Party Up for the Wintry Co-Op Nightmares of ‘After the Fall,’ Out Now On Quest 2 and the Rift Platform

Oculus Blog
|
December 9, 2021
|
Share

After braving the sweltering heat of Arizona Sunshine’s deserted landscapes and slaying thousands of zombies across countless virtual apocalypses, we’re here to once again ask you to strap in for an action-packed adventure that lets you roll solo with AI companions or a group of friends in 4 player co-op. However, this time you might want to bring your coat. After the Fall, Vertigo Games’ latest co-op action FPS with full cross-platform multiplayer support, is out today on Quest 2 and the Rift Platform for $39.99 USD with cross-buy support.

In After the Fall, you’ll team up with friends (or even AI companions, if you’re rolling solo) to take on hordes of creatures hellbent on ridding the world of all humanity. Rather than fighting traditional zombies, though, you’ll be taking on the ice-riddled walking corpses known as the Snowbreed. With a huge arsenal of highly-customizable weapons, you’ll embark on evolving missions that span across the frozen shell of Los Angeles 20 years after the fall of civilization.

Launch is just the beginning for After the Fall; a newly released post-launch roadmap image reveals specific details for the first Frontrunner Season as well. This will all be available free of charge for all players as part of the After the Fall - Launch Edition. It includes four new maps, including the ‘Hollywood Boulevard’ Harvest Run and the Warehouse PvP arena, new game modes, new weapons and devices, new player features, and more! Beyond that, Vertigo Games plans to keep expanding the world of After the Fall for all players.

To learn more about the game, we spoke with TamTu Bui, the Community Manager at Vertigo Games for After the Fall. If you want to hear the entire interview you can dive into the debut episode of our new show, That Other Gaming Podcast, or read a more detailed breakdown of the interview over on Tech@ coming soon.

What’s the elevator pitch for After the Fall?

TamTu Bui: After the Fall is a four-player co-op shooter set in a frozen shell of Los Angeles, 20 years after the world ended. It’s the closest thing you’ll get to being an action hero with just how badass it will let you be.

What is the gameplay loop like? What will players do on a moment-to-moment basis?

TB: You’ll be going into the missions equipped with guns that you get to upgrade throughout the game and just take on hordes, hordes, and more hordes of Snowbreed. And different from typical zombie games, you are the one that they should be afraid of and not the other way around. You’re the badass—that’s the power fantasy that we want to introduce. So it’s you and your squad and a lot of guns. It’s been 20 years since the apocalypse, and the survivors of that time have developed tools to actually fight back and they’ve got some form of civilization back on track in a certain way. And that’s what we’re really trying to sell with After the Fall, that you and your squad are going to these slaughterhouses and you go in and farm the Snowbreed. Of course, they are still super dangerous, but you have the tools to fight back.

Why are they called Snowbreed and not just regular zombies? How are they different?

TB: We didn’t want to use just a regular zombie like we had in Arizona Sunshine. What we did in Arizona Sunshine was that they were a bit more aggressive and some of them actually ran at you, which didn’t really happen often. And we just wanted to really push further on that and have like different enemy types and we couldn’t really explore that further in Arizona Sunshine, so we took After the Fall as the opportunity to really go crazy on the enemy. So taking the world into account, that’s how we just essentially evolved a zombie. We thought, how would a zombie or an undead mutate or evolve into something more fierce in our world? And that’s how we ended up with the Snowbreed.

Since this isn’t just a linear progression of stages like Arizona Sunshine, can you explain the game flow for After the Fall? How is the experience structured differently?

TB: In After the Fall, you go into these slaughterhouse-type levels where you go in and you farm the Snowbreed, but in the campaign, you’re onboarded onto that experience where you learn more about the world and how these harvest runners actually do their thing in this world. And throughout the campaign you become part of that group and once you finish that campaign, it’s like, okay, you’re a full-fledged harvest runner now. Let’s keep doing our thing and just keep progressing to become better and get better weapons so you can bring your resources back to the hub. Those resources are what you use to improve your gear, and that’s the loop that we have in After the Fall.

It sounds like After the Fall is shaping up to be a culmination of lots of different things that you’ve seen separately, but all into one single game. Is that accurate?

TB: Yeah, the team, they really put their heads together and talked about, what are we missing in VR and what’s a game that we want to make and that we would enjoy playing ourselves, right? So they took the gunplay from Arizona Sunshine, which came out five years ago, and we learned a lot from that, like developing for the PC platform, the PlayStation platform, the Quest platform, and putting it all together really helped them fine-tune everything. They really evolved the gunplay to where it’s more fun. Over the years, we’ve seen VR evolve as well, right? You see people getting more used to being able to play in VR, but the onboarding on VR in recent years has exploded so there’s a lot of new VR players as well. So we want to respect their ability to be in VR and that’s why the mission maps, the first time you’ll play them, it’ll be like 20, 30 minutes you’ll spend on exploring and really getting to know the maps. But once you get more used to it, the session will be shorter but that doesn’t mean that the game is shorter.

Do you have any tips for developers that may want to make a cross-platform VR game and hit as many devices as possible? What would be your one hot tip for a developer aiming to do that?

TB: Gameplay is always the key. People need to experience the game in the exact same way on each platform and allow yourself to have the freedom to specifically optimize for each platform without compromising on gameplay. I think that’s the way to go.

Finally, do you have any tips for new players in After the Fall before they head out into the frozen tundra?

TB: Stay together and keep your head on a swivel. Like if you play in a group, then you can warn each other, right? But if you play solo, you have the AI companions that will give you direction and give you a heads up on where enemies come from, but in the end, in the apocalypse, you have to rely on yourself.


If you’re brave enough, you can pick up After the Fall right now on Quest 2 and the Rift Platform for $39.99 USD. You can get the game on the original Quest next year. And don’t forget it’s crossplay, so you can even team up with friends on PSVR and Steam as well.

For more insight into After the Fall’s development, check out our more detailed breakdown of the interview coming soon to Tech@ and listen to the entire interview over on our new show, That Other Gaming Podcast, here.