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Escape from Tarkov – 18 Minutes of NEW GAMEPLAY WALKTHROUGH! (Open World Survival Game)

Escape from Tarkov – 18 Minutes of NEW GAMEPLAY WALKTHROUGH! (Open World Survival Game)

Annual Report
2016 is nearing its end. The Escape from Tarkov team has come a long
way since the reveal, setting the bar for the hardcore shooters
to a whole new level. Developing ideas, working on the project every
day right here in St. Petersburg,
we are bringing the project release closer with every new version,
maintaining a high level of quality and realism. Hello everyone, my name is Nikita Buyanov
and I head the independent Battlestate Games studio
that is developing a PC exclusive first-person hardcore multiplayer battle simulator Escape
from Tarkov. EFT is unique in many ways, a project that,
although hardcore, will be intuitively understandable for players,
while remaining as uncompromisingly realistic and captivating as it was planned out. Annual Report
The Escape from Tarkov tells a story of a private military company operator
caught in the maelstrom of events in a fictional Russian town of Tarkov
– Events, that would eventually lead to a global collapse. Trapped in the center of the city out of contact
with the command, the players will have to escape from Tarkov
to survive. Or escape from their past by staying in the
city ​​with a new world order. Consistently heading towards the exit, the
player discovers that it’s not as simple as it seemed,
and there are plenty of unknown parties pursuing their own goals. Starting last year with the first cinematic
trailer and first combat prototypes, we have now come to a full-fledged alpha version
ready to become beta. Many parts of the game were undergoing constant
changes, from network engine and physics to some key
gameplay aspects and graphics. Regular adjustments to the development course
have become a necessity in order to maintain the cornerstone concept of the game – maximum
immersion multiplayer shooter. EFT is not about survival, although such elements
of gameplay are more than abundant. EFT is a game about combat situations in dangerous
conditions, where degree of the player involvement and
knowledge play a very important role. Expertise in operation and modification of
weapons, orienteering skills, tactical training, control
over speed and body position, team work under different weather conditions
and time of day, aptitude in non-standard combat environment
and many more – All these skills and knowledge, all these
unpredictable variables are involved in the creation of the EFT unique
combat situations. All these variables we hone to perfection. In this video report we will tell you about
what we’ve been working on this year and reveal and explain our plans for the future. Annual Report
Thorough and detailed approach to weapons in EFT is unprecedented and has no rivals
among other projects. Weapons are what we love – and what are proud
of, so we strive to do them as realistically as
possible. Constantly analyzing and discussing various
aspects of weapon handling, we came to the conclusion that adding an advanced
action, in addition to the overall realism and credibility
of what is happening on the screen, can also give a slight tactical edge. Thus, when using various tactical lights,
we decided to make a visual display of their mode switching. In our use of sights and scopes we rely on
the actual experience of their application, and from the start we were particularly fascinated
with the operation of auxiliary and combined sights. In reflex sights, we do not ignore the option
to switch the reticle type (Provided that this function is really present
in specific models). At this stage, we implemented the ability
to fold and unfold stocks, which will, in the future, affect the occupied
storage space in the inventory. Folded stock changes weapon characteristics
and grip. We even took care to shift the weapon center
of mass. All of this affects the recoil dynamics when
shooting. Our weapons are subject to wear. Weapon failure, as well as poor ammo quality,
can lead to a number of consequences – Various problems like jams, stovepipes and
misfires. Now we are implementing a serious bolt jamming
for critically low weapon condition. The process of eliminating this problem takes
a lot of time and can have a crucial influence the outcome
of the battle. Weapons in EFT work with numerous applied
parameters and characteristics, some of which are hidden from the player. Absolutely all of the parameters are balanced
in a realistic way, every body kit on a weapon influences it in
some way. Stocks noticeably modify the recoil and weapon
control factors when firing, and, as we mentioned earlier, change the weapon’s
center of mass position and grip hold. We feature a lot of different stocks from
different manufacturers. An equally important characteristic of weapon
is ergonomics. Each kit can make changes to this parameter,
changing weapon control ability on grip and the aim-to-sights speed. Let’s not forget that weapons also have
real dimensions, which may interfere with their handling in
confined spaces. By using reduced barrels, folding or removing
the stock, you can create a compact modification for
the confined spaces combat. This is just one example – with our comprehensive
modification system you can do whatever you like within boundaries
of the real weapon modding. The more we work with weapons in the game,
the more we get used to it, upgrading the Mastering characteristic. The higher is the level of weapon mastery,
the more professionally our character handles it
– Principles and speed of reload change, player assesses the number of cartridges in
the magazine more accurately. Furthermore – we will add the ability of tactical
reloading while aiming at the maximum level of mastering. The more we work with the weapon, the more
it wears down, appending penalties to the weapon characteristics. At this stage, we have started working on
a couple of additional tricks – Visual weapon wear and functional binding
of the overheating factor. There will be many, many weapons in the EFT. We already introduce a whole series of weapons
