Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:
San Diego, CA 08/21

Regularly scheduled events

Brothers in Arms: Hell's Highway Trailer, Interview

A new Brothers in Arms: Hell's Highway trailer shows off the destructable (destructable?) cover in Gearbox software's upcoming World War II shooter sequel, and word on GameSpot is that Ubisoft has narrowed the game's release date from a general August (story) to the more specific August 26. The destructable clip is available on ActionTrip, AtomicGamer, FileFront, Gamer's Hell, and MyGameTrailers, and 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.

Email Digg Facebook Twitter   Share More    


 

  
   Current Headlines
Rayman Origins for Free
Football Manager 2017 in November
Star Wars Battlefront Death Star Details
Ashes of the Singularity Oblivion DLC Released
Sorcerer King: Rivals Announced
SCUM Announced
GET EVEN Delayed
Thimbleweed Park Trailer
Evening Crowdfunding Roundup
Evening Patches
On Sale
Gatherings & Competitions
Evening Consolidation
Evening Mobilization
Evening Metaverse
Evening Tech Bits
Evening Safety Dance
Evening Legal Briefs
etc., etc.
Into the Black
  

 



footer

Blue's News logo