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Posted: 2013-04-04
Posted by:
Armin Ibrisagic

Level design is an enormously important part of Sanctum 2 and also the part that I’ve worked on a lot myself, so I’m really excited to finally tell you guys all about it!

Size matters, but they can be too big

In Sanctum 1, we really wanted the maps to feel epic. However in retrospect, we feel that 20-30 waves per map were a bit too much for a normal playthrough. Maps in Sanctum 2 will have around 10 waves each in normal mode, but the total playtime of Sanctum 2 will still be much higher than Sanctum 1, as it will have way more maps on release day than Sanctum 1 did. Our goal is to keep and expand on the complexity of the level design in Sanctum 1, but make the playthroughs faster and more action-packed.

Oh, and since enemies now attack you, we lowered the walls so that you can jump up on them and run through your maze much easier without having to bring up the map to use a televator.

Map layouts

It was clear from the start of Sanctum 2’s development that level design would be incredibly important for the game as a whole. Sadly you won’t be able to see all the maps before the game is released, but we have invested much more resources in the level design of Sanctum 2 compared to Sanctum 1. We want every map to have a nearly infinite amount of different maze layout possibilities, so that you’ll always be looking for ways to optimize your strategy. Furthermore, Sanctum 2 will have 16 different maps on launch, compared to Sanctum 1 which only had 3 maps on launch. This will give Sanctum 2 an incredibly higher replayability value at day one compared to its predecessor!

Finally, one important thing to note about the maps in Sanctum 2 is that they will feel more alive than in Sanctum 1. One of my favorite maps is one at the start where the enemies come from one side during the first few waves, but then a door on the other side of the map is blast up and enemies start pouring out from that side too. This kind of changing maps and spawn points keeps players constantly on their feet, having to change their strategy and adapt to whatever the situation calls for.

That’s all for today, thanks for reading and see you next time!

Kisses and hugs,

Armin Ibrisagic
Game Designer & PR Manager
Coffee Stain Studios
@Arminposts

Posted: 2013-03-21
Posted by:
Armin Ibrisagic

Name: SiMo
Age: 8
Height: 220 cm
Weight: 150 kg
Blood Type: Synthetic B3-Plasma
Duty: Designated Marksman
Weapon of Choice: Sniper Rifle

Background

Built to function as a mobile communication device connected to the military base, SiMo accompanies the Core Guardians and assists them. Robotic technology in Elysion One has been developed over several years and SiMo was one of the first models from its batch. It is considered to have developed into one of the most successful units since the SiMo model was introduced as a part of the military. A programmed ability to learn from experience over time means that the longer a robot is used in the field, the more it learns and adapts to situations in battle and social interaction. Because of all its years of service it is able to act naturally around humans despite not having any real emotions itself. It monitors their behaviour and calculates appropriate emotional responses to make sure its team keeps their spirits up or if it wants to it can make them feel really uncomfortable, just for laughs.

Its main function in the group is to guard the Core Guardians and use that sniper rifle which it can wield with excellent accuracy. It keeps track of missions, coordinates and calculates risks, protecting its team like a bodyguard. As if its default functions weren’t enough, Haigen has made some personal modifications to make sure SiMo really has all the abilities the team needs.
To modify a SiMo-unit isn’t exactly legal but the longer the unit stays with the same team, the more loyalty it develops towards its mates. SiMo also acts as a moving sketchbook for Sweet who happens to enjoy drawing and putting stickers all over it. It’s fine with that if it keeps her happy. Androids might not be able to fully understand friendship, but its knowledge of the concept is enough. SiMo can be really likeable if it wants to.

 

Gameplay

SiMo is most comfortable at long range. Its Sniper Rifle is great at distances and is able to deal massive damage to single targets. If the already massive damage of the Sniper Rifle wasn’t enough SiMo gets additional damage when it hits enemy weak spot with any weapon.
Because of its immensely steady robot grip SiMo also reduces the kick of the weapons, effectively increasing its accuracy by a great deal.
Since it deals great amounts of burst damage taking down armored and large targets with SiMo is easy as pie. Not that it eats pie, of course.

Posted: 2013-03-07
Posted by:
Armin Ibrisagic

Development Update #14: Music & Soundtrack!

Greetings, my name is Leonard Hummer and I am the composer for Sanctum 2.

