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Weapons of Warfighter

 

At A Glance
  • A Red Storm designer explores the weapons of Advanced Warfighter.

A walk through the offices of Red Storm Entertainment finds plenty of weapons—some mock-ups, some real—in and around cubicles of the multiplayer team. They even take the guns out to local shooting ranges to accurately capture the look and feel of these weapons, and then translate them to the near-future weapons found in the game circa 2013.

Red Storm focused heavily on weapons for Tom Clancy's Ghost Recon Advanced Warfighter™ on Xbox 360™. Christian Allen served as both weapons lead and lead multiplayer designer for the new game, which pushes the envelope of options for Xbox Live® gameplay. Allen put down his guns to chat with us about the game's arsenal, and also give us an insider peek at the multiplayer development process.

Xbox.com: Can you run through the process of how a real weapon is captured andcreated for the game?

Allen: For most of the high-tech weapons that you see in the game, because they are not generally available, we will partner with the weapon developers. They will either send us non-functional versions of the weapons to model from, or we will send out folks to meet with them and capture a range of high-res images to model from.

Xbox.com: How do you create advanced weapons that don't necessarily exist yet?

Allen: All of the weapons in the game are in at least concept stage somewhere. For weapons that are in an earlier stage of development, often times we can obtain 3-D prototype models that weapon modelers use for concept and scale.

Xbox.com: What real next-gen weapons have made their debuts in the various Ghost Recon games?

Allen: The XM8 series was first showcased in Tom Clancy's Ghost Recon™ 2, the SCAR assault rifle package was first shown in Tom Clancy's Ghost Recon® 2 Summit Strike, and several new weapons are being given to gamers for the first time, including the concept MRC, a caseless bullpup carbine, and the AS50, the new sniper rifle just being developed for the SEALS.

Xbox.com: Tell us about how the team goes out to test real weapons for the game and what that brings to gameplay.

Allen: We actually go on quite a few shooting trips. A lot of the team has experience with weapons, but nothing beats getting real trigger time. Familiarity with weapons gives us the ability to tune the weapons in the game to accurately capture their feel. There are a lot of different factors that go into the way a weapon handles in real life, and all of those can't be replicated (or aren't fun to play) in game, but getting our hands on the real guns lets us transfer the general experience to the player.

Hi-tech meets the front lines.

Hi-tech meets the front lines.

Xbox.com: What does Xbox 360 bring to the table when it comes to weapon-firing animations and the weapons themselves?

Allen: The detail on the weapons on Xbox 360 is leaps and bounds higher than on the past versions of the games, allowing us to nail their presentation even better. In addition, the class system allows players to have a wide variety of gameplay-impacting changes based on class, without restricting the choice of weapons.

Xbox.com: Tell us about some new weapons and things that were only available because of Xbox 360, like the smoke grenades.

Allen: Smoke grenades are a great example of something we have wanted to add to the franchise for a long time, but never did because of technology constraints. Because we focus on large, outdoor environments where potentially every player can see every other player at any one time, framerate was always a concern.

In the past, if we were going to put smoke grenades into the game, we would have had to compromise on how good they looked in order to make sure that the game ran smoothly. Now we don't have to make any compromises!

”We chose Nicaragua to provide new environments
to fight in while keeping some of the same flavor
as the single-player campaign, set in Mexico City.”

Xbox.com: What exclusives, if any, will be in the Xbox 360 version?

Allen: The Xbox 360 game features the customizable game mode system, as well as a character identity system and a unique co-op campaign. All of these features are unique to Xbox 360.

Xbox.com: Can you talk about Nicaragua and the story there? Why did you choose this locale?

Allen: The story setup in Nicaragua is basically that elections fall apart and old rivalries from past conflicts flare up again. With the breakout of conflict, international assets are under threat, and the new team of Ghosts is sent in to support pro-democratic forces and shut down arms shipments flooding into the country.

We chose Nicaragua to provide new environments to fight in while keeping some of the same flavor as the single-player campaign, set in Mexico City. Central America has a wide range of diverse environments which make great settings for multiplayer adversarial and co-op play.

Xbox.com: How many maps will there be at launch and what types of environments will there be?

Allen: There are 10 multiplayer maps, all playable in solo, team, and co-op games. Environments include urban, rural, desert, jungle, forest, beaches, a military scrap yard, and the decks of docked oil tankers during a heavy thunderstorm.

Picking out enemies is a snap thanks to the advanced weapons.

Picking out enemies is a snap thanks to the advanced weapons.

Xbox.com: How many people can play?

Allen: Up to 16 players can play, and this includes solo (everyone out for themselves), team (two teams face off), and co-op (everyone against A.I.). You can play with up to four players on one box in split-screen mode, with any combination of boxes and players up to 16.

Xbox.com: Can you talk about some of the hardcore options left open to the gamer for creating multiplayer experiences?

Allen: The great thing about our customizable options system is that it really does drive gameplay. You can set up a solo "meat grinder" game, where everyone is constantly shooting or dying, or, on the other end of the spectrum, have a tense match where people slowly creep through the map, working as a team to complete objectives, always watching their backs because at any time they can be taken out of the match. You choose the way you want to play.

Xbox.com: What are some of the things that your own team has played with when it comes to customizing multiplayer?

Allen: We like to mix things up a lot, playing with the different options for different scenarios. One game we came up with is a modification of Siege, where the defending team is smaller. They key difference is that the defending team has an A.I.-controlled helicopter backing them up, hunting the attacking team. This makes for some tense moments!

Three-zone objective-based play is also really popular with the team, especially when you change the objectives to be armed officers that will help out the team member escorting them with their pistol.

There are plenty of targets packed into this game.

There are plenty of targets packed into this game.

Xbox.com: How do see these multiplayer options working with tournaments?

Allen: I think that you will see some of the great tournament and ladder groups out there coming up with defined "rule sets" based on the types of games they want to play.

Xbox.com: What type of additional content will you support through Xbox Live down the line?

Allen: While I can't give specifics, definitely keep an eye out for news on DLC for GRAW!

Xbox.com: Thanks for taking the time to talk with us.

Article by John Gaudiosi

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