In November
of 2005, several GhostRecon.net staff visited Red Storm Entertainment
studios in North Carolina. The following interview transcript
is the result of hours spent talking to RSE. The answers given
are from a particular slice of time within the development
cycle (close to beta). Keep in mind that game features and
details may have changed since then, and RSE’s statements
shouldn’t be taken as descriptions of the final product,
but rather as a ‘snapshot’ of GR:AW MP for 360
during that period of game development.
- Christian Allen (CA) – lead MP designer
for GR:AW
- Brian Tate (BT) – overall lead artist
for GR:AW MP
- Pete Sekula (PS) – co lead artist
for GR:AW MP
- Robbie Edwards (RE) – producer
- Travis Getz (TG) – authenticity
coordinator
- Hatchetforce (HF) – GR.net Staff
- ZJJ – GR.net Staff
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HF – What
are the terrains we are looking at for the MP map?
PS – All kinds, we have an urban
map, two urban maps, two very large urban maps. Actually they
seem very large. There are just massive and massive amounts
of detail. There is Desert Gulch, which you’ve already
seen. There is a scrap yard, which is supposed be in the middle
of the desert. There is another type of abandon desert map.
There is also a map, which may or may not have seen, which
is actually two ships at night, where it’s rainy and
really nice and moody.
RE - Kind of like night docks in GR1.
Christian has told us is a favorite from GR1.
CA – Yeah, I get lot of email on
that.
PS – There is a lot of variety,
the full gamut from urban to wilderness.
HF – And weather
and time of day?
PS – Weather and time of day vary
from map to map. We are not doing snow this outing just because
of the choice of setting we’re in, basically in Central
America. Snow, they don’t see much over there. Which
is almost unfortunate because we nailed the snow down before
we picked the location. So we’ve got awesome snow, but
we are not using it. Variety has always been one of the hallmarks
of this series and that is not changing. We’re not going
to change that, we’re sticking to our guns.
RE – What’s funny is the one
that got everyone excited the most was the over/under one.
PS - The seashore?
CA - Yeah, the village on the sea, multiple
levels, piers. Picture Island Village with docks going out
into the ocean with multiple levels and buildings on stilts
and going up and down and underneath docks with people up
above you.
BT – You can hear people moving
around.
HF – In GR1,
you can go into buildings.
Devs – (Agreement)
HF - and in GR2
Devs – (Agreement)
HF - and GR3 MP
coop?
BT - In a limited way.
CA – In a limited way. We’re
still more limited than GR1, but a little bit more open than
GR2. There are more buildings.
BT – It basically comes down to
wanting to have the best experience for player vs. AI and
we could focus on doing some with tactics and fighting indoors.
We can focus on fighting outdoors and the kind of tactics
the AI can use. We could spread ourselves really thin and
try and do it all. We just made a choice, basically a business
decision. We can do one thing, and do it really well. If we
do two …
RE – We made a choice.
BT – Yes.
RE – We are reconsidering that choice.
BT – Well, now that we are figuring
things out, we have more options for the future, but basically
our primary focus is the outdoor combat experience. It’s
a key element of the franchise. There are a lot of shooters
where you fight indoors. There are not a lot of cool shooters
for fighting outdoors and Ghost Recon has always done that
well so we made it our focus and that is what we try to do
really, really well.
TG – And we already have Rainbow
Six under the Clancy umbrella that does the indoor combat.
HF – We talked
about the game types earlier. Can you go ahead and re-quote
those figures? I mean those were pretty impressive.
CA – Yeah. With the customizable
game mode system, you’ll have around about 1,100 different
game mode combinations. The actual number can go higher than
that depending on how you count different options. The game
will ship with presets for all your favorite GR2 game modes,
and GR1, so you can just go in and pick siege, but then you
can modify those presets or you can build your own game modes
through a range of options. They are broken into three types
of games. Elimination games, which is all based on scoring
by killing people so like in solo you have things like bounty
hunter, thief, and things like that or just plain sharpshooter.