When  I began to work on the soundtrack for Sanctum 2, I felt that it was a natural step in my creative process. Back when I started composing electronic pieces on my computer 15 years ago, I always found myself creating soundscapes and themes rather than traditional songs. I've always found it important to at least try to paint a scenery inside the listeners head, and most of the things I composed was basically soundtracks to motion pictures and games that didn’t exist. So when people asked me what kind of music I made, instead of talking about different genres I described the mood and environment I tried to capture. To me that's what makes music so interesting and powerful, the whole concept of an album or soundtrack and its ability to trigger a wide range of emotions inside the listener.

The music in Sanctum 2 is no exception. You will not experience catchy hit songs with sing along melodies but rather soundscapes made specifically to enhance all the other elements that makes the world of Sanctum what it is. From the beginning I felt that the keyword was balance. To find the perfect blend between sound and visual experience was the most important part in the working process. Needless to say, creating a game as big as Sanctum 2 is not a one man project. There are several talents involved in the development and I spent a lot of time trying to make the music fit into the atmosphere without distracting the player. There were technical aspects to take into consideration as well. I did not want to have sounds with too much of a high or low frequency since that would interfere with the sound effects in an undesirable way, and the mixing was made so even the harder sounds felt at least a little bit soft in the listeners ears. Trust me, the shattering explosions when you trigger your cannon fighting for survival, or the noise that some of your enemies lets out when they're getting near is enough for your auditory perception.
 

In each area there are two types of music. At first you will hear the main theme for the respective area while you're planning your strategy, building towers and just enjoying the scenery. Secondly, once you engage in battle, the music will change into something more up tempo and intense while still containing some elements of the previous track. Since I have been working a lot with crafting smooth transitions between my compositions in the past, that was my intention for this soundtrack as well. After all, you're still in the same environment once the fight begins, it's just that you might not be able to enjoy the beautiful nature as much when there are pissed of aliens everywhere trying to reduce you to a wet spot on the ground. So to help build up your courage and dexterity, the music bridges over to a more rhythm oriented and fast paced arrangement, all while maintaining more or less what defines the specific area you're in. There is of course exceptions to this pattern, when you reach an encounter out of the ordinary, I assure you that it's something you will notice in the music in one way or the other.

The result is something I feel really proud of, something that I believe captures the mood and atmosphere of the world in Sanctum 2. I hope you feel the same. May your future endeavours be successful and filled with joy and prosperity, because we're in for a great ride!

Best of luck.

/Leonard Hummer

Below is a preview of the track Rocky Fields (Build Phase)
https://soundcloud.com/leonardhummer/rocky-fields-build-phase

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Posted: 2013-03-01
Posted by:
Armin Ibrisagic

About Us

My name is Johan Olsson and together with Erik Gustavsson we run the consulting company Extreme Audio Recording which is the company responsible for the sound design in Sanctum 2. I’m going to share with you our thoughts behind the sound design, and give an overall explanation to why the game sounds as it does.

I am going to start by saying that creating sound effects for Coffee Stain Studios has been a true pleasure for us, and we have really enjoyed working with such a talented team. We have treated every sound in the game with the same reverence as a piece of art, and we hope that you will enjoy listening to the game as much as we did creating the sounds.

General

The goal with the sound design was to create an immersive world of sounds to accompany the stunning scenery of Sanctum 2. We didn’t want to use standardized sound effects, so every sound is uniquely created for the game.

There is a lot of work behind the creation of every individual sound, but we have also spent much time adjusting parameters regarding the placement and behavior of sounds. Being a merge between a Tower Defense and a First Person Shooter, Sanctum 2 was a real challenge to design sound for.

The most challenging part was to avoid sound fatigue when the player is surrounded by many different things, such as towers, enemies and up to four characters talking and shooting at the same time. And all this time the soundtrack is playing in the background as well.

The Towers

To avoid sound fatigue we couldn’t create sound for the towers in the same manner as for the weapons. Instead we had to create a mix between effect sounds and ambient sounds. The towers had to sound great alone but also great together without being overwhelming.

To make sure the towers sounded as we wanted them to, we divided the frequency band amongst the towers, so some towers that are bigger have more bass and the smaller towers uses higher treble. Another important aspect to the sounds is the attenuation setting in the game engine. The attenuation controls the behavior of the sounds and it’s a very important tool when it comes to the placement of the towers.

The conclusion is that the towers should sound natural regardless where you are on the map and together create an intense symphony of sounds. On the link below you can listen to the Kairos - a tower that shoots out a probe that targets enemies and slows them down, making them easier targets.

https://soundcloud.com/extremeaudiorecording/towers-of-sanctum-2

The Weapons

Every weapon sound is crafted and tailored after each specific weapon, because we wanted it to feel like the weapon truly makes the sound. There are many details to the weapon graphics and we wanted the sounds to be equally detailed to complement the graphics and make the weapon feel complete.

