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Ghost Recon Advanced Warfighter Q&A|
(hx) 10:30 AM CEST - Jun,28 2005
Ubisoft sent out a pre-arranged Q&A with Mathieu Girard (Ubisoft Producer) as he answer a couple of questions about Tom Clancy's Ghost Recon Advanced Warfighter, the next installment in the smash-hit squad-based action franchise. The game is scheduled to be released in December 2005.
Q: Who is working on the PC version of Tom Clancy's Ghost Recon Advanced
Mathieu Girard: More than 100 people are involved
with the PC version. Ubisoft and GRIN are working in close collaboration to
deliver the next installment on Windows PC DVD-ROM of the smash-hit squad based
GRIN has strong experience in military applications (they started developing
software for the armed forces). They distinguished themselves in developing
groundbreaking technology; actually GRIN made the first game to feature pixel
and vertex shaders in cooperation with Nvidia for the launch of the GeForce 3.
Q: What differences can we expect between the PC and the Consoles versions?
Mathieu Girard: There will be many differences
between both versions, and many of them are induced by the simple fact that both
are very different. For instance, if you take into account that you control your
soldier with a keyboard and a mouse rather than with a pad, you know that you
will shoot faster and more accurately. For us, that means that we have to adapt
the level design (offer more covers), the camera system (immersive first person
view), the difficulty (enemies are more challenging)... Basically nearly all
areas of the game have to be adapted just considering this simple fact.
In the PC version of Tom Clancy's Ghost Recon Advanced Warfighter, we will
develop the tactical aspect further than in the other versions, because this
approach best fits this platform, and we know that all Ghost Recon fans are
expecting to be able to plan their team's actions on the battlefield.
That's why we are implementing exclusive features for the Tactical Map of the
game. With this tool, the planning phase can now happen at anytime in the game
(at least when you're safe enough!). That also means that you'll be able to
change your plans if things do not go as planned, just like real soldiers do. We
feel this is an ideal balance between strategy and improvisation.
Also the PC version will provide many other improvements and tweaks to make it
fit the expectations of our audience.
Q: Can you please explain us the main differences between the first opus of
Ghost Recon and Tom Clancy's Ghost Recon Advanced Warfighter?
Mathieu Girard: Actually, Tom Clancy's Ghost Recon
Advanced Warfighter has a lot in common with the features that the fans loved in
the first opus, the features from a tactical shooter. We have however improved
and increased these tactical features, taking advantage of the technology that
the soldiers of the future will use.
The other big difference is of course the visual quality which will benefit from
the latest Next Gen PC rendering and effect.
Finally, multiplayer expands towards new modes which also take advantage of our
new tactical layer and near futuristic context.
Q: A lot of people have been upset with very little information on the
upcoming PC-based Tom Clancy games. Have you in any way listened to the input
and wishes of fans when doing Tom Clancy's GHOST RECON Advanced Warfighter?
Mathieu Girard: Because we do not express ourselves
on the forums does not mean that we don't read them. We know what the
expectations are, and our objective remains to provide a deep and involving
We are still debating many aspects of the game, and the opinions expressed by
the fans are always taken in consideration.
For example on Tom Clancy's Ghost Recon 2, feedbacks from the PC community
revealed that the "Over the shoulder" view was not appreciated. So on the PC
version of Tom Clancy's Ghost Recon Advanced Warfighter, we decided to stick to
a first person view during the whole game.
Q: One of the strongest points of Ghost Recon was the multiplayer mode. Which
possibilities will be available to players and what improvements have been made?
Mathieu Girard: This is an area we cannot really
talk about right now, because it is still heavily under work right now, and
because we do not want to spoil everything☺. However, we can already tell you
that all the basics you can expect from an online shooter will be here plus most
of the classical modes associated with the Ghost Recon brand. But we will also
provide some great innovative modes which will fully exploit the tactical layer
of the game and the near futuristic context.
release: December 2005