Rogue Warrior is a story-driven shooter that provides team-based tactical combat set in massive, contiguous levels using Unreal 3 streaming technology. Central to the game's single and multiplayer experience is the idea of a freeform battlefield, where players are given the freedom to choose how to complete a given objective, allowing for creativity and surprises, rather than heavily scripted events and tightly contained spaces traditionally used in this genre. An advanced AI system allows NPCs to react and fight realistically, see and hear others, and respond as a team. Rogue Warrior offers a new take on the multiplayer experience, with 10 gameplay modes and a system whereby maps are created using tiles that are selected by each team. Rogue Warrior's tiling system allows users to experience over 200 maps in both day and nighttime settings. In addition, the campaign features solo and on-the-fly cooperative play for up to four players, where anyone can join or leave an existing campaign game at any time without having to go to menus or save progress. In Rogue Warrior, you play Dick Marcinko, leader of an elite SEAL unit trapped behind enemy lines in North Korea on a covert mission to assess the threat posed by North Korea's nuclear arsenal. When war breaks out between North and South Korea, you must try to lead your team back into South Korea while greatly outnumbered and with no support and limited resupply. Your journey will take you through a variety of never-before-seen environments inside of North Korea, including submarine pens, shipbreaker yards, prison camps, and more.
IGN: Where did the idea for the tile system come from for creating multiplayer maps? Will you support the community after the game is released through additional tile downloads? John Williamson: Again, the victory conditions and game type for the match is chosen by the host, the center tile is chosen at random and is shown to both sides. Each team gets to vote on the map tile they want to start from/defend based in part on the map tile in the center, and in part on the type of game style they want to play. Only when the map loads do both sides get to see what tile the other team has chosen. Sort of a Rock/Paper/Scissors action. We've had the idea for a few years from the hex based old board games we played as kids and wanted to attempt map tiling before, but it hasn't been technically feasible until UE3. It's a great innovation. You get your team's preferred maps as a base, and at the same time you solve map fatigue since the number of tile combinations is so large. We're having a lot of fun with them already with our internal tests and checking each one, and the various combinations, for performance and gameplay. We can support the community after release with additional map tile downloads.
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