Sniper: Ghost Warrior 2 Interview
Recently, Tech-Gaming had a chance to speak with City Interactive’s Michal Sroczynski, lead producer for Sniper: Ghost Warrior 2. Beyond engaging players with the nuances of long-range warfare and depictions of viscera- hurtling dismemberment, the upcoming title looks to offers a remarkably improvement of it’s predecessor. Read on for a look into Sniper 2‘s arsenal of advancements.
Tech-Gaming: Catering to stanch simulation fans as well as casual first-person shooters must be a difficult task. How does Sniper: Ghost Warrior 2‘s difficulty setting allow both audiences to enjoy the title?
Michal Sroczynski: Our main focus when designing the game was to try and hit that perfect balance between realism and authenticity. We thought to ourselves that the only way to do it is by allowing a certain degree of customization and giving the players the power to shape gameplay. One of the key gameplay mechanics are the varying windspeed, bulletdrop etc. Taking long distance shots may be too frustrating for people who just want to relax after work and enjoy the story. On the other hand, there are players who like when the game challenges them – the only way to satisfy both gamer groups was to implement a system that allows to turn things on and off ;-). Don’t like windy scenarios? Just flick the switch and it’s easier to shoot.
T-G: Ghost Warrior 2 uses CryENGINE 3. What advantages does this offer over the Chrome Engine 4, which was used for the first game?
MS: Chrome Engine 4 is really fine engine and we’re happy with what we have achieved in Sniper 1. But Cry Engine 3 is probably the best tool on market now. Better AI, better in-engine tools, best-in-class support… Think of it like this: it’s the million small things not “two or three advantages” that make a colossal difference. We can work faster and more effective. And make a better game.
T-G: One of the core criticisms we had with the first title was the fluctuating aptitude of the AI, who were alert marksmen one second, then unsuspecting dupes the next. What tweaks were made to Ghost Warrior 2’s artificial intelligence?
MS: Again, CryEngine 3 is a game changer in this department. It allows more flexible AI programming and everything just seems more…natural. Enemies can now flank, throw smoke grenades to provide cover for their teammates and so on. Varying levels of difficulty should provide a fun experience for almost anyone, who loves sniping.
T-G: While the E3 demo offered some impressive landscapes and a nice draw distance, the frame rate occasionally bogged down. How much improvement will the final build show?
MS: While making SGW2 we want to squeeze out all the juice for the current gen consoles. This requires probing and testing – that’s why the occasional hiccup may have occurred from time to time. Taking into consideration though, that optimization is the thing you do at the end of the development process and that we still have some months to the launch date – frame rate will not be an issue.
T-G: The Sarajevo mission shown offered a scout to call out targets and make our job a little easier. Can players expect this kind of assistance through the game?
MS: Yes. Snipers do not work alone but either as part of regular fire teams or smaller elements. We wanted to incorporate this way of perceiving the profession into the game. We wanted the spotter to be a valuable asset to the player throughout the entire experience and not only be “the other dude” that pulls the trigger during synced shots. During the course of the game, your teammate…ok, I won’t spoil the fun. Let’s say that he takes active part in the game plot-wise too.
T-G: I always like wrapping my finger around the trigger of a Barrett M107A1. Can we expect licensed rifles in the game? Do the firearms perform similar to their real-world counterparts?
MS: Every single weapon in the game is a model based on an existing weapon. Because you can see the weapon through entire game we treat it like one of the main heroes of the game. These are one of the most detailed graphic elements in the game.
The most important thing for us was to create the best sniping experience on the market. That is why, when you shot, a lot of variables get taken into account. However the in-game world is slightly different from the world around us. Realism versus authenticity – we had to make some compromises (for example air humidity), but believe me when you take a shot in Sniper Ghost Warrior 2 it is so satisfying that you won’t even notice slight differences in how the weapon works.
T-G: Beyond the customary overwatch, assassination and escort mission types, what other assignments will sharpshooters be given in the game?
You’ll get to shoot… photographs. I won’t say anything else *laughs*
T-G: One of the main problems with most sniper sims is that they are fairly linear and don’t allow players to survey the environment for a perfect location? Will Ghost Warrior 2 indulge that yearning?
MS: We don’t see linearity as a problem. Books are linear, movies are linear and we all love a good read and watch, don’t we? We want to tell a story and let players feel like a sniper. In the real world, you also don’t get to approach your target the way you want, engage at your discretion and so on. You get orders to set up, provide support (sometimes for hours you aren’t allowed to discharge your weapon) and leave the area of operations. This, of course, does not mean the player will be thrown into a “press space to win” environment – you WILL have to think your way around certain situations. SGW2, however, is not a sandbox type of game.
So what’s the story with this game. I remember it was supposed to come out last October, I heard it got a push, then nothing for months.
Hopefully, the extra time was well spent.
Is there any MP in the game?
Des, are you are are you not related to the interviewer
http://www.youtube.com/watch?v=mZF1vTWgUFQ&feature=player_embedded#!
Could be worth a shot.
I did hear the first one was awful. Don’t even buy for $10 bad.
Ok, I get they want to appeal to the Gears of War crowd, but a .50 Cal is not going to shred to skin up to your hand when it hits your elbow. That’s some way over the top Hollywood shit right there.
“I always like wrapping my finger around the trigger of a Barrett M107A1.”
So that’s what you calling fapping?
The detached arm in the 3rd screenshot is a nice, gruesome touch.
Looks cool. Let’s see how it plays.
“We don’t see linearity as a problem. Books are linear, movies are linear and we all love a good read and watch, don’t we?”
Some of us play games because they are NOT linear. This might offer better graphics that Sniper Elite but I worry that it’ll be more straightforward.
Sniper Elite was kind of a shocker wasn’t it? After that I could go for some more long range action.
Day one purchase for me. This game looks incredible.
Looks like they have the visuals down. I just hope the gameplay matches. I played Sniper 1 and the AI was either way too smart or really stupid. They shouldn’t have too much of hard time getting a good balance.
“You’ll get to shoot… photographs. I won’t say anything else *laughs*”
Confirmed: Frank West cameo.
Is this why there aren’t interviews during the podcast?
People crap all over the first game, but after the patch it’s still pretty fun to play. I’m looking forward to the sequel. Can’t wait for a next-next gen one.
Thanks for the intel. I’d like to see more than just reviews/releases!
Nice interview. Looking forward to the game.
How many levels are there going to be in the final game? MP?