made with encyclopedic detail, after searching through a bunch of sources
in quest for reliable information. Thus, everything that happens in the game
is essentially an alternate reality of our time,
and all weapons are absolutely realistic. No fiction. The game has an internal economics and the
plot, and that also affects the choice and availability
of particular system. We often try to take on the rare special designs
that were either never present in the other games or been done incorrectly, unlifelike. For example, the Kedr-B SMG is a very rare
modification with special muzzle device, just like PB. In the game we can examine everything in detail,
get all the information and sensations that can be compared with real
feelings. In the process of implementing everything
related to weapons, we often turn to manufacturers and just people
with combat experience. Frequent visits to the shooting range are
also equally important for all categories of the company’s specialists
– A developer should know what he is doing. We are also shooting the videos and pictures
as a reference, and often get back to them in the course of
development. For example, we relied on the physical model
of the exhaust gases dissipation in the muzzle devices
when building the system of shot effects and muzzle flashes. Every flash hider, muzzle brake or silencer
has a unique pattern of smoke and fire spreading. That means that the use of muzzle devices
is completely justified. Somebody may want to cut recoil, while somebody
else might prefer to reduce exposure while shooting. We’d also like to single out the job we’ve
done on munitions. Right now there are already many different
types of cartridges. The type of cartridge affects muzzle velocity,
ammunition quality affects the chance of misfiring and jamming. The bullets have ricochet and piercing abilities. We intendedly implemented the segmentation
of bullets after breaking through, to recreate the destruction of bullets after
passing one obstacle or another. Now we have almost finished adding the tracer
bullets, which, yet again, are implemented in a realistic
way, based on the physics of the process. This type of munition will clearly showcase
how the ballistics in Escape from Tarkov works. In addition to firearms, we are also busy
with melee weapons. At the moment, the game features several basic
knives and a notorious Tomahawk, which will be, in the future, supplemented
with a special ability to break open the doors. Annual Report
We are constantly adding new ways to interact both with inventory items
and objects in the locations. The need to light up the dark rooms with no
flashlight installed on the weapon led to introduction of ability to take the
torchlight separately with hands, and use them in combination with a weapon
in a free hand. To achieve the deeper gameplay immersion we
add the unique animations of using medicine like first aid kits, bandages,
etc. Based on this principle, we will be able to
realize the visual application of an item, which will be accompanied by animations. For instance, lockpicking the doors with MultiTool
is almost done. Generally, MultiTool is a very important item
in the player’s inventory. It can be used to perform the in-depth modification
of weapons and pick some of the closed doors’ locks. The tool itself will also have a durability
limit. Right now the doors can either be opened with
keys or kicked down. In the future we’ll be able to, in addition
to multitool picking, hack them with axe, throw grenades inside and perform the tactical
breach. It is also worth to note the future functionality
of the doors with combination lock. For such doors you’ll need the special key
cards and access codes. And behind these doors we’ll hide the Terragroup
stockpiles no one had managed to get hold of yet. We can now break the bulbs and use NVDs to
arrange cleanup operations in the dark. In the future, when we implement the power
system, we will be able to switch off the light
or even cut off entire buildings or areas by hitting the switch in the substation. We are also planning such features as mining,
increased number of physical and interactive object types on locations,
dragging of heavy objects and bodies. Additional character control in the game is
ensured by the possibility of a smooth change in speed and stance. For your convenience, we have introduced a
zone of visual display of the current stance and speed of the character. There you can also easily spot the speed penalties
from various causes, such as heavy armor or injuries. After adding leaning and backstep, which are
certainly useful for fighting indoors, we started researching the possibility of
adding blind shooting. This will be possible thanks to a procedural
animation system, which takes into account the dimensions of
weapons and does not require the creation of special
markers and objects, unlike other games. Another useful innovation will be the sign
system, designed to issue commands and simply for silent communication in raids. The character control system is being constantly
improved as new features are introduced to the game. Over the last year, the AI, as well as the
part related to the details of the NPC, has undergone a lot of changes and innovations. The bots have become smarter, every new patch
gave them new capabilities and skills. Now the main PvE characters in the game are
Scavs, the local bandits who come at the sound of
any noise, looking for something to loot. They are unscrupulous and ruthless marauders,
surviving and plundering in Tarkov. In the raids, they come at the most unexpected
moments, capable of lengthy tracking of players and
working in groups. Playing as Scav is going to be an important
feature for future versions of EFT. The players will be able to fulfil themselves
as the raiding marauders, not being attached to the main character,
spawning on location in the most unexpected places and situations. Upon surviving in the raid, the player will
be able to save everything collected as Scav for the main character. The characters in EFT in general are also
being constantly upgraded, augmented with new clothing elements and facial
