Nikita Buyanov(尼基塔·布亞諾夫)告訴了我們關(guān)于他在《逃離塔科夫》之后投身開發(fā)的首款作品《Fragmentary Order》的更多幕后故事。
大概10天前,《Fragmentary Order》正式曝光并發(fā)布了一支7分鐘的預(yù)告。沒多久,BSG首席執(zhí)行官尼基塔宣布了這款產(chǎn)品是由其創(chuàng)立的新公司開發(fā),承載著他“想做一款真正的硬科幻游戲”的夢想,《Fragmentary Order》也因此引爆了海內(nèi)外討論。
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僅從公開信息看,《Fragmentary Order》似乎是一款科幻題材的撤離射擊游戲,且硬派的畫面風(fēng)格被認(rèn)為有些接近塔科夫,但,Nikita又在X上回復(fù)了“誰說它是撤離射擊游戲”。這讓大家更加好奇,尼基塔到底做了個什么產(chǎn)品,和塔科夫有什么不一樣。
如今這些問題我們都找到了答案。
Nikita很坦誠,在這篇報(bào)道中,你會了解到《Fragmentary Order》團(tuán)隊(duì)的規(guī)模預(yù)期、游戲的玩法機(jī)制開發(fā)方向、尼基塔本人在開發(fā)中負(fù)責(zé)的內(nèi)容板塊、對撤離射擊游戲市場前景的理解、新作的銷量目標(biāo)以及為擁抱中國玩家而做的努力等等。
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采訪合影(已獲本人授權(quán))
游戲日報(bào):我們想更多了解下《Fragmentary Order》。所有人都在說它是搜打撤游戲,但我注意到你似乎有不同觀點(diǎn)。能講講它與《Escape from Tarkov》的區(qū)別嗎?
Nikita:我們想做的不是下一款、也不是下一代撤離射擊游戲,我更愿意把它定義為未來模擬器,因?yàn)橛螒蛩袃?nèi)容都設(shè)定在未來,我們要模擬未來世界。
它和《逃離塔科夫》在很多方面都不一樣。
首先是時代背景不同,游戲發(fā)生在未來,包含大量未來元素,比如各類未來武器、裝置,以及太陽系范圍內(nèi)的不同地點(diǎn),世界觀設(shè)定會比《逃離塔科夫》更龐大、更細(xì)致。玩法層面,現(xiàn)階段我們依然保留撤離核心,但不想讓它只是一款撤離射擊游戲。玩家需要完成基礎(chǔ)的撤離相關(guān)操作:潛入目標(biāo)區(qū)域、撤離該區(qū)域,同時游戲會有多種玩法類型,支持玩家存活撤離或完成任務(wù),這些獨(dú)特的行動與玩法機(jī)制,共同構(gòu)成《Fragmentary Order》的核心體驗(yàn)。
更多內(nèi)容我現(xiàn)在不能透露,后續(xù)你會在更多資料、視頻中看到。
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游戲日報(bào):在游戲設(shè)計(jì)構(gòu)想中,《Fragmentary Order》最獨(dú)特的吸引力是什么?你是否有信心它能在未來三年保持新鮮感與競爭力?
Nikita:預(yù)測未來的設(shè)計(jì)理念。簡單說,我們要基于現(xiàn)有認(rèn)知與技術(shù)可能性,去模擬、構(gòu)建、呈現(xiàn)未來世界的樣子,這是我設(shè)計(jì)中最重要的部分。
我想做真正嚴(yán)謹(jǐn)?shù)目苹迷O(shè)定。
現(xiàn)在很多賽博朋克游戲,風(fēng)格化大于真實(shí)感,堆砌大量視覺設(shè)計(jì);而我們要做的是極致真實(shí)、硬核、落地的未來,讓玩家相信這個未來世界是真實(shí)可信的。這是我們的核心目標(biāo):打造沒有浮夸霓虹、沒有奇幻元素、真正扎實(shí)嚴(yán)謹(jǐn)?shù)目苹檬澜纾磺卸剂η笳鎸?shí)。
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游戲日報(bào):那游戲的操作手感、節(jié)奏、硬核體驗(yàn)要如何展現(xiàn)?
