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Reality Mod interview

 
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tomcat
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Joined: 09 Oct 2004
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PostPosted: Wed Feb 16, 2005 5:29 am 
Post subject: Reality Mod interview
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The project leader of the reality mod for BF2 has given an interview to totalbf2...

Personally, if I play BF2 i will definitely play it with reality mod...cause so far the arcadish action i have seen on the game is shocking...however have to say i have a feeling...that teamwork..i think is going to be re enforced on the game...

Quote:
One of the exciting new mods to hit the scene is Project Reality, a realistic mod for DICE and EA's Battlefield 2. The team have already pumped out an impressive array of models in their build up to the games release later this year. TotalBF2.com interviewed Project Lead Requiem, who also provided 4 exclusive new renders!

One of your key features in the mod is that you intend to completely add the British army. Can you tell us about the arsenal of weapons and vehicles that we can expect to find?

Where do I begin Smile ? If you look at the last decade, you realize how much the British have contributed to large scale military operations around the world, yet continue to be “forgotten� when designing video games. We will make up for this gap and produce a complete British faction that will truly replicate current equipment used. You can expect the Challenger 2, Warrior IFV, AS90, Land Rover, Harrier, Tornado variants, Merlin, Chinook, Lynx, etc. On the small arms side of things we will be including, the L85A2 (SA-80) with its accessories such as normal Iron Sights, the SUSAT Sight and the Underslung Grenade Launcher (UGL), L85A2 Carbine, Accuracy International L96A1, L7A2 GPMG, L86A2, the FN M249 Minimi-Para, and of course a few more. All of which should make for some real variety during firefights on the battlefield.

One of the obvious focuses of the mod is realism. Just how “realistic� can we expect it to be in terms of infantry fighting? E.g. will a single shot to the chest or head mean instant death?

We will have to see in how much detail, we will be able to define the hit boxes of our player models. Ideally, we would like to differentiate helmet from face, as well as different calibers from various penetration physics. Take my word for it though, if you get hit, you will regret it.

With the team focusing on realism, how as a team are you able to stick to the accuracy that you are hoping for?

Our team believes in taking a professional approach to the way we operate. We have a management structure in place for maintaining organization and to keep our work processes productive and efficient. Our military advisor team is headed by JS.Fortnight.A who has been with the project since its official launch last summer, under his supervision are Dr. Spangle, Black Beret, Eddie Baker, Evil Homer, and our newest addition TR. All of these fine individuals have their own unique skills which they bring with them to the team; Evil Homer (Ret. Royal British Army Combat Engineer) saw action first-hand in the Falklands during the 1980’s and supplies the team with accounts and many of the gritty details one would encounter if on the ground in such a conflict.





We all like to see realistic weaponry in this type of game. How much research has been done (if any) to try and accomplish that goal?

This is the primary reason we set up a team of military advisors. They are given the task (before a model is even started) to provide our modelers & coder(s) with image references and information (as up-to-date and accurate as possible) so that they are able to create an object which has nearly all of the finer details one would find on its real world equivalent. Utilizing various resources such as libraries, archives, and the internet, as well as personal contacts, our team of advisors is keen and ready to give the gaming community a true taste of gritty military realism from the BF2 engine.

Do you intend to change the armies already in game at all? If so, how?

As we all know, Battlefield 2 will make use of the Marines for the US Faction. As the "Force Recon" unit of the Marines is similar to say the "Navy SEALs" or the "Army Rangers", "Force Recon" complements these units rather then replace them. In this aspect, we are considering replacing the default “Special Forces� class with a Special Operations Force of more experience. In order not to be like many of the games out there, we will not go with “Delta Force�. Instead we will create a “Navy SEALs� team that will replace the defaults.

Maps in Battlefield 2 are primarily set in the Middle East and China. Can we expect to see maps that focus on other theatres of war?

For future releases we will be looking into other climates. For the moment though, all the concentration is on coding all the new items we are implementing and improving the gameplay through realism.





What kind of reaction have you gotten from the mod so far?

The reaction to this point has been excellent. Our community continues to grow everyday, and we have a lot of fans that can’t wait for the day where they’ll be the first to play it. Our beta testing signups just went live the other day, and the response is incredible (link here). I would like to thank our fans for their support, we will make you proud to be a member of our community.

EA and DICE have shown their interest to support the Battlefield 2 mods best they can. Have you received any help from either of them so far on the project?

We receive support from Electronic Arts. They answer our questions rapidly and try to help out as much as they can. Of course they can’t answer everything, but more importantly, the contact is there. What each Mod team is waiting for are the highly anticipated Mod Tools. The work our coders & mappers can perform are limited before we receive the tools. In terms of early alpha/beta versions of BF2, we haven’t played any.

Finally, is there anything you would like to say about Project Reality?

I would like to personally thank all the Dev’s on the team, each one has shown outstanding motivation and dedication. Building a mod in your spare time is definitely not easy, and is a huge time commitment. But we have a professional team relationship and work ethic that enables us to take this project as far as our imagination can go. As lead I am really proud of what we have achieved at this point in time, it goes to show that our potential is unlimited. I would also like to thank Rico and the staff at TotalBF2.com (you’ve created the finest Battlefield 2 site on the net).

We would like to thank Requiem for taking the time to conduct this interview, and wish the team the very best with the development of the mod. For more information about Project Reality, visit their website: www.realitymod.com

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