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We want to take the great social experience of a modern MMORPG and bring to it the high-fidelity combat of the action-RPG space.Ĭan you give us a quick overview of the combat system and why you chose this route?Ĭombat in Dauntless is all about choice, whether it's the strategy behind picking your weapon and armour skills to best suit your playstyle, or tactical execution and split-second decision making in the heat of combat to survive. A game like Dauntless doesn't quite exist yet. We landed on the concept for Dauntless because we wanted to innovate on a genre that we feel hasn't been heavily explored. We chose PvE because we believe in the power of players collaborating and sharing victory. We knew that we wanted to establish a social experience - a game in which people could play together for years to come - before we even explored genre.
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What inspired you to create Dauntless as your first project? We're dedicated to creating new and exciting gaming spaces for players to share together. We believe that playing together is the best way to experience a game. We started Phoenix Labs to carve our own path in the games industry and build new and memorable gaming experiences. We've all been in the industry for a long time, but we've always worked for large teams and publishers. Prior to that, Robin and I were together at BioWare on the Mass Effect franchise. Robin Mayne, Sean Bender, and I all worked together at Riot Games on League of Legends. Tell us a little about the history of Phoenix Labs and how it came to be.