traits for the planned appearance customization. There are lots of RPG elements in EFT, and
their number keeps growing. Handling of the classic slot inventory, equipment
and unloading systems, working with containers and stash, repairing
weapons and equipment – We have always treated inventory management
with utmost attention while implementing it. Game character itself has physical attributes,
such as health, energy, hydration, stamina, level of biological
and radiation poisoning, body temperature and blood pressure. These attributes will be directly affected
by skills, consumed food, ambient temperature, etc. The damage system is broken down into different
parts of the body, each with its own volume of health. We can break a bone, get varying degrees of
bleeding, contusion, pain syndrome. The character may become physically exhausted,
die from dehydration and starvation. In the future, we plan to introduce the stress
factor that will take into account the mental state of the character. The skill system at this stage is being actively
adjusted and balanced. The game will feature types of skills – mental,
physical, combat and practical. Every skill upgrade will be based on repetition
of particular actions. Each new level of skill gives a certain positive
effect. Top level skills give an elite perk. Additionally, the player improves the character’s
rank by earning experience points in raids. The player receives the experience for opening
new locations and secret places, breaking the doors, by completing quests and
gaining important information, neutralizing enemy, repairing weapons and
equipment, using medicines. With each new level-rank of the character
the game will unlock new opportunities, such as access to new locations, new range
of goods at traders, their new services and jobs. The traders themselves are tied to certain
locations and have their own biography, set of offered
services and trading principles. By the end of this is already in the alpha
version. The trading system will be improved further
with the addition of the flea market – A free trade zone among the players – and
auctions. Every trader will have its own set of jobs
closely related to the game story. In addition, traders will offer a set of services
– Currency exchange, insurance of equipment and weapons, manufacturing
and other. Just a few clicks are enough to go into the
raid – Choose your character, choose your location
and if you wish, gather a group for a joint venture. Right now the game has one mode, consecutive
clearing of the story locations – Raids. In the future, we will add the Arena and the
Free Roam mode. Players will be able to chat, coordinate joint
raids, share the gained information and just blab on any topic. We also plan to create a large-scale clan
system. Storyline locations-raids are different zones
of city of Tarkov and its suburbs. Industrial premises, transport interchanges,
commuter districts, large patches of woods, cottage community, lighthouse and, of course,
downtown city. Everywhere, the player will have to find a
way to escape from the isolated spots, consistently approaching the getaway zone. The variety of locations force the player
to resort to different tactics, and a large number of objects for exploration
will maintain interest in returning to this location again and again. Dynamic weather and daylight time changes
have already been mentioned earlier. The server time in game runs at x the normal
speed so that players could have a chance to notice the changes. Also, in the weather system you can adjust
the amount of clouds, density and height of the fog,
wind direction and speed, the force of rain and chance of thunder and lightnings in a
thunder-storm. The weather system is being adjusted and improved
all the time. We have added procedural soaking, puddles
on the ground, raindrops on weapons. The weather and daylight time effects can
look differently when using shades and tactical glasses,
which have their own pros and cons. Altogether, we plan to have raid locations
+ A few hidden extras, one Free Roam location and two locations for
Arena mode. Each raid location is unique and, often, it
will be necessary to return to them for performing certain tasks. Some places require teamwork, some can be
ventured alone. In the latest raids, the players will encounter
advanced Scavs and even rogue PMCS that have chosen the path
of banditism. The location production process is now one
of the main priorities for the team of modelers and level designers. Right now we are working on the most ambitious
location of them all – The Tarkov city downtown. The streets of Tarkov and buildings in them
were literally designed from scratch. A lot of buildings will be made available
for indoor exploration. Just imagining a -storeyed hotel complex and
a -storeyed business center is enough to be impressed. There is lot to do in the new year of.
The launch of the closed beta is right around the corner. Let’s not forget about such mission-critical
development stages as optimization, bugfixes and deployment of
the state-of-art anti-cheat protection that incorporates all the innovative offender
detection algorithms. At the same time, the game community has lost
no time growing and developing by several times compared to the beginning
of the year. On Escape From Tarkov Forum, we started a
multilanguage section that brings together members from all over
the world the United States, the United Kingdom, France,
Germany, Italy, Poland, Spain, and many other countries. In addition, we have launched the Escape From
Tarkov emissaries program. Emissary is a community member endowed with
special rights, who communicates with the developers directly. Emissaries hold a variety of contests, rewarding
those they considered worthy with access to the game. Hundreds of thousands of players from all
over the world are united by one game. Student from Ethiopia, guy from the Russian
heartland or sergeant of the United States Marine Corps
– Unified by one idea, one community, one battlefield, the name of which is Escape From
Tarkov! On behalf of the developers team we wish you
the best of luck and a Happy New Year. Congratulations!

