Summary
A new score orientated survival game mode, using all of the Dead to Rights mechanics and with an online leader board. It is broken down into 6 individual rounds steadily increasing in difficulty via the introduction of different AI types and wave strengths over the course of the game.
Gameplay balance
Each round has its own unique feel, either by the domination of 1 or 2 particular AI types in the round, or by the distribution of weapons over the active characters to define an armed / unarmed round, or maybe by the sheer numbers of AI attacking the player at once. By using as many different D2R mechanics as you can to kill everyone as quickly as possible, you are given awards for the cool stuff you do. And when you have filled the Retribution meter, you are awarded double points for everything you do.
Play time
The entire playtime should work out at between 15 – 20 minutes (all 6 rounds completed), all depending on the players skill and play style. Short enough to merit an instant replay but long enough to challenge the player over time and offer a unique situation on each play through.
Awards
Awards are given to the player for doing cool stuff or using specific D2R mechanics, disarms, takedowns, mobile cover kills, tag team kills, shadow kills etc… The awards are split into 3 categories…

- Armed – used a weapon
- Unarmed – didn’t use a weapon
- Combined – a bit of both
armed Awards
- Armed Gold, Silver & Bronze – x5, x4 or x3 armed kills in quick succession
- Tag Tank – Shot and killed a tank that is struggling with Shadow
- Ranged Disarm – Performed a disarm shot and then shot and killed an enemy
- Tank Pack – Killed a tank via shooting its Tank Pack
- Mobile Cover – Shot and killed an enemy while in hostage with another
- Headshot – Shot and killed and enemy via a headshot
- Explosive – Killed an enemy via either shooting an explosive object or with a grenade
- Airtime – Shot and killed an enemy as they ragdoll in the air
- Massive Damage – Shot and killed and enemy with damage x% above their health
- Dead Eye – Shot and killed an enemy from a distance of 45m or over
- Tag Team – Shot and killed an enemy who is struggling with Shadow
unArmed Awards
- Unarmed Gold, Silver & Bronze – x5, x4, or x3 unarmed kills in quick succession
- Takedown – Killed an enemy via Takedown
- Last Man Takedown – Killed the last enemy in a round with a Takedown
- Clinch Kill – Killed an enemy with a clinch attack
- Shadow Kill – AI Shadow kill that results in the enemies death
- Shadow Command Kill – Commanded Shadow to kill and enemy
- Guard Break Kill – Killed an enemy with a guard break attack
- Electrocution – Staggered or threw an enemy into an electric fence and killed them
- Long Fall – Threw an enemy to their death off of a high ledge to the ground
- Overboard – Threw an enemy to their death into the sea
- Sic ‘Em –Threw an enemy to the floor and commanded Shadow to maul them
- Counter Kill – Killed an enemy using a counter attack
combined Awards
- Body Count Gold, Silver & Bronze – x5, x4, or x3 kills in quick succession (timing window much tighter than other medals for explosives and multiple headshots in 1 bullet)
- Master Flow – A Shadow Kill, Unarmed Kill and Armed (any order) in quick succession
- Switch Style – Used both armed and unarmed attacks that results in a kill on 1 enemy
- Disarm to Headshot – Disarmed an enemy and killed them via a headshot
- Cheese – Booby prize for doing the same thing 3 times in a row (Chain Breaker)
Scoring
Each enemy has a price on his head, the tougher the enemy, the more points they’re worth. On top of this, depending on what weapon he is assigned (if any) will also modify his point’s value. Example, a scout with a shotgun is worth more than a scout with a pistol or unarmed. So you could say his threat level towards the player increases his value.
Characters
Allies
- Jack – Player
- Shadow – AI buddy
Enemies – weakest to toughest
- Undercover GAC Scout
- GAC Scout
- Undercover GAC Soldier
- GAC Soldier
- GAC Sniper
- GAC Heavy
- GAC Brawler
- GAC Tank
- GAC Riggs – Boss
- GAC Redwater – Boss
Weapons – good to powerful
- GAC BX4 Burst Pistol
- GAC Predator Pistol
- GAC PRTN Battle Rifle
- GAC P1 Assault Rifle
- GAC SB3 Riot Shotgun
- GAC .338 Sniper Rifle
- GAC MP001 Auto cannon
- GAC UW5A RPG Launcher
Most of the weapons are by brought in by the AI themselves. This encourages the player to engage in close quarters combat to gain a better weapon for themselves and leading to more awards. Distributed across the map are 3 ammo boxes with predator pistols inside them. This offers the player some basic weapons until they are comfortable with getting them from the enemy.
Retribution Mode
Every award has a value. The harder it is to do the more retribution bonus you get for it. But if you only do 1 award the bonus will time out. (Check the meter in the top left of the HUD).
- By chaining several awards together in quick succession they stack on top of each other until they reach the top of the meter and you enter Retribution mode and all awards are worth double.
- To feedback to the player that they are now in “the zone”, the Retribution meter bursts into flames as well as Jack’s hands.
- As well as the double points, the player gains a mild damage increase to all of his attacks to assist you during this ever falling meter.
- Once the meter has counted up all of your scores while you are in Retribution mode, it then releases the meter to start to fall back down to zero. Once this starts it’s not over, as every further award will pause the meters descent until it’s been added up and then it starts to fall again.
- When the meter drains all the way to zero, you drop out of Retribution mode and have to build the meter up again from scratch.
- This adds a tension into the game mode where you are plotting your next 3 kills in advance desperately trying to stay in retribution mode. (I’ve actually clung onto a slither of meter left but kept the awards rolling in and adding scores and held onto the bonus for at least another minute).
- When the player drops out of Retribution mode, they are evaluated on the awards they scored while in that Retribution session. The more varied your play style was, the bigger bonus you will receive.
Time Bonus
At the end of each round you are scored on how fast you completed it. The target time is hidden from the player which encourages them finish each round as quickly as possible, and to wade into battle and get scoring the big medals in quick succession.
Variety Bonus
At the end of each round the player will receive a Variety Bonus. This variety bonus relates to the unique individual awards the player receives in the round again encouraging them to use a variety of mechanics in a round. For example, just sticking with one award type such as headshots will result in a low variety bonus. The greater Variety Bonus scores come from increasing the amount of unique medals that the player achieves in a round.