Project Ferocious new feature

Dinosaur FPS game, FEROCIOUS, gets a new gameplay trailer

tinyBuild has shared a brand new gameplay trailer for its upcoming Unity Engine-powered dinosaur game, FEROCIOUS. Alongside Instinction, FEROCIOUS will provide PC fans with some dino action, and we can’t wait to play both of them.

Inspired by classic pulp adventure stories like King Kong and Jurassic Park, as well as modern tactical shooters such as Crysis, FEROCIOUS plunges players into intense jungle combat.

As the press release reads.

“Stalked by deadly predators and well-equipped soldiers alike, it’ll take cool nerves, a steady aim and an arsenal of customizable weapons to come out on top. Mastery of the jungle also reveals new tactical options, including stealth, evasion and even working alongside the native animals. Not everything here wants to take a chunk out of your hide.”

FEROCIOUS promises to feature rich, detailed environment, textured with a mixture of hand-crafted and photo-sourced assets. The island’s shores are hammered by simulated waves, and the forests are dense with destructible foliage and physics-driven trees.

There is currently no ETA on when the game will come out. Naturally, though, we’ll be sure to keep you posted.

Enjoy!

FEROCIOUS - Official Gameplay Trailer

8 thoughts on “Dinosaur FPS game, FEROCIOUS, gets a new gameplay trailer”

  1. While the trailer could definitely have benefited if the heavy-accent English speaking German lead developer would have simply stayed silent, I still think it’s an interesting reimagining of the very first tech-demo Crytek ever worked on called “X-Isle: Dinosaur Island”.

    And the fact it’s all made with the declining Unity engine will at least make for an interesting tech comparison vs. UE5.

    One thing I can say about Unity is that their current DX12 implementation is far from being standalone, since it actually adds alot of DX11 functions into the mix; to the point that their most recent “Enemies” tech-demo can genuinely run and at least render something on just DXVK alone, which exposes DX12 feature levels for compatability reasons only, but otherwise can only translate upto DX11 API calls to Vulkan.

    The end result being visual effects only possible thanks to the power of DXVK:

    https://uploads.disquscdn.com/images/aed12186be4b65515340b6522df29c62ec4639eac1a2c078b0af1011aa2c0df7.png

    Who knows, some might even call that an improvement over the original… ;-))

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