Social Stealth: Fast Travel Games Launches 2v3 FPS ‘Mannequin’

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It’s been a year since Fast Travel Games first announced Mannequin, the developer’s first-ever internally developed multiplayer title. Since then, the 2v3 hide-and-seek VR FPS debuted in Early Access, where it’s earned a 4.74-star rating and critical acclaim. And now, it’s ready for primetime with its official launch on Meta Quest 2, 3, and Pro.

To celebrate, the devs are offering a 20% launch discount for those who buy the game now through 8:59 am PT on September 16.

We sat down with Game Director James Hunt to learn more.

Mannequin marks the first time that Fast Travel Games has released a title in Early Access prior to the official launch—is that right? What motivated you to go that route?

James Hunt: That’s correct! In fact, Mannequin is our first internally developed multiplayer title, so we knew we couldn’t treat it the same as one of Fast Travel’s many single-player releases. We wanted to give the community a chance to get in at the ground floor and really help shape the game over the course of 2024. The feedback we’ve seen has been invaluable in shaping what’s included in our big launch this week.

How has the game evolved since it was initially released in Early Access?

JH: When we first launched playable builds, we were rotating maps. Then we eventually gave access to all four maps at the same time. This helped us fine-tune these existing levels, rearranging first-responder placements and polishing up the visuals to deliver a better overall experience. But it’s the custom games that have seen the biggest leaps so far, with new modes and options delivered across the Early Access phase. We also launched on PC with full cross-play support. The result is a much more sturdy and feature-rich game from the Early Access launch, with more to come!

What can you tell us about the visual improvements you’ve made to the game to optimize for Quest 3?

JH: We were really able to lean into our work on the PC version of the game and bring some of the key visual differences back over to Quest 3 specifically. So that includes stronger effects like reflections and material roughness, as well as more technical features such as increased LOD distances, higher anisotropic texture filtering, and higher MSAA to reduce jaggies. We’re so glad to finally be pushing the Quest 3 with this version of the game!

For those who may be unfamiliar, what’s the elevator pitch for Mannequin?

JH: Simple—Mannequin is a hide-and-seek FPS! One side of up to three Mannequins can hide around the map by posing alongside frozen human statues, while a team of up to two Agents hunts them with elite tech. Mannequins take Agents out by tagging them with their hands, while Agents eliminate their targets with energy weapons. Last team standing wins!

What was the original inspiration(s) behind Mannequin? How did you ultimately arrive at this unique cat-and-mouse vision?

JH: Mannequin takes inspiration from a variety of game genres, including social deduction games like Among Us, prop-hunt games like Garry’s Mod, and asymmetric survival titles such as Dead by Daylight. By combining these elements with a frozen time concept and our VR pose-to-hide mechanic, we’ve created a thrilling and immersive game where both teams battle to outsmart and eliminate each other.

How did you decide on 2v3 as the right balance? Why not 2v2 or 3v3? And how did you design the Agents’ tech to ensure the difficulty level was right across teams?

JH: During the prototype phase, we experimented with various team configurations, and we found that two Agents vs. three Mannequins offered the most enjoyable experience. While the game is balanced around this setup, Mannequin is still fun with as few as 1v1, and in a custom game, you can adjust the team balance to suit your preference.

Early on, we decided that Mannequins would eliminate Agents with a simple touch, prompting Agents to maintain distance and rely on long-range weapons. Both teams are easy to pick up but require skill to master, especially since there’s no single strategy for victory.

Do you prefer playing as an Agent or a Mannequin? Why?

JH: That’s a tough call! I love the slick, sci-fi tech you wield as an Agent—it makes you feel like an elite operative straight out of a blockbuster movie. But the Mannequin’s posing mechanic is really where the heart of the game lies. It’s so much fun to strike up different poses, then watch Agents helplessly scan the room and get the drop on them when their backs are turned. It’s where the game generates the most thrills for sure.

What can you tell us about the game’s custom modes?

JH: Here’s the current lineup for custom game modes: You can play either Team Elimination or Infection, with more game modes on the way.

In Team Elimination, two Agents go up against three Mannequins in our standard competitive match. In Infection, one Agent is tasked with hunting down four Mannequins. When a Mannequin is shot, they turn into an Agent and join the hunt, ramping up the intensity as the game progresses.

You can also adjust various settings in both modes to create your ideal experience. Custom games allow us to test new ideas and gather feedback. The most popular modes may eventually be added to Quick Play, where players can earn rewards as they progress.

What’s next for you? Anything exciting in the works?

JH: We’re committed to making Mannequin a fantastic experience for all our players. It’s a little early to talk about post-launch content, but rest assured we’ll be supporting the game with some exciting plans once we’re out of Early Access.

We also recently announced Action Hero, a blockbuster new shooter for Meta Quest headsets. It’s a dynamic new experience for VR veterans and newcomers alike, taking players through movie-themed setpieces with huge, over-the-top action. And it all plays out in cinematic slow-motion. We think people are going to love it!

You also may not know that Fast Travel Games is a publisher as well as a developer. We recently announced that we’ll be bringing Band Space to Quest this Fall. It’s an awesome multiplayer music game that lets you form a full band with friends. We’ve got some more exciting announcements on the publishing side to share soon, so stay tuned.

Anything else you’d like to share with our readers?

JH: Just that we’re incredibly grateful for the support you’ve all shown Mannequin so far and that we’re excited to be with you on this journey. We set out to make a multiplayer VR game that could truly only be experienced in headsets, and we really think we delivered on that goal. If you’re already with us, then thanks for playing. If not, then please check out our Free Trial and see what you’ve been missing!