Q&A with Jean-Marc Geffro, Creative Director on Ghost Recon Future Soldier.
There are many comparisons with other military shooters, what makes Ghost recon special and how do you address the FPS Vs Third Person debate.
Being a third person shooter allows us to put the player in the heart of the action while also creating a connection with the story. This perspective is more immersive in that it gives the player a different relationship with the character and team. It allows the player to engage more naturally with the protagonist, and in GRFS it gives an insight into the world of Special Forces.
In terms of actual gameplay it allows us to do several things, besides the added visceral and physicality of seeing your character, we have an advanced cover system. This allows you to have a secure position to plan your attack and to analyze the battlefield. It means you can recon and prey on your enemies. Obviously you also have the peek feature which allows you to see around corners or pop up easily from behind cover and pick off enemy targets.
The third person view also allows us to inject supportive elements such as the UAV drone more naturally. You can secure a cover position and throw up your drone to plan your attack or use the “Tag ‘em and bag ‘em” feature to have you and your unit carry out synchronized kills.
Finally, we wanted to make sure the player felt like they were playing a precise shooter. You are an elite operative and the experience is all about shooting. We were very conscious of how an FPS has that precision and that is why we have 3 states for the player to choose from. You have the OTS “Instinct” view, “Aim” and then “Scope” all workable simply and on the fly.
What else has been added to the Ghost Recon since the previous series?
We wanted to provide the player a modern “Recon” experience. The game was founded on similar principles described by Charles Alvin "Charlie" Beckwith. Some people know him as one of the founding fathers of Delta Force. He was responsible for changing the perception and functionality of Special Forces in the 70s. He created special units of elite soldiers, able to adapt to all situations effectively and in a highly autonomous manner.
What’s key with these types of units is that they are made up of highly trained warriors who carry out missions very differently than traditional soldiers. This is what we want the player to experience and we constructed the game with all of these principles in mind. Intel and information dictates how they will attack and deal with an operation whether it’s taking out a key target or rescuing a VIP. Throughout, we give you various gadgets, such as a drones, sensor grenades and added intel that are fun to experiment with and use on the battlefield.
The cover system also adds to this “preparation” and intel gathering phase. The cover system allows you to quickly identify your next cover position (using the augmented reality provided Via CROSS COM device; the blue projection over your eye) and move to it fast and fluidly. When you’re in danger of getting pinned down, this allows the player to reach a safer position as fast as possible. It is especially useful since covers are dynamic and can be destroyed with sustained enemy fire, leaving the player out in the open and vulnerable. The cover swap varies depending on your approach. If you cover swap in recon: your visual signature is very low and you can get close to enemies while keeping your cover. This allows you to flank quickly without being spotted and giving you a tactical advantage to start the fight.
GRFS is the only modern military shooter that allows you to pass from recon to action whenever you decide. It means the game supports true classic recon throughout, but the fight scenes are not scripted. The AI reacts to the situation and the player, not to what a designer decides will happen. This means when you approach a situation, you use your intel and tools to prepare and you trigger the fight that gives you a tactical advantage over the enemy. Just like the principles taught by Beckwith. It allows the player to push the limits of how they want to play.
The dead are rising! To prepare for the zombie horde, Tell Tale Games are hunkering down with stockpiles of new content about the upcoming game: The Walking Dead. The game, based on Robert Kirkman's award-winning comic book series, is about a world devastated by an undead apocalypse and the horrifying choices you’re forced to make to survive.
As part of the inevitable publicity and game generates as it heads toward the launch date, Tell Tale Games have announced Playing Dead, a nine-part behind the scenes video series where our team and some special guests spill their guts about making the game.
Hosted by AJ LoCascio, the voice of Marty McFly in Back to the Future: The Game, Playing Dead offers a closer look at what fans can look forward to in The Walking Dead, join in question and answer segments exclusive to the game's official site, and see interviews with special guests including The Walking Dead creator Robert Kirkman and Gary Whitta, screenwriter for The Book of Eli, writer for Gears of War and story consultant for The Walking Dead Video Game.
Stay tuned for future installments and check out the just released more brand new in-game screenshots from the first episode of The Walking Dead below (and above).
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The explosive, brand new official trailer for Max Payne 3 is here - revealing more of the game's story, beginning with the kidnapping of Rodrigo Branco's beautiful young wife, Fabiana, while under Max's protection. Max fights to uncover the truth and return her to safety amidst a treacherous web of lawless street gangs, ruthless paramilitary units - and his own personal demons.
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Set in 2069, Syndicate takes players into a dark world where corporations are vying for market dominance. With no government to question their intentions or actions, the three mega corporations – Eurocorp, Cayman Global, and Aspari – are at the forefront and Business is War.Taking on the role of Miles Kilo, Eurocorp’s latest prototype agent, gamers have the latest bio-chip technology implanted in their head. Through this technology, known as the DART 6 chip, gamers can dilate time, see through walls, and breach the digital world and your enemies by using a variety of upgradable hacking mechanics. Syndicate blends fast-paced action and innovative chip breach gameplay to deliver a unique and brutal sci-fi shooter experience.
Trapdoor and EA have announced that the sci-fi stealth-action puzzler, Warp, is now available for download on Xbox LIVE Arcade for 800 Microsoft Points. Warp was praised by IGN.com as being, “fun and as dark as you want it to be,” and is the first title to kick off Microsoft’s third-annual Xbox LIVE Arcade ‘House Party’ for Xbox 360 videogame and entertainment system, a line-up of this season’s best downloadable games coming to Xbox LIVE Arcade.
Warp puts players in control of Zero, a loveable – yet lethal – little orange alien with a big score to settle. After being captured and taken prisoner in an underwater facility, Zero is subject to torturous research experiments by cruel scientists. But Zero’s powerful and deadly abilities help him break loose and gamers must guide him through the laboratory to safety.
Warp has been praised for its dynamic gameplay, giving players the choice to take bloody revenge on every human they encounter or hide and plan their way through each level for a no-kills, stealth game. Bending the traditional rules of videogames, Warp features clever and intuitive puzzle-based gameplay where players decide how to traverse obstacles and combine abilities to master challenge rooms and top online leaderboards.