We also wanted the weapons to sound different from each other and be instantly recognized by others in multiplayer. We feel that players should be able to locate each other with their hearing.

One of the more characteristic sounds belongs to the Voltaic Hand Cannon. It sends out an orb of electricity that targets the enemy closest to you. You can listen to the sound it makes on the link below:

https://soundcloud.com/extremeaudiorecording/weapons-of-sanctum-2

The Characters

It’s been awesome to work with such talented voice actors. They have made a huge difference to the game experience and their excellent acting truly makes the characters feel real. One of our funniest moments in the project was the recording of the Explorers. Hopefully you will have as much fun listening to all their different quotes, as we had recording and editing them.

On the links below you can listen to some examples from the playable characters Skye, Sweet and Haigen.

https://soundcloud.com/extremeaudiorecording/voices-of-sanctum-2

The Surroundings

Apart from the intense action in Sanctum 2 we also wanted the building phase to be more interesting. There are a lot of ambient sounds in Sanctum 2, which hopefully makes the world more immersive and a nice place to be in. You’ll enjoy that serenity before you hit ”Ready” and all hell breaks loose.

It’s important to use ambient sounds because it sets the tone of the surroundings. LOEK III is a beautiful place and we wanted the world to sound both harmonic but also a bit dangerous. You can walk around in the world feeling safe but suddenly hear a strange sound that’ll make you stay on edge. There are also tons of Easter eggs for the player to discover, making LOEK III exciting even when there are no enemies around.

On this link you can listen to a general ambient sound that can be heard in the early levels in the game.

https://soundcloud.com/extremeaudiorecording/ambience-sanctum-2

The Enemies

When there’s enemies around you will not have the time strolling around. Much like the weapon sounds, we wanted the enemies to sound individual and characteristic. There are similarities between the different enemies but we wanted each enemy to have their own personal touch.

Our favorite enemy is the Screamer because it was one of the first things that we created sounds for. As you probably have realized we have poured our heart and soul into Sanctum 2, but with the Screamer it almost turned out to be more than that. One of the various sounds it makes when spitting is actually me almost choking from trying to make a sound to match the animation. That’s the devotion you get when you hire Extreme Audio Recording.

When creating the sounds for the enemies we didn’t want the sounds to be recognizable animal sounds. Therefore we used several different animal sounds in addition with our own voices and mashed them together to create a unique blend of sounds.

On this final link you can listen to the somewhat disgusting sounds for the Screamer.

https://soundcloud.com/extremeaudiorecording/enemies-of-sanctum-2

The Extreme Audio Recording team wishes you good luck defending the Core. If you want to find out more about us, please don’t hesitate to visit our website:

www.extremeaudiorecording.com

Yours Faithfully

Johan Olsson & Erik Gustavsson

Posted: 2013-02-22
Posted by:
Armin Ibrisagic

Development Update #12: Weapon Spotlight!

Welcome to our #12 developer diary! If you’re going to make a game with First Person Shooter elements, it’s important that the shooting part works smooth. That’s why we’re excited to share some of our thoughts behind the weapons in Sanctum 2!

One of the main design ideas behind the weapons in Sanctum 2 is that they should be more skill-based and versatile. Picking your weapons setup in Sanctum 1 was a very important strategic decision, since every weapon had very specific strengths and weaknesses, and some weapons were simply useless against certain types of enemies. We definitely want this strategic depth in Sanctum 2 as well, but we also wanted to make weapons more versatile and give players the chance to do more than just one thing with one weapon, especially with hard practice and skill.

The ETK-Tesla Prototype was an awesome weapon in Sanctum 1, and of course it’s going to be a part of your arsenal in Sanctum 2 as well. We wanted to design a weapon that was unique both visually and gameplay-wise, that’s comfortable to use but still makes you feel extremely badass. Before the ETK-Tesla Prototype got its official name, it was called “the electric teeth fucker” at the office.

The Sub-Minigun is also one of our more strange creations. We felt we needed another rapid fire weapon next to the Assault Rifle, but we wanted to make it more badass than your everyday SMG. The Sub-Minigun blends features from both an SMG and a Minigun, providing an extremely fast firing rate at close range, but it is also one of Sanctum 2s most versatile weapons. Its secondary fire shoots a long-range plasma projectile that does damage over time to the target it sticks to. This makes it an ideal close-range weapon, but also lets players weaken or kill heavier enemies from afar.

