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Global Operations Interview


 

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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