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Special

Hour of Victory Q&A

Special by Speed
Will it stay an Xbox360-exclusive? A lot of people complained about the console-only approach of Call of Duty 3 for example.

Right now, our team is solely focused on the Xbox360. It’s a great platform that offers a lot, especially with Xbox Live. We don’t know what might come in the future, but right now it’s exclusively on the Xbox 360.

How does the switching between the three different characters in Hour of Victory work?

Each of the campaigns is broken up in to smaller areas, and it’s at these areas where the players have the chance to switch characters with a character selection screen.

Will you be able to give orders to the other two characters or will the AI hold complete control over them?

The other characters won’t be in the same area as the player while they are playing one of the characters. It’s essentially one character at a time.

Will we able to commandeer vehicles, like in Call of Duty for example? What kind of vehicles will the player be able to use and will it always be necessary to use them to finish a level?

In Hour of Victory we wanted vehicles to behave in a very open fashion. It’s not exactly commandeering vehicles, but if there are areas with vehicles you can get in and out of them as you want to. You are not on rails.

We've heard that there will be multiplayer through Xbox Live. What kind of modes and achievements have you in store for online players?

There certainly will be Multiplayer through Xbox Live. We are not yet announcing those details, but they will be forthcoming.

What sets this game apart from other upcoming WWII shooters like Brothers in Arms: Hell's Highway or Medal of Honor: Airborne?

We think we’re bringing a number of new twists to the genre.

For the multiple POVs, we’ve got three playable characters – commando, ranger and covert op. Each POV has unique abilities that the player can choose to use throughout the mission. We’re giving players a great deal of freedom with how they want to play the game.

Vehicles are another key area we think gamers will love. If players see a tank, they can get in that tank and drive it around. Same with other vehicles –you can see it, you can drive it in Hour of Victory.

And finally, we’ve worked hard to really find the balance between blending fun gameplay with the authentic details and realism of World War II. So even though it’s based on the history of World War II, we’ve made sure not to make it too much of a simulation, and we’ve got gameplay that’s bombarding you from all angles. Bombers in the sky, tanks in the streets, snipers in the windows.

How does using the Unreal Engine 3.0 impact the game? Why did you choose UE3 over other engines like Source?

The UE3 engine is a very powerful toolset plus the support when we needed it from Epic was great, the guys at NFusion had the designs and it made sense to use an engine that could power these ideas to their potential, in terms of looks we’re confident we look as good as any of the competition out there but overall it was the best engine to use.

How much effort has been put in creating realistic AI behaviour and attack patterns?

We spent a lot of time in this area and the A.I pattern is very specific to level design, by that I mean that the A.I pattern for enemy troops in the Africa level is a lot different to the A.I pattern in the Fortress level. Enemy troops roll or dive out of the way from thrown grenades and will duck behind obstacles for cover, they will also lay down suppressing fire and try to flank.

Does the game only focus on the war in Europe or will we be able to expel Axis forces from North Africa or the Pacific?

There are three locations in Hour of Victory, North Africa, Bavaria and Berlin, all offering up a distinct difference in location, level design and physics, interior combat and exterior combat, vehicle combat, anti aircraft combat, hand to hand, stealth and run and gun action and all these are laid out in accordance with the design and story of the game but basically a great mix of locations and combat.

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