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GEORGE OSSIPOV FOR TVG



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George Ossipov, Blitzkrieg II project leader for TVG

TVG: How would you say the Blitzkrieg brand has evolved since it was first conceptualised and created and what are some of the focuses for B2?

George Ossipov:
Blitzkrieg II concept was born at the final development stage of the original game and I can say that since then it has changed and evolved drastically. With Blitzkrieg I ready to hit the charts and post-release feedback back then, we developed several interesting ideas which we wanted to implement in our next game. A mere expansion couldn't just carry as much as improved strategic gameplay, new tactical system, higher level of visuals and global en masse warfare. So we decided not to take half-measures and started a new project - Blitzkrieg II.

So, as I say the game focuses on two main things - Global War and Global Strategy. Global War means that Blitzkrieg II covers all major fronts and war theatres of the Great Second - from Europe and Africa to the deadly jungle isles of the Pacific. In more than 80 missions and three campaigns on the side of Germany, USA and Soviet troops you will fight through the most spectacular and bloody battles of WWII including but not limited to Stalingrad, Moscow defensive, Ardennes offensive, Operation Torch, Guadalcanal, Operation Overlord, Iwo Jima, Okinawa and many other battles and famous operations. In other words, Blitzkrieg II will let you feel the entire size and scale of the conflict, while the strategy aspect will imply flexible reinforcements system and free action on the operation level.

TVG: What also would you say has made the series so successful and what is the main prime objective in terms of new ideas?

George Ossipov:
Blitzkrieg series offered a realistic WWII combat along with lots of historically authentic units, battles and real-life tactics which proved to be fun to both core and casual gamers. Open-ended and versatile Blitzkrieg map editor pushed the game's popularity further over the edge as game community thrived on lots of new maps, mods and entire campaigns. Professional developers also used and are using Blitzkrieg's Enigma Engine to create various expansions and stand-alone games as well, which helped to strengthen the brand and keep our gamers happy.

In terms of new ideas, the prime objective for Blitzkrieg II is three-fold:
1) more control over each particular operation - war at strategic level
2) deeper combat level of the game - new tactics
3) the most impressive WWII strategy experience ever!

TVG: How do you go about deepening and changing the style of strategy for you already have a successful formula?

George Ossipov:
Blitzkrieg II has got over 80 single player missions subdivided into operations. At the start of each operation you are given a number of certain reinforcements - for instance, 15 calls of platoon or AT battery, which you can use whenever it seems necessary. The magic of it is that for the accomplishment of each mission you may be given a new type of reinforcement (e.g. light tanks, attack planes, assault engineers, etc) or upgrade existing troops. Thus, accomplishing missions with necessary reinforcement types and upgrades you can create your own army and adapt it to the tactics you prefer.

For example, if I like infantry and consider myself an experienced gamer I can choose to accomplish this and this mission to get improved infantry [AT rifles, MGs] and assault engineers [armor vests, flamethrowers, explosives] - all to thrash down enemy infantry, assault and capture fortified positions and effectively burn armor - capabilities, which will certainly prove extremely useful in the final battle of the operation.

Moreover, for success on the battlefield you can get new promotions. The higher the rank the more expert commanders you can assign to the army. When you receive a rank of a captain you can promote two of your soldiers to sergeants of, say, assault infantry and AT artillery, which will boost respective reinforcements with such new skills and abilities as linked grenades, improved caution, aid-bands, critical hit, rapid fire, improved targeting and etc for artillery. These are just a few insights to the improvements we make with the Blitzkrieg II strategic system.

TVG: Please tell us about some of the variety of units and missions on offer and would you set the scene and principle objectives for those not au fait with the brand?

George Ossipov:
The original game enjoyed about 200 units and 40 types of infantry. In Blitzkrieg II we have gone as far as to increase the arsenals up to 270 authentic units and about 60 types of infantry, including battleships, torpedo and landing boats, new types of aviation, armor and artillery. Infantry was expanded with new special forces units like abovementioned assault engineer squads, diversion, raider units and even guard dogs.
We also added some unique, rare and experimental units to play a major role of super weapons. These will be represented with such monstrosity as T-35 and Tiger II, Erebus monitor ship, Natter jet-interceptors, 405-mm railroad gun, 5-t bombs and … heh some other cool stuff.
In Blitzkrieg I we had so-called side-missions - randomly generated maps. They proved handy for pumping up your army's experience and acquiring new types of weapons, however, gamers reported that hand-made missions were much more involving and fun. We have considered these remarks and therefore all 83 Blitzkrieg II single-player missions are made by professional map-makers, not a randomizer. Besides, we have set a goal to provide maximum entertainment with different and challenging mission objectives and map-design. Mission objectives will be represented with stealth sniper operations, deep raids, demolition, traditional kill'em all, total defense, meeting engagements, take-and-hold, artillery duels, railroad wars, sea and air landing operations, mine-sweeping and many more. In some missions you'll have to do things like using torpedo-boats to locate enemy sea-convoy and direct ally coastal artillery to eliminate it, and such.
In general, the battle situation in every particular mission will often change quite unexpectedly, thanks also to the improved "Ai general" who'll be able to regroup and launch massive assaults and smart moves on your positions.

