How do you kill stuff and move around in Uppercut Games’ forthcoming cover-based shooter Epoch? It’s a question we asked ourselves after the first and then subsequent 14 viewings of the game’s smooth theatrical debut trailer. Earlier this week, we went to the source and got the answer. Turns out that Epoch is on-rails. Intuitive flicks and taps will guide the action as you obliterate the robot hordes in the game’s tortured future.

If you’re choler is rising at the moment, take a second and consider Infinity Blade [$5.99]. On-rails, for whatever reason, has become something of a dirty word, but Chair’s character action game proved that rails-based systems can provide the same amount of satisfaction that other, more open action games dish out. It’s all in the execution.

While we can’t speak to the overall quality of Epoch, we’re optimistic that Uppercut will knock this one out of the park. Industry veterans who have dealt with huge properties in the past founded the studio and created that trailer, which while noisy, proves that the studio has an eye for detail and a passion for good presentation and production.

To get more specific about how you’ll be guided in Epoch, action and movement occurs in what are called “arcs of cover.” You’ll be ushered between smaller arcs and setpieces, all the while tapping and flicking on enemies. We’re told that identifying whom to target first will be a big factor in the overall strategy. There are also special attacks, though at this point, we’re unsure what effect they’ll have beyond the surface.

Next week Uppercut Games hopes to be sharing a “How It Plays On iPad” video to give everyone a better sense of this. We’ll be keeping our eyes out for it, for sure and can't wait to see the game later this year.

  • http://pulse.yahoo.com/_KEEYVOKLLBZUMX3PLWZ735JM4E Anonymous

    This style of play has been around since CABAL.

  • Tikicobra

    I knew that as soon as I saw the trailer. I think this game looks really lame. Infinity Blade works because the combat itself is so great. It's like playing Punchout. But this just... doesn't look all that good.

    • Anonymous

      I will be intrigued to see how this plays out as well. Parrying successfully in Infinity Blade is some of the most awesome badass feelings you can get playing a iOS game I think. Will be interesting to see if the same feelings come across with the shooting.

  • Murderin Murphy

    Can people get excited about robot shooters with no human element?  Can they connect/relate to the characters?

    I'm not being snarky or cynical here.  I genuinely wonder if it's possible.

    • Brian Hobbs

      Maybe if it's like Wall-E...with guns.

    • Adams Immersive

      People get excited about purely abstract games without even robots!

      I think the robots make a nice change, myself.

      • http://www.n00balert.com CopTop1

        There are a few things in life that make things better.  Food on a stick and Robots are 2 of those things.

    • Leffnoid

      I think that people would be excited just that: the robot element. We have WAY too many human games out there. We don't really need to connect with the characters either to enjoy the experience. Like... Infinity Blade. We know that the unnamed hero is human (sort of) but we still all love it, except for those damn haters who seriously need to shut the f- Personally, while some play games for the story or the emotion, it would also be a pleasant change to play a game without people in it for once. You know... since it's unique? :D

  • glenn torres

    its good if it use gyroscope, like rage hd

  • glenn torres

    some info about how this game played

    To call Epoch a "cover shooter" is a little misleading. Although it shares many characteristics with games like Gears of War or Shadowgun, Epoch offers a much more streamlined experience. It's more like Gears of War mixed with Infinity Blade, except that you play as a nimble combat robot, and you're trying to save a princess.But the game's story takes a backseat to the action. Action is what this game's all about-- there are no story-based cutscenes, and there's very little downtime. Mostly, you'll be shooting at enemies and avoiding their fire.
    When you begin, you're quickly ushered into your first firefight, in which enemies pop out in front of you, and an interactive tutorial walks you through the moves you have at your disposal. Unlike in Shadowgun, you don't have full control over your movement. All you can do is dodge by swiping left or right, duck behind cover by swiping down, or do an acrobatic flip across the screen by swiping upward. There's no retreating, or rushing the enemy, or anything like that. It's duck, dodge, and gun.
    To shoot, all you have to do is tap to target the enemy you want to destroy. After that, anytime you're not ducking behind cover, your robot will automatically fire at the targeted enemy using your standard gun. From then on, it's all about avoiding enemy fire and using your auxiliary weapons strategically. Overall, the controls are very intuitive, and we found ourselves dancing around like a ballet-trained assassin in no time.