Rend Aims to Fix the Survival Genre of it's Problems

Rend Aims to Fix the Survival Genre of it's Problems

This could be the survival genre's saving grace.

JesseCecchetto by JesseCecchetto on Mar 14, 2017 @ 10:35 PM (Staff Bios)
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Early access survival games are some of the most lack-luster, stains on the gaming community these days. With game's like Ark: Survival Evolved, and Rust dominating the multiplayer survival genre, for the most part, they are still plagued with the same problems that almost every early access survival game shares in common. We may have a saving grace just yet in the form of Rend. Rend is an extremely ambitious fresh take on the open world, multiplayer survival genre. 

"We spent a lot of time digesting what the survival genre is all about," says Frostkeep Studios co-founder Matt Milizia. Rend attempts to blend some of the best mechanics from other genre's and games such as World of Warcraft and League of Legends, while focusing on the Survival genre as its core. Instead of spawning naked and alone in a confusing world like most survival games, in Rend, you choose from 3 factions right from the start and immediately have a purpose and goal. Each server is basically an all out war between the three factions.

The goal of the game is to destroy each faction's "Divinity Stone" within their home base. To avoid offline raiding, which is something that is very common and extremely cancerous in most multiplayer survival games, forcefields protect each factions divinity stone, except on one day of the week. On this "Day of Reckoning", demons spawn and lay siege to each faction's base. Players must team together to defend their bases, while also attempting to take out the other factions bases. If your divinity stone is destroyed, your faction is wiped from the server until one faction is remaining, or until the server resets. 

There is so much to get excited about with Rend, so here's hoping that it will be a survival game that actually makes it out of early access. Check out more about Rend here.

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