Interviews

Action? Strategy? More Action? “First Battalion” Covers Its Bases; Shoots For Exemplary Excitement
By Louis Bedigian

“We actually give all the power we possibly can to the players. Almost all buildings are destructible down to their foundations.”

Want some fireworks to liven up your summer? Sparks will fly for gamers who get their hands on First Battalion, an action game that dares to combine the best of two worlds: first-person shooters and real-time strategy games. Set during the Second World War, the game promises to deliver endless thrills of explosive gameplay. Take a gander at the screenshots. If it’s not destruction-in-progress, the picture reveals what could soon be a nicely placed headshot (or one of a zillion other deadly outcomes).

“We've borrowed the whole feel of the game from first-person shooters (controls, pace, action, etc.),” said Tibor Klajnscek, one of First Battalion’s dynamic developers. “The squad command feature is somewhat similar to strategy games. I wouldn't go so far as to say that there are RPG elements in the game, except maybe the minimal management it takes to repair yourself and the squad and keep track of ammo.”

 

Environments are highly destructible, but how much power will players actually have? Can all buildings and natural structures be taken out?

Tibor Klajnscek: We actually give all the power we possibly can to the players. Almost all buildings are destructible down to their foundations. Every tree in the game can be run over or shot down. We even had grass, bushes and other small vegetation disappear when shot, but later decided to remove it since the playing field turned into a bunch of scorched earth really fast. We do limit the player somewhat due to gameplay reasons. In the Stalingrad missions almost no buildings can be taken out because we wanted to limit the player to a certain path.

Which locations will we get to explore? Are they based on real locales or created specifically for this game?

TK: You'll get to see all the well-known places in WW2 except Africa. From French beaches to Berlin to Stalingrad. All environments are based on real-world battles and places, but we didn't model them exactly like they were in real life. Other games have done that and we wanted to create something that was fresh and action packed.

What kind of a camera system will this game feature? Can I wreak havoc on my enemies and the environment, then zoom in for a close view of the action? 

TK: There are three camera views in the game. By scrolling the mouse wheel you can change between a far third-person, close third-person and what I would call almost first-person view from the commander post on top of the tank's turret. There is also a binoculars feature that enables the player to zoom in and check out the havoc he's just created. 

 

Three commanders are available. Is who you play as determined by the course of the game?

TK: It is predetermined. If you play the whole game from start to finish you get to play all of them. First you start as a German commander invading Poland. When you get to Stalingrad, you switch to being the Russian commander and push the Germans back. In the end you play as an Allied tank commander starting from D-day and finally crossing the Rhine defeating Germany. There is also an instant battle feature that enables players to skip directly to any of the three sides.

How much of a role will the story play in the overall experience of the game?

TK: The story element was intentionally underplayed. We wanted to create a really fun game and didn't want to go into any depressive World War 2 story line. Don't get me wrong, the story is there, but it's mostly mission based and there's also a decent amount of character development in it. The point of the game is the gameplay itself.

Tell us about the different vehicles / unit types and their purpose.

TK: Well, you have tanks of course. We all know what their purpose is – blow up stuff and make everyone run for their lives. The player drives the tanks and the tanks are, at the same time, his main enemy. The next main dangers to the player are static emplacements which can take out and can kill the player very quickly. Airplanes constantly attack the player and his allies and there are many scenarios where the player has to defend against air strikes. Then there's a variety of transport units (half-tracks, trucks, jeeps, boats etc.) and infantry that are there mostly for target practice :)

Let's discuss the AI. Are player units under our control at all time, or is there an AI element involved?

TK: They are driven by AI with orders given by the player. The player basically tells them simple point and click command such as "attack that target," "advance forward," "flank," "stay put," "follow me," "repair yourself," etc., and then they autonomously complete that order. When they are in follow mode they act on their own in assisting the player as much as they can.

What strategies will your enemies use that differ from what players are used to in other games?

TK: The biggest difference is probably the number of enemies which is usually in double digits. They also tend to attack out of forests or other hiding places nicely using the destructible environments feature against the player. Hiding behind buildings doesn't help either as they will just blow them up if they see you go behind.

Are there any side aspects – any side missions or management details that must be dealt with in addition to the main goals?

TK: Side missions and micromanagement were intentionally kept to an absolute minimum. This is an action game after all.

 

The multiplayer mode lets you and 31 others battle simultaneously. How are players dispersed (16 vs. 16?)?

TK: Yes, they are divided into two teams with 16 players each. Although there don't have to be 32 players for the game to be enjoyable.

5 vs. 5 is just as fine. We even have a few levels that are crafted especially for smaller battles and of course other that are made for huge showdowns.

How do the tactics between multiple players differ than when you're playing on your own?

TK: Well, when you're playing on your own you have a fixed set of gameplay features available and off you go. When playing online or in LAN there are three tank classes with a unique secondary weapon. The light class can call in air support, the middle can lay mines and the heavy can call in a supply drop to repair and restock himself or others. The side that works better as a team and takes into account all the different classes will most likely win.

Thank you for your time.

TK: It's been my pleasure!

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First Battalion (PC)