The brutal world of Meet Your Maker expands yet again with the arrival of Sector 2: Shattered Peak.
When the corrugenic virus swept through the world of Meet Your Maker, there was no refuge. Not even the planet’s most remote regions managed to escape its devastation.
Our latest expansion lets you build and raid deadly fortresses in a place unlike any other in the game, with all-new tools and cosmetics inspired by the horrific events of the frozen Shattered Peak Sanctuary.
Bundle up, there’s a mean chill in the air.
Fear Itself: Shattered Peak
While Sector 1 brought players to the muddy New England Coastline, Sector 2 will take you far north to the Arctic wasteland, a desolate region engulfed by suffocating snowstorms and endless winds.
Here, on a secluded mountain lies the Shattered Peak Sanctuary, a former research facility where things went horribly wrong.
“The Shattered Peak Sanctuary shows us that even the most remote Sanctuaries weren’t safe from danger,”says Joe Dermo, Meet Your Maker’s Narrative Designer. “The projects were high-risk gambits and so many elements could lead to chaos – and often did. This time we explore what happens when paranoia overtakes a small, secluded area.”
“We wanted to explore a sparsely populated area of Earth and consider how the Sanctuary project and impending extinction-level event may have affected them. The Arctic was the perfect fit and offered us the opportunity to design a harsh, inhospitable environment that we haven’t seen before.”
The Stuff of Nightmares: Shattered Peak’s Deadly Creations
Paranoia is a big theme in this chapter. As a response to the harsh life in the Arctic wastes, Shattered Peak relied on its cutting-edge technology for survival. In many ways, this is what led to its downfall.
“It’s the classic theme of mankind thinking they can ‘science’ their way out of a problem and ending up creating something terrible,” adds Ash Pannell, Meet Your Maker’s Creative Director.
The new Custodian and guard reflect these themes both in their lore and gameplay.
The Overseer is a new prototype Custodian suit built in Shattered Peak. After succumbing to paranoid hallucinations, an Advisor clone captured the suit, using its powerful and unique abilities to wage war within the Sanctuary’s walls.
“There are some surprising Biolinks that offer abilities unlike anything we’ve seen before,” says Dermo. “I’m excited to see how players use the Overseer’s gliding ability as it has the opportunity to complement both offensive or defensive strategies.”
“My favorite is the Pathfinder perk,” Pannell adds. “It reveals the location of the Harvester Path and is a real counter to crazy, time-consuming mazes.”
In a game like Meet Your Maker where deadly traps lie around every corner, a guard like the Assassin has the opportunity to create some wonderfully intense moments.
“The Assassin was based on a psychologically damaged Advisor’s hallucinations, so it has a grim look that sets it apart from other guards,” explains Dermo.
Unlike other guards, this one relies on stealth to ambush Raiders. With its holocube technology it’s nearly invisible until it unleashes its devastating lunge attack.
“The Assassin is great”, adds Pannell “It brings new gameplay for both Builders and Raiders. They’re jump scare masters and that just ratchets up the tension in the levels that have them.”
An Expanding World
With Dreadshore and now Shattered Peak, Meet Your Maker’s visual identity has evolved immensely since the early days of the Red Sands. Each new region builds out the game’s world, adding new tools for Builders and Raiders to experiment with while also fleshing out the larger narrative.
Since our game revolves around user-generated content, designing a new location with new tools is a big, fun undertaking, and we’re glad to say that player feedback lies at the center of it.
“It’s really about what we think players will have fun with. We start by looking at gaps in both the building and raiding gameplay and finding things that work well in shaking things up,” says Pannell. “So, when speed runners just start blasting through levels, we look at new Custodians that could support that and for the Builders we try and deliver traps, guards and augments to counter it. When we’ve got something working, we then apply the ‘fantasy’ to it.”
In terms of adding to the game’s story, Dermo adds, “Although we’re dealing with science fiction, I find it’s important to base the genre in real human emotions. When creating lore, I consider how real people would react to the intense situations they’ve been put in and what event could be sparked by one thing going wrong. Humans are fascinating creatures who have a tendency of taking a bad situation and finding unique ways of making it worse.”
Meet Your Maker: Sector 2 Bundle
Behaviour Interactive Inc.
Meet Your Maker
Behaviour Interactive Inc.