ALFA: Antiterror is a turn based tactical combat simulator that lets the player control Russia's special operations force through a four episode campaign based on the real life experiences of former Alfa members. Here's the fourth part of an exclusive developer diary from "Alfa Antiterror" game designer Max Tumin!
Another month has passed through unnoticed. Last time we have told you about
technical part of realism - now it is time to tell you about other important
aspects of the game: game environment, game levels, missions and the plot.
Going deeper into realism we tried to follow it in every detail possible at the
current stage of technology evolution. First off, we were in need of realistic
(gameplay side) levels.
Levels
Each game level represents an authentically recreated part of the real
world, we have used aero-footage (given to us by Federal Security Service) to
achieve this. But it is not enough to get a point about environment to fill our
levels full of details; we have spent a lot of time gathering various photo
materials and searching through encyclopedias. We have recreated all in full
details trying to get a realistic environment. Mountains, forests, rivers,
buildings - all have been recreated highly accurate. So our levels were ideal
for simulation of special operations with maximum possible degree of realism,
all objects on levels take their part in gameplay. Trees interfere with line of
sight, grass is a perfect place to hide, stones make a good cover from bullets
and blasts, bushes - ideal place for setting up an ambush and many-storied
buildings are good for a long term defense. Moreover, when we have started to
tweak the balance of gameplay on these levels we were surprised to admit that
there is not a singe thing to be changed for the needs of gameplay, that is
natural relief and environment are giving a lot of possibilities in various
tactical situations.
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Missions
Realistic levels let us to create authentic missions thus simulating real
special operations without any reduction and conventionalities. We were able to
recreate many classical types of combat situations - there are: storm assaults,
POW rescues, neutralization of a target by a single sniper, convoy defending,
enemy interception, clean and sweep tasks, and stealth operations. All missions
were created in a close cooperation with former and active members of group
"ALFA" and "Vympel". That's why the game let's you to feel what it means to be a
member of group "ALFA" on your own skin. In many modern games consultants were
unsatisfied with the result of their work, because the product was just using
their knowledge, but not based on it at maximum degree - in ALFA it is different
a lot. During the creation of missions we paid a lot of our attention to
battlefield operations, leaving some of the major recent operations aside.
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The majority of missions are combined in a plotted campaign; it has been
recreated in accordance with reach history of our country and Middle East.
Campaign consists of 10 missions divided in 4 episodes describing the history of
group "ALFA" since 1984 through present days. Action takes place in Afghanistan,
Chechnya, Dagestan, Karachay-Cherkessia and other regions of Middle East, which
we can’t name - it is a secrecy reason.
Each of 4 episodes represents one or another period of Russian history. We see
all that happening through the eyes of an officer of elite special task force
ALFA. It all have started in Afghanistan (1984 - 1986), and then followed by the
1st Chechen war (1994 - 1996), then the 2nd Chechen war (1998 - 2000) and in the
final - the present days. While moving through the plot stuff of the group will
change, and contents of the arsenal will also change (according to history), new
types of weapons and armor will also appear, combat tasks will greatly change
too.
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Besides the campaign we have created 5 standalone missions showing the hard
days of soldiers of regular army of Russian Federation. We couldn't forget about
them because they have too played a major part in events that campaign
describes.
Standalone missions
In these missions a player doesn't commands the squad of members of group
"ALFA", but a squad of soldiers of regular army of Russian Federation - in
campaign all units were officers, in standalone missions the majority of units
are privates and sergeants. Available weapons are also limited - player can have
only that that regular army of Russian Federation has in real life. These
missions give a clear idea of how different are the possibilities of regular
army and Special Forces.
related links:
Movie Trailer (39MB),
Development
Diary #1,
Development
Diary #2,
Development
Diary #3,
Alfa
Antiterror Q&A,
Game Factory
Interactive (East European publisher)