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We spoke to Relic Entertainment’s EP Steve Mele about Company of Heroes 3

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also Our hands-on preview About the game, we sat down with Relic Entertainment Executive Producer Steve Mele to discuss Company of Heroes 3 and what it’s like working on this upcoming game. He has a lot of insightful information on the game mechanics and the process as a whole. Without further ado, let’s get started!

GT. ) first things first – what’s it like to work on one of the world’s most recognizable tactical strategy franchises? How does the team handle the pressure of following up on one of the best RTS games yet?

SM.) When I joined Relic 4 years ago, you could feel the legacy of great games being built in its (virtual) lobby. Additionally, the connections we made with key members of the community during early development showcased their enthusiasm in a more tangible way. Some of these community members joined our Relic team, such as designer Will Ward, and provided valuable input based on their experiences as community members. . I’ve been lucky enough to be part of a great studio working on a game with an incredible history and an enthusiastic audience.

GT.) There are many truly game-changing features in Company of Heroes 3. What do you think is the biggest one and why the side armor?
Interesting question!

SM. ) We have a bunch of great new game features for COH3. I think breakthrough, traction, and height play will play a big part in the multiplayer meta. Breakthroughs are caused by the risk versus reward factor of entering a building and trying to knock enemies out. Traction, as it allows players to move large weapons from one location to another, rather than destroying and rebuilding them over and over. and verticality because it adds a whole new layer of strategy. Each is new and impactful gameplay based on the various map types we have at Mediterranean Theater. Side armor is a really interesting addition because it adds to the authenticity of the experience, and our community worked closely with us to design it. Side armor (as opposed to front or rear armor) opens up new possibilities for flanking strategy and vehicle damage. But the number one game-changer will be the tactical timeout. Let’s discuss it below.

GT. ) Joking aside, the tactical pause seems like a pretty big adjustment. What prompted you to add the ability to pause actions for players? Is it suitable for those of us elderly who need to think about our next move instead of rushing it?

SM.) Tactical pauses will allow players to play at their pace. It’s completely optional, but a real game changer. We know COH3 is a deep game, and each of our 4 factions has a lot of units to learn. This feature allows players to freeze time in single-player battles to take stock of the situation on the battlefield. The player can then issue the next order to the units, getting them ready to reposition or make tough decisions without as much stress. I know I use it every now and then when things are going well, such as when I’m surrounded, flanked by enemy units, or approaching a particularly dangerous situation on the battlefield. But I also know that once I get used to my favorite faction, I’ll use it less and less.

GT.) You have two types of campaign modes–one dynamic and one more traditional linear. How does this play out in practice?

SM.) Both single-player experiences offer something different to the player. Our North Africa operation feels like previous COH campaign experiences, with more linear RTS missions and traditional storytelling that focuses on the impact of the war as seen through the eyes of the people of North Africa. The dynamic Italian campaign is brand new for COH3, with many ways to achieve your goal of liberating Italy from German occupation, with an open map of Italy adding a greater sense of scale to the action . Do you bombard an airfield first with naval artillery, or send your troops to reclaim it before causing more damage? Do you attack with airborne troops? where do you land Do you have the right troops for the job? These are the questions we want players to ask as they take in all that Italy has to offer.

GT.) What has constant engagement with the entire community given you? Any big surprises?

SM.) The number one thing our community has given us is more confidence. When we talk to them, they help shape our direction and align our priorities. Sometimes we have to rework multiple times to get it right. And then when we get it right, we hear it, and it feels great. The RTS HUD is a great example of trying things out with our community and finally arriving at something that most players think is a good start. When working on options for the HUD, we received a lot of valuable feedback from many angles. Often feedback points us in a very clear direction, however, this exploration has a lot of personal preference that makes the path forward less clear.

GT.) I see you have modding tools ready on day one – what was the main reason for exposing map and scene editors, gamemodes and tweak packs? Do you find that players spend a lot of time tuning their engines?

SM.) We are making Company of Heroes history! Throughout the development process, we talked to our very passionate and active modding community, and having mod support on day one of release was a result of those conversations. When Company of Heroes 3 launches, it will be equipped with the latest and new features our brand new Essence Engine 5 has to offer to build an incredible COH experience than ever before. Players will be able to create: maps and scenarios, game modes and tweak packs. We’re excited to see all the great concepts and experiences the community comes up with.

