Outbreak: Game Information Follow
Introduction
Duration: 27 minutes + 3-minute buffer (30-minute game)
Players: 1-8 (but works best with 2+ players)
Languages: English, Spanish, Japanese, French, German, Italian and Arabic.
Zombies. Sabotage. A stolen cure. Do you have what it takes to outwit – and outblast – hordes of enemies as you fight for survival? Get ready for Outbreak.
Important: Unique things for operations
Important: Unique things to know for operations
Game Results will take longer to generate
Game Results will now be emailed 3-4~ minutes after the game finishes. This is to allow for the Player Takeaway Video to be generated, which is included in the player's Game Result.
Player Takeaway Video
- Players will receive a highlight video at the end of their experience, within their game results.
- There will be a highlight per team.
- The video will show a number of highlight moments throughout the game, showing video filmed of the players in the gamespace and within the game itself.
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If there are issues and you need to troubleshoot at these times, we generally advise:
- Technical issues: Resolve technical issues as early as possible to avoid any disruption. However if it happens try to allow the moment to pass, and then assist the player.
- Player issues: If players are scared and need help (e.g. are too scared to do the bridge walk), then you can ask them to wait and allow the rest of the time to complete the moment. Then help those players, by lifting their headsets and having them walk to the rooftop and skip the in-game experience.
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Note: Game Master voice communications are NOT in the takeaway video.
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The highlight moments are:
| Level | Moment | Duration |
| Quarantine | As the elevator door opens | 3 secs |
| Quarantine | As the first zombie is killed | 7 secs |
| Quarantine | As players board the lift | 3 secs |
| Rooftop | As players are going up the lift | 3 secs |
| Rooftop | As players walk the corner onto the plank | 3 secs |
| Rooftop | As players walk from the plank onto the roof | 3 secs |
| Sewers | As players walk into the ramp to the sewers | 3 secs |
| Sewers | As players trigger the waypoint in the sewers (big zombie) | 3 secs |
| Sewers | As the first zombie is killed | 3 secs |
| Sewers | As players board the lift at the end | 3 secs |
| Stadium | As player lift arrives at the stadium | 3 secs |
| Stadium | In the third boss round, the first large attack | 3 secs |
| Stadium | In the third boss round, the first small attack | 7 secs |
| Stadium | Celebration moment | 7 secs |
Gen 2: Play with full batteries
- While Outbreak brings VR graphics to the next level, it does mean our batteries will be working very hard. We strongly recommend providing your customers with fully charged batteries before starting their session.
Gen 2: The backpack PPS will have a limit of 45 PPS
- For this game only, all backpacks will have a limit of running at 45PPS
- This is to save battery life. We've used some magic in the background so that the game quality isn't affected!
- If a backpack is showing as limited to 30PPS this is an issue. The Game Master will need to reset the backpack so that it has 45PPS.
- Please note: A small number of sites will still see 90PPS for backpacks. This is Melbourne, Dandenong, Dallas, Mumbai, and Andorra. In this case, if you see backpacks are being limited to 60PPS you'll need to reset the backpack so that it has 90PPS.
Players can't see the other group
- Players will be unable to see players that are on another group even when they are in the same virtual space.
- Players on the other group will still appear on the safety radar with alarms but their in-game avatar is not visible.
Team-Assignment
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Up to 4 players can play in each group.
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Players can optionally choose their own teams in Loadout by shooting the pop-out selectors after shooting their profile name in Loadout, up to the limit of 4 players per team.
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When the GM presses PLAY, any players who had not selected a team will be auto-assigned for the best experience.
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By default, no one will be auto-assigned into a team on their own unless it is unavoidable. For example, if there are 3 players and none of them select a team, everyone will be assigned to the same team.
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This takes players who manually picked a team into account.
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While the game is PAUSED, the GM will have the ability to set or swap a player’s assigned team. PLEASE NOTE, this may result in the player needing to physically relocate to the other team physical location in the gamespace.
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As a GM might need to swap players between full teams, it is possible for a GM to temporarily assign more than 4 players to a team. Ensure that all players have a team assigned, and there are no more than 4 players on either team when the game resumes, otherwise players may not be able to proceed.
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Catch-up Mechanics
- As with UA and Far Cry, the game will adjust to give players 27 minutes of play time. Any time paused by the GM does not count and will extend the session time.
