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Last week Bengaluru-based Ncore Games announced that they are developing a game called FAU:G. Short for Fearless and United: Guards. Billed as a “multiplayer action game”, it is being developed under the mentorship of Bollywood actor Akshay Kumar.
Usually, a reveal of a game is no great shakes but with the Indian government banning 118 apps from Chinese companies including PUBG Mobile in the same week and Prime Minister Modi declaring that Indian game companies should be making games in India for India, the timing of this announcement could not have been more opportunistic.
What followed was a wave of fake news suggesting the game’s development was riddled with murder, theft, and underworld funding, none of which are true and Ncore is pursuing legal options to prevent further harassment.
Though conspiracy theories would make for a saucier tale, our concerns lie with the actual game and what we’ve seen of it so far – just a single press release and poster – none of which are wildly informative of what to expect from the game when it’s out next month.
Is there really a game here or is this an announcement simply made to drum up attention and interest, something which few Indian studios have been guilty of in the past. The Mako Reactor spoke to Vishal Gondal, Founder and Chairman at Ncore Games and Ganesh Hande, Co-Founder and COO at Ncore Games to set the record straight on FAU:G.
While Vishal Gondal is a known figure in the Indian game development scene, Hande’s resume includes stints at Digital Chocolate (a mobile game studio founded by EA’s Trip Hawkins), working Millionaire City and Army Attack, which he claims were “the initial flag bearers of free-to-play” games.
When Digital Chocolate was bought out by US-based Rockyou Games, Hande and his team worked on the live operations for over 30 games as Rockyou’s business model involved acquiring existing IP from the likes of Gree, Kabam, and Disney and taking these games over.
Along the way Gondal invested in Ncore and the team bagged deals with Super Evil Megacorp and Rovio.
With this in mind, we wondered what we could expect from FAU:G. The comparisons to PUBG are obvious simply because of how similar the name sounds to PUBG Corp’s smash hit. What genre does FAU:G fall into? Is it a third-person action title or does it have battle royale ambitions?
With a battle royale mode out of the picture at launch, what kind of game would FAU:G be when it launches?
Due to a bilateral agreement between India and China in 1996, no guns are allowed in combat in that region. In order to stick true to that, FAU:G will launch as a third-person brawler.
Hande broke down what we could expect from FAU:G’s core gameplay loop.
According to Hande, inspirations for the team at Ncore include the hand-to-hand combat from the Batman Arkham series as well as The Last of Us’ gory take on melee. The goal, Hande tells us, is to deliver a gameplay experience “closer to simulation” at launch, meaning the focus is on realism in how combat would work. Don’t expect any cues from PUBG.
“PUBG is not the reference to build anything,” adds Gondal, stating that FAU:G at launch is focussed on “the recent Galwan Valley” incident, which makes researching the setting less of a challenge.
“We don’t have any official affiliation with the army outside of the Bharat Ke Veer foundation [to which Ncore has committed 20 percent of the game’s net revenues],” says Gondal.
When pressed on what weapons we can expect when FAU:G launches aside from bare-knuckle fisticuffs, the team played coy.
“That’s a surprise,” says Gondal. There will be some very surprising weapons that the Indian army used.”
Aside from the ongoing pandemic forcing Ncore to work remotely, Hande revealed the problem of bringing a game based on an ongoing conflict to life.
“Our whole aim is to recreate the experience of a soldier during that time when the attack happened, when this happened in Galwan,” he says.
While setting the tone is crucial for a game like FAU:G, the tech is just as important particularly with smartphone audiences paying attention to details like its frame rate and resolution.
When asked about the choice of Unity as FAU:G’s engine over Unreal, Gondal stated that Unreal was also evaluated as a potential option. But it boiled down to the fact that it would allow Ncore to target low-end Android handsets.
“The numbers as far as we know, is almost 1:10 or 1:20 in terms of downloads we should expect between iOS and Android,” says Hande. He also divulged that Indian game developers are more comfortable with Unity right now as well.
“In India, the Unity talent is easily available in comparison to Unreal,” Hande says.
And while the talent for Unity may be in abundance, the gameplay trailers for it look to have borrowed a lot from Battlefield and Call of Duty – titles running on bespoke, custom tech. Turns out, those trailers are fake.
“We don’t have a trailer up,” says Gondal.
Being a cooperative experience at launch, the potential to monetise FAU:G with pay-to-win monetisation is immense. However, Ncore is sticking to cosmetic monetisation only with plans for a battle pass as well. The reason? Various modes down the line that would be a good fit for esports.
“If you look at PUBG, it didn’t start with esports,” adds Gondal. “That only came 12 to 14 months later. We will be getting into esports but after we get the core gameplay and all the other mechanics built out. So there is going to be a big esports play for us for sure.”
While esports and tournaments as well as FAU:G’s update plans play right into Ncore’s strengths, creating a new IP from the ground up usually requires different skills and talents from the team working on it. Gondal dismissed these concerns stating that FAU:G isn’t Ncore’s first game. There’s a hyper-casual rhythm game in development which is “almost ready” he claims as well as a cricket game “in the works”.
“There isn’t just one game, but three titles on the way,” he says.
Needless to say, all eyes will be on how Ncore executes on these games. The added attention on FAU:G due to the media circus surrounding its reveal appears to be a self-inflicted hindrance more so with its comparisons to PUBG.
The conversation shifts to how Ncore plans to fund FAU:G. Live service games need to be sustained over a long period of time and aren’t cheap to develop due to the sheer amount of content required. How does Ncore plan to sustain this game over the long term?
“We have not yet raised a venture round but we plan to launch that next year,” he says.
While Ncore may not have intended to create the splash it did with FAU:G’s announcement, all eyes will be on what to expect when it lands on iOS and Android in October.
Although we have our concerns, what with nothing in way of actual gameplay footage that usually accompanies a game reveal at the moment, it will be interesting to see how this game is received in a market that’s now accustomed to polished mobile experiences from international studios. Perhaps the team’s pedigree will shine through.
(This article was first published on The Mako Reactor and has been republished with permission.)
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