Then there is territory games, which is all about controlling
zones. That’s where your domination, your siege type
games come in. Then you have objective based games, which
are all about flags or capturing officers, like search and
rescue. And then in your coop maps you have things like recon
and things like that go into that. So, for example, if you
really liked recon; you want to play coop recon from GR2,
but one of the things you didn’t like was that you can
just kill everybody on the map. Well, now you can go in and
say, well I have to have an alarm on so that if people see
me and I don’t take them out in a short amount of time,
I lose, but if you really don’t like that you can turn
it off. If you want a recon 1 zone, you can recon 1 zone.
If you want to recon 5 zones, you can recon 5 zones. If you
want to defend 5 zones, and you’re crazy, you can. Same
with siege, one of the things we ran in to with GR 2 is we
made siege. People said we really like siege, but we want
random bases. So we are like, ok, um, well we’ll do
double siege. Now we have two bases. They are like yeah we
like double siege, but we want it like this. [We are like]
ugh, we can’t make everybody happy. You know what, we’ll
design a system that will let you do that and then we don’t
have to do it anymore. So, if you want to play random base
siege or hamburger hill with a zone that moves or 5-zone domination.
Whatever you want to do you just set it up yourself. It’s
a really easy to use system. We focused a lot on UI and the
lobby screen making sure everything is really easy to use
and really fast to go through. We spent a lot of time on that
because that was one of the biggest complaints in GR2, and
GR1 actually.
BT - On the UI stuff, basically one the
things we basically set as a goal for ourselves, we said,
if you couldn’t do it on the fly, in the lobby, while
I’m hosting a game, like if it were so complicated or
the UI was so cumbersome that I would have to go do it in
some offline menu then it’s not worth doing. We really
focused on UI so that somebody hosting a game could set up
one of those custom games or make a kit restriction or whatever
while everybody is waiting and they are not going to be waiting
more than a few seconds so all those menus got drilled on
really, really, really hard until we got it down to just a
few button presses to go make your own custom game rules or
whatever. So, if you are hosting a game on Xbox Live, if you’re
playing siege and everybody goes we want those bases moved
or whatever you can go do it in five seconds, but now you
are playing with those alternate rules.
HF – But your
kit you pick. Say, I always use this kit when I’m playing
MP because anytime I play this map I always use this kit.
You were talking earlier about the ability to save that kit.
BT – There is the host that creates
the kit restrictions, basically defines the rules about what
weapons are or are not allowed on a game. And the host can
save out his favorite set of restrictions or rules for players.
Now the players also have the ability to save their own favorite
kit. Now when they get in the game and they select their equipment
there is basically a button right there on screen, they press
X. I’m playing as a rifleman class right now, this is
my new favorite rifleman kit, I press X. Every time I play
as a rifleman that’s the kit that I’m going to
default to. So, we avoid the whole race condition of people
trying to get through the menus really quick to get in the
game. That’s not a fun mechanic it’s just memorization
of menus and nobody likes that.
HF – You stated
earlier that that kit is tied into your Xbox Live gamer tag.
BT – Yes, it is stored with your
Xbox live account data. So if you like to play with your buddies
at another house, you can play split screen, or whatever,
or you go play at an internet café or something, all
those settings will go with you, when you go log on Xbox live
on some other Xbox 360 your settings will be pulled down and
everything will be remembered. You don’t have to set
up everything again.
HF – Down
to the player specifics in multi-player. How many weapons
is the player looking at for his choices in multi-player levels?
With no restrictions? I’m talking about the factory
defaults.
CA – I don’t think we’ve
announced the total number.
RE - It’s 30+ or something, with
grenades and smoke grenades and all that stuff.
HF - Are they listed
still underneath the basic kits, such as Rifleman, and Sharpshooter?
CA – We’ve got a Rifleman,
Grenadier, Automatic Rifleman, and Marksman. We changed Gunner
in GR2 to Automatic Rifleman, one, because it’s more
realistic, and two, because Gunner and Grenadier have the
same letter. And Automatic Rifleman is more real anyway.
Yeah, so they’re broken up under
class, and how it’ll work with the classes is, and I
explained it a little bit earlier, you get bonuses based on
the class you are playing on. But it’s not a restriction,
so you can still pick any weapon, but if you’re a Marksman
you get bonuses for single-shot. If you’re a gunner,
you get bonuses for long, sustained, automatic fire. So whether
you’re using an M-60 or an MP5, the Gunner will be better
firing full-auto than the Marksman. The Marksman is better
at single shot.