Sniping enemies is way too fun, so we felt like we really wanted a sniping weapon in Sanctum 2. However, we still wanted it to be more than just a high-damage slow weapon. That’s why the sniper now has a secondary fire that fires a penetrating bullet that explodes and does damage in a cone behind the first enemy it hits. This makes the sniper both a perfect long-range weapon for heavy enemies, but once you’ve mastered its secondary fire mode, it can be excellent in taking out more than one enemy at a time as well.

That will be all for this week. Make sure to follow me on Twitter so I get more followers than my friends!

See you next friday,

Kisses and hugs,

Armin Ibrisagic

Posted: 2013-02-15
Posted by:
Armin Ibrisagic

Sanctum 2 – Enemy spotlight!

Time runs fast and we’re already at our 11th developer diary! Killing enemies is really what life as a Core Guardian is all about, so this update will be all about enemies!

What’s new

One of the biggest differences between Sanctum 1 and Sanctum 2 is that some enemies actually are aggressive now. In Sanctum 1, enemies always ran towards the core, but some enemies in Sanctum 2 will get angry enough when you shoot at them that they’ll try to kill you first. Furthermore, enemies don’t just disappear and die when they come close to the core now, they actually start punching, clawing and biting it instead, so you’ll definitely want to kill them as soon as they come close to the core!

Runner family

Runners were a wonderful sight in Sanctum 1. Well, the actual runners weren’t a wonderful sight, but seeing them all explode in a cloud of blood, guts and gore was very satisfactory indeed. Next to Walkers, they might be one of our most iconic enemies, so our artists were very excited to update their looks for Sanctum 2. However, runners are now sometimes accompanied by Brood Mothers, the pack-leaders of the runners. Brood Mothers are both bigger and heavier than their smaller counterparts, but can scurry just as fast across long distances to get to the core to quickly shred it apart.

Walker family

Walkers are maybe the most iconic enemies in the Sanctum franchise. The Pikachus of Sanctum, if you will. Walkers are now not just one enemy, but a family of enemies. The two smallest members of the Walker family are the Walker pups and the normal grown-up Walkers, but you’ll see more variations and mutations of the Walker family as you progress deeper into the uncharted parts of LOEK III.

That will be all for this week, but hey, don't be sad, maybe next week will have an even more awesome update?

Kisses and hugs,

@Arminposts

Posted: 2013-02-05
Posted by:
Emmy Wahlbäck

Ohai!

I'm Emmy "enmi" Wahlbäck, artsy hyperactive noobcake of Coffee Stain Studios. I want to share some notes about the art style of Sanctum 2 and how we've been working on making it look as friggin' neat as possible. To start off, let's focus on the characters because thats my favorite part! When Sanctum 2 was in its planning stages we had already decided that we wanted four unique characters. I'll talk you through thoughts about character design one character at a time. But not the fourth one. The fourth one is top secret. TOP SECRET!

SKYE

The game takes place a few years after Sanctum so it felt natural to upgrade Skye a bit. She's grown older, more battle hardened and scarred. We went through a whole bunch of ideas for her outfit and hair. It felt important to keep the essence of Skye as this streamlined, quick but brutal badass. When designing game characters, even in fantasy or sci-fi settings I like to gather inspiration from a lot of different sources instead of just looking at other games or movies within those genres. I spent a lot of time gathering references from street fashion, haute couture as well as functional military gear. Skye decided to shave half her hair off after she got hit across the head by a really annoying lume. It died horribly of course, but left a nasty scar on the side of Skye's head. Her old headband was replaced by an earpiece connected to the rest of her tech which has all been slimmed down to give her a more agile appearance. To enhance her authority I designed shoulder armor with strong hard edges as well as marks of her status. In Sanctum 2 she has been promoted to the highest ranked Core Guardian. The correctness of the uniform is supposed to stand in contrast to the raw attitude of her scars and wild hair. The art direction for Sanctum 2 aims to be sharp, crisp and clean. We amped up the whiteness of Elysion One and its technology and added darker areas as well as more variety in materials. Skyes blue jumpsuit got an upgrade with black and a richer shade of dark turquoise. If she ever gets bored in between fights she sometimes occupies herself with carving her kill-count into her armor. Only counting the really big enemies of course. If she included every pathetic little runner she massacred she'd have no time left to actually keep killing!

