We recently had
the opportunity to sit down and chat with Chris Scaglione,
the Associate Producer on Global Operations at Crave
Entertainment.
PCShooter: What do you do
for the Global Ops team?
Chris: I'm the Associate Producer on Global Operations
at Crave Entertainment. I'm the lucky guy that gets
to take all the screenshots, take pictures of some of
the weapons, run the web site, correspond with the consumers
on our message boards, and evaluate the new versions
we receive (which translates into: I get to play the
game for hours). ;)
PCShooter:
Could you give us a brief description and run through
of the game?
Chris: Global Operations puts players in the middle of various
armed conflicts throughout the world. The scenarios
are loosely based on real-world events. The player can
select which side of the conflict to play on, using
one of seven different specialties consisting of the
Medic, Sniper, Heavy Gunner, Commando, Recon, Demolitions
Expert and Intelligence Officer.
PCShooter:
What do you think about the Lithtech Engine technology?
Chris: I think it was a great choice for this game. The engine
is extremely flexible, allowing us to tweak it to better
suit Global Operations. The technology also allows us
to create a more realistic environment and utilize
our advanced ballistics system without any major problems.
PCShooter:
How does your game differ from similar titles already
on the market like Counter Strike, Rainbow Six and other
combat games? Will we see something new in this game?
Chris: We wanted a game that was realistic, but had fast paced
action. The realism comes from the maps, weapons, character
models, and specialties. Each map will actually make
you think you're in that particular location, using
a real Dragunov sniper rifle, dressed like a real sniper.
Teamwork is key in Global Operations, but we didn't
want to be too much like a simulation game.
PCShooter:
Where will the missions take place?
Chris: These range from Columbia to Canada, from Chechnya
to Lima, Peru. I can't give you the complete list yet,
but there are 13 different locations. We'll be releasing
new locations on our web site soon.
PCShooter:
How long has this game been in development? Will you
be releasing a demo?
Chris: Global Operations has been in development for just
over a year and a half. There aren't any plans for a
demo, but there will most likely be a beta test, so
keep an eye on our web site for it so you can be of
the first to sign up. ;)
PCShooter:
Who came up with the idea for this game?
Chris: I don't think it was any one person that came up with
the idea for the game, maybe the title, but not the
idea. Crave started searching for the right developer
for the job and when we met with Barking Dog, the search
practically ended that day. Both companies wanted to
make a real-world/military style FPS. Everyone at Crave
Entertainment loves FPS games, as does everyone at Barking
Dog. Ideas from both sides were practically identical,
it's like we all had the same dream the night before.
PCShooter:
How many weapons do you plan to incorporate into this
game?
Chris: There are 32 weapons made up of 8 Pistols, 4 Shotguns,
6 Sub-Machine Guns , 4 Machine Guns, 6 Assault Rifles
and 4 Sniper Rifles. In addition to these, we also have
various explosives and a rocket launcher. In addition
to the weapons we'll also have grenades and armor. Depending
on what type of armor you use (light, medium, heavy),
will determine how fast you're able to run.
PCShooter: We've heard about this cool technology called the ballistics
system. Can you explain what that means in relation
to the game's realism.
Chris: In some games, when you shoot a sniper rifle, the bullet
goes exactly where you shot regardless of how far away
from the target you are. Our ballistics system takes
into account distance, weight of the bullet, gravity,
the velocity of the bullet when it leaves the gun, and
the material the bullet hits. If you're sniping form
100 yards away, you'll have to account for bullet drop
over that large distance. You'll have to aim a little
high in order to hit the target because the bullet will
gradually fall due to gravity. Also, firing at different
types of material will effect the velocity of the bullet.
Some guns are powerful enough to shoot through boxes
and even some walls, while others will just stick in
the box. If you shoot someone with a high powered gun,
and their teammate is behind them, chances are you'll
hit both of them, however the second person won't take
as much damage because the first person absorbed most
of the velocity with their body.
PCShooter:
Will you need a powerful machine to run Global Ops?
Chris: Naturally the better your system, the
better the game will perform. This is true with any PC
game. The minimum specs for Global Operations is a
Pentium II 400 MHz with 128 MB of RAM and a 16 MB 3D
hardware graphics card. The recommended system is a
Pentium III 600 MHz or greater, with a 32 MB 3D hardware
graphics card.
PCShooter:
Are you going to allow the mod community to create mods
for this game?
Chris: Absolutely! I believe one of the greatest aspects of
any FPS is modibility. A level editor will be released
with the game, so mod'ers will be able to start making
new maps and such right away.
PCShooter: About what percent complete is the game? Do you have
a target release date?
Chris: The game is about 70% finished. We're on schedule to
release the game this winter.
PCShooter:
Thank you for taking the time to do this interview with
us today. We look forward to the release of this game.
Chris: It's great that so many people are excited
about our game, and you're helping spread the news, so
thank YOU!
You can visit the official Global Operations website
here.
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