B17 II Interview Update
by Leonard "Viking1" Hjalmarson |
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B17 II: The Mighty Eighth is one of the most intriguing simulation designs of the decade. Just as Total Air War pushed the boundaries by combining a strategic AWACS simulation and a military flight simulation, so B17 II is pushing the boundaries of simulation gaming in a variety of areas. Combining state-of-the-art graphics with first person play and motion capture crewmen, an online multiplayer game where up to ten humans can crew one heavy bomber, and a strong tactical dimension, B17 II is one of the most exciting simulation projects I've seen and looks likely to actually meet the high expectations that abound. Our coverage to date has been extensive, rivalling only our pre-release coverage for Falcon 4.0. To view the previous interviews, screen shots and related articles go to our B17 Flying Fortress II Index. Q. As more information became available on B17 II I realized that this was not a typical combat simulator, but closer to a true B17 simulator set in an active war. The scope of the simulation seems immense, crossing the lines between a "survey" type simulation and a focused simulation, and then melding state-of-the-art graphics and a first person shooter in the mix! With a project so ambitious, were you convinced from the start that this could be done, or were there moments of doubt? A: B-17 II is first and foremost a flight simulator, and any additional aspects brought into the project were done so as to widen the experience in controlled ways. In this fashion it was possible to really put over a feel for how the war in the air looked, sounded and most of all felt to those who participated. Of course we've had to keep that focus to ensure nothing is lost or added that would threaten the core experience.
The scope of the simulator is large, but we feel that we have focussed carefully as well, so that the most important aspects of the 8th Airforce's Strategic bomber campaign are addressed and preserved. The crux of the plan for B-17 II was, from the start, to concentrate on those core experiences above all else and to find innovative new ways of approaching old problems, like good looking terrain that is both crisp and detailed, but non-repeating. Project management in the industry has advanced to the point where risks are assessed intelligently at the beginning of any undertaking. Like any large project we've had our share of "unexpected" problems, but the big technology questions have been answered positively and the game's looking great, as you can see from the latest screenshots and movies - something to be really proud of. |
Notice the variety of effects! Q. How did you manage to assemble such a diverse team? A: Both of the Directors, Dominic Robinson and Andrew Walrond have been in the industry for a long time, and have made many contacts along the way. They decided early on that to be successful, you have to be capable of producing the best games, that top 10% which generate all the sales and profit. This means in turn that you have to employ the best, most talented people you can get. So they put together a list of the best people they knew in the industry, and went shopping… Q. The first person aspect will add immensely to the sense of immersion, but adds the complications of active crew management. Aside from dealing with the wounded, what is this like during an encounter with the enemy over the target area?
A: Well, we use First Person only where it adds to the gameplay. For example, crew management in first person would only serve to make the interface more complex and obscure. In cases such as flying the aircraft or manning the guns, first person is obviously more appropriate. Over the target area you're likely to have kissed goodbye to the Luftwaffe interceptors, who'll be waiting for you to emerge from the areas of heaviest flak. Instead you'll be dealing with the tough issues needed to get the bombers over the target area. Although you aren't forced to adopt the role of the Bombardier, this is where the action is at during the bomb run so most players will be calibrating the sight with the correct wind drift and trying to visually identify the target in Search mode.
Fighter Dropping to Target Go to Part II |
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