HF – How are
these bonuses applied?
CA– They’re in things like,
basically if you’re a Gunner, and you’re firing
full-auto, you’re going to get a smaller reticule bloom
than the Marksmen, who’s going to get a large reticule
bloom. Things like reload time. A gunner has a bonus. He reloads
the M60 faster than a Marksman; opposite for a Sniper Rifle.
Rifleman is kind of middle of the range. He’s the jack-of-all
trades guy. He kind of does everything good. The other thing
it does is if you go as a Grenadier, your weapons’ selection
defaults to Grenadier weapons. Or Rifleman, it defaults to
the carbines, and then you select from there and save the
default out.
BT - And your character appearance changes
to match your chosen role in a mission. If you choose a Grenadier,
you will come out wearing the gear that a Grenadier would
in order to carry his load out.
HF – The GR2
character choice was a little bit confusing sometimes.
CA – Yeah, we got rid of that.
HF - You were like,
“I picked this skin, why isn’t my skin showing
up?” You’d hear that a lot on Xbox Live.
BT – We’ll freely acknowledge
that as a weakness. We didn’t do that very well.
CA - Yeah, a lot of it was just because
the character models were so high-poly, and high detail, we
had to restrict the amount loaded into the map at one time.
We could only have 6 different models.
BT - Yeah, I think most of the confusion
came in that the player ultimately didn’t have choice
over his character appearance. He just expressed variation
within the baseline number. I want to be character 1, 2, or
3, and it was up to the host to decide what character model
you actually got. That’s where I think we basically
made the mistake. It wasn’t the player’s choice.
It’s the player’s choice now. So if you saw the
Character Appearance Configuration System now, you choose
your mission role, it affects what basic look the characters
body has, but then you pick your face, you pick your headgear,
etc. So you define the look of your character, and your character
will look exactly like that. The only thing that you don’t
have control over is your team’s camo scheme. The host
can assign those. Basically the host can say, “Do we
want everybody to blend in, or do we want everybody to stand
out?” On any given map, they could give snow camo on
a desert map, and they would stand out really well.
CA -Initially we had everyone choosing
their camo as well, but when you start out a team with mis-matched
camo, people just start blowing each other away, plus they
look kind of stupid. They look like Militia members. But if
they’re all in matched camo, it’s more like real
SF.
HF – A similar
effect also we had in GR2, was we had the ability to disable
the names in the IFF. Are you able to disable that?
BT – If you’re hardcore enough
to want to, you can disable it.
CA - In fact, I think you have a little
bit more options, as far as the level, because you can have
them show on the map.
BT - Yeah, you can choose.
CA - There’s a little bit more options
as far as scale of what you can control.
HF – How did
you handle the ballistics modeling for the various weapons?
CA - The ballistics system, the actual
firing ballistics system is relatively the same as GR2.
The key thing that has been changed is range effects on weapons.
In GR2, the range effect on weapons was a little bit more
pronounced than it was in real life, and we made back more
towards real life. An example of that is, say an M4 at 100
meters had a lot of drop off in GR2 as far as kill energy.
Aside from that, the system is basically the same. So the
difference of what you’re going to get, is at range
your rounds are going to be more lethal. At close range, it’s
pretty much the same.
HF – Now you
stated earlier that you’re currently looking to balance
penetration effects for ballistics with game play elements.
CA – Yeah. That really comes down
to play testing, play balancing. We’re definitely going
to have things like penetration on car windows and shooting
through lights. It all comes down to the play experience.
When it comes down to it, being fun is going to win out. As
long as it’s clear and consistent to the player what
I can and can’t shoot through is the goal. We don’t
want to end up with a case where the one team always wins,
because they’re on the side with the concrete walls,
and the other team is on the side with the plywood boxes.
We have full control over it, and we’re tweaking it
for the best play experience.
HF – You were
talking about round penetration. You were talking about IGI.
Is there any surface penetration?