GT.) You’ve only slightly expanded the game. 120 playable units instead of 42, up to 52 maps instead of 22, and over 40 hours of campaign instead of COH2’s 15. That’s a huge boost in content — how do you achieve this exponential growth? Is there something that would allow you to blow up content like this? Are there some major hurdles that have allowed the team to reach this level?

SM.) This is the biggest Company of Heroes ever! Our fans asked for variety, and we accepted it and kept running. We’re bringing the series’ intimate, on-the-ground storytelling to two brand new theaters with over 40 hours of action through our replayable dynamic Italian campaign and more linear North African operations. At launch, we’ll have four factions – the German Afrika Korps (DAK), the US Army (USF), the British Army and the Wehrmacht and 120 playable units. It’s a big game, so we delayed it for a few months because we really wanted to polish and live up to the expectations players have for a great COH game. Our incredible team has worked so passionately to make this happen, and we’re excited for you to be able to play Company of Heroes 3 on February 23rd.

GT.) You have four distinct factions in COH3 – what do you think are the main differences? How does this play out in practice?

As you spend time with each faction, you get a feel for their strengths and weaknesses, and when they’re good at putting pressure on an enemy, or when I should be defending and not falling behind. For example, if I play defense and get a late game tank against the Wehrmacht, I feel pretty confident. The German Afrika Korps (DAK) felt fast. I can get resources quickly, but may be penalized for overextending. Armed Forces of America caters to an aggressive playstyle that rewards you for exploiting combined weapons to your advantage. British is best for new players and fits a strong defensive playstyle.

GT.) Let’s talk about the destruction engine. Hitting a building with a tank shell does wonders to the concrete and mortar. Is this just cosmetic, or does it have an impact on gameplay?

We take great pride in the work we do in building destruction. We’ve developed a bunch of new technologies for the Essence Engine to support cosmetic and gameplay improvements. The shader is very good at revealing the damaged layer when the plaster tears until you can see the bricks underneath. The new physics-based destruction looks amazing and scary as chunks of walls crack and fall to the ground. A cool new gameplay element we’ve added to Destruction is that now buildings will occasionally collapse and leave a new space where infantry can take cover within the remaining walls and continue fighting.

GT. ) Is there anything else you need to perfect before publishing? Between now and February 2023, time is running out.

For the remainder of our time, we focused on polishing, balancing, and fine-tuning Company of Heroes 3 to ensure we met fan expectations and delivered the deepest tactical experience yet in COH. The main areas are tweaking our gameplay experience to really deliver that grit, fixing bugs and improving our “first user experience”. We’ve also fine-tuned the HUD and UI – something we think players will really like.

GT.) Thanks for taking the time to chat with us – is there anything else you’d like to share with the Gaming Trend audience?

The Company of Heroes returns with an explosive mix of combat, strategy and tactics! COH3 is the largest game in our series to date, bringing intimate on-the-ground storytelling to two brand new battlefields with a dynamic Italian campaign and a more linear North African operation. Mediterranean Theater offers incredibly diverse backgrounds, allowing players to make conflicting choices that affect their strategy. While Operation North Africa offers players a more “traditional” and linear COH3 experience, there’s no shortage of engaging storylines and explosive action.

Our goal is to make sure we continue to deliver the same great COH RTS gameplay that players have come to expect. We also want to give players the option to play the game the way they want…whether it’s a single player campaign, a multiplayer match, or a co-op comp-stomp. Our goal is to make sure we continue to deliver the same great COH RTS gameplay that players have come to expect. We also want to give players the option to play the game the way they want…whether it’s a single-player campaign, a multiplayer match, or a co-op match. Thank you for your enthusiasm and interest in Company of Heroes 33. Let us know what you think when the game launches on February 23rd!

Ron Burke is Editor-in-Chief of Gaming Trend. Currently living in Fort Worth, Texas, Ron is an old-school gamer who enjoys CRPGs, action/adventure, platformers, music games, and has recently branched out into tabletop games. Ron is also a 4th degree black belt with masters degrees in Matsumura Seito Shōrin-ryū, Moo Duk Kwan Tang Soo Do, Universal Tang Soo Do Alliance and International Tang Soo Do Federation. He also has several other style ranks in his quest to become a well-rounded fighter. Ron has been married to gaming trends editor Laura Burke for 21 years. They have three dogs – Pazuzu (Irish Terrier), Atë and Calliope (all Australian Kelpie/Bulldog mixes).

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