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03/24/05 >> Officers

Genre: WWII Real-time Strategy

Developer: 3A Games Studio

Publisher: Game Factory Interactive

Official Site

 

 

Nikolay Demchenko, PR Manager of 3A Games Studios, was nice enough to answer our questions regarding Officers, a new World War II RTS. Read on to learn more about this real-time strategy.

 

 

Please introduce yourself and your game, Officers.

 

'Sup, guys! First of all, thank you for your interest in our project and taking time to sit down and talk about it.

 

The team behind Officers consists of 23 full-time employees. The guys worked on such projects as Cossacks series, American Conquest, Hover Ace, Firestarter, S.T.A.L.K.E.R., Freelancer, Brute Force, Soldiers; Heroes of WW2, Metal Gear Solid, IHRA Drag Racing and some other. As you see, experience is not our weak point.

 

A few words about the project itself. Officers is a 3D real time strategy game with RPG elements . The game events cover 1939 to 1945 period and are based on the general facts of the World War II.

 

The game will feature three campaigns – USSR, Germany and Allied forces (United States and Great Britain). The campaign for each side will have a historically correct timing and offer unique army structures and weapons that correspond to the real life.

 

The player acts as an officer-commanding tank and infantry units. Additionally, he will be able to take advantage of the long-range artillery, air forces and sappers controlled by the AI. Starting in a low rank, the player gradually gets promoted up to the rank of the division commander. The game scope will gradually grow to around 1500 units simultaneously engaged in a battle.

 

A squad command feature allows the player to control squads, platoons, companies and up to the division instead of fussing with single units. Hence, on the platoon level the player operates around 50 men, on the company level up to 150 men, on the battalion level it is around 450 men and so on. You can always switch between the levels (ranks) to achieve your objectives in the best way you see fit.

 

 

It’s been said that Officers can support battles with up to 1500 units engaged simultaneously. That’s an amazing number! Explain how that is possible with your engine.

 

Errrrr… It’s all about how efficient the algorithms/structures used to define the most effective set of objects for rendering and the AI calculations.

 

 

Players will be able to take control of Germany, Soviet Union and Allied Forces, and play the game according to the side they choose. Will allowing players to take control of the German Nazis actually hurt the potential of Officers? Are you worried about how some will view this?

 

Oh, I didn’t know most WW2 RTS games lost much of their potential because of the playable German Nazis. I’m kidding, of course.

 

We are aware of possible pitfalls concerning WW2-related issues in the games. In this respect, we are taking the same approach that was utilized in other games with similar problems.

 

What of game engine is powering Officers, a licensed one or an in-house one?

 

We are making use of an in-house engine.

 

 

Tell us about the engines features, particularly Terra-morphing.

 

Not to list all of the features, here are the main features worth mentioning. The engine is capable of handling destructible environments, dynamic day and night cycles, weather effects, particle system for fire, smoke, explosions and weather effects, advanced damage system for vehicles, correct physical model of the sun and moon movement and lighting, dynamic per-pixel lighting, dynamic shadows and self-shadowing, terra-morphing, etc.

 

Speaking of the terra-morphing in particular, the landscape will be modified by powerful explosions. Apart from a merely visual capacity, the craters will serve gameplay purposes as well. For example, they may provide cover for the infantry under heavy machine-gun fire.

 

How will some of the other features affect gameplay (day/night cycles, four seasons, destructible environments)?

 

The features you mentioned will definitely affect the gameplay. Just to name few examples. In the night the units see less and have worse accuracy of fire. In winter, there will be less impassable obstacles (rivers and morasses freeze) so that the unit’s movement is less hampered. Speaking of the destructible objects, for example buildings, troops can use them as a cover or an ambushing place. This, in turn, provides virtually unlimited tactical opportunities to the players.

 

Officers doesn’t sound like your basic RTS. It contains RPG elements to enhance the gameplay. Tell us what these RPG elements are and how it affects gameplay.

 

The units have a number of upgradeable parameters that influence their performance in the battle. Hence, experienced troops have better accuracy of fire, reload time, improved medical skill, morale, etc. Because of this, the player will find it advantageous to care about his forces rather than using them insouciantly.

 

When can we expect a demo?

 

The soonest date I can think of is May 17th - 20th. ;)

 

When will the game be released?

 

Even though it sounds very optimistic, we are shooting for Q3 2005.

 

Are you planning to show it at E3?

 

Yes. We are preparing a playable demo with most features. It’s not gonna be a full-fledged game but you’ll like it for sure.

 

Is there anything else you would like to add?

 

That will be it. Thanks again for spreading a word for us.

 

 

Interview by Alex Hammond

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