FileFront: What did you do in order to set it apart from other real time strategy games that are out there right now? George: Actually working on Blitzkrieg II we concentrated on making fun and grasping gameplay in the historical background of World War II rather then setting it apart from other real-time strategies. Yet in the result Blitzkrieg II surely came out to have many interesting features that naturally distinguish it from other RTS games. Blitzkrieg II is shaping up as the WWII which goes not only in Africa, Pacific islands or any other particular place, it spreads throughout the globe and gives you the opportunity to mix your strategic and tactical thinking into one integral war effort. There are over 270 different authentic vehicles in Blitzkrieg II, plus there are about 60 types of infantry: assault engineers, sappers, special forces, and many more. So you can see that the number of units available is bigger than usual RTS has. Blitzkrieg II units also have a more complex system of interaction, as all the units upgrade with the experience and get special abilities. This strong RPG element also separates Blitzkrieg II from usual RTS. The variety of units and of their skills, full-fledged reinforcement system, 3D environment that can be used for cover, times of day and various weather conditions that influence the gameplay – all that makes up a strong tactical complex that varies the gameplay, while chapter-long strategy planning provides for intermission strategic element. Even the game weaponry characteristics (speed, armor plating, damage, the caliber of the gun, etc) are the same as of the real combat units. So Blitzkrieg II is not only fun but also educational. You can use it for a presentation on World War II, or even play it instead of visiting History lessons!