Gamezone: War Front defies RTS logic by fictionalizing a realistic-looking war by using new kinds of weaponry (example: the ice tank!). This idea is awesome. Can you tell us about the unit creation process, and how the team decided to go in this direction? LB: Thanks for the compliment. As I see most of the people in the gamer community [are] fed up with "traditional" WW2 games. So we decided to spice up the things with some sci-fi unit development. The unit creation itself is much more mathematical than idealistic. At first we plan a function in the game, and later we try to find visual and audio implementation. For example we thought there should be units with an ability to immobilize enemy vehicles, after it we've found out some Ice effect would fit nicely to this functionality, and so on. As you supposedly know, there are tons of "numbers" and datasheets behind a well-balanced RTS game. In the case of War Front: Turning Point, we strictly went for the perfect gaming experience, and we fashioned every single bit of the game serving this single cause. Gamezone: For nearly two decades RTS games have stayed on the PC, with various console ports here and there. Do you think that will change with the increase in console power (Xbox 360, PS3) and new, unique console controls (Wii's motion-sensitive controller)? Do you think the day will ever come when equally impressive strategy games will be made for a game console, if not specifically for a game console? LB: My personal opinion is [that] there will be successful RTS ports for consoles as soon as someone can solve the problem of creating dragboxes without a mouse. Or when someone finds out a better way to command the micromanagement of big masses and single units at the same speed with one controller. We at the Digital Reality made some experiment with different console controllers in the past half year, and we are about to plan a console-based RTS game in the near future.