00:00Peggy 18
00:12In Company Heroes 2
00:13we did something we hadn't done before
00:15on previous games and we actually took a research
00:17trip to Europe to visit some of the
00:19locations that we've been trying to portray in the game
00:21to get a sense of the history and the culture
00:23and the scale, a feeling for these
00:25two armies that fought each other
00:27I've worked on a lot of games and we
00:29always have a narrative, generally
00:31most of them, even when there's
00:33a seriousness to it
00:34they're not quite as gritty or real as this one
00:39In Company Heroes 2 we've covered
00:41all of the well-known battles of
00:43the Eastern Front. Players are going to be able to fight
00:45in the ruins of Stalingrad
00:47defend the city of Leningrad
00:49ultimately push all the way to
00:51the Battle of Berlin. We base
00:53our story on history. There's a
00:55number of characters that we've
00:57kind of composited into ours
00:59they're really trying to get their experiences across
01:01and portray the horror and terror of World War 2
01:05in a way that is sensitive but unflinching
01:07The process for coming up with missions
01:09and making them happen
01:10how we get variety like daytime, nighttime
01:13what the actual mechanic is
01:15what the player's going to do on an ongoing basis
01:17is huge
01:21We've expanded quite a bit from
01:23Company of Heroes 1
01:24We've got missions where you're leading a small group of snipers
01:28We've got missions where you're leading a small group of snipers
01:28through a countryside, eliminating German officers
01:30We've got a mission where you're sieging a castle
01:33They actually fought with modern weapons at some of these places
01:36So you had tanks and machine guns
01:38where you might typically think about knights and swords
01:42The campaign itself is based on pouring over history books
01:46reading personal journals and records from soldiers
01:49So although we can't recreate those battles exactly as they were
01:53We try to capture some aspect, some element of what they might have felt like
01:58We want to pull people through playing one mission
02:01where maybe it's a little bit tough to deal with the elements that are in that mission
02:03because horrible things are happening
02:06Horrible things happen on the Eastern Front
02:07That's an authentic part of the experience
02:09But at the same time we know that needs to swing upwards
02:11and so we'll look for something that's going to be like
02:13What's going to be really fun?
02:14What's going to be really fun is storming through German lines with tanks
02:17Yeah, let's do that
02:19What I love is encapsulating that feel from mission to mission
02:22and even beats within mission to get that swing and flow
02:25And I love it when it comes together
02:27and you really feel like you played one mission
02:30and got like three different experiences
02:35When we talk about the burden of command
02:38and the influence of choice on the player
02:40it goes right back to the very basics
02:43and how we design the armies
02:44We want to give them choice
02:46and make some of these choices really challenging
02:49Some of those decisions involve
02:50whether to go back and rescue troops that have been lost
02:54and in other situations
02:55whether to blow up a bridge
02:57to prevent the Germans from crossing it
03:00knowing full well
03:02that you have Russians on the other side
03:06At that point you're just kind of like
03:08wow
03:09this is a whole different ball game
03:13Theatre of War
03:14really is something where we're trying to
03:16extend the experience
03:18and the ways in which you can play the game
03:20and it's sort of just like
03:22we know what happened in real life
03:23so how did you handle it
03:25and can you get the same result?
03:26It's not competitive multiplayer
03:28you don't have to worry about winning or losing
03:30it's about you exposing yourself
03:31to the historical arc of World War II
03:34but also to dig into some of the tactics that were used
03:37to help you become a better player
03:38so when you're ready to jump into multiplayer
03:39you have that experience behind you
03:42RTS's are inherently abstracted
03:44you know, the camera's up high
03:46and to deliver emotion
03:47and the kind of narrative experience
03:49that you want in a game is challenging
03:51You're playing from a distance
03:52often people, players feel like the hand of God
03:55they feel like they're just kind of controlling
03:56these little tiny men
03:57but we wanted the player to feel
03:59like each soldier mattered
04:01we have real places with their distinct landmarks
04:04like when you fight in Berlin
04:06there are places there
04:07that you would recognize
04:08if you've seen
04:09you know, photos of Berlin from that time
04:10or even been there
04:11and seen the ruins of those buildings
04:15We put a lot of detail
04:17in the battlefield
04:18so you can zoom down and see it
04:20and once you've seen it
04:21you know it's there
04:22and that, you know
04:23level of detail
04:24even with the camera pulled up
04:26ties you to the experience
04:28sort of immerses you in the game
04:30the feel of Company of Heroes
04:32comes from
04:34so many systems working together
04:36to immerse the player in that environment
04:38the audio
04:39has always been incredible
04:41the authenticity of the weapons
04:42the movement of the soldiers
04:44all of those things work together
04:45to pull the player into the game
04:47as you play through as a player
04:48I think it's impossible
04:49not to get deeper and deeper
04:51in that experience
04:52it's real
04:53it's gritty
04:54it's dark
04:55and by the end of it
04:56you can't help but feel
04:57attached to the outcome
05:01and I think the gamers
05:02are gonna be very pleased
05:03when they get their hands on it
05:05maybe
05:09Grazie a tutti.
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