SENTINEL

"Fight or Flight? Why not both?"

- Official Game Tagline

CyberSchok is a first person shooter and first person platformer developed by GameSchok. It is their first multi-platform game.

Development
"We picked the highest risk option, because this was our make or break game."

- Jason Friedrich, Lead Weapons Designer

After the lackluster sales and lukewarm reception of Warfront due to the weak gunplay and unbalanced multiplayer, they decided to make a multi-platform game with their remaining funds, but did not make a PC version due the risk of piracy. They also decided to use Titanfall 2 as their base. The control scheme is also different from most first person shooters, and platforming sections were made with inspiration from Mirror's Edge, but given the boost of a modified version of their last game's movement system.

In 2018, they decided to make the game unique by stripping it of things like Aim Down Sights and dramatically make the game faster, just before E3. The game was demoed with lukewarm response, mainly for the innovative ideas and graphics of the engine, but the UI and other features were heavily criticized, as the no ADS version was not demoed due to time constraints.

They decided to skip E3 in 2019 to double down on making the game, and finally released it to a slow launch on 20 December. Surprisingly, the week after launch, the game's sales nearly doubled in comparison of the launch week due to surprisingly good reviews due to uniqueness and brilliant feel, and quickly established itself as a contender to the traditional FPS kings in Battlefield and Call of Duty.

Controls
Movement

Combat

General

Combo Moves

 * Wallrun (Sprint after jumping to a wall (horizontal) or after going into cover (vertical) to run on the wall like the ground while using your free-running charge)
 * Dash (Sprint while mid air to dash through the air)
 * Aerial Melee (Melee while mid air to dash down at target)
 * Snap Flip (Take cover when near a wall, sprint and jump to wall run up the wall and then propel yourself far away from that wall)
 * Boosted Reload (Reload while reloading at the right time to end reload that point with a small rate of fire boost)
 * Ultra Jump (Jump while sprinting to rise rapidly to great heights)
 * Dive (Roll while sprinting to dive back to ground)
 * Lunge (Melee while sprinting to rapidly move forward with your close quarter attack readied for extra damage)
 * Quick Swap (Swap while firing to instantly switch)
 * Level 2
 * Aerial Roll (Roll exactly when hitting the ground to take no fall damage)
 * Wall Hook (Tap the fire button while wallrunning to hang on to the wall)
 * Advanced Free-Run (Tap the free-run button, example, when jumping press jump, at the right moment to have 25% higher speed and 25% longer charge)

Customization
With the focus on high mobility, the standard "pick x things" approach is absent in the game. Instead, the player is given two main methods of customization, Advanced Combat and Traversal Outfit selection and Loadout selection.

Advanced Combat and Traversal Outfits
With Hero based shooters trending, the ACTO system is similar to most heroes in games like Call of DUty: Black Ops 4 and Overwatch, but have the distinction of being over the character instead of the character. They each have advantages and disadvantages instead of abilities and can be heavily customized. With all ACTOs having a set weight limit, exceeding the slot usage halves all mobility. They are:


 * Adjustable Combat Mobility Systems: A basic frame that can be greatly customized, but lacks specialization.
 * Equipment Slots: 1 Primary 1 Secondary 1 Heavy 3 Grenades 1 Tactical Ability 2 Advanced Module
 * Mobility: 125% Mobility
 * Trait: +50 Health
 * Unlocked At: Level 1


 * Specter Cloaking Tactical Combat Gear: A modified ACMS which is stripped down for greater mobility and for a cloaking device.
 * Equipment Slots: 1 Primary 2 Secondaries 2 Grenades 1 Tactical Ability 1 (1 Extra) Advanced Module
 * Mobility: 140% Mobility
 * Trait: When not free-running, invisible on mini-map and with naked eyes, except for a shimmer
 * Unlocked At: Level 3 Stealth


 * Heavy Combat Utility Armor: With heavy armor and deadly weaponry, it is slow but an effective tank.
 * Equipment Slots: 1 Primary 1 Secondary 2 Heavies 6 Grenades 2 Tactical Abilities 3 Advanced Modules
 * Mobility: 95% Mobility
 * Trait: Non-Heavy weapons deal half damage, shields regenerate 15% faster
 * Unlocked At: Level 7