Nikita:你理解得沒錯,這是硬核科幻,甚至可以說就是純粹的硬核。我們不會堆砌多余功能,但會在操作與復(fù)雜度上提升體驗(yàn)感。
游戲會有大量前所未有的動作、玩法和硬核機(jī)制,這是其他游戲里沒有的,但操作會盡量簡化。我從業(yè)多年,積累了大量優(yōu)化體驗(yàn)的經(jīng)驗(yàn),《Fragmentary Order》是我把這些經(jīng)驗(yàn)落地的機(jī)會:在保證整體品質(zhì)的同時,提升玩法復(fù)雜度,同時兼顧操作友好度。
我們在開發(fā)中會平衡真實(shí)感與可玩性,讓硬核科幻機(jī)制既夠勁,又能讓玩家順暢上手。
游戲日報(bào):剛剛聽到會有很多星球,不同星球設(shè)定會因重力等環(huán)境差異出現(xiàn)不同規(guī)則嗎?
Nikita:會不一樣。《逃離塔科夫》的場景基本基于現(xiàn)實(shí)地球,而這款游戲會有大量截然不同的場景與環(huán)境設(shè)定,這些環(huán)境在當(dāng)下現(xiàn)實(shí)中是不存在的,因?yàn)槲覀冊跇?gòu)建未來。
我們要打造未來生存場景,讓玩家信服。為此我們會基于科學(xué)理論做大量調(diào)整與設(shè)計(jì),比如軌道炮這類手持武器,我們會嚴(yán)謹(jǐn)設(shè)計(jì)內(nèi)部結(jié)構(gòu)、改裝邏輯,讓它像真實(shí)存在的未來武器。我們團(tuán)隊(duì)有航天工程師,不僅負(fù)責(zé)武器設(shè)計(jì),還參與太空建筑、殖民原則等設(shè)定。
游戲不只是戰(zhàn)斗、武器、撤離,更是構(gòu)建一整個可信的未來宇宙,我們?yōu)榇送度肓司蘖繒r間。我們不靠單一功能吸引玩家,而是想打造一個完整、自洽、讓玩家沉浸相信的未來世界。
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游戲日報(bào):玩家能否在《Fragmentary Order》的劇情中改變世界?
Nikita:《Fragmentary Order》的世界觀體量非常龐大,我不能過多透露劇情與玩法細(xì)節(jié)。玩家不會對世界造成顛覆性的巨大改變,但不同選擇會導(dǎo)向不同結(jié)果。
這世界里藏著大量秘密,比如火星地圖上有一座損毀的巨型移動教堂,是一棟十層樓高的履帶載具,看起來是固定場景;但在任務(wù)中,玩家可以選擇修復(fù)它,這會成為一個全服大型事件,所有玩家都能參與。修復(fù)后,這座移動教堂會在地圖內(nèi)移動、變換位置,這就算是對世界的小幅改變。我們還在設(shè)計(jì)更多內(nèi)容:比如玩家完成太陽系不同星球的全球任務(wù),可能解鎖 / 封鎖區(qū)域,甚至改變太陽系內(nèi)的經(jīng)濟(jì)系統(tǒng)。
這些都在我們的規(guī)劃中,具體實(shí)現(xiàn)方式還在打磨。
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游戲日報(bào):聽起來有點(diǎn)像《絕地潛兵》,但更硬核。
Nikita:我們的理念就是打造鮮活的世界,玩家不一定要參與所有內(nèi)容,可以自由體驗(yàn)。我們會設(shè)計(jì)大量后臺運(yùn)行的內(nèi)容,讓世界更生動、更真實(shí),可以說這是全新的體驗(yàn)。
我當(dāng)年開創(chuàng)了撤離射擊這個品類,《Fragmentary Order》是我把多年經(jīng)驗(yàn)沉淀后,打造的全新作品,我希望它足夠出眾。我不想做又一款撤離游戲,而是想以單機(jī)敘事的思路做鮮活世界、全球事件,讓玩家真正相信這個未來世界。
游戲日報(bào):能講講《Fragmentary Order》的創(chuàng)作背景嗎?
