squad and team.

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    *Player-driven gameplay*: If you play something like Battlefield, you'll have spawns on objectives, on squad leaders, in vehicles, etc. Vehicles will spawn on objectives, and so on. In Squad, pretty much everything is player-driven. There's no spawns(FOBs) outside of Main unless the players place it. FOBs only get resupplied if a player resupplies them. Weapons emplacements and vehicles only get rearmed if a player rearms them. This means that the players' actions have a massive effect on how a match goes, leading to great variety.

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    *Emergent design*: What is really important to understand that very little of this is explicitly dictated by the game mechanics. There's no separate Infantry or Logistics squads to choose from. You just make a squad and take what you need in terms of manpower, weapons, and vehicles(Within game restrictions) for whatever function you want the squad to perform. This applies to many other game mechanics, where there's a few simple rules that allow for a lot of variety. Logistics is another example, where your building strategies for FOBs and emplacements, which further affect many other aspects of gameplay.

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All of this leads to situations where the same map and layer you've played a hundred times can feel completely different from round to round because of the decisions made by the players and the teams. How they organize their teams, how they deploy their forces, how they use their assets, where they build their FOBs, and so on.

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In many respects, Squad is a first-person strategy game before it is a tactical shooter.

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Check out Squad on Steam at http://joinsquad.com/steam

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