TVG: Tell us about the new 3D engine you have created and the kind discernable aspects gamers will notice.

George Ossipov:
Enigma Engine 2.0 is a modern three-dimensional engine. Its main advantage is that it runs smoothly and fast in massive battles with up to 500 complex units with spectacular lighting, weather and movement effects, cutting-edge picture quality and animations. 3D nature of Blitzkrieg II landscapes enables you with many interesting tactics, like sneaking to the enemy, encircling and taking him by surprise from a nearby ravine or hiding behind the hill from direct artillery fire.
Moreover, terrain is destructible and lets you break trees, crush everything in your path, blow up and move through terrain objects like fences, bushes, etc., overlook scorched and heavily shelled earth after each battle. Weather and terrain effects like dust storms, gusts of wind, snow and rain, gentle play of the sea waves will also significantly enliven the picture.
What also deserves your immediate attention is night. Blitzkrieg II night is especially fascinating with AA flood-lights searching the skies, bullets tracers, bright flares and flashes of fire.
All in all, this engine makes the game look very brisk and dynamic, enriches gameplay and feels good too.

TVG: What are some of the setting - battlefields on offer along with the number of opposing forces? Also, will new forces present diverse strategy?

George Ossipov:
The game main action takes place in different regions and therefore it fabulously depicts lots of various landscapes under any climatic conditions. Damp subtropical jungles of the Pacific, golden autumn landscapes of Western Europe, Russian winter forests and scorching sands of the North Africa - all carefully recreated and beautifully animated, you will surely enjoy them all.

Sides to the conflict will be represented with playable Soviet, USA and German forces and either ally or adversary British, Italian, French and Japanese troops. All of these will surely present diverse strategy patterns. Soviet Army will have significant advantage in infantry and artillery, the USA will enjoy air superiority and Germany - more of mechanized infantry and armor. Furthermore, every side will rely on its most powerful units and their inherent tactics. Thus, Japanese units will eventually use kamikaze pilots and nasty infantry attacks, while, for example, Germany will reign battlefields with packs of APCs and heavy tanks.

TVG: How much historical research does the team undertake and how do you go about it?

George Ossipov:
We have gathered almost a WWII library here in Nival, since we're serious about historical authenticity of the game and its every component. With Blitzkrieg I and II we have undertaken a long and meticulous research, visited shooting range and famous Russia Kubinka tank museum, talked to WWII veterans and hired professional historical consultants in order to better understand how WWII looks and feels for real. Only with this understanding and knowledge in mind we could start our work on Blitzkrieg series and produce a perfect brand - both enjoyable and realistic.

TVG: RTS games are becoming more and more the same. What do you believe is the next stage?

George Ossipov:
The RTS principle will stay the same, while contents will change and transform with new refreshing ideas. The past trends, like putting RPG aspects into an RTS game (Warcraft, Age of Mythology, Codename: Panzers), improved level of details and zoom-in feature (Ground Control) and the later trend of making more massive RTS games (Rome: Total War, LOTR) can show us what real-time strategies are heading for. They will continue to expand in its every aspect, absorb features and elements from other genres, and grow in depth and momentum. In years to come these changes will bring enough critical mass to born a new genre or branch of game development. And I'm sure that with Blitzkrieg II we are heading in that very direction.

TVG: Are there new modes on offer and how extensive is multiplayer?

George Ossipov:
Blitzkrieg II will have its own dedicated master server with ladder and match-making support, because our main focus for the multiplayer is to facilitate and support competitive gaming.
Multiplayer modes are under development now, the only ready which I can mention is "battle for key points". However, there is no need to reinvent a bicycle. The point of Blitzkrieg II MP is not a long range of different modes, but revised and significantly improved versions of modes we had with Blitzkrieg I. Stay tuned, we will tell about them in detail, when we're ready.

TVG: Sum of the experience in one sentence!

George Ossipov:
Go tactical, think strategic like a real commander of WWII.
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