Nikita:簡單說,項(xiàng)目大約兩年前啟動,開發(fā)過程非常瘋狂、極具挑戰(zhàn),我之前都沒預(yù)料到會這么難。這是一個全新項(xiàng)目,也是我的夢想之作。
我一直想做賽博朋克、太空模擬、飛船戰(zhàn)斗、殖民管理、陣型模擬這類游戲,這些想法在我腦海里盤旋了很多年。我先搭建了整個宇宙世界觀:設(shè)計(jì)陣營、基礎(chǔ)行動、科技、太陽系地圖,當(dāng)時還沒有具體的游戲玩法。我最初想做飛船戰(zhàn)斗模擬游戲,光基礎(chǔ)文檔就寫了 100 多頁,但后來覺得風(fēng)險太高。我最擅長、最有經(jīng)驗(yàn)的是撤離射擊游戲,也是這個品類的開創(chuàng)者,所以我決定做一款全新的 FPS:不止是撤離射擊,而是第一人稱戰(zhàn)斗模擬游戲。
后來我找到新合伙人,他們鼓勵我放手去做。項(xiàng)目啟動半年后,我發(fā)現(xiàn)它和我之前做過的所有游戲都不一樣,難度極高,但我們已經(jīng)走到這一步,只能繼續(xù)推進(jìn)。我相信它會成為 FPS 與戰(zhàn)斗模擬品類里最復(fù)雜的作品,你們會見證到。
游戲日報(bào):你本人有參與實(shí)際開發(fā)嗎?主要負(fù)責(zé)哪些部分?
Nikita:有。一開始我打算不公開參與開發(fā),但后來我公開了,目前我同時負(fù)責(zé)兩個項(xiàng)目:一邊繼續(xù)推進(jìn)《逃離塔科夫》的大量規(guī)劃,一邊全身心投入《Fragmentary Order》這個新項(xiàng)目,幾乎所有環(huán)節(jié)都有參與。我們團(tuán)隊(duì)現(xiàn)在有100多人,但還在持續(xù)擴(kuò)建,因?yàn)橐涌爝M(jìn)度、擴(kuò)大規(guī)模。我負(fù)責(zé)招聘、管理,所有游戲設(shè)計(jì)、方向把控、運(yùn)營執(zhí)行也都由我主導(dǎo),我以游戲總監(jiān)的身份統(tǒng)籌所有工作,同時還在搭建團(tuán)隊(duì)。
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游戲日報(bào):聽說《Fragmentary Order》是國際化分布式團(tuán)隊(duì),且有百人規(guī)模,為什么這款產(chǎn)品需要這么多的人力?
Nikita:目前團(tuán)隊(duì)有 100 多人,但還需要大量人手,因?yàn)橛螒驈?fù)雜度極高,美術(shù)工作量巨大。做《逃離塔科夫》時,很多素材都能從網(wǎng)上找參考;但《Fragmentary Order》是純未來世界觀,小到家具、作物、垃圾袋,大到武器、角色、服裝,全都要從零設(shè)計(jì)。角色和武器的自定義系統(tǒng)會比《逃離塔科夫》更完善,每一個小部件都要設(shè)計(jì)且具備功能,這需要大量人力。
我們的概念美術(shù)團(tuán)隊(duì)現(xiàn)在占總?cè)藬?shù)一半,規(guī)模超過工程師團(tuán)隊(duì),后續(xù)還會擴(kuò)招。預(yù)計(jì)未來一到兩年,團(tuán)隊(duì)會擴(kuò)到 400 人左右,可能還不夠,因?yàn)橐谱魈栂邓行乔虻膱鼍埃ぷ髁繕O大。同時還需要更多管理人員、制作人來協(xié)同推進(jìn)。項(xiàng)目是國際化遠(yuǎn)程協(xié)作,和《逃離塔科夫》當(dāng)年集中辦公的模式不同,這也是新的挑戰(zhàn)。
我們目前已有許多經(jīng)驗(yàn)豐富的核心成員,他們參與過《使命召喚:無限戰(zhàn)爭》《逃離塔科夫》等等項(xiàng)目,他們是最硬核的開發(fā)者,也是團(tuán)隊(duì)中堅(jiān)力量。
游戲日報(bào):你認(rèn)為如今全球市場中,搜打撤游戲還有新的突圍機(jī)會嗎?
