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Submitted by Derek dela Fuente on October 22 2003 - 00:00

We chat to the guys behind the sequel to a true classic...

<table border="0" width="445"> <tr> <td>There are few games, and even fewer development teams, that can create such a high level of expectation, as is the case with Hidden & Dangerous 2. The original Hidden & Dangerous was released in 1999 to widespread acclaim, and was the forerunner for the squad-based tactical action game. With sales in excess of one million copies, Hidden & Dangerous established itself as a leading title in the genre. It’s creators, Illusion Softworks, has for the last four years been quietly developing and perfecting the sequel. We were given the opportunity to speak with Luke Vernon, Development Director, as the countdown continues with only two weeks before release of this title.<br> <br> Hidden & Dangerous 2 is set in Europe, Africa and Asia during World War II, reflecting the theatres of war in which the SAS operated, looking every bit as ground-breaking as the original. Through more than 20 missions that span the desolate winter of the Arctic to the searing heat of the Libyan desert, Hidden & Dangerous 2 immerses players in both single and multi-player missions as they battle the armed forces of Hitler, Mussolini and the Japanese Empire.<br> <br> <b><i>TVG: What are the main features and ideas within Hidden and Dangerous 2 that you believe will blow away any competition and get gamers really excited?<br> </i></b><br> Luke: The attention to detail throughout the game. There’s a lot of good competition out there at the moment and many of them have a small number of really cool features. H&D2, meanwhile, has hundreds of nice small touches, plus all the depth you could ever want. Some people will approach the game as a first-person shooter (a la Medal of Honor), some will approach the game as a squad-based shooter (a la Vietcong) and others may approach the game as a full-on RTS (a la nothing else). The great thing is, whichever way you approach the game, you feel like you are making it your own and having a more-or-less unique experience.<br> <br> <b><i>TVG: With all sequels, teams consider their previous game and look at any ideas that did not work or needs perfecting. What one element from the original title didn’t rate inclusion here?</i></b><br> <br> Luke: Unlike the previous game, the tactical map is now fully 3D – no more top down views – which makes a huge difference out on the field. We’ve also worked in much more freedom when it comes to using the real-time tactics and quick commands. The interface is simple to use but also caters for the more sensitive tactics needed to complete the levels. The stealth elements have been boosted as well, as has the way each character’s physical features affect the way they play. Additionally, both friendly – and enemy – artificial intelligence has been reworked to bring a new level of realism to the experience. Beyond that, the game remains entirely faithful to its origins while still pushing the envelope.<br> <br> <b><i>TVG: Graphically H&D2 looks superb. What focus did the team place on improvement of their graphical engine and are there any neat particle or special effects to watch out for?</i></b><br> <br> Luke: We’re using a revamped version of the LS3D engine that powered Mafia. It’s allowed us to create large, highly detailed exteriors that, in turn, contain intricate interiors. The transition between these two locations is now completely seamless. Other H&D2 specific improvements have resulted in; tighter troop performance during skirmishes, the all new tactical map I mentioned earlier, plus a load of nice new touches – like the Inverse Kinematics that allow the player to see how his targets react to being hit by different calibre weapons. Throughout the creation of the game, the team has worked towards creating something that was more of a simulation and more realistic than seen previously. Therefore, to be honest, there are particle effects but they are ‘restricted’ to looking authentic to the game setting, rather than showing off the power of your graphics card. It’s not a technology demo after all.<br> <br> <b><i>TVG: Could you please set the scene for the readers? What is the backdrop story and what kind of research has the team undertaken to ensure it all looks and feels perfect?</i></b><br> <br> Luke: In terms of back-story the game is based around operations of the SAS in WWII. The SAS was formed out of the Long Range Desert Patrol in the summer of 1940 and the action starts out in 1941. From here your team takes on covert ops all around the world in seven distinct campaigns running up until 1945. The game is based on a number of historical facts and on events from the war, but it is in no way a historical re-enactment. We have used artistic license to bring various facts together to create great game settings.<br> As for research, we’ve jokingly mentioned previously that we built a time machine to go and study the period and, in a sense, that’s true. We meticulously researched how small squads of troops would operate deep behind enemy lines. We also worked hard to ensure that all the textures, weapons and vehicles were accurate, as were all the sounds present in the game. It was a mammoth task but we think players will appreciate the incredible attention to detail at work in H&D2.<br> <br> <b><i>TVG: What are some of the new mission objectives? Perhaps you can expand a little on your favourite one (one that really encompasses the ethos of the game)?