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New Valorant Agent Chamber Revealed in Snazzy Cinematic

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New Valorant Agent Chamber Revealed in Snazzy Cinematic

After numerous teasers since as far back as midway through this year, which in turn led to all sorts of speculation about a new Valorant Agent codenamed Deadeye, Riot Games has finally officially unveiled the latest addition to the roster. He’s called Chamber, and he’s a sentinel with some unique abilities that we’ve not yet seen before in the game.

As usual, Riot has prepared a cool cinematic trailer to introduce the character and tee up some of the lore that has led him to become a member of Brimstone’s team. Check it out:

As for the specifics of his abilities, here’s a full overview:

  • (C) Trademark PLACE a trap that scans for enemies. When a visible enemy comes in range, the trap counts down and then destabilizes the terrain around them, creating a lingering field that slows players caught inside of it.
  • (Q) Headhunter ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights.
  • (E) Rendezvous PLACE two teleport anchors. While on the ground and in range of an anchor, REACTIVATE to quickly teleport to the other anchor. Anchors can be picked up to be REDEPLOYED.
  • (X) Tour de Force ACTIVATE to summon a powerful, custom sniper rifle that will kill an enemy with any direct hit. Killing an enemy creates a lingering field that slows players caught inside of it.

Riot has also revealed a quick look at his gameplay, too, which you can see below.

Finally, a press release sent to Twinfinite features some comments from John Goscicki, the character producer from Riot Games who led development on Chamber. Here’s what he had to say about the Agent’s design:

What were your goals when designing Chamber?

We started by thinking about different ways to approach the Sentinel role. Early on, our thought process wrapped around the idea of “someone that bunkers down, and holds a location by getting frags.” As we worked on Chamber, the evolution of someone who can hold down a site with an array of weapons emerged. Between your loadout, his pistol/ult, and gadgets, a player should be able to hold down a location.”

What did you take inspiration from / any notable concepts you wanted to convey with Chamber?

“We took a lot of inspiration from the archetype of “the gentleman assassin.” As we dove deeper into creating Chamber, it became clear that his gameplay revolved around highly lethal, pinpoint accuracy. That feeling was the core of his thematic: the idea that the distance of the shot, the breeze in the wind, the type of powder in the ammo, all these fine details must be taken into account to land the perfect hit. A person like that would care about the finer things in life as well.”

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