Nikita:這個問題很有意思。我看到很多公司都在做撤離射擊玩法,但我本人想跳出這個品類,做全新的東西。
當(dāng)年我設(shè)計(jì)撤離機(jī)制,只是想給玩家提供更好的世界體驗(yàn),讓 “生存 / 獲勝” 有更合理的邏輯。很多人覺得撤離射擊就是 “撤離 + 掉裝備”,但我的理念是:重點(diǎn)不是撤離玩法,而是鮮活的世界,讓玩家珍惜角色生命、害怕死亡,這和傳統(tǒng)撤離射擊完全不同。
其他公司如果繼續(xù)做撤離玩法,也能成功,比如有些作品做了更休閑、大眾化的撤離體驗(yàn),效果很好。我還看到迪士尼要做撤離游戲,雖然不知道具體內(nèi)容,但市場上游戲越多越好。
游戲日報(bào):你會認(rèn)為《ARC Raiders》這類更友好的撤離射擊游戲更適合西方玩家嗎?
Nikita:我覺得這類游戲適合想輕松娛樂的玩家,僅此而已。《逃離塔科夫》本質(zhì)上不是為了娛樂,而是讓玩家在艱難挑戰(zhàn)中獲得多巴胺,體驗(yàn)情緒過山車般的感受;而《ARC Raiders》這類作品是給想晚上輕松玩一局的玩家,更愉悅、更易上手。
《Fragmentary Order》體驗(yàn)會更 “痛苦”、更具挑戰(zhàn)性,這款游戲并不面向休閑大眾玩家,它是一款主打擬真風(fēng)格的硬核重度游戲,玩家需要慎重考慮是否入坑。但觀眾會很愛看主播在游戲里掙扎、失敗的直播內(nèi)容。
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游戲日報(bào):團(tuán)隊(duì)有沒有給《Fragmentary Order》設(shè)定銷量 1000 萬份的大目標(biāo)?
Nikita:沒有,這不是我們的目標(biāo)。我們不想追求百萬千萬級的銷量,只想維持可持續(xù)開發(fā),打造真正特別的作品。就像當(dāng)年做《逃離塔科夫》,我們只是為開發(fā)者自己做游戲,沒想過會火、會開創(chuàng)一個品類。《Fragmentary Order》也是一樣,我們投入巨量精力,只想做一款出眾的作品。我們的目標(biāo)不只是做一款游戲,而是打造完整 IP 宇宙:延伸到其他游戲、影視等各類內(nèi)容。我不在乎賺快錢,只需要足夠的資金持續(xù)開發(fā),讓項(xiàng)目長久走下去。
游戲日報(bào):我知道《逃離塔科夫》有影視衍生作品,《Fragmentary Order》也有類似的計(jì)劃嗎?
Nikita:會,不只是電影,還有劇集等形式,我們會盡可能拓展 IP。但首先要抓住核心受眾 —— 喜歡嚴(yán)謹(jǐn)硬核科幻的玩家,我們要專門培養(yǎng)這群用戶,而不是依賴《逃離塔科夫》的玩家群體。《逃離塔科夫》是一款優(yōu)秀的游戲,我希望它能長久運(yùn)營;而《Fragmentary Order》要開拓全新的玩家群體,把不同類型的玩家聚集在一起。
我們沒有征服全球、追求暴利的計(jì)劃,踏踏實(shí)實(shí)做,玩家自然會喜歡。
游戲日報(bào):你認(rèn)為中國玩家會愛上《Fragmentary Order》嗎?
Nikita:我真心希望如此。我參考了很多中國元素,我們打造的未來世界融合了現(xiàn)實(shí)生活與文化的靈感,展現(xiàn)了人類共同能實(shí)現(xiàn)的未來圖景。游戲核心設(shè)定里,人類因文明自我毀滅而聯(lián)合起來,開啟新的擴(kuò)張與復(fù)興,保留了人類文明中最精華的部分。
所以你們會在游戲里看到來自中國、俄羅斯以及世界各地歷史中的優(yōu)秀元素,并用未來視角重新演繹。真心希望中國玩家能喜歡。
(以下為采訪英文版本)
GameDaily: We want to learn more about Fragmentary Order. Everyone is calling it an extraction shooter, but I noticed you seem to have a different opinion. Can you talk about how it differs from Tarkov?
Nikita:We are not making the next or even the next?generation extraction shooter. I prefer to define it as a future simulator, because everything in the game is set in the future—we are simulating a world of tomorrow.
It differs from Tarkov in many ways.
First, the setting is different. The game takes place in the future and is packed with futuristic elements: advanced weapons, devices, and diverse locations across the solar system. Its worldview is far larger and more detailed than Tarkov’s. In terms of gameplay, we still keep the core extraction loop for now, but we don’t want it to be just an extraction shooter. Players will perform basic extraction actions: infiltrate the target area, exfiltrate. The game will feature multiple gameplay types, supporting survival?and?extract or objective?based play. These unique operations and mechanics together form the core experience of Fragmentary Order.