HAIGEN

Hawkins was kind of tricky to figure out. We knew we wanted a male character and we knew he and Skye were supposed to loathe each other. During the concept stages we just called him "Douche" since that's probably what Skye would have called him. His armor was quite difficult to design too since we wanted him to be really tall and lanky but still function as a close combat brawler. How to dress a tech-nerd so that he'll be able to withstand brutal lume bashing while tearing their limbs off with a shotgun? Well, the main inspiration came from the sort of protective gear that is used by crazy people who disarm bombs for a living. Blast protection around the neck, helmet with a shield for the face, some big headphones for chill music and several layers of protective gear over his chest and ribcage, that should do the trick! To be able to carry all his tools and gadgets he's got massive bags attatched to his belt. Silhouette is a vital part of character design and to make his shape dynamic and balanced I designed a pair of reeeally baggy pants for him to go along with his heavy chestplate. The idea is to bring out the difference between his skinny body and the brawler armor that was probably made to fit way sturdier Core Guardians than Haigen.

SWEET

The idea of Sweet Autumn was being tossed around long before we even knew if there was going to be a Sanctum 2. There are hints of her existance in the first game and there was a clear vision of who she was before the design was made.  As a concept artist I think it's kind of rare to get an assignment where you get a chance to design a character that is so close to your own personal taste. I felt like a happy kid in a candy shop while doodling different sweet designs. Her style is a combination of Harajuku street fasion, functional snowboard gear all mixed up with the armor tech of Elysion One. Because of her speedy and childish personality it was natural to have her modify and customize the Core Guardian uniform to make it less boring and more personal. I experimented with other colour variations on her jumpsuit but we ended up deciding to keep the turquoise and black suit closest to the body and add other colours on top of that. She's tied her own orange overalls around her hips, painted graffiti all over her exo skeleton and glove. There are some crazy cute stickers on there too. Her hair is streaked in pink and blue but that's probably temporary since Sweet is the kind of girl who changes her looks according to her moods. We wanted to make Sweet look sweet of course but it's been really important to us that her sweetness isn't her main feature as a character. All that bubblegum cuteness is what might strike you at first glance but there is more to her than that. You'll just have to dig through the game to figure her out. Haah, I bet you're all curious now, aren't ya!

Next time I get a chance to talk to you you'll probably get to know more about enemies and environments. We'll have to see!

Take care and eat ice cream.

@bittersweetenmi

 

 

Posted: 2013-02-01
Posted by:
Armin Ibrisagic

Development Update #9: Survival mode!

Welcome to our #9th blog post about Sanctum 2! Today we’ll focus on replayability and Survival mode!

One thing that many people felt Sanctum 1 lacked was replayability. We’ve worked very hard when developing our games, so naturally we also want people to be able to play them for as long as they want! The survival game mode for Sanctum 1 was very hastily thrown into the game before its release, but for Sanctum 2 we want to give our players all the tools they need to immerse themselves in the same survival game for hours until they realize their pets have starved to death and their house has burned down.

The Feat of Strength system that we’ve mentioned in previous blog posts will be central to the Survival mode in Sanctum 2. Feats of Strength are special modifiers that buff your enemies in all kinds of nasty ways. For example, one certain Feat of Strength greatly increases all enemies’ hitpoints, while another can buff up their movement speed quite a lot. These are used to make the game harder for experienced players, but they also have an important role in our new Survival mode! The longer you play a Survival mode game, the more Feats of Strength will be added to your game. We hope this will give a fresh twist to our Survival mode to constantly keep players on their toes.  So far there are five Feats of Strength in Sanctum 2, and no one at the office has managed to survive long enough for all of them to be added.  As if that’s not enough, the longer you survive, the higher your XP multiplier will get! We hope this will result in a much more dynamic game mode than in Sanctum 1, and we're really looking forward to seeing your results on the Steam Leaderboards when Sanctum 2 is out!

Finally, I'd feel bad if I did a dev update without pictures, so here's one of our most action-filled screenshots yet! 

Tune in next week for more exciting stuff, and, if you have brain cells you don't mind losing, why not follow me on Twitter?

Kisses and hugs,

Armin Ibrisagic

Posted: 2013-01-25
Posted by:
Armin Ibrisagic

Towers!

For those who have been following our Facebook page, we’ve been talking a lot about towers lately, and with good reason too! Towers are in many ways the most important armament in a Core Guardians disposal. They are the man-made machines programmed to be humanity’s only ally in LOEK III, the only thing standing between the Core Guardians and certain death.

