Built on the foundations of a rich lore
Early on, we wanted the game to have a substance, a theme or atmosphere that was indicative or something though-out, something bigger. We wanted the game to feel like it was just a small part of a much bigger, richer world, a small part of a long history. So although we currently do not have any plans for a Single Player campaign, we set off to create a back-story, filled with incredible details on all of the characters, the background, locations, events, technology, weapons and other parts of the world. This would not only help with the style and design of the game's elements, but also help maintain a consistency throughout the various levels and characters, giving them a sense of purpose, a place. With Vertex, every weapon has a history, an origin born out of necessity from the world's lore and adapted to the current timeline it is represented. From the mundane subway station in the heart of the slums, to the observation deck on the Royal Palace, each location is rooted from the narrative, depicting various events and aspects of the lore.