CA - What we’re planning is light
surface penetration, like cloth and tents and stuff. We actually
have the technology to do it on everything. And we can do
it full kill energy reduction, like a 50 cal can penetrate
almost everything, and a 9mm almost nothing. But we’re
still play testing it right now. And it’s really going
to come down to cloth and flags.
HF – What
about glass windows?
CA – Oh definitely. Things like
glass and car windows are definitely going to be. But the
amount of stuff we’re going to do in the rest of the
game is up in the air. But whether we’re going to have
the wood shacks and things like that, probably not.
HF – What
about the doors? That still gives you an element without going
whole hog on it.
CA – Yeah. We’re still playing
with it. We actually do it per surface. Whatever the surface
is, whether it’s a light bulb or a wall, we control
it manually. So we have full control over it, it’s the
extent, because it has to be consistent for the players. They
have to be able to learn what they can and can’t shoot
through.
HF – Ricochets?
CA – Right now there are deflections.
So if you shoot through a windshield, it deflects. If you
shoot through 2 car windows, it ends up deflecting at random.
Ricochets we don’t have in. We actually play tested
ricochets because we have the tech for it, but on a map like
Desert Gulch, people would just blow rounds.
HF – What
about grenade blasts? How are you handling grenade blasts?
CA – We actually imported the system
we developed for GR2 PC, so it’s not the same system
as GR2 X-Box where if a grenade blew up say, right here, this
geometry could deflect the grenade. It creates an actual globe,
based on where it is, and only hard geometry will stop it.
HF – What
I’m getting at is, if a grenade goes off, and I drop
below elevation?
CA – I don’t think it would
hit anything.
BT - The odds of dying from that go down
a lot. It tests to 6 representative body parts. The more body
parts you have concealed from that, the better your chances
are of survival. But there is still a chance that if you drop
prone, and a grenade goes off, there’s still a chance
it’s going to kill you.
HF – What’s
the radius on that?
CA – I want to say 10 meters, 5-10
meters. I know it’s scaled down from what they are in
real life. There’s different zones of lethality.
HF – I played
some phenomenal titles online, where grenades go off right
next to you, that if they don’t kill you, you can’t
hear squat for [a long time]. Sometimes I think it fades too
rapidly. I know there is a game play element there, and that
it needs to be balanced out, but is that something you guys
are playing around with or looking at?
RE – We had it in GR2 and everyone
told us they thought it was a bug so we tried not to make
it sound like a bug. Everyone thought it was fake, that it
wasn’t real. I guess they never had a loud thing happen
in their ear. So we tweaked it and kept tweaking and kept
tweaking it that’s all we were doing. Trying to get
it where people understand it’s a feature we were trying
to recreate there, but if you think it’s too short,
then feel free to tell our sound guys. I’m sure you’ve
heard a few of them go off in your time.
CA – A lot of it with that is balancing
what it would actually sound like with what people perceive
it sounds like.
RE – That’s another important
thing, too. We are constantly battling Hollywood and the perceptions
that Hollywood has created for people and that’s not
the game we want to make. We don’t want to make a big
action movie; we want to make a realistic game. At the same
time we can’t go so far with realism that it alienates
everyone that buys the game because they don’t know
any different. The truth is the minority are the former military
and those types of people that know this isn’t exactly
realistic so we have to find that happy balance.
HF – Are you
still going to have 4 kit slots, basically?
CA – We’re still tweaking
it, but it’s at 3 right now, but we’re still tweaking
it.
HF - I play a lot
of GR2 and Summit Strike online, and the pistol’s a
weapon that people almost never pull out.
CA – Yeah, and that’s one
of the things that we’re looking at addressing.
HF – It seems
like there’s an opportunity there for a game play element,
but what is it that would make people pull out a pistol?
CA – That’s one of the things
we’re working on with the kit system.
BT - About the only time people pull out
a pistol is if they have a Sniper weapon, and then get in
close, they will often switch to a pistol. The smarter players
will because the handling of the Sniper rifle is so bad in
close quarters.
HF - Has that choice
been tweaked in anyway, because you only have the .45ACp,
the 92, and a handful of foreign guns?
CA – It’s probably still going
to be limited, at least on release, for pistol selection;
mainly because we wanted to focus on the range of primary
weapons. It takes the same amount of time to do a pistol,
as say an SR25 or something like that.
