Fargo: With Frontlines: Fuel of War, you're starting a new franchise from the ground up. What inspired the new game? What are you aiming to do for the genre?

Fargo: What did you learn from developing Desert Combat that you're applying to the new game?
Kaos - Frank DeLise: The inspiration for Frontlines was no different than Desert Combat. For Frontlines it was the ability to play with weapons of the near future wrapped around a compelling storyline on plausible events. Unlike DC, we wanted to build and play with the weapons that were coming but not out yet. Experience the weapons of tomorrow but not be sci-fi, rather designed off of real world technology that they are developing today with a little "kaos theory" While doing so we wanted to make some big changes to the genre which is still plaguing too many games. That is scripted \ linear single player games. We felt confident in our multiplayer experience but we really wanted to reach out to the single player game because as gamers we are really getting tired of the die \ redo \ die \ redo \ watch-the-movie style gameplay. I wanted to play a game where my choices meant something and my experience wouldn't be exactly the same to the player next to me. This meant non-linear missions and no scripted sequences. We would design a single player mission where places were defended like real places and you can take the town\city etc.. any way you wanted. Either by foot, tank or helicopter, it's your choice. The challenge to this is that we didn't want it to feel like a bot match either, which is typically how open ended gameplay ends up. Instead we wanted the Enemy AI to act as squads, use voice communication, hand signals and even flanking techniques to defend their position. We spent a signicant amount of time on this and we feel it really paid off and created something truly fun in the FPS genre. This go anywhere do anything open style single player combined with next gen weapons filled a void to me as a gamer and hopefully a lot of other people.
On top of the single player changes, we wanted to take multiplayer to the next level. For one, we really weren't a fan of the objective gameplay mode that spread everyone out all over the maps. We felt this spread out teamwork and you ended up with friends all over the map and times of empty moments. In DC we experimented with this idea called Push, it linearized the objectives so you had to take them in order. It was a good step, but far to linear. So we went back to the drawing board and looked at how real wars were fought, on a frontline with multiple objectives at once. The obvious reason they do this is to keep the "team" together and push a whole and leave no gaps. This takes a huge team effort. We felt this is where we needed to go in order to bring the team together, increase the intensity and make the battle more meaningful. So in Frontlines, your push and pull the front as a team. As you complete objectives on the front, the front moves forward. In combination to that we broke out the role from the traditional class. This means your weapon choice is separate from your role on the field. So no more medic with a crappy gun. No you can combine your assault rifle with any role. However we completely changed the roles to adhere to the future of war and a more strategic battle. Now we have:
The Ground Support role - Defend the front, drop down deployable miniguns, grenade launchers, etc...
Air Support Role - Attack the next front with air strikes, cluster bombs and even fuel air bombs.
EMP Tech - Defense against vehicles, drones and air strikes and
Drone Tech - Use of fully controllable drones, RC helicopters, tracked mortar drones etc... to find hidden enemies and penetrate concealed areas.
We feel the drone gameplay for one adds a great new element to the MP sessions to the point where they feel like minigames. This combined with the fact that all these roles upgrade the more you use them during a match creates really exciting gameplay moments.

Fargo: What did you learn from developing Desert Combat that you're applying to the new game?
Kaos - Frank DeLise: I would say first that we learned a lot from fellow gamers, so day one we started a forum and we constantly talk to players, gather feedback, what do they hate, love etc... This was very powerful in DC and we want to continue to work with the community.Fargo: With Frontlines, you not only have six character classes (like Close Combat or Heavy Assault), you also have four different roles for each player (like air support and drone technician), which can be combined in any way. Between this and the 60 different weapons and vehicles available, is it hard to balance the game? Is your past experience helping out any?
In DC we really liked the pacing, not too fast, not too slow. Keep it exciting but not to the point where you spend most of your time in a spawn menu. We also learned while graphics are great, gameplay is king.
Kaos - Frank DeLise: We definitely learned a lot here from the DC days. We were always adjusting balance as people found exploits and we managed to keep it fun without nerfing everything which most games tend to do. This is why we are having such an early beta. We want to get feedback and truly have time to do something about it. Most betas seem to be right before a product ships which is typically too late. We are also using other THQ studios such as Relic to help balance the game as they have balance teams dedicated to this.Fargo: Finally, I'm sure everyone reading this is dying to get their hands dirty and jump into the beta. Can you give readers some advice as they try out the multiplayer? Any strategies or recommendations?
Kaos - Frank DeLise:Well of course you have to try the drones, they are a lot of fun. However if the enemy drones are getting the best of you, try the EMP role against them.Fargo: Okay now I want to get out of here and play. Thanks for taking the time to talk with us, and good luck with the release!
Other hidden goodies: when in a tank's second position, use the middle mouse button to identify new targets to the driver\gunner. Watch his back!
Take a stab at the APC. The second seat yields a countermeasure system that lets you shoot down rockets like missile command. You can defend an area, but watch out for airstrikes.
Lastly, you have to think a bit different then you are used to. Once you capture a point, don't just run off and capture the next. Make sure the points you captured are being defended as it is the only way you will be able to move the front forward. The team that works together better will win, work in a squad.
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Lineage 2 - Chaotic Throne: Gracia Client Part 2
Filename: L2_Gracia_Part_2_Live_Installer.zip
Author: NCSoft
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Grand Theft Auto: San Andreas - BioHazard Alert V0.5b Remake
Filename: BioHazard_Alert_REMAKE.zip
Author: Maggots Projects
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Created: 12/4/2008 5:27:00 PM
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Filename: BioHazard_Alert_REMAKE.zip
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Created: 12/4/2008 5:27:00 PM
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