Disintegration trailer, from the creator of Halo, shown at Gamescom Opening Night

Disintegration trailer, from the creator of Halo, shown at Gamescom Opening Night

Ever since Halo creator Marcus Lehto announced that he was working on a new game, gamers have been chomping at the bit to see it in action. Now, at Gamescom Opening Night, V1 Interactive and Private Division finally unleashed the Disintegration trailer, giving players a first look at this new first-person shooter.

First announced back in July, the first teaser for Disintegration simply gave players a glimpse of a spaceship, hinting at it being another sci-fi shooter. The new trailer gives a longer look at this exciting new sci-fi setting Lehto and V1 Interactive are crafting for the game.

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Set in a future version of Earth where humans have been forced to live inside robotic bodies to survive a pandemic, Disintegration sees players take control or Roamer, who leads a rag-tag group of “integrated” humans who are in the middle of a civil war between “natural” humans, and those who have been turned into robots like them. This group comprises not just soldiers, but regular people who are journalists, teachers, factory workers, cops, and more. The promise of one day returning to being human drives them, though some may not be sure that this is even possible.

Most fans likely expected a sci-fi shooter considering Lehto’s former employer. Bungie, has made a name for itself with sci-fi shooters such as Marathon, Halo, and now Destiny. However, it turns out that Lehto almost didn’t make Disintegration a sci-fi game. Talking to Edge Magazine (via WCCFTech), he confirmed that the game was originally meant to be a spiritual sequel to Bungie’s Myth fantasy real-time strategy series. The influence of Myth can be seen in Disintegration strategy elements, where players will be able to command NPCs on the ground while on Roamer’s grav cycle

That said, Lehto wants to keep the strategy side of things as simple as possible due to the game primarily being a shooter. “We try to keep the mechanics as simple as possible for directing them to locations or targeting specific units,” stated Lehto to Edge. “We wanted to limit the amount of micromanaging you’re going to do because you also have to play a shooter at the same time.”

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