HF – 5.1 surround
sound?
BT – Absolutely.
HF – Do you
know how many voices it’s going to have? I mean that’s
a requirement of the Xbox 360. Do you know how many voices
it can have going at one time in there?
RE – Do you mean over Xbox live?
HF – No. Not
over the Xbox live. I’m talking about in the game, game
voices and different sounds that can occur?
RE – More than you can ever count.
I mean seriously. It’s actually one of the most phenomenal
sounds in any game. It’s awesome.
HF – You’re
shooting for 16 players, right?
CA – Yeah.
HF – And you
don’t see any issues with that right now, because there
have been some surprises with the 360, like with CoD2, where
it’s a shock not having 16 players is what they’re
announcing.
CA – Well, too bad for them.
RE - We should actually have better performance
with 16 players than we did on the Xbox.
HF – They
said that may change, even though it’s gold? They said
there’s background technical issue that may change that
once it ships. It may support it, but initially they had said
…
RE – We used less bandwidth this
time around than we did with the Xbox so we should be in better
shape.
BT - The max players is the same, but
you will see more actual 16 player games going on because
more people will be able to host at that level.
CA - One of the things that we were planning
on doing, is defaulting servers to a lower number, like 12,
because one of the problems is people will be their really
bad connection, and they’ll host 16 players, and they’ll
have a terrible experience, and people really don’t
get the fact that “hey, I’m on my crappy DSL that
I’m sharing with all my friends that are surfing the
internet, maybe I shouldn’t try to host a 16 player
game.” So if we default it a little bit lower where
you can set it up if you know you have a good connection,
but for the general populace who doesn’t pay attention
to any of that, it defaults it into a state that should work
for most people. You are going to see a better experience
online.
HF – I’d
like to take just a second to talk about one of the big multiplayer
features, which is the cross-com. And just give a brief overview,
and maybe if there’s anything we don’t know about
it, and how that’s working out. How that implementation
is going.
CA - The big thing on the cross-com is
2 big uses. It’s a team communications device. And the
key visual features are the ability to see through your teammates
eyes. Using satellite technology you can see through their
eyes, it renders the scene twice in real time. You can also
use it to view through a drone view, so you can control a
drone; see it top-down, check out enemies where they’re
at.
HF – Can the
drone be shot down?
CA – Yeah, it can be shot down,
or turned off by the server. And you can set up drone respawn
times. You control it through your cross coms. So you can
have the drones off or you can have them respawn anywhere
up to two minutes. The other thing is as a team communications
device, because the cross-com was originally implemented as
a single player, squad control device, and we said, “Well,
that’s great, but we don’t want to just throw
it away for multiplayer”. So the big thing on console
is everybody has a headset. Everybody can talk to each other.
So we said, “Well, we don’t want to put in some
kind of order system, where you press a button and it’s
yelling out orders to your team mates, because you’re
talking to each other anyway.” So basically we came
up with a system that allows you to set rally points for your
team mates using the cross-com, up and down, real simple easy
to use commands, so that you can set a simple rally point,
which is a 3D point, where I point at something and it sets
a rally point and use it like you would in real-time strategy
games. You go “Hey, the guys are coming from over there,
or hey, you go there, or hey, there are guys shooting at me
from over there.” Then you can set a point where you
essentially call for help. You set a rally point on yourself
to everybody else on the team. So you can say, “Hey,
I’m here. I’m getting shot” or “come
over to me,” whatever you want to say.
BT – Or follow me. It’s open-ended.
It’s however you want to use it.
CA - Then the third point is you can set
one of your team mates as the rally point for yourself. So
you can say I want to find where Brian is. I flip to him.
You don’t have to go, “Hey where are you?”
“I’m in grid E-5”, then I have to go look
where grid E-5 is.
HF – I got
wasted on Xbox live several times looking at the map.
CA – Exactly. Now you shouldn’t
have to do that anymore. You can just set waypoints, and it’s
real fast. You can, unofficially, designate a team leader,
because of the amount of time that the waypoint stays up on
the map. You don’t want 16 waypoints popping all over
the place. They fade out after a short amount of time, unless
you have that person selected, so if say Hatchetforce was
my team leader, I’d select him on cross-com, then all
his waypoint commands would be the dominating ones on my screen.
