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From mod to retail Tripwire Interactive tries their hand at making a living with their craft.
Developer: Tripwire Interactive On June 22, 1941, Adolf Hitler turned his attention to the eastern bloc and fought the bloodiest battle the world has ever known. The Soviets paid an enormous price to push back the German invasion into their territory. By the end of 1945, over 20 million people were either killed or wounded. This is the battlefield for Red Orchestra: Ostfront 41-45. Let me start by telling you that this is not just another WW2 game. The Tripwire team has aimed to deliver a realistic war experience instead of the cinematic action of other games. Iron sights will replace your onscreen crosshair. Even your bullets follow the barrel of your gun instead of moving to the center of your screen. If you are wounded, no med kit will heal you; the only thing that will make the pain stop is your own death. As far as your classic WWII weapons, all you know is how many clips you have and if they are heavy are light. No ammo counter or combining of ammo at all. The game play is objective based, with spawns reoccuring in waves much like Day of Defeat and the Battlefield series. That is where the similarities stop however. Tanks will have to be run by a crew, not just one guy with a third person view. Being in a tank will limit your viewing and unless you bring a gunner, you become a worthless piece of metal. The team has completely reworked the movement for the play models since its mod days, giving it a smoother feel and adding features like diving. A full review is in the works so stay tuned. For more information check out a FAQ here. Alan Wilson and the folks at Tripwire interactive were nice enough to do an interview with us. Yes - there is far less cost involved in putting the game out over Steam. But Destineer/Bold also gave us a very good deal - they are wide awake to the possibilities of Steam-distributed games. After all, there are a LOT of people around the world who either can't buy games via Steam (no CC) or don't have highspeed internet connections, so can't download the games. We first put vehicles in to the game coming on 2 years ago and we've learnt a lot about using them. We don't artificially balance the tanks - we adjust the equipment issued on each map. For instance, we've got an early-war tank map. At the time, the Soviet tanks were way better than the German ones... to "balance" things, we've given the Germans artillery on call, the Soviets none on that map. Helps shift those sticky T-34s :) At the end of the war, on Konigsplatz, the Germans have a plentiful supply of Panzerfausts to take on the Soviet armor. Where do you draw the line between realism and game play? Well, sitting in a trench being shelled for 4 hours would be crud. So we don't do it :) We looked at adding in steadily more complexity in the vehicles - manual gears and other stuff - but decided it simply wasn't worth it. Its stuff we may add in as options later, but it is just too complex to start with. Its like calling artillery - in reality, it was a complex and boring process, so we've skipped a lot of the dull radio procedures. Key for us is that it has to be simple to do: this is a combat game and people ain't going to mess around with 5 minutes of radio drills. So - keep it simple! >>You community forums seem quite active how involved does the development team get into the concerns of the average poster? We try and stick with the idea that the community knows what it wants in a game. We always listened in the mod days and got a great game out of it. We'll try and do the same with Ostfront! But you can't implement every idea that pops out of the forums. Besides, there are some staggeringly silly ideas too :) Many developers fall to the pressure to make it noob friendly overtime, to have less of a learning curve. Where do you see your stance on that? We don't want Ostfront to be a massive learning curve - but we aren't going to dumb it down any. People go on about all sorts of other gamers being incapable of learning something new. Firstly, Ostfront is an FPS: all the basics are the same. Just learn to actually aim your weapon - no cross-hairs - and you'll be fine! Secondly, there seems to be this whole big thing that most people who play the existing FPS games are complete 'tards. I reckon its about time to credit the players with a bit more intelligence: Ostfront is like any other game - you can learn the basics in minutes, but getting GOOD will take time and patience! Name a pet peeve in a gaming that you wanted to avoid? Cruddy voice-overs, pointless but pretty cut-scenes that you only watch once at best - and most of all, over-priced games! Any other conflicts you would like to make into a game besides the Eastern Front? Long list for me - all the lesser-known wars of the 20th century :) Spanish Civil War with tin-can tanks, Finland vs USSR in the Arctic, Japan vs USSR in 1938/9 and 1945. You want more "controversial" ones - Soviet "liberation" of Afghanistan, the Russian "intervention" in Chechnya. Hell - Poland vs Russia in the 1920s - cavalry charges and all! Someone mentioned Korea recently - why not? Israelis vs Arabs in the desert? So many possibilities - so buy Ostfront and MOD IT !!! lol Ok thank you for your time any closing statements? Just to say thanks for your time. Its fun to see who is taking an interest in RO... which types of players like the look and which don't :) Official site: www.redorchestragame.com |



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