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Ghost Recon: Future Soldier Developer Interview – Competitive Multiplayer

Ghost Recon: Future Soldier Developer Interview – Competitive Multiplayer

As the anticipated fourth installment of Ubisoft’s Tom Clancy Ghost Recon franchise, Future Soldier puts players in the boots of the Ghost’s squad leader as he leads his team against an ultra-nationalist force bent on taking over northern Europe.

JTM Games met with Red Storm Entertainment’s Chris Bray, Associate Producer for Ghost Recon: Future Soldier to talk about the game’s competitive multiplayer component as well as Kinect integration into certain modes in the game.

Check out the full interview after the break.

JTM Games: What were your (Red Storm Entertainment) main inspirations in creating the newest game in the Ghost Recon franchise?

Chris Bray: We really wanted to focus on teamwork and special forces combat. Those two things have really been the cornerstones of the multiplayer experience. There’s a lot of new features like intel, the new equipment you can use like UAV’s, Sensors, that sort of thing where you can share intel with the rest of your team. So it’s a lot more teamwork oriented than just an every man out for himself kind of game.

JTM Games: Did you build the game using an all new graphics engine? Or are you using the same engine as other games in the Tom Clancy game catalog?

Chris Bray: We’re using a significantly updated version of engines that have been used in some of the other Tom Clancy titles.

JTM Games: How many players are supported in the competitive multiplayer component of Ghost Recon: Future Soldier?

Chris Bray: It’s 8 vs. 8, so we’re showing 4 vs. 4 here (at the show floor) just because it’s a little bit easier to set up, but when we release the game its going to be eight versus eight multiplayer. Obviously you can play with less players than that if you want, but in Xbox Live general matchmaking, that will be the number of players.

JTM Games: So what kind of features or game modes can players expect from the competitive multiplayer suite?

Chris Bray: Well one of the features we’re really really excited about is “Supression;” this is the idea that suppressive fire in a lot of military games hasn’t really come into play because you can always respawn. There’s not that fear of death there, and that’s really a big part of combat and tactics.

So what we’re doing now is with light machine guns in the game, when you lay down suppressive fire on enemies that’s in cover or behind a wall, they’re going to get an accuracy penalty, their camera’s going to shake, there’s going to be dirt kicking up on their screen, it really puts that fear of death into them and makes them less combat effective. So all of a sudden you have an ability to use a light machine gun the way a light machine gun is supposed to be used in real combat.

And again, what’s really cool about that feature is not only does it add that specific aspect of laying down suppressive fire, but it will also increase teamwork and increase then intensity of combat at the same time. Sometimes those two features can get in the way of each other, so it’s rare to have a feature like this that actually encourages people to be laying down more fire, which makes combat more intense, but at the same time makes the game more strategic (where you’re moving to, who you’re covering) in how you work with your teammates.

JTM Games: Speaking of strategic warfare, are there features that will help or reward players who use flanking manuevers, suppressive fire and other strategic combat in the game?

Chris Bray: Definitely, we have the what we’re calling the “Coordination System” which is a way that you can use the right bumper (or L2 on PS3) to call out teammates, call out enemy positions, call out the different objectives and generally coordinate with your team.

We’ve got an order system that’s entirely dedicated to teamwork in Xbox Live and PlayStation Network multiplayer.

JTM Games: Could you elaborate on the Kinect motion sensor integration in Future Soldier? Will it be supported in multiplayer game modes?

Chris Bray: The Kinect functionality is for “Gunsmith” and the “Shooting Range” modes specifically. You’re going to be able to use that as well as a controller if you don’t have a Kinect. You can use the Kinect in Gunsmith for a kind of a minority report, sci-fi inspired interface to customize your weapons and then take them into the Firing Range to test them out.

But we wanted to leave that specifically for the customization and not for core gameplay.

JTM Games: Final question, when can players expect Ghost Recon: Future Soldier to be released?

Chris Bray: Ghost Recon: Future Soldier is going to be available in early March of next year.

*END INTERVIEW*

From what we’ve seen, Ghost Recon Future Soldier will once again offer players some of the best tactical shooter action since SOCOM and Rainbow Six. While we’re not quite sure about the Kinect integration on some of it’s more prominent features, it look like the game’s multiplayer aspect will once again be fully featured and draw many an armchair commando.

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About janhutchings

Canadian Game Industry Blogger / Contributor for @Sonyrumors & @ShogunGamer / Communications and PR Professional. Voice of Canadian and Indie Gaming. http://jtmgames.com/

Posted on December 6, 2011, in Interviews and tagged , , , , , , , . Bookmark the permalink. 1 Comment.

  1. So excited about this game Jan! I have loved Ghost Recon since I first bought my XBOX360. It is a game trhat gets overlooked and desperatley needs a 2012 update! I hope gamers embrace it because it deserves it

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