Brothers in Arms: Hell's Highway On August 26 - media
(hx) 01:02 AM CEST - Jun,20 2008
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Software's latest World War II shooter Brothers in Arms: Hell's Highway hits PC, PlayStation 3 and Xbox 360 on August 26, publisher Ubisoft has revealed
A here is an accompanying internal interview, where Randy Pitchford and Benny
Wilson answer questions about game environments:
Can you tell us more about one of the new features in BIAHH, the
destructible environment/cover?
RP: In Brothers in Arms Hell's Highway, being able to shred the kinds of
things soldiers hide behind is a big deal. Yes, it does look awesome to see
bullets tear apart a wooden fence splinter by splinter, but it is about more
than just looking amazing. You see, if the cover that the enemy is protected by
is invulnerable (as it is in just about every game you've played before), then
your only option is to wait them out or charge up on them. Brothers in Arms has
always been about suppression and looking for flanks (like real combat), but now
it's also about combined arms and volume of fire. It's intense and the feature
takes Brothers in Arms Hell's Highway to a new level of authenticity.
How does it impact gameplay?
RP: The enemy can run, but they can't hide. Wood can be shredded splinter by
splinter and hard cover emplacements, like sand bags, can be blown away with
high explosives (grenade and bazookas). It's amazing to watch and great fun to
play with. I can't believe we're actually doing what we're doing because no game
I've ever played feels this cool with destructible environments. Having
destructible environments/destructible cover changes the decisions that are made
on the battlefield and the options for winning. It changes the game quite a bit.
And there's a lot of variety too, not just in the gameplay but also in the
background, in the level design and the ways that you progress through these
environments and the tactical encounters you run into.
Can you tell us more about the development process of the destructible
environment?
BW: The very first destructible was a 12 piece checker-board prop that
resembled a fence. This was used as a proof-of-concept to ensure that we could
get it to break apart the way we needed it to and also to set memory and
performance budgets. From there we designed the workflow for getting
destructible cover into the game. It starts with the art guys modeling their
pieces, setting up a skeleton which defines how the destructible needs to break,
getting it into the engine, and level designers placing them into the levels.
With that in place, art began cranking out various destructible objects, while
code had to develop a few other components to the system like telling soldiers
when the cover they're on is destroyed, etc.
Did you meet any particular challenges?
BW: Yes, our destructible system requires interaction with many other game
systems. They have to interact with the cover and navigation system, physics,
and even some rendering tricks needed to pull it off. Each of these
considerations was a challenge of its own.
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