I can’t reveal more right now, but you’ll see it in future materials and videos.
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GameDaily: In your design vision, what is the most unique appeal of Fragmentary Order? Are you confident it will stay fresh and competitive over the next three years?
Nikita:The design philosophy of predicting the future. Simply put, we build, simulate, and present what the future could look like based on current knowledge and technological possibility. That is the most important part of my design.
I want to create truly grounded sci?fi.
Many cyberpunk games today prioritize stylization over realism, piling on visual flair. We are going for an ultra?realistic, hard, grounded future—one players can believe is real. That is our core goal: to build a serious, solid sci?fi world without flashy neon or fantasy elements, where everything strives for authenticity.
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GameDaily: How will the game’s controls, pacing, and hardcore experience come through?
Nikita:You’re right—it’s hard sci?fi, pure and simple. We won’t clutter it with unnecessary features, but we will ramp up depth in controls and complexity.
The game will feature unprecedented movements, gameplay, and hardcore mechanics you won’t find anywhere else, yet controls will be as streamlined as possible. I’ve spent years in the industry refining experience, and Fragmentary Order is where I put that knowledge to work: maintain overall quality, raise gameplay complexity, and keep it user?friendly.
We will balance realism and playability, making hardcore sci?fi mechanics satisfying yet accessible.
GameDaily: You mentioned multiple planets. Will different planets have different rules based on gravity and other environmental factors?
Nikita:Yes, they will. Tarkov’s environments are mostly grounded in real Earth. This game will feature wildly distinct settings and environments that don’t exist today—because we are building the future.
We want to create believable future survival scenes. To that end, we make heavy adjustments based on real scientific theory. For example, handheld weapons like railguns will have carefully designed internal structures and modification logic, as if they were real future weapons. Our team includes aerospace engineers who work not only on weapons but also on space architecture, colonial principles, and worldbuilding.
This isn’t just combat, weapons, and extraction—it’s building a fully believable future universe, and we’ve invested massive time into it. We don’t rely on one single feature to attract players; we want to craft a complete, coherent, immersive world players can trust.
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GameDaily: Can players change the world through their choices in Fragmentary Order’s story?
Nikita:Fragmentary Order has an extremely large worldview. I can’t reveal too much about the story or detailed mechanics. Players won’t alter the world in a massive, revolutionary way, but different choices will lead to different outcomes.
The world is full of secrets. For instance, the Mars map includes a ruined giant mobile cathedral—a 10?story?tall tracked vehicle that looks static. During missions, players can choose to repair it, triggering a server?wide event open to all players. Once restored, the cathedral will move and shift positions across the map—a small but meaningful change to the world. We’re planning more: completing global objectives across different planets in the solar system could unlock or seal off areas, or even alter the solar system’s in?game economy.
All of this is in the works; we’re still refining how it will work.
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GameDaily: It sounds a bit like Helldivers but more hardcore.
Nikita:Our philosophy is to build a living world. Players don’t have to engage with everything—they can experience it freely. We’ll design plenty of background systems to make the world feel alive and real. It’s going to be a brand?new experience.
I invented the extraction shooter genre. Fragmentary Order is my new project built on years of experience, and I want it to stand out. I don’t want to make another extraction game. Instead, I want to build a living world with global events using a single?player narrative mindset, so players truly believe in this future world.
GameDaily: Can you tell us about the background of creating Fragmentary Order?
Nikita:Briefly, the project started about two years ago. Development has been crazy and extremely challenging—more than I expected. It’s a brand?new project and my dream game.
I’ve long wanted to make games about cyberpunk, space simulation, ship combat, colony management, and formation tactics. Those ideas circled in my head for years. I first built the entire cosmic universe: factions, basic operations, technology, a solar system map—before I had concrete gameplay. I originally wanted a ship combat simulator, with over 100 pages of core design documents, but later decided the risk was too high. My greatest expertise and experience are in extraction shooters, as the creator of the genre. So I decided to make a new kind of FPS: not just an extraction shooter, but a first?person combat simulator.
Then I found new partners who encouraged me to go all in. Six months into development, I realized it was nothing like any game I’d ever made—extremely difficult. But we’d come this far, so we pushed on. I believe it will become the most complex title in the FPS and combat simulation genres, and you’ll witness it.
