Medal of Honor Airborne Interview (con't)
FiringSquad: What other unique features will Medal of Honor: Airborne have?
Rex Dickson: We’ve already talked about weapon customization and non-linear game play, which are aspects that really set Airborne apart. In addition to that we have: start anywhere, procedural AI system, user defined weapon load outs, parachuting in multiplayer, procedural kinetic death system, vertical level design, kick grenade, drop kick on landing, skill drops, and much more.
FiringSquad: Why was the decision made to use the Unreal Engine 3 for the game and how hard was it to modify it for the game's features?
Rex Dickson: The decision to go with Unreal was made based on the development team determining that it was the best fit for the game we were trying to make. We had a number of developers on the team with prior experience using the Unreal Engine. This got us off to a quick start and it didn’t take us long to get our work flow pipelines established. One of the great strengths of the Unreal Engine is how versatile and adaptable it is. We found it to be an empowering tool in getting the core MOHA feature set up and running.
FiringSquad: Are there any plans for a demo to be released for the game and if so what will the demo contain?
Rex Dickson: Yes, we have a single player demo coming near the end of August for X360 and PC. The demo will contain the first mission in the game, Operation Husky. Gamers will be able to experience about 50% of that mission over the course of the demo.
FiringSquad: Finally is there anything else you wish to say about Medal of Honor Airborne?
Rex Dickson: We have heard talk that WWII is played out as a genre. It’s ironic, because that was exactly our attitude at the start of Airborne, and why we were determined to break the formula. It’s been great to watch people with preconceptions actually pick up and play the game, and come away understanding it is nothing like their expectations. Airborne delivers on its promise to completely change the formula that FPS games have been based on for years. This is our way of bringing innovation to a genre that badly needed it. Rather than leading players through a series of scripted experiences, we are allowing them to define their own experience through their game play choices. This is the heart of Airborne and what we think makes this game so unique.