Are you curious about just how “open-world” Port Desire is? Want to know more about how we’re using verticality to broader exploration?
NO LAW is an open world shooter, but we are not chasing sheer size. The focus is on density and intimacy. Every area is handcrafted, full of verticality, shortcuts, side stories and systems you can poke at.
Unlike vast but sparse open worlds, ours is tightly packed with meaningful content and rendered at a consistently high level of detail. We are not trying to build the biggest map in the world, we are trying to make every block feel lived in and purposeful. There are very few straight streets, an unreasonable amount of pipes and AC units, and a surprising amount of vegetation woven into and through the concrete. It is full of verticality, shortcuts, hidden corners and spaces that feel like they exist for reasons beyond the current mission objective.
Unlike The Ascent, the player can now look up. And we’re taking advantage of the 3D space by giving players new routes to explore with infiltration baked into nearly every point of interest. Because it’s important for the spaces to be believable, we’re not placing ladders against every building. Sometimes, you’ll have to be clever and figure out your own path to the roof.
This could be utilizing the low balconies or side railings, finding some crates to stack to bring you to a nearby fire escape, or using the low roofs as a starting off point to get you to a higher vantage point. We’re actively working on enhancing this across the city, making sure that there are not only viable paths, but that there are compelling gameplay opportunities once you get there: an open skylight, a hidden vent to crawl through, or an abandoned cache of weapons.
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