</i></b><br> <br> Luke: Mission One… The early hours of the morning, near the artic circle and your team has parachuted in. It’s just you and three other SAS soldiers. Your job? To meet with a Norwegian Resistance operative, find an enemy base, explore it from corner to corner and kill all the enemy… And survive.<br> <br> You’re in at the deep end. You are not a partially mechanised trooper from an intergalactic marine corps; you are a member of the SAS and are here to do a job. From the moment the level starts, it’s tense. Visibility is low, snow blows off drift peaks. The enemy comes into sight. Between the four of you you carry; a de Lisle rifle, a Bren, a M1 and a Springfield (with sniper scope). What are you going to do? A quick command later and the two enemy soldiers are lying dead, face-down in the snow. With a few key presses you were able to order the chap with the de Lisle rifle (silenced) to move up and make a silent kill. Meanwhile you took cover, overlooking the action in case your added firepower was needed.<br> <br> The door of the cabin lies open and you enter, cautiously sneaking around the corners to make sure it’s clear. You take control of the team again and with quick commands get them to follow you in an alert state, you’re ready to shoot before asking questions. A fire burns to your left, check it out or push on to meet the Norwegian guide? You push on and find your man. He’s cold and angry that you are late. So far you’ve been both hidden and dangerous but now he takes you on to the enemy base where you know things are going to get a lot more explosive.<br> <br> The whole thing, from start to finish, is just great. The way the stories unfold, the way the action both tests and surprises you… It’s a game each player will make their own.<br> <br> <b><i>TVG: Although you can switch from character to character, am I right in thinking you are trying to focus on just one main protagonist? What are the reasons for this and how does it work? To add, how varied in skills are the four team-mates you control and are there any aspects of the soldiers you have worked on intensively?</i></b><br> <br> Luke: There’s no real central character as such. You can pick any four out of 30 SAS operatives available at the start of the game. Each of these has their own unique strengths and weaknesses, which the player needs to tailor to the task they assign them. For example, one character may have greater strength and marksmanship than another – an obvious choice for carrying the Bren plus a lot more besides. If his marksmanship rating was really high, then the player should consider him a sniper and equip him accordingly. As for the more all-round members of your team, well it’s usually best to designate them as gunners and sappers.<br> <br> Changes in the set-up menus include three levels of entry. Hardcore fans can spend an age tailoring the equipment of each of their men while intermediate players can scroll through a selection of ‘soldier types’. As for first timers, there’s the easy to use ‘give me the recommended selection’ button to get them into the thick of things quickly.<br> <br> Out on the missions themselves, you control your men as a team, but any one member can lead the squad at any time – which is where your question about concentrating on one central character probably originated. Downside is, when a solider in your party dies, that’s it. He’s gone for good and all the skills that he’s gained during play are gone as well. You’ll find no second chances as far as your men are concerned and the same is true for the equipment you take into battle with you. Drop a specialist piece of kit at the start of level one and you’ll not see it again for the duration of that campaign. On the other hand, there are a lot of enemy weapons to commandeer and take with you into subsequent missions. We think it’s a tactic that’ll increase the level of involvement for the player, steering them away from full on fire fights and into a more strategic mode of play.<br> <br> <b><i>TVG: The game can be played in a serious strategic way or as an out and out shooter. Was this a conscious change due to demand or to add more playability to the game?<br> </i></b><br> Luke: Well, this was always the intention of the original. It came up trumps in tension, action and level design but somewhat failed to deliver an interface that allowed for quick strategic manoeuvres or accurate (RTS style) strategy moves. The sequel has hopefully retained all the great parts of the original while improving on all the weak spots.<br> <br> <b><i>TVG: Tell us about the multiplayer modes and what they offer?</i></b><br> <br> Luke: What you’ll find in the multiplayer menu is Occupation, Deathmatch and Objective modes. In the first you control on of two opposing forces in a battle to control territory. The game ends when either one side achieves the required number of ‘territory points’ or the level’s time limit is reached. Deathmatch… Well that does exactly what it says on the ammo box. Meanwhile Objective is similar to Occupation but with an attacking force attempting to complete set objectives while the defenders attempt to thwart them at every step. Play concludes when all the members of one team are dead, or when the mission objectives have been completed, or when the level’s time limit runs out.<br> <br> <b><i>TVG: How accurately are you trying to convey the war, and have you made any conscious decision, for the sake of gameplay, to cut out any aspect that might offend? </i></b><br> <br> Luke: Difficult to answer without sounding ‘off-hand’. War is a dreadful thing; H&D2 is a game.<br> <br> <b><i>TVG: Sum up the experience in one sentence.</i></b><br> <br> Luke: You’re in the SAS now so remember; it’s brains as well as your brawn.</td> </tr> </table>

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