GameDaily: Are you personally involved in actual development? What parts do you lead?
Nikita:Yes. At first I planned not to be publicly involved, but later I went public. Right now I’m working on two projects: continuing major plans for Tarkov and fully committing to Fragmentary Order. I’m involved in nearly every stage. Our team has more than 100 people and is still growing to speed up development and scale up. I handle recruitment, management, and lead all game design, direction, and live operations. I oversee everything as game director and am still building the team.
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GameDaily: I heard Fragmentary Order has an international distributed team of around 100 people. Why does this project need so much manpower?
Nikita:We have over 100 people now and still need more, because the game is extremely complex and the art workload is massive. When we made Tarkov, we could find many references online. But Fragmentary Order has a fully original futuristic universe—everything from furniture, crops, and trash bags to weapons, characters, and outfits must be designed from scratch. Character and weapon customization will be more in?depth than in Tarkov, with every small part designed and functional. That requires a huge team.
Our concept art team makes up half the studio—larger than the engineering team—and we’ll expand further. Over the next one to two years, we plan to grow to around 400 people, and that might still not be enough, because we’re building environments for every planet in the solar system. We also need more managers and producers to keep everything coordinated. The project uses international remote collaboration, unlike Tarkov’s centralized office—another new challenge.
We already have many seasoned core members who worked on Call of Duty: Infinite Warfare, Tarkov, and more. They’re the most hardcore developers and the backbone of the studio.
GameDaily: Do you think there’s still room for new breakthroughs in the extraction shooter market globally?
Nikita:That’s an interesting question. I see many companies making extraction shooter gameplay, but I want to step outside the genre and create something entirely new.
When I designed the extraction mechanic years ago, I just wanted to give players a better world experience, with logical reasons to “survive/win.” Many people think extraction shooters are just “extract + lose gear,” but my vision is different: the focus isn’t the extraction loop—it’s a living world that makes players value their character’s life and fear death. That’s entirely different from standard extraction shooters.
Other companies can still succeed by making extraction games—some have taken a more casual, accessible approach and done very well. I even heard Disney is making an extraction game; I don’t know details, but more games in the market are always good.
GameDaily: Do you think more accessible extraction shooters like ARC Raiders are better suited for Western players?
Nikita:I think those games suit players who want casual fun—that’s all. Tarkov isn’t really about entertainment; it’s about earning dopamine through tough challenges, an emotional rollercoaster. Games like ARC Raiders are for people who want a relaxing session after work—more pleasant and easy to pick up.
Fragmentary Order will be a more “painful,” challenging experience. It’s not for casual mainstream; it’s a realistic hardcore game, and players should think carefully before jumping in.But viewers will love watching streamers struggle and fail in this game.
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GameDaily: Did the team set an ambitious sales target of 10 million copies for Fragmentary Order?
Nikita:No, that’s not our goal. We aren’t chasing millions in sales—we just want sustainable development and to make something truly special. When we made Tarkov, we built it for ourselves, never expecting it to blow up or define a genre. Fragmentary Order is the same: we’re pouring enormous effort into making something exceptional. Our aim isn’t just to make a game—it’s to build a full IP universe, expanding into other games, film, and more. I don’t care about quick money; I just need enough funding to keep developing and keep the project alive long?term.
GameDaily: I know Escape from Tarkov has a video series. Are there plans for Fragmentary Order?
Nikita:Yes—not just films, but series and other formats. We’ll expand the IP as much as possible. But first, we need to focus on our core audience: players who love serious, hard sci?fi. We want to grow this community independently, not rely on Tarkov’s player base. Tarkov is a great game, and I want it to run for a long time. Fragmentary Order will reach a new audience and bring different types of players together.
We have no plans to conquer the world or chase massive profits. We take it step by step, and players will like it.
GameDaily: Do you think Chinese players will love Fragmentary Order?
Nikita:I truly hope so. I’ve drawn on many Chinese elements. The future world we’ve built blends inspiration from real life and cultures, showing a future humanity can achieve together. A core premise of the game is that humanity unites after self?destruction to begin a new era of expansion and rebirth, preserving the best parts of human civilization.
So you’ll see refined elements from China, Russia, and around the world, reimagined through a futuristic lens. I sincerely hope Chinese players will enjoy it.
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