The best to explain the game is to see it your self but as a general concept and description this should do.
Fire Walk is a First person shooter (FPS), War Simulation video game, and soon plans to "up the anti" with a large scale clash of FPS and Massive Multiplayer Online (MMO) gaming styles.
Our vision for this FPS-MMO is to create intense and near endless warfare. The games intent is to NOT be similar to current and modern day war video games. What differentiates FireWalk from other FPS and war simulations, is in the process to be state of the art Hand-to-Hand combat and hyper realistic combat roles, such as medical and field mechanics.
Along with this new level of realism, comes steep learning curves and strict never before seen ranking systems that will not punish due to a lack of specific skill sets, this will be introduced in later updates. With all types of assault and support roles, there is a style for everyone in every division, with teamwork being your greatest ally. If this game can not satisfy your warfare needs... we highly suggest enlisting for live combat.
With newer technology and a spark genius (with a touch of insanity), inspired a new and old style types of mechanics, Hand-to-Hand combat (H2H). Whilst in H2H, weapons are put to the side and knuckles are placed between you and the enemy. Your next options are nearly infinite! This new style of gaming play WILL bring the most primitive aspects of Rock-Paper-Scissors, incorporate martial arts, and tastefully season it with warfare.
Vast combat tactics combined along side of near infinite fighting moves ensures unique Close Quarter Combat (CQC) situations. The fundamentals of H2H will not be like other games, Sprint into range hit a button and insta-kill from their ankle, but instead will reflect the fluid movements of the human body and ridged actions of an attack. The thrust of a blade into a heart will be a kill but not instantly. Our final result will have situations where both members of the fight are dead, both survive but are unable to fight due to injuries and will incur a shorter living chance, or the winner will absolutely obliterate the opposition but will still get fragged because they did not finish the kill.
Having a completely new way to fight in close quarters allows for more out plays and better options in over all game play.
Combat Roles and Functions
Having troubles clearing rooms? Just can't place a grenade anywhere near your wanted location? Don't you worry, FireWalk won't bully you into submission with repeated drills.
Different roles require different skillsets, and subsequently (luckily for you), there are a multitude of options available to you; even right when you start playing. Field Medics and Field Mechanics for those that can remember procedures, Snipers for patients and steady aiming people, even artillery for individuals that are good at looking at a target and placing the fear of god in that area. A good sense of direction and split second decision making could land you a commanding job as well.
If there is one thing that will separate FireWalk from similar game titles, is that if you are not proficient in a skill/role you will not be able to play that skill/role in the actual fights. Honestly, if you blowing up helicopters every second in missions with few to no results, why would the main government keep giving you 5-7 million dollar machines to keep losing them? Boot camp will differentiate the masses. And for the one that are good at different roles will be able to chose and even preform multiple at once.
The elites will be mastered; The masters will be honored. Will you be honored?
With the route that FireWalk is taking, letting members preform jobs that they are best at, We are forced to set up an unorthodox method of leveling up. Yes, there will be achievements, titles, bragging rights trophies, and other types of trash talking material but everyone will have all available resources to them in their particular skill set, especially if their considered an elite. Many of these achievements and titles might have to be grinded out, but they will represent an over all game experience. In-depth player skills will be represented by stats such as: Kill/Death ratio, over all accuracy, and most importantly team/objective points and Win/Loss ratio. These stats are the base foundation that will decipher mercenary groups, input, and war progression. This is definitely a work in progress and will be honed around our final product, the MMO-FPS.
Please note these are plans, we will soon have a pre-alpha built for bug fix tests, developers are needed.