The team that uses something like that, against the team that’s
just a bunch of people running around, they’re going
to dominate. They’re going to own them. And that’s
the thing we really wanted with the cross-com, was to urge
team communication, because that is the thing that sets Ghost
Recon apart from other shooters.
HF – Is a
player tied to a particular location or operation while the
drone is running?
CA – No, the player can still move
around. He controls the drone just direction through the D
pad (up and down).
RE - A point that I’d like to drive
home that we kind of touched on. We are really trying to offer
the player a lot of choices. Do you want to play in first
person, or do you want to play over-the-shoulder? We gave
you that choice. Do you want your character to have a hat
with sunglasses, or do you want him to have a bandana? We
gave you that choice. If you like to play the game with 5
zone defend, we want to give you that choice. It goes along
with what Xbox 360 is trying to provide, and that’s
choices. We want to give everybody we can what they want to
have. So if you want to have that super-realistic, super detailed,
intense game play action, that’s what we want to give
you. If you want to have just a run and shoot type of game
play where you throw grenades everywhere, we want to give
you that. We read the forums and we see a lot of things that
people write, and that’s something a lot of people say,
“I can’t believe they’re doing that.”
It’s like no, no, we’re doing that to want to
give you the game that you want; we want everyone to have
fun playing the game. But at the same time, we have certain
limitations, but we’re doing everything we can to make
sure that people have a good experience, and feel that their
$50.00 is well spent on the game they purchased.
HF – With
no Red X of death.
DEVs (laughs)
RE - We changed it to purple. It’s
a purple circle.
ZJJ – There
is one choice that isn’t in the game that I’ve
noticed, and of course you hear that a lot from the female
gamers, is that there is no male/female choices.
BT – Yeah. There won’t be
any female characters selectable in multiplayer at ship. That’s
the official word. But we haven’t forgotten about you.
It’s a production choice; it’s not a realism thing.
We realize that there are women in the active duty military.
ZJJ – Yeah,
but again, the storyline is for Special Forces, so really,
you’ve got that argument.
BT – But that’s not why. It’s
totally a production issue, and how much time we have to build
these really awesome, new characters.
ZJJ – I got
all kinds of statistics about the percentage of women playing
online games. I’ll need to send them to you.
CA – Well again, AT SHIP, there
will be no female choices.
ZJJ – I hear
you. What kind of rating are we shooting for? Still “T”?
CA/BT – Yes.
DEV – The blood was working today.
HF – It was
actually better than the solitude spray that you see a lot
of times. It did exactly what it was supposed to, which is
it showed me a lot of times I was hitting the target. Not
an egregious display, it was in indication of contact.
ZJJ – Yeah,
the blood was working today which is why I was surprised you
were still going for the “T” rating, because that
is usually an “M.”
BT – We’re not trying to show
you the gore factor.
CA - We just want you to know that you
hit someone. Unfortunately what happened when we took it out
is that you didn’t have any indication that you hit
someone. And especially in a multiplayer environment where
you didn’t get as many of the wound animations in the
AI, the perception was that I shot a hail of bullets and it
didn’t do anything. Well, it did, it’s just that
he was doing some other animation that overrode the wound,
and it didn’t show any blood, and he says “well,
I shot him 2 times, but it didn’t do anything.”
HF – I was
a limp fan. I liked that. Is that implemented too in any way?
I don’t know why people complained about it. I thought
you shouldn’t run around totally healthy.
CA – For this one, we’re not
going to slow the main characters down on a limp. You get
a wounded animation, but it’s not an actual drag limp.
HF – Will
it affect your aim?
CA – yeah, oh yeah. Once you take
a round, your aim goes down substantially.
HF – Is there
multiplayer healing?
CA – No. It still could get in.
It may or may not. It’s mainly a game balance issue.
BT – We’re also doing more
with animation, by the way. We’re doing new impact animations,
new flinches, etc. So you’ll see when an explosive goes
off, if it doesn’t kill you, you’ll see the guy
reacting from the impact; take a hit, you’ll see the
guy react.