 * Tactical Mobility Assistance Systems: With minimum equipment and a strong focus on speed, what they lack in durability, they gain in evasion and movement.
 * Equipment Slots: 1 Primary 2 Grenades 1 Tactical Ability 1 Advanced Module
 * Mobility: 175% Mobility
 * Trait: Free-running uses half the regular charge amount
 * Unlocked At: Level 10

Tactical Abilities
Tactical Abilities are meant to augment your abilities in short bursts. They can enhance every build, for example, a stealth build will benefit from the Grappling Hook, allowing it to use less conventional routes and escape if discovered; a class focused on mobility will be able to use it to further build upon the existing abilities; a class focused on being able to do everything will find the ability effective as well; an engineer build with its low mobility will be able to alleviate some of its slow speed by using the Grappling Hook, etc. They have a 1 minute cooldown that is reduced by 5s per kill. They are:
 * Grappling Hook: Allows you to quickly ascend areas and pull enemies and weak structures towards yourself. Hold the Tactical Ability button to aim and release to launch the hook.
 * Healing Tonic: Allows healing of allies to full health when withing 5m and looking at them.
 * Fabricator: Replenish team's ammo and grenade supply.
 * Radar Pulse: Reveal location of all enemies on the map and where they are facing for 5s.
 * Reinforce: Call in 3 NPC soldiers with you own loadout with 100 Health and 100% mobility to fight on your side.
 * Warp: Use to return to the location you were in 10s ago.
 * Kinetix Armor: Creates a 250 HP armor around the user.

Advanced Modules
With the keyword being "mod", they modify the trait or change the statistics of ACTOs. They are specialized, and unlike Tactical Abilities, they have drawbacks and can hinder certain playstyles. They are static boosts and detriments. They are:


 * Weapon Control: Reduce rate of fire of all weapons by 15% to tighten firing spread by 50%.
 * Enhanced Mobility: Reduce free-running charge by 10% to increase all mobility by 20%.
 * Armored Sentinel: Reduce mobility by 5% to decrease all damage taken by 15%.
 * Resistance Enhancements: Reduce grenade carrying capacity by 1 to remove flinch and triple armor penetration.
 * Silencing Module: Reduce health and shields by 5% to remove all sounds made by character except for firing.
 * Extra-Sensory Unit: Increase tactical ability recharge by 15s to hear silenced movement, see invisible enemies and hear silenced gunfire.
 * Enhanced Free-running Unit: Reduce shields recharge speed by 10% to allow Level 2 Movement Combos.
 * Tactical Booster: Reduce free-running charge by 10% to decrease tactical ability recharge by 15s.
 * Mobile Firing: Increase firing by 7.5% to allow firing while sprinting. Gun abilities cannot be used while sprinting.
 * Quick Handler: Reduce mobility by 5% to allow reloading while sprinting and 25% faster reloads.

Loadouts
Players have a slightly different loadout system to regular first person shooters. Every ACTO has a set of 3 loadouts available for it, and as others a unlocked, the player gets essentially 12 loadouts broken up into 4 bits. Also, every item has load points, with equate to -1.5% Mobility. This is used to force people to prioritize extra weapons and grenades or higher mobility. Your current held weapon does not affect your mobility, instead the amount of weapons you carry do. The default loadouts for each ACTO is listed here.

Adjustable Combat Mobility Systems
 * Standard Issue:
 * Primary: Atlas 8.75mm Multipurpose Rifle
 * Primary Gun Ability: Aim Down Sights
 * Attachments: Sights: Atlas Close Range Optics Attachments: Extended Magazines
 * Secondary: Atlas .425 AHC Handgun
 * Secondary Gun Ability: N/A
 * Attachments: Sights: N/A Attachments: Suppressor
 * Heavy: Atlas 12 Gauge
 * Heavy Gun Ability: Atlas Rapid Fire Package
 * Attachments: Sights: N/A Attachments: Scattershot
 * Grenades: 1 EMP Grenade 2 Fragmentation Grenades
 * Tactical Ability: Grapple Gun
 * Advanced Module: N/A
 * Statistics: 150 Health, 100 Shield, 99.5% Mobility

Weapons
Main Article: Weapons (CyberSchok)

With the high mobility focus of the game with ADS not being there for nearly all weapons, the weapons feel radically different from normal FPS games.