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CT Special Forces Fire For Effect Interview
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Friday, 20 March 2009 13:01

Games Fusion interviews Jerome Sicart, European Brand Manager and Brice Davin, Senior Producer of Hip Interactive on their forth coming title, CT Special Forces.

Q: Can you start by telling us about the idea behind the game and what you hope it will bring to the PC, Xbox and PS2 platforms?

The CT Special Forces license was created 3 years ago on Game Boy Advance and received immediate success and plaudits when released. The idea was to build a very strong brand within an enthralling universe. Based on the world of counter-terrorism, the �property� proposes 100% action content, with everything being created and designed to have immediate fun.

CT Special Forces Fire for Effect sticks to the original success of the series and takes the best action facets but is in 3D for the first time! CT Special Forces Fire For Effect is, above all, an action game that pumps up the adrenaline level during wild, full action, combat sequences.

We believe CT Special Forces Fire For Effect will further extend the brand whilst also offering a number of new and inventive ideas that have been created by the development team Asobo, which I will explain further on in the interview.

Q. What type of missions can we expect to see in the game and how much diversity will there be between each level?

There is a wealth of diversity and challenges within each of the missions. As a CT Special Forces operative you have to go beyond enemy lines and accomplish highly risky tasks, such as destroying an anti-aircraft position. By doing so, you will allow the regular forces to enter the zone and take out all remaining enemies. By combining your HALO (High Altitude Low Opening), stealth and high tech weaponry capabilities you are able to put the enemy forces in an extremely difficult situation.

Q. How have you developed the artificial intelligence to ensure the game remains exiting for the player, whilst still maintaining a sense of realism?

Asobo has worked extensively on the enemy AI in order to get results that are dependent on the tactics the players will adopt. Getting the right balance between ensuring the game plays in a plausible way and also that it offers a real challenge is the final goal for the team but we are sure it will be nigh on perfect. The team has also spent time on researching the way terrorists undertake tasks and missions but the end result must always be perfect gameplay. We believe we have the perfect blend of realism, together with real excitement.


Q. What engine has the game been developed on and what sets it apart from other games within its class?

Once again the team has created their own engine and has a wealth of experience and expertise in this area. What sets it apart from others is a tough question to answer and it is really the many small components that go to making up the final look and feel of the game. Be assured though that the game�s AI, physics, and presentation with be top notch.

I will quantify one aspect in that the engine also permits visual effects never seen before. In fact, when first working on CT Special Forces, 3D adaptation, our main wish concerned the special visual effects; we wanted the player to be plunged into cinematographic dynamic motion. Asobo has worked and improved explosions in order to recreate this realistic vision. Now, we can say, �Are you ready to feel the power and the shock wave of explosions as in real life?�

Asobo has also created its own proprietary physics engine which is giving some incredible results.

Q. Will the game feature any multiplayer modes? And if so will there be a CO-OP mode?

There will be no online mode. We are looking at doing a co-op mode indeed and will keep you posted if it happens.

Q. Can you tell us about the different gadgets and weapons that will be available to the player? And how have you developed them around current military technological advancements?

Asobo did intense research on military high-technology weaponry, so everything you will see in the game is either part of the current equipment of Special Forces or is at prototype stage and will be part of their gear in a few years.

We are especially proud of some never-seen before weapons such as the electro-mag grenades, for instance, which can attract all the enemy weapons and take them from them. There will plenty more of that kind!

You will also experience the new research in proteins which can enhance your character for a limited period of time (sight, etc.); believe it or not the Army is currently working on this for real!

You will also be able to use an electromag gun, sonar coupled to armour piercing machine gun, angle-fire rifles, etc. There will be many surprises in store.


Q. Was the game originally planned for the PC or the console platform? And do you anticipate that the arcade style of the game will please PC gamers?

Once again one of the qualities we loved about Asobo was the fact they have worked across many platforms and understand how to ensure each format is created to its optimum. When we planned this title our aim was to work on next gen machines and also PC to create an extension of the brand and give players something special. All gamers are alike on one issue in that they love to play good, innovative games and we are sure that CT will appeal to PC, XBOX and PS2 gamers alike.

Q. Why did you decide to develop the game in third-person? And what would you have not been able to achieve if it had been a First Person game?

The game has been developed in 3rd person but it will be also be possible to play the game using the first person view. Depending on your choice and the way you like playing it will be possible to swap really easily between both. The interest aspect of playing 3rd person is that you can see all animations of your character, from sneaking moves, to jumps, to invisibility mode, to hiding movements, etc. Moreover, it is a more arcade experience - play. In FPS, your vision angle is more open and simulates human vision and you can also better visualize your weapons and zoom on targets. This is a more realistic way of playing the game. If the game was a full FPS we would have needed a totally new engine!

Q. What different types of vehicles will you be able to use within the game and how will they work towards your advantage?

There will be varied vehicles but to ensure the readers understand some of the background focuses of the game I shall mention that you, the player, can control two different CT characters. Stealth Owl is an expert in precision shooting, free fall and stealth. He can take enemies by surprise thanks to his optical camouflage. Raptor is an expert in heavy weapons and situations requiring close combat. The two characters offer two different progression paths, and the combination of their talents make up the force of the unit.
Back to your original question. Yes, you will get to drive vehicles but we do not want to unveil too much too early Still, I can tell you that in one specific level (a flooded European city) you will have to travel across the map and fight using a boat. We are trying to come up with some really innovative locations and vehicles and not just use old recipes.

Q. What differences will there be between the PC, Xbox and PS2 version of the game?

First of all, we have not gone for any kind of weak port across the platforms, for each machine will stand up on its own merits.

There will always be differences in screen resolution, and controls but that is standard.