HF – In GR2,
I would shoot guys in single player or co-op, you’d
shoot guys, and they would just keep standing there, and I
would be like please, at least just lay down for me. Try to
hide behind a tree or something. I wanted them so badly to
react like a person, and try to seek cover, or at least drop
you know, and return fire.
CA – Yeah.
HF – Are we
still going to get the Summit Strike discs?
BT – Yeah. It’s in there.
HF - Use of player
names?
CA – As far as use of IFF?
HF – Yeah,
you know how you can turn that off it in GR2.
CA – yeah, you will be able to turn
it on and off whether it shows on the intel map. The only
time enemies will show up on the intel map is when they are
in view by your teammates just like in GR1or if the drone
sees them and that is a server option that you can control
– whether it only shows friendlies (it always shows
friendlies).
HF – Is there
any type of adjustments on the weapons, as far as being able
to pick attachments and things like that?
CA – No. Not on this one. We’re
going with pretty much the standard weapons style of GR1 and
GR2.
HF – So no
PEC2 functionality? You know that’s my pet peeve.
CA – No. They’re there, but
there’s no functionality. With this one, a lot of it
was just the technology and stuff, and focusing on multiplayer.
Of course in the future…
HF – Do you
use the side shuffle or the roll innovation when you’re
prone?
CA – Roll is now a command, so you’ll
side shuffle prone, and then if you want to, you hit the roll.
So it’s kind of a combination. We kept the roll in there,
because it is cool, but it’s a lot easier to use. A
lot of times, people will accidentally roll all the time,
when they meant to just side shuffle. So now you do a slow
side shuffle, and then you hit a button.
HF – Did you
get the rotation bug out of there?
CA – We haven’t even addressed
that one yet. We’re still working on that kind of stuff,
so…There are a couple of weird bugs that we got fixed.
HF – That
one worked well though. You could just keep spinning around
and tagging guys, you kept such a low profile, in some of
the areas in a match, like on a hill, and they had to crest
the hill, and if they didn’t have grenades, they were
screwed, because you could just lay there and rotate with
an M60 man, and just mow guys down.
HF – Is it
the same animation of having to push the weapon down and pull
a grenade, and throw it?
CA – Yeah. You have to change positions.
HF – That
made pulling grenades a tactical decision, rather than “I’m
just going to lob this out there” decision.
CA – Yeah. It’s the same to
switch to a grenade; you have to holster your weapon. It’s
a little bit faster now to pull your grenade. One of the problems
we had was that this animation plus that animation was just
really slow. Now the animation of pulling the grenade is a
faster motion. You still have to holster your weapon, and
pull your grenade out of your grenade pocket, but we’ve
sped that up. No animation has been slowed down from what
we captured. Things like reloading the M4 we had to slow down.
It’s just too fast for the game in real life. The thing
where I think it’s called a combat reload, where you
reload your weapon before you’re out, and you still
have a round in the chamber, is it actually faster than a
regular reload.
HF – It should
be because all you’re doing is dropping a mag and replacing
a mag, you aren’t having to hit the slide release or
anything.
CA – There are 2 different states,
I’m not sure how they’re activated, but we have
2 different reload states, where you change the mag, hit the
forward assist, and then we have the state where you just
drop the mag and replace it.
HF – I’ll
tell you what I saw that impressed me earlier, I saw one of
the characters in the play test dive, and I saw his feet come
up in the rear and I was surprised that that amount of detail
had been paid to the game. I mean that was something that
wasn’t even necessary for you guys to put in, and you
did, and I thought, “Wow. I’m impressed.”
BT – I think that dive is going
to come in handy.
RE - Yeah, you can dive too now. You can
be running and dive.
HF – Well,
we watched a guy kill a guy by running up towards him, they
were shooting at each other, and he dove and went right past
him, and rotated around and shot him. It was a humiliating
moment for that guy, too. It was just like, “where the
hell did he go?” He looked around and the guy was right
down there and (sound of auto rifle), it was over. It was
like being knifed in the old Soldier of Fortune games. You
know, the humiliation knife kill.
BT – Never challenge those testers.
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