Selaco feature

New gameplay trailer for Selaco, the retro shooter that is inspired by F.E.A.R. & Doom

Altered Orbit Studios has released a new gameplay trailer for its upcoming retro shooter that is inspired by F.E.A.R. and Doom, Selaco. This trailer showcases a Vac-Bot that players will be able to attach a turret to it. Its a really short trailer, but it looks sweet so be sure to watch it.

Selaco promises to have enemies that will be fully aware of each other’s presence and work together to take you down. They will keep their distance if you apply constant pressure on them, will rush you if you hide or run out of bullets, toss grenades if you use the same cover for too long, and much more.

The game also promises to have a lengthy story-driven campaign, and intense action set-pieces. It will also have a full-length original soundtrack, as well as some extra modes.

There is currently no ETA on when the game will come out.

Enjoy and stay tuned for more!

Selaco - Weaponizing a Vacuum Cleaner

25 thoughts on “New gameplay trailer for Selaco, the retro shooter that is inspired by F.E.A.R. & Doom”

      1. The fact that you come to that conclusion over me playing a game on my lunch break at work 13 years ago shows you lack critical and logical thinking

        1. The fact that you are comparing a trashy mobile game to one that is actually being skillfully made in a modded version of the original Doom engine shows you have a smooth brain.

  1. I don’t really care for the retro graphics thing, but this game looks awesome. The AI actually looks, dare I say… good.

    1. “I don’t really care for the retro graphics thing”
      It’s literally running on a heavily modified Doom 1/2 engine port. There’s not much you can do in that regard.

      1. You can use GZDoom to make modern looking games, as there are plenty of rendering features that allow for that. ‘Total Chaos’ does that, for example.

        The ‘retro’ look of Selaco is by design, not by limitation.

        1. Says the one assuming that Selaco is sh*tty. You’ve obviously never played a good game before and your entrance to the gaming world was through the Xbox 360.

          1. You’ve written English words, but failed to put them in a manner that forms a coherent sentence.

  2. @JohnDio:disqus @

    How are the reflections handled? They are not screen space reflections
    for sure, much less cubemaps …. so what are they? planar reflections?
    if so the result is excellent and I still don’t understand why a similar
    solution is almost never used in today’s industry, but they are pushing
    on ray tracing reflections, which are absurdly expensive and the end
    result is not much different from this in the video! (we can observe
    how everything is reflected: the walls, the ceiling, the particles …
    etc.

    1. They look like planar reflections. However, keep in mind that these reflections are VERY demanding. Planar reflections basically re-render the entire scene (which is why you don’t see them in most modern-day games). Since this is a GZDoom game, the devs can easily use them.

      Crysis 3 Remastered had planar reflections, they tanked its performance, and most gamers criticized it for running slower than Crysis 3. So there is your answer why most devs don’t use them 😛

      1. Yes John, I know very well how planar reflections works … but what I’ve been wondering from a couple of years is if really RT reflections are less heavy than planar ones ….. how is it possible that planar ref are heavier than the RT ones?
        For example … the reflections of Hitman 3 are spectacular …. and they have nothing to envy to the RT reflections …. Do you think that if they had chosen to use ray tracing,the reflections would have been less or more taxing?

        1. For a crystal clear answer, we’ll have to see a game that uses both RT reflections and planar reflections. My guess is that RT reflections are not as heavy as planar reflections (especially when you combine RT reflections with SSR as a fallback).

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