If you’re going to make a tower defense game like Sanctum, towers will obviously have an extremely important role. When we first started developing Sanctum 2, we wanted to re-make old favorites from Sanctum 1 like the Lightning and the Gatling tower, but we also wanted to include all the awesome ideas we had for Sanctum 1 but never had the time or money to make. We want Sanctum 2 to generally feel bigger, better and more awesome than its predecessor, and giving players new and exciting ways of blasting, zapping and pummeling their enemies to red piles of gibs, meat and offal is a great way to start!

One of the first things players will notice is that we now have a new and more effective way of upgrading towers. For example, instead of having to pay 100 resources to upgrade a tower, players will be able to pool in money continuously to upgrade its stats. Towers still have levels, but if it costs 100 resources to upgrade a lightning tower from level 1 to level 2, and you only have 72 resources, you’ll be able to press and hold the left mouse button to “pool” your resources into the tower, and you’ll have a lightning tower that’s 72% upgraded from level 1 to level 2. This means that you’ll never have to start an action-phase with surplus money, as money can always be pooled into a tower to upgrade its stats! (Unless it’s maxed, of course)

The Focus Laser is a new tower to the Sanctum 2 lineup. It locks on to an enemy, and the longer it focuses on its target, the stronger and thicker it’s laser becomes. It’s the perfect tower for smashing through slow and heavy armored enemies, and most importantly, it looks extremely cool while doing it.


The Amp Spire is also a new tower in Sanctum 2. It functions as an energy beacon that increases the damage of all towers close to it. Upgrading it increases both the damage bonus and the range of the tower. We’ve been testing it at the office lately, and it can really give rise to very interesting strategies and maze layouts!

The Cannon Tower is maybe the most versatile tower in Sanctum 2. We showed it on our Facebook page a couple of weeks ago, but I think it's so awesome that I want to talk more about it! The canon tower is quite special, you see. On lower levels, it fires quick, light shots that are excellent in taking out small to medium-sized enemies. However, its range and attack damage is greatly increased when you upgrade it, but its fire rate is greatly lowered, which makes it less effective against small enemies, but much more effective against heavier ones. Deciding whether to build many smaller Cannon towers for quick and light damage, or to upgrade one into armor-smashing artillery piece will be very important for players who pick the Cannon tower in their setup!

That's all for now, have a lovely weekend everyone!

Kisses and hugs, 
Armin Ibrisagic

Posted: 2013-01-18
Posted by:
Oscar Jilsén

Name: Sweet Autumn
Age: 19
Height: 168cm
Weight: 64kg
Blood Type: AB+
Duty: Demolitions Expert
Weapon of Choice: REX Launcher

Background

Imagine Skye as a 19-year old and you're looking at Sweet. Except remove the bad attitude of Skye and replace it with an equal amount of over the top cuteness. Sweet Autumn is oddly creative when it comes to renewing her own appearance and it's not uncommon to find her sneakily tagging other peoples gear with random doodles. Her appearance and behaviour makes it easy to dismiss her as a naïve and harmless girl but then again she is the younger sister of Skye.

Sweet has a fondness of all things that go boom. Loud, flashy and heavy is her way of dealing with Lumes. She rushes into any battle without hesitation and makes sure to have a damn good time while she's at it.

Equipped with her brutal REX and a sturdy exo-skeleton she's ready to withstand heavy recoils and wild leaps through the air. It's not uncommon to see her bouncing around the battlefield like a kid in the middle of a sugar-rush. She might seem careless and easily distracted, and that's exactly what she is. She's still killing off Lumes as if she was custom built for the job.

Gameplay

When you play Sweet you’ll notice that she has a tendency to make things explode. Her weapon of choice is the REX Launcher - a reptile looking rocket launcher. The REX has two useage modes, one is to launch high-explosive rockets that can take out several enemies at once. The other one is where things get more interesting. It is a target lock-on that launches missile canisters. These canisters split into several smaller missiles that seek out their target. Sure, they might not damage enemies in as big an area but it’s excellent for single targets. Sweet loads all her weapons with napalm rounds. So all targets that are damaged by her are set on fire and take extra burn damage over a few seconds. If she finds herself in a bad spot rocket jumping is NEVER a bad idea, especially not since Sweet’s equipment has a gravity stabiliser, giving her unparallelled air control. It doesn’t matter if you’re surrounded by Lumes when you have that setup of toys at your disposal.

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