The Making of
Ghost Recon
Prepared by : Rocky
[included with Rogue Spear
: Black Thorn]
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The
Ghost Recon Experience | 2 min 55 seconds |
This footage talks to various
members of the team who relate their own favourite parts of
Ghost Recon. The intuitive Interface comes in for much credit,
as well as the realism and excitement of playing the missions,
and the much improved flanking and grenade-throwing AI! This
clip is like an adrenaline rush, making the release date seem
years away rather than just days.
Gameplay
| 5 min 59 seconds |
This is the biggie - 6 minutes
of ingame footage. The first thing that hits you as we watch
the team fighting out of a shell torn house is the sound.
Incoming fire makes a solid impact, much more so than Rogue
Spear ever did. The sound of falling rain almost makes you
want to run and get your raincoat, the background radio chatter
immersing you in the scene, unlike another well known war
game which had me turning the volume down, not up!
As the two surviving team
members make a break from the house there is a building roar
that brings them to a hesitant stop, then off to the right
a tremendous explosion rips into the ground in a totally realistic
fashion woohoo!
A moment the later the team
find themselves on shaky ground - literally, as they come
up against tanks. Quickly checking team status our man finds
he is all alone, the last man standing. He is well pinned
down with enemies flanking him on the left, and a tank bearing
down on him from the right as the Threat Sensor is going nuts.
Our man makes a break for it using a friendly advancing tank
as cover, and lives to tell the tale!
It is an awesome movie.
Technology
| Clark Gibson | 1 min 05 seconds |
Comparing Ghost Recon to
Rogue Spear Clark explains how the Rogue Spear engine was
revamped, and how in Multiplayer this lead to a far more stable
environment. In Multiplayer Clark talks briefly about the
new ability in adversarial games where players can take AI
back-up with them, in much the same way Rogue Spear players
use AI backup in co-op games. This will bring a whole new
Tactical edge to adversarial games, which sounds superb!
The
Producer | Darren Chukitus | 1 min 36 seconds |
In this segment Darren explains
the role he played as designer. His duties included ensuring
that the game design and concept were not lost during the
complexities of the project. The subject matter then moves
onto the game audio, and how they achieved the level of realism
for gunfire, with supporting clips from the game.
The
Producer | Robbie Edwards| 1 min 15 seconds |
"Rogue Spear on Steroids"
says Robbie Edwards, and that about sums it up! Watching the
game being played over the shoulder of one the design team,
the phrase "gimmie a shot" springs to mind. Robbie
also does a nice job of explaining the common question "is
it a combat simulation, or a game?". The input that the
team received from the US Army is touched upon - but only
very briefly as that information is on a Need to Know basis
only!
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