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TVG takes a look at Vivendi Games and HD Publishing latest collaboration on Joint Task Force...
Joint Task Force, which is being developed by Mithis Entertainment, is a modern-day RTS with many interesting features and ideas. With great attention to detail, from buildings that dynamically collapse to military vehicles modeled down to the last rivet every aspect of the game appears to have been finely worked on, though many titles in the genre seem to make such claims.
TotalVideoGames had the chance to learn more on the title from Producer Vincent van Diemen, to see whether this is one RTS worth keeping an eye out for, or yet another resigned to the long-list of casualties from the genre.
Could you tell us about the makeup and size of the team developing Joint Task Force; what you've created in the past and what you believe your expertise is?
The development team consists of over 20 people. The majority of the team previously worked at a different studio where they created 'Panzers: Phase One' and before that most of them worked on S.W.I.N.E.
You can see that these people can be considered RTS veterans. Believe me if I say that it shows in Joint Task Force.
Joint Task Force sounds like a very ambitious project. Can you elaborate for our readers about your vision for the game along with what you see as it innovations. Importantly for some would you also agree that the RTS genre has become a little predictable?
I agree that Joint Task Force is quite an ambitious project and when the project started contemporary RTS games were non-existent. It was either fiction (C&C, Dune) or it was WWII (too many examples to list). So our first innovation was the setting. Furthermore we wanted the game to be more tactical and realistic than the traditional RTS. Still we wanted the people who like RTS games to like JTF, so we wanted to stick to the overall RTS mechanics.
In general gameplay terms I think that the most obvious change is the fact that the missions usually require a relatively small number of troops, making it much more tactical. Infantry is much more crucial in this game than in ANY other RTS game currently on the market. In JTF two well equipped infantry units can waste an Abrahams tank in less than two seconds. It's all about planning your tactics well.
To list just a few important innovations:
- Small scale tactical battles in most scenarios
- Moddable units: gear and secondary weapons can be given and changed for all infantry and most armoured vehicles
- No resource collection and unit building, instead realistic funding and battlefield reinforcements
- Expanding map system where the player will not be able to predict what's next in the mission
- Press presence and influence through public opinion (affects funding)
- Extremely detailed and realistic / officially licensed military hardware
Could you tell our readers the backdrop setting for the game and the overall objectives for the player?
The 5 campaign story-driven single player part of the game tells the story of O'Connel a former CIA and chosen as head of the JTF, a new international task force. The game starts in Somalia and then moves on to Bosnia, Columbia, Iraq and Afghanistan. It is about common soldiers and about the secret agenda's of big international companies and governments. It's tempting to say that the game actually has a quite strong anti-war theme. Quite uncommon for games, but hey!
Please tell us more about the structure of the missions, the kind of variety and additional tasks (secondary) you have, along with the primary one and how the maps/settings bring the game to life?
Objectives come in many varieties. Attack, conquer, liberate, escort, reconnaissance, espionage & elimination, just to name a few. Most scenarios are quite long and contain many different objectives, both primary and secondary. The secondary missions often help your reputation (important for your funding) and they give you some quick cash as well. The mission starts in the initial sector of the map and when certain objectives have been completed a new sector of the map will open up and give you additional objectives and other challenges. Some of the scenarios take up to 2.5 hour to complete. In total there are 20 scenarios in the game.
Monetary rewards are a big focus for game progression with the player being able to buy new units and weapons with success, almost instantly. Could you explain how this works and if you fall short and fail by killing civilians what are the negatives to this?
The JTF needs to look after their reputation. Being a new military task force, funded by different countries, the world is very much watching their actions. Having a good reputation will actually lead to more countries participating in the JTF and thus creating additional funds. But damaging your reputation by making civilian casualties or by destroying civilian properties can lead to lesser funds. It can sometimes even take money away from you! Be especially careful when the press is around (either embedded in your troops or just present in the 'field'). The whole world may be watching you!
What kind of command can you have over vehicles and do you have to take into account buildings and structures as an important part of the strategies? Importantly, do the settings result in diverse strategies/approach?
Vehicles come in three groups. First of all there is your own stuff; Humvees, Gephard Tanks etc. Second there is the enemy's equipment. Kill the crew before it is completely wrecked and it's yours to keep! Furthermore there can be civilian vehicles in the game. Those can be confiscated to either disguise your troops, to just transport your infantry over long distances or to set up roadblocks. If you find even more ways to make use of them?.. do it! House and other buildings can be used by your infantry to use for cover or to hide themselves.
Just as an example:
You are in a city and you see enemy troops coming in from outside. Finding that you are too vulnerable in the open you decide to block the main road with civilian cars and then set up an ambush in the next street with snipers on the roofs, tanks in the street, humvees with machineguns in the side alleys and support from A10 Tank killers that you can order if your funds allow it. But then... if you feel strong enough you can always still take them on head 2 head.
How focused is the team towards the technical side of the game?
Like I usually say: gameplay comes first, but realism is a good second. We have great physics (Ageia) in the game and all models are very detailed and most of them even officially licensed. Yes, expect to see a great deal of realism, but even greater gameplay.
Tell us about the way the game develops and progresses through experience and skill and how hard is it to get the AI spot on to present the perfect challenge?
All infantry units gain experience from their battle. This means every soldier is a valuable asset. If you take good care of them, they will serve you better in return. Experienced troops have many benefits, all chosen by the player.
At every new level the player can select new or update existing skills for the units. Promoting them to commander-status allows you to take them with you through the whole game.
The AI is capable of a few things that are new. First of all they are able to recognize objects that they can find cover behind; and you will see them doing that a lot. Furthermore the AI always checks the odds before it starts firing (back) at you. If it feels greatly outnumbered or just insufficient in regards to firepower, it will check on reinforcement in the area. If these are available it will try to reach those and have them help him. Any units that survive will return to their previous action after a battle is finished. Ai will also use different weapons for different targets. You will never see infantry shooting at a tank with a machine gun. Not in JTF.
Can you elaborate on the game's multiplayer offerings?
First of all we have a co-op mode that allows you to play the full campaign with a friend. Very cool and unfortunately not seen often in games. Co-op rocks! In versus-multiplayer there are no pre-defined, fixed game modes. Game-modes can be configured by the player based on what we call the 'Rules Of Engagement'. This is a long list of parameters that can set all aspects of the multiplayer game. Settings can be saved as presets and shared through the internet.
In order to make it convenient for the player to find enemies and allies online, we supply an external matchmaking application with the game. It lists the server and allows for chat (-rooms), favourites, friend-lists etc. etc.
Multiplayer maps contain flagpoints that can/need to be conquered and generate funds during the game.
Finally, what is the current state of code, and what so far has been the hardest element you've worked on and can you sum up the game in one sentence?
We just finished the official Alpha build of the game, so QA kicks off in full force now. The hardest element? You mean the biggest challenge? I'm afraid we only remember the good bits, sorry! ;)
One sentence, huh?!....
JTF delivers tactical gameplay in never before seen visuals, yet in an accessible and rewarding style.
Any final thoughts you'd like to convey?
Many, but I ran out of time. Just enjoy it once it's out on the market in September (provided Mithis don't encounter any "big challenges" during Q/A that is - Ed)
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Added:Thu 29th Mar 2007 08:36, Post No: 2
must admit sierra makes it hard every time
Added:Mon 02nd Oct 2006 02:33, Post No: 1
good luck loading this game!!!! no more sierra game for me.