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PLATFORM   PC

Sudden Strike 3: Arms for Victory Preview

GAME INFO
publisher: FireGlow
developer: FireGlow
genre: Strategy

MINIMUM REQUIREMENTS
n/a
ESRB rating: T
homepage:
www.suddenstrike.com/

release date: Sep 30, 06 (released)
» All About Sudden Strike 3: Arms for Victory on ActionTrip


August 31, 2004
Branka "Nikerym" Todorovic

Action Trip: Please tell us something about the new Sudden Strike Next7 engine. Apart from Sudden Strike 3, which games are going to run on it?

FireGlow Team: The Sudden Strike Next7 engine is a separate product created to achieve certain goals. We hope that other companies will want to license this engine once Sudden Strike 3 is released, and the world can see what it can do. Naturally, it's a 3D engine (would anyone expect anything less?). This engine is capable of supporting large maps - up to 60 "virtual" square miles each. This will be the first RTS engine to render accurate marine and land battlefields. The engine will allow players to vie for and attack remote enemy position. We created an engine that is filled with units to preserve the Sudden Strike 2 unique game play principle, and allows it to stand out from other RTS game archetypes, which have become something like RPG's instead of RTS's . It will support large-scale naval and air campaigns. Primarily, we will use this engine for the new line of 3D Sudden Strike games, but we have ideas to make other products based on this engine.

AT: What are the new units featured in the game and what is the significance of the submarines and air carriers in the battle strategy?

FT: That's a good question, but we're not giving up the farm now - we want to save some surprises for the player. We can go into some of the naval units, however. For example, there will be transport caravans that will supply players with tanks, infantry, fuel, and ammo. We hope the idea of caravans and supply lines bring a new facet of gaming to the genre. The role of submarines will be very important, because they will hunt these caravans. If the submarines can disable the caravan ships, cutting off the enemy's supply lines, it puts his opponent's ground troops in serious jeopardy. Groups of ships with carriers will be a powerful force capable of not only to conduct operations at sea, but also to support the large ground operations (supported by carrier-based aircrafts and large-caliber on-ship guns). Many players will be pleased by having mobile airfields. So, the diversity of the navy will be widely presented from small ships to large ones. The same diversity will be found in air forces: there will be short- and long-range bombers, torpedo bombers, attack bombers, fighters, and transports, all of which will add diversity and more fun to the game play.

AT: Are we going to see an improved AI in the new Sudden Strike? Any improvements in path finding?

FT: We've completely reworked the AI and Pathing for Sudden Strike 3. Everything has had a complete overhaul, and we expect the player to be pleased with the results.

AT: We are curious to know if interface is going to be more user-friendly and in what ways. What is different in the micromanagement of the units?

FT: Yes, we've added a new user interface. The biggest improvements have to do with the grouping and managing of large groups of units. Oftentimes the player will command groups, because it is not effective to manage individual units over the vast territories. The game, however, will allow players to control distinct units too (it mostly will be useful for naval units). Aside from other minor improvements, that's where we felt our work was best used.

AT: Is economic management going to be implemented into the game, or are you going to stay loyal to your battle-oriented principle?

FT: The economic management will play a secondary role (the above-mentioned caravans is an example of economic management) to the battle management. This is a war simulator, after all.

AT: What can you tell us about the missions? How many and how varied will they be? What about the historical missions?

FT: There will be four campaigns; two of them are on the Pacific islands, and two of them in Europe. All campaigns will be based on real historic events, but the player can 'fine tune' their historical accuracy. The player will be able to play for the American or Japanese armies in the Pacific, and for the Allies or Germans in Europe.

AT: What can you tell us about the changes in multiplayer, if any?

FT: The major changes to the multiplayer aspect reflect the changes in the single player campaign. It will be build around important strategic objects (for example, ports, airfields, carriers, caravans).

AT: What is, in your opinion, the biggest difference in comparison to previous games?

FT: In all WWII RTS games, different branches of armies have always played a weak role, but in our game they are truly a force to be reckoned with, all three - the Navy, Air Force and Army are of great importance. There will be no missions, there will be campaigns, covering large territories. Ports, airfields, cities - are all strategic targets. We will try to achieve not only realistic camouflage and armor parameters, but also a realistic structure of the decision-making.

AT: What are the minimum requirements for this game and what configuration is needed in order to enjoy the game?

FT: Today's standard gaming rig will work fine, with a card capable of supporting most features of DirectX 9. During the development stage, we added new features that enhance the game, but require more resources. On the other hand, we are constantly optimizing the game's performance. Once we've tweaked the engine, we can give a more accurate picture of what it will take to run the game comfortably.

AT: We would love to know what the status of the project is, and would appreciate if you could let us know about your future projects. Thank you for your time.

FT: At the moment, we are finishing the demo for publishers (to be delivered in the first week of September). We have a plan to release a demo for the magazines and for the community at the end of November (if everything goes as planned). We have a schedule, and we hope that we will stick to it. Also, we are developing another game: a fantasy-world RTS "Stranger" that is also based on the Sudden Strike Next7 engine. We hope to tell you about it in more detail soon.

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