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The duration of encounters will be made shorter or longer depending on the pace that players are moving through the game.
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The below table shows how the game will reduce time spent in different levels depending on how long the game has been in the PLAY state (not including time before the GM pressed PLAY or while paused by GM).
Level |
Time |
|
Bunker |
If players take longer than 20 seconds to get into Loadout waypoints and load into Bunker, the firing range time may be shortened to a minimum of 20 seconds. |
| Laboratory | No change. |
| Quarantine 1 | No change. |
| Quarantine 2 | If players cycle the airlock after 5:20 they will only experience one wave of zombies. |
| Rooftop | If players arrive after 9:15 will only experience one wave of zombies. |
| Helicopter flight | No change. |
| Crash site |
If players arrive after 13:40 they will only experience one wave of zombies. |
| Sewer entrance |
No change. |
| Sewers |
If players arrive after 19:00 they will only experience one wave of zombies. |
| Stadium |
If players arrive after 22:30, one phase of the boss fight will be skipped. If players arrive after 22:30 but don’t finish phase 1 until after 24:30, phase 2 of the boss fight will be skipped. |
Known issues
Please see the Outbreak Known Issues page.
Player briefing
Please refer to the Player Briefings Platform.
Play progression
Waypoints
- To progress through the game, all players must stand in the "Blue" waypoint.
Levels
Outbreak as the following 10 levels:
| Level | About |
| Bunker | Players can practice at the shooting range until their is an explosion and they must head for the Laboratory. |
| Laboratory | Players find the Laboratory ransacked and the cure is missing. The cure has a tracking beacon and it shows the antagonist is headed for the roof and players take pursuit. |
| Quarantine 1 | Players enter the quarantine area and experience a jump scare, but no zombies... yet. |
| Quarantine 2 | Once players enter the room zombies burst from the door behind and then attack from all areas. |
| Rooftop | The stairs are destroyed so players must take a painters lift to the roof. The antagonist fires at the roof trying to block their ascent and damage a vent that players can walk up. Players must defend themselves from zombies on the roof until helicopter evacuation arrives. |
| Helicopter flight | Players board their evacuation helicopters and take pursuit of the antagonist following the tracking beacon, only to be shot down by his henchmen who are covering his escape route. |
| Crash site | Players survive the crash and get close to the beacon but must defend themselves from hordes of zombies. |
| Sewers entrance | The crash is drawing too many zombies so players head into the sewers to come at the tracking beacon from underground. |
| Sewers | Players must defend themselves from zombie attacks in the sewers until they can get the power for the lift online. |
| Stadium |
Players ascend the lift from the sewers into the stadium, where they find the Antagonist transferring the cure into a cold storage truck for transportation. The Antagonist attacks the players, and the noise from the fight draws in more zombies. Players must defeat both the antagonist and zombies, to secure the cure. Once the cure is secured, a helicopter arrives to pick it up and also to film and broadcast the players success to continue to instill hope to the survivors. |
Enemies
Zombies
- They will walk, run or crawl.
- They come in large hordes.
- They are easier to kill.
The Boss
- Has machine guns and missiles.
- Has an aerial advantage.
Weapons
Assault Rifle
- A faster rate of fire.
- Long-range.
- More ammo.
- Pull the trigger to shoot.
Shotgun
- A slower rate of fire.
- Close-range.
- High damage output.
- Pumping before each shot speeds up shooting.
Special weapons
Players can pick up special weapons that are stronger but have limited ammo.
- Players only need to pull the trigger, and there are no special mechanics for any of the special weapons.
- You must stand in the "Yellow" waypoint to use the special weapon.
- You will not be able to swap to your standard weapons until the special weapon ammo is used up.
| Special Weapon | Details |
| Heavy Assault Rifle |
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| Heavy shotgun |
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| Anti tank Rifle |
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| Grenade Launcher |
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| Minigun |
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Death
- When killed by an enemy, the player will:
- Be unable to shoot for 10 seconds
- See the world in grey
- No longer be targeted by zombies
- Turn into a "white" ghost (The player will remain visible to the team)
Scoring
Type your info here...
| Action | Points |
| Zombie kill | 200 |
| Big zombie kill | 400 |
| Headshot | 150 bonus points |
| Boss | 1 point per point of damage done to the boss |
| Dying | No points are lost for dying. |
Player safety
See our article on Game Safety System
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