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Frag Newsletter
Gents,
For those that don't get the Frag newsletter from Shrapnel Games (shame on you), I have reprented an interview that Curt Pangracs and I did for the release of Raging Tiger. Enjoy http://forum.shrapnelgames.com/images/smilies/happy.gif (BTW, if you want to Subscribe, go to http://www.shrapnelgames.com/frag.htm) *********************** 2 ---------------------------------------------------------------------- Raging Tiger Interview Set for imminent release, Raging Tiger: The Second Korean War is an exciting near future simulation of conflict on the Korean peninsula using an upgraded Armored Task Force engine. With its story based campaign mode, challenging missions, and superb multiplayer capabilities Raging Tiger will be a game that no armchair general interested in modern warfare should be without. Pat Proctor, the developer, and Curt Pangracs, the designer, were both at Origins 2004 giving gamers a first look at this title and merrily answering questions about the game. Since not everyone could attend Origins here at Frag! we wanted to give you a chance to hear about the game straight from the horse's mouth also and so we sat down and interviewed the duo. Enjoy! Frag!: Please introduce yourselves and your role in Raging Tiger. Pat Proctor: I'm Pat Proctor. I am the president and lead developer here at ProSIM Company. I was responsible for making the programming side of Curt's dream a reality. He laid out the capabilities that he needed in order to make a 100% accurate simulation of future warfare on the Korean Peninsula, and I built the tools he needed. Curt Pangracs: I'm not Pat Proctor. I'm Curt Pangracs, the designer of Raging Tiger. I'm a freelance designer, of sorts. My day job sees me working as a military trainer and simulation specialist with the Simulations Team at the Command and General Staff College at Fort Leavenworth, Kansas. I tried to take the tools Pat gave me and create a simulation that is both realistic (in a futuristic sense) and entertaining. FG: Please provide a brief overview of Raging Tiger. CP: Well, Raging Tiger is basically a game based on a "What if?" scenario. What if North Korea wasn't developing nuclear weapons for its own use? What if they were selling enriched uranium to the Chinese for updated and upgraded arms? What if South Korea was backed into a corner and realized it was strike or be struck?! Raging Tiger takes us into the possible scenario of a South Korean/US attack into North Korea in a preemptive strike to attempt to finally unify the two countries and unseat President Kim. FG: Why Korea? CP: The Korean Peninsula has been a thorn in the side of the US since before the Korean War. It has also, very recently, been a major story in the news for years due to the belligerence of its leader Kim Jung Il. PP: When Curt came to me with the premise, I was intrigued. As he began to flesh-out his ideas, I immediately saw that it was a perfect fit for the Armored Task Force Engine. It didn't take any time at all to convince me to do this game! FG: Whenever dealing with a hypothetical Second Korean War the North is always the aggressor, and yet in Raging Tiger the US and ROK are the ones to kick it off. Was this done to liven up the usual scenario, or for other reasons (or perhaps a little of both)? CP: A little of both. I wanted to do something completely original. I work with historical scenarios every day in my work with simulations. I wanted to step outside of those constraints and get creative. FG: What's your favorite mission in the game to play against the AI, and what is your favorite multiplayer mission? CP: This probably sounds so cliché (notice a gratuitous plug for one of Shrapnel's other upcoming releases? I'm kind of witty like that!), but like all of the scenarios in this game. If you twisted my arm and said I could never again eat steak unless I answered, I would have to say it is Turn of Events. It's the only true defensive scenario, and it is a hasty defense at that! Lots of enemy to contend with, and they tend to be a bit sneaky in this one! It's a challenge. PP: "Beach Party II" is a US Marine Amphibious invasion to open a "second front" on the eastern coast of the Korean Peninsula. I love it because it really highlights everything that is new in Raging Tiger. First, there are amphibious vehicles. Then there are vehicle carriers, like hovercraft. There is sea-borne fire support from an arsenal ship, afloat. There is artillery for which you can plan missions but not move and position. It is just a very different gaming experience from Armored Task Force. In multiplayer, I would have to say "Where'd They Come From?" is my favorite mission. The terrain is everything you would expect from North Korean: mountainous, heavily wooded, a mess! The DPRK is on the offensive, and the allies have limited obstacles and holes to protect it. The "blue" player has to coordinate a mix of US and ROK forces against a superior enemy force. FG: What are some of the coolest changes found in Raging Tiger from the ATF engine? CP: I enjoyed making the flash OPORDS for each mission. Again, it was a chance for me to be creative, and it adds something completely different to the ATF series of games. PP: In addition to all of the stuff I mentioned in "Beach Party II", there is the animated start sequence and animated mission briefings. Curt really out-did himself with these. They add an element of storyline to Raging Tiger that just wasn't there in Armored Task Force. Instead of a collection of really tough scenarios, you have a fictional campaign that takes you from the DMZ to Pyongyang. FG: When researching for the scenarios what type of material did you use? How hard was it to generate the scenarios? CP: I have access to one of the USA's best libraries of military history here at Fort Leavenworth. The Combined Arms Research Library (CARL) enabled me to be very exacting in historical research of North Korean battle drills and actions, and I was able to find many pictures and other graphics that helped me with the look of the game. PP: Something that has not gotten a lot of press in Raging Tiger is the maps. The maps in this game are real, digital elevation models of the actual terrain in the game. When you fight the battles outside Koksan, North Korea, you REALLY ARE fighting on that ground. We used a combination of commercially available digital data and old Former Soviet Union maps to make the battlefields for this game. I firmly believe that the result is the most realistic simulation of land war in Korea ever. FG: Real-time games are usually associated with resource building and in general a whole lot of concessions to realism for the sake of playability. The ATF series, while real-time, goes the opposite route and focuses on tactical gameplay with the utmost importance placed in realism. What are the reasons for making it a RTS game as opposed to a turn based system? PP: It is really a shame that the phrase "real time" has become associated with the "Command and Conquer" clones. COMBAT happens in real time. Any realistic simulation of tactical combat at this level (battalion and below) MUST simulate this. There are a lot of feasible ways to do it. Many games today use the "WE GO" methodology, where both sides plan simultaneously, and then the action unfolds outside both players' control. We chose a new route that we call "command real time". The clock can run at real time or at up to eight-times normal speed. You can give orders freely while the clock is running, or, if things get too hectic, you can stop the clock all together, and give orders while the game is paused. For those who like the pressure of making decisions on the clock, that capability is there (just never pause the clock), but for those who like to stop and consider their moves, that capability is there, too. I would call Raging Tiger (and its predecessor, Armored Task Force) "real time WARGAMES", rather than "real time strategy". FG: Is there anything else you'd like to add? PP: I would like to take a second to thank all of the fans of Armored Task Force that have made the upcoming line of ATF Engine games possible. Their great support, constant input, super MODS and scenarios, have made it all worthwhile. FG: Thanks Pat and Curt! Look for Raging Tiger: The Second Korean War soon, and in the meantime be sure to drop by the Raging Tiger page to check out screenshots or download a fully playable demo. You can find both at: http://www.shrapnelgames.com/prosim/Raging_Tiger/1.htm |
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