Game Over Online ~ Officers (c) Game Factory Interactive



Officers (c) Game Factory Interactive

Published: Tuesday, July 27th, 2004 at 02:39 AM
Written By: Lawrence Wong


The majority of popular World War II titles focus on the exploits of the Western front. It is easy to say that with a real-time approach, you get the largest crowd. And the largest crowds are usually more versed in events like D-Day and Market Garden than Kursk or Stalingrad. 3A Games and Game Factory Interactive want to change this in Officers, a real time strategy game set between 1939 and 1945. Playable sides will include Germany, Soviet Union and the United States/Great Britain under one banner. Other nations will be visible too, including: Romania, Denmark, Slovakia, Poland, Italy, Hungary, France, Finland, Belgium, Norway, and Czechoslovakia will be present in the European theater but not under direct control.

The title Officers is special as the developers want to emphasize the role of commanders in the game. Specifically, there will be one officer whom you control. He will start off as a platoon leader. Gradually, with experience, he will be given more troops to command and matching objectives to undertake. The units under your command will not be your typical fodder. For starters, you won’t have direct control over each individual soldier. Instead, you will have to rely on setting an objective and letting the chain of command pass the appropriate orders down to get the result you desired. All armies in the game will have their respective hierarchical structures and chain of command systems. These representations, the developers promise, will be authentic.



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Officers will primarily take place on land. Infantry, tanks, artillery units are in order. The developers are not ruling out control of air and naval forces. But some of them could be incorporated in support roles that are not under the command of the player. A player can request an air strike and give coordinates, or request a reconnaissance mission, or call for a landing party in a certain area.

Another difference with Officers is the way missions are constructed. What Officers is aiming to create is a fluid battleground set in World War II. Depending on the outcome of specific battles, your objectives will be generated from there. For example, the developers raised a situation where you’re told to take a point. Upon failure, you will be ordered by headquarters to pull back. But that doesn’t necessarily mean the game is over, as it is with the linear campaigns of other strategy titles. Instead, you may be assigned with more reinforcements to partake in the same mission or you will be doing some ancillary mission that supports the ongoing effort. Think of the real time battles in Medieval: Total War.



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To create a convincing vision of the European theater, a DirectX 9 engine will be used. Weather effects will be added. Seasonal factors and day and night cycles will occur. These don’t just serve as visual eye candy. They can have potential effects during the game as well. In addition, terrain features will play an important part in tactics. Forestry and hills will play into line of sight considerations by the astute commander.

Many real time strategy titles are beginning to become more complex. Officers is no different. In lieu of a construction and resource model, Officers will be relying on traditional supply lines and reinforcements. These are doled out by the game’s artificial intelligence. Loss of supply lines will result in less effective soldiers on the field to the brink where lack of ammunition or food will result in total capitulation of the soldiers. This can be used as a tactical trick to eliminate the enemy. But Officers will allow for alternate ways of restocking: hunting indigenous animals for food or capturing an enemy warehouse will help. Indeed, this was one of the plans for the Germans in the Battle of the Bulge.



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Although the preview I saw was not hands-on yet, the developers showed a good amount of the preview build to me. Officers is shaping up to be a best of both worlds: the turn-based strategy of war simulators and the immediacy and speed of real-time strategy titles. Slated for release early 2005, it still has some ways to go. But most likely, its focus on the development of a personal commander character won’t go away. And the time the developers are spending to get the World War II theater right is something that should increase the appeal of the final product.

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