100 thoughts on “Escape from Tarkov – 18 Minutes of NEW GAMEPLAY WALKTHROUGH! (Open World Survival Game)”

  1. haha no offence, but you are russian, and your last name is Buyanov !? Buy A (dragu)Nov? :p that's as russian as you can get. awesome

  2. im just afraid that with so much shit going on around weapons it will take 2 hours to make your gun work perfectly with you and then 1 minute of gameplay to die. it will get so confusing that most of people will die in the inventory screen then at the battlefield

  3. seems like it going to be a awesome game can't go wrong with open world pvp and love the first person mode really hope this game does well these dev have put so much effort into this game

  4. I can already see it
    >Playing game minding my own business
    >Hear faint "CHEEKI BREEKI" in the distance followed by gunshots

  5. Game looks amazing. Hope it turns out to be just as amazing. The dude in the video should've spoken a little bit slower. It was like he was late for the train or something.

  6. I'm hoping for military weapons to be less common and for more civilian weapons to be the most common. More double barrels and pump shotguns and handguns rather than m4's littering the streets.

  7. STALKER meets KF2 from what i can gather so far. not a bad thing at all, very exited to see what future updates will look like.

  8. I hope there will bee some high quality and well optimized type of Anti-Aliasing(not Sacrificing performance|) in game's graphics option, something like temporal-AA (Supersampling)
    In every videos of this game i see very, very annoying jaggies and that destroys simulation of realistic graphics in any game, it must be fixed…

  9. I like being Russian. While others use translation software, although some might know the language, i can just relax and listen.

  10. Looking good , I commend the attention to detail , if anything the wealth of research alone is a sellable product. Look forward to seeing if they can deliver the final product. Also love the stalker reference in the gag reel.

  11. Отлично ! Вот только там столько всего учить что бы хорошо играть… Создали бы вы типо википедии о игре где была бы обсолютно вся инфа о игре !

  12. turn off shadows, bind Gamma/Brightness to keybinds 1-5. no need for shooting out lights or having flashlights. ez game.

  13. just another day z , or h1z1 with slightly improved graphics – and it will fail miserably. I don't really know why everyone is getting so hyped about it? We all been there , all this game is going to be is a shoot on sight pvp arena , with players who have loads of time to play owning other players ,and with no karma system and any real need to interact with other players all you going to do is gather potatoes and bread , maybe finding something cool until the very first encounter with another person and bang you are dead, just like day z , h1z1 or any other hardcore pvp crafting open world sandbox shooter. Just because they promise big things it does not mean that it can be achieved .

  14. единственная русская игра, в которую у меня появилось желание поиграть, красавцы

  15. it's alot like h1z1 or DayZ with two factions. but the tactical approach and features make the game actually enjoyable. at least I hope that I won't be a bugfest. it really depends on how people choose to play it, and acually use suppressive fire and so on. can't wait

  16. Omg, this looks like the best game ever, please make this game great and dont let it stay in early access or beta for ever like many devs do 🙁 I always dreamed about the Arma+STALKER game and there it is.

  17. Жду веселье и гуляния на каждом лестничном пролете из-за тотального минирования. Интересно, а Ратник 3.0 вводить не собираются случаем?
    Waiting for fun and partying on each staircase due to total booby-trapping. I am curious, do they intend to introduce Ratnik 3.0 by any chance?

  18. Dude this is the kind of game I've been waiting for years! This is going to set the bar really high for shooters and I cant wait to play EFT with all of the added implements when it's released.

  19. when is this game going to take place ? there are years since they do advertising on this game but no release yet…i also wonder if this game is going to be better than arma 3

  20. It's amazing how much work this already got. Might very well be one of the best games ever. I just hope it manages to keep a slight minimum of fun to it. Look at ArmA and military DayZ mods… very good, but not very popular.

  21. Да игра неплохая! А давайте задумаемся над тем, кто может использовать эту игру в своих реальных военных целях? Ни для кого не секрет, что Россию невозможно победить в открытом противостоянии! Зная это, потенциальному противнику очень важно выявить психологию ведения боя Русскими людьми! И в конечном счёте у врага накапливается ценный материал для подробного изучения мышления и приёмов ведения боя! Из вышеуказанного можно сделать вывод, что играя в подобные игры мы сами того не осознавая помогаем противнику изучить нас, и в случае реальной войны вести более эффективно боевые действия. Это не теория заговора или что-то подобное! Это объективная реальность!

  22. I haven't rly understand this heard that this is not gonna be open world. Is this gonna have open world like Day- Z ?

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