August2004

The Eastern Front Battles of WWII Come Alive
Conducted by CLIMaX

___________________________________________________________________INTRO

Red Orchestra 3.0: Combined Arms was released this week to eager fans of this retail-quality total conversion mod for Unreal Tournament 2004. Red Orchestra first debuted for Unreal Tournament 2003, and quickly secured a steady following; historical realism, excellent maps and period weapons are just a few of the reasons why. RO won 1st Place/Best FPS Mod in the Make Something Unreal Contest and continues to attract new recruits every week. While out on patrol I spotted RO development team members P_Witty, SasQuatch and wilsonam and mananged to interrogate them before the next enemy wave came over the hill...

_____________________________________________________________INTERVIEW

[CLIMaX]
 Tell us about the Red Orchestra UT2k4 Mod Team. Who does it take to put together such a realistic war sim?

[P_Witty]  It's a solid, professional mod team shaped from years of experience. I'm one of the many artists contributing to RO.

[SasQuatch]  The MOD team includes members from various countries. We have programmers, 3d artists, skinners, animators, level designers, sound engineers, and a historian. There's also a test-lead and public relations people. We have about 28 members who work off and on, and an additional test-team of about 35 to 40 people.

[wilsonam]  Like the guys said - variable sized core team, covering all the vital mod roles for modelling, art-work, animation, coding, and so forth. We have additional history specialists (me, myself and I, with help from everyone), small-arms specialists and armour fanatics, too. Within the core team and the extended test team we also have people with appropriate German and Russian language skills, movie-making skills and more.

[CLIMaX]  What is Red Orchestra, the mod? How did you come up with the name?

[P_Witty]  Red Orchestra is a highly immersive representation of infantry and tank combat on the Eastern Front of WWII. The name is based upon the Red Orchestra spy network, one of the keys to Soviet victory in the war. The mod changed its focus very early on, but the name stuck.

[SasQuatch]  Yes, now the mod is aimed squarely at representing infantry-based combat during WWII on the Eastern Front. Everything that goes into the game including the latest vehicles and artillery support the basic infantry.

[CLIMaX]  There are quite a few war simulation mods now for popular FPS games. Were you inspired by any of these? How has Red Orchestra improved on them?

[P_Witty]  I'd say alot of team members draw off of different influences. There are those of us who played alot of Day of Defeat and there are those of us who came from other WW2 mods for older engines. On a whole I'd say players from both games could get into RO easier than somebody going in cold, but RO has alot more to offer to players. RO has abandoned the crosshairs of DoD for ironsights and plays a lot better for players who form squads simply because the slower pace allows for real life tactics to be properly executed in-game. RO also has dynamic artillery strikes as well as balanced, realistic vehicle combat. I don't think I've seen anything like that in any war simulation mod before.

[SasQuatch]  I think, for me personally, I'm inspired by all kind of games, not necessarily WW2 combat games. Making a mod is somewhat like making the game that you yourself would like to play, and I'm a fan of the more slow paced tactical shooters. The main attraction for me in RO is the setting; WWII-Eastern front, a somewhat mythical time in world history. It's a challenge to recreate the look, feel and atmosphere of the time.

[wilsonam]  "Different influences" is right. From Medal of Honor: Allied Assault I developed a huge
desire to see a good, accurate, Eastern Front game appear. Personally, I am not so influenced by loads of other games as I don't play many. The big influence/driver for me is to get the right historical accuracy and feeling into the game---everyone else spends time interpreting my historical babblings into a workable game.

[CLIMaX]  What features of Red Orchestra are you most proud of?

[P_Witty]  The artillery system. It opens up for alot more strategy in RO and changes a map from playing the same way over and over. I really dig our new vehicles but they are still under constant development and the code we'll be playing with now is too simplistic for what we have planned.

[SasQuatch]  Right now I think it's still the balance of weapons and how they handle. They get better and better with each release. And, the models and animations are pure sex; I can't even start to imagine what would happen if we could actually access all of the original Unreal Tournament code.

[wilsonam]  Happily - the accuracy and feeling to the game. We've managed to keep the Rambo element down and it is the overall effect that I like best; players are actually careful about their lives! You find people using real-world tactics---creep around the corner, sprint from cover to cover, duck and hide, shoot carefully. As for individual features, it is hard to say. I've always been hugely impressed by the effort that has gone in to the game and the general professional attitude of the team. The player models are stunning, the new artillery system, animations... It's just too hard to pick one!

[CLIMaX]  What does the Red Orchestra team have planned for the future? Are there new RO features you guys are working on that hardcore gamers like us can look forward to?

[SasQuatch]  I'm very excited about our first implementation of artillery and vehicles. I think the artillery has unique feel about it, and it's great fun! The vehicles are still very rough, but they have great promise. Our first tanks handle really well, and I especially love the realistic reload times. You get this enormous feeling of suspense which I've never encountered in a multi-player game before. I'm really looking forward to what this team can accomplish in the field of tank warfare.

[wilsonam]  Ever onwards. Next couple of months, we'll work on the artillery and vehicle systems to make them really special. There are a bunch of other infantry weapons and systems to bring in; the infantry needs more anti-tank capability. Right now, the drive will be to refine the major new systems, though, as well as just adding in a few more tanks. We want to work on the vehicles to make them play realistically enough. 1940s tanks are not invulnerable to infantry, contrary to popular Hollywood belief, without sufficient infantry support, or in bad terrain and built-up areas.Under those conditions they were very much at risk. Other projects. Yes, of course. But for me they have to do with writing and publishing on historical topics, not other games I'm afraid.

I have a question to fire back at LadyGamers.com: would you like to see anything specific in the game? Female player models, such as for the famous Soviet female snipers have been suggested in the past. Is that sort of thing of interest to you? Do you consider it appropriate? I'd be interested to know the views from your readers!

[CLIMaX]  Well, I'm a guy and I'd like to see Soviet female snipers. But, let's ask CaliGirl, of LadyGamers.com.

[CaliGirl] Wilsonam you rock! The past 7 years I managed so many sites, I have never been asked such a question in an interview before! Actually, since I am not a history major I don't know many Soviet female snipers there actually were. However, now you have totally peeked my interest. I am extremely curious to know more about these courageous ladies!  The only thing that comes to mind is one of my favorite movies with Jude Law and Rachel Weisz in Enemy at the Gates. Vassili Zaitsev is the only sniper I can think of that I have heard of, and I am ashamed to say its from watching the movie.

I feel female player models do play an important role in games, but its not a needed feature. However, it does give some girls more of an incentive to play the game. I have noticed many of my non-female gamer friends play a game if they could be a female player in it. Back in 1998 I experimented with them by having them play Quake 1 and then play Quake 2. Many of my friends who I grew up with desired to play Quake 2 so they could be as they put it, "a bad@$$ army chick."  If you do feature any female player models, please make sure you keep us in mind! I'll try to scoop some of the girls on top of your cone of Red Orchestra community! ;)


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