Showing posts with label testament. Show all posts
Showing posts with label testament. Show all posts

Friday, July 6, 2012

Company of Heroes 2: Creating an Authentic Experience




When it comes to tackling World War II, Relic Entertainment strives to do it respectfully. The studio’s Company of Heroes franchise is a testament to this, with previous titles in the real-time strategy franchise presenting the battles, heroes and horrors of the Greatest War to players in ways that felt more lifelike -- and, consequently, more unsettling -- than many had come to expect. Of course, as a company whose goal is to create video games, Relic must make its titles fun -- something that can easily take away from the authenticity of the experience.


How do they do it, then? How does a team that’s built a name making some of the most critically acclaimed and authentic strategy games take what they’ve learned from travelling around the world -- studying the weapons, mechanized monsters and battlefields where millions laid down their lives -- and apply it to the upcoming Company of Heroes 2? We interviewed Game Director Quinn Duffy to find out.


Now we present Duffy's insight, alongside some of Relic’s photographs, sound design clips and videos they’ve used to inspire, create and shape the direction of Company of Heroes 2’s Eastern Front.





Bread, Bullets and Battlefields



When you're making a game about the Eastern Front, it's safe to say one of the best ways to get an understanding of it is to saturate yourself in it. To gain valuable insight into the Russian people of the past and the present, Relic did just that in March of 2011, when the team leaders traveled to Russia and Germany. "We went to St. Petersburg, the former Leningrad, and went to a number of battle sties in and around the city," Duffy detailed, with regular stops to museums so they could, "see and feel and get reference images of all the equipment" for the game.




The rations people live off of. Click the image to see more photos from Relic's travels.



It didn't even take all that much effort to find what they needed in Russia since, as Duffy put it, "[the Russians] just went gangbusters on celebrating the Great Patriotic War." The Relic crew found ample material in an array of museums that cataloged everything from specific types of weapons to what Duffy refers to as "dark stories." In one instance Duffy and the Relic team got to see the food ration given to the people under siege at St. Petersburg, which he described as being "smaller than your computer mouse...125 grams of s***ty bread a day for non workers. A million people...a vast number of people starved."








They went gangbusters celebrating the Great Patriotic War.





That understanding of the darker side of the Eastern Front history was something Duffy felt the team really benefited from. "To be in Russia and then to go to Berlin again...It brings it to life," he said. Essentially, visiting the places where people died and became heroes brought it all home for the team, "We say, 'oh, 70 years ago,' but when you stick your finger in a bullet hole it doesn't feel that long ago. It brings it to life in a really dramatic way. That was hugely important trip for the leads team and for reinforcing the direction of the game."





The Human Element



The Company of Heroes franchise has always had much more believable infantry than most strategy titles, with soldiers who react to being shot at, scream when they're harmed and generally act like you might imagine soldiers did those 70 years ago. Like the previous games, Duffy said the goal in Company of Heroes 2 is to get across "real soldiers, real battlefields, real war. The team therefore added a lot of animations and contextual speech to "create this sense that these guys are really aware of their environment." Watching real combat footage, the team at Relic has seen the way panic affects soldiers, the way that people can become a bit confused, and they try to integrate that into their characters. Though Duffy does acknowledge that their characters have "a bit of that Hollywood" layered in since in real combat "you rarely see the enemy, guys aren't moving around a ton," and, "you don't have the sort of second-to-second type of reactions that you want in a game."


The foundation for more realistic characters may have been in place from their previous games, but Relic really wanted to take the knowledge gained from traveling and reading memoirs from people involved in the war and instill, as Duffy says, the "fatalism" and "unbelievable bravery" of the Russian people. Duffy said this will come across in "their speech, their acknowledgements, their griping, their bitching," all of which the team wrote to set the tone for a people pushed to the brink. Duffy wants to get past the Russia we know from movies like Enemy at the Gates, so that "you start to see the reach character, that these guys were soldiers like any other soldier," who "faced the most unbelievable hardships."







This philosophy and understanding of the Russian people has also played into the new mechanics for the Red Army. Duffy really, really didn't want "automagical b**lshit kinds of things going on" with how they functioned. The last Company of Heroes games gave you abilities to break suppression, for instance, where troops pinned down by machine gun fire could overcome their fear by pressing a button. This time around Duffy wants to avoid "the magical button," instead focusing on providing context for why soldiers are less likely to be suppressed. An example given was Soviet penal battalions, who had to fight until they either died or succeeded -- regardless of the situation. Contextually it would make sense why they're more likely to go through gun fire brazenly, as opposed to standard Russian infantry.



Source : ign[dot]com

Tuesday, June 19, 2012

E3 2012: The Testament of Sherlock Holmes preview




The Testament of Sherlock Holmes Image

To date, Frogwares has developed about 15 games; but perhaps none as big as their most recent project The Testament of Sherlock Holmes. A new classic adventure game, The Testament of Sherlock Holmes focuses heavily on the darker side of Holmes' story which, by the way, will end in his demise.

As you can guess, this game will be gruesomely dark, which is exactly what I was shown at E3 last week. In our brief demo session at the Focus Home Interactive booth, we were shown a brief gameplay demo which had us solve the beginning of a crime.

The demo began with us, playing as Holmes, investigating the death of the pope. It was a bloody mess of a murder scene that had us perform several actions that you can expect throughout the game: investigation, deduction, and puzzle solving. Our demo centered around the investigation and deduction elements.

We first had to investigate the crime scene to find clues. This was a fairly easy process that simply had us hover over the dead body and look for when the cursor changed into a magnifying glass. The clues we found helped us solve several questions like what social class the murderers belonged to and places they visited in the past.

After searching the body and the entire area surrounding for clues, we were able to make some deductions based on what we found.  This portion of the gameplay was a little more difficult. Now I'll admit I'm no detective, but with the help of two others we were able to arrive at some rather difficult answers based on our deductions.

The deduction portion involved us taking the clues and making educated guesses, eventually ending up with us getting a lead to question. For example, based on one the footprints we saw we were able to deduce that somebody changed shoes - or something of that nature. Like I said, I was horrible at making these logical decisions. Eventually, we came to some educated guesses and surprisingly only got one answer wrong.


The Testament of Sherlock Holmes gameplay

I had asked if the variety of deductions changed based on our answers and while they do, it all eventually leads to the same outcome which is the eventual demise of Sherlock Holmes. After all, this is his story. It deals with the investigation of Sherlock Holmes being investigated, with his sidekick Watson even questioning Holmes' sanity.

There was no real punishment for getting a wrong answers, though you do get achievements for correct answers. If you find yourself stumped, as I often did, the game does offer a help system making Sherlock Holmes expand its reach to a wider audience. Once again, there is no punishment for using the help system though it is reflected in the achievements or trophies you will unlock.

In all, The Testament of Sherlock Holmes features about 15 hours of gameplay spread across 20 different locations. The game attempts to break up the dreariness of death by allowing you to play as Holmes' dog Toby. This adds for an extra layer of humor as you can investigate scenes from another perspective.


The testament of Sherlock Holmes gameplay

The game doesn't offer the sharpest of graphics, despite its improved graphics engine, but if you are into dramatic, puzzle solving games with a dark overtones you may want to keep an eye on . It is set to release in September of this year for Xbox 360, PS3, and PC.




Source : gamezone[dot]com