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REVIEWS :
PREVIEWS :
SCREENSHOTS :
VIDEOS :
XBLA REVIEWS
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PREVIEW TO END ALL WARS
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PUBLISHER
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GHOSTLIGHT
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DEVELOPER
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KUJU
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GENRE
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FPS
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PLAYERS
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1-16
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XBOX LIVE
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YES
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RELEASE DATE
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Q4 '08
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BRIEFLY
World War II is
so 40 years ago.
TEAW is a proper
old-school FPS
which takes us
back to the First
World War
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War huh? What is it good for? It’s
an interesting question posed by
the late great Edwin Starr, but as
the massive success of the long running raft
of World War II shooters attests, it’s obviously
pretty good for keeping thousands of idle
thumbs waggling.
There’s obviously something incredibly
attractive about being caught up in the world’s
biggest wars, often as a one-man army and
against all the odds, but as Call Of Duty 4 so
brilliantly demonstrated, times are a-changing
and WWII is as essentially a dead horse that’s
been flogged one too many times already.
While the genius behind Call Of Duty has
brought its incredible FPS formula forward
in time however, a brave young dev and
publisher partnership in Kuju (responsible for
the multiplayer elements of Call Of Duty: Finest
Hour and Dark Messiah Of Might & Magic)
and Ghostlight are rolling back the years to
World War I, otherwise known as the war to
end all wars.
X360 has been lucky enough to bag
exclusive, early development access to not only
the game, but also two of the leading players in
its creation. Alasdair Evans is the lead producer
at Ghostlight and Sam Collins is the firm’s
head of sales. Obviously, as ‘another World
War shooter’ our first question to the pair was
rather easy – what the hell is TEAW doing to
set itself apart from the rest of the war-based
FPS fraternity?
“World War I is widely regarded as the most
gruelling military conflict of modern times
and we aim to recreate the unprecedented
horror and terror in To End All Wars”, says
Collins. “We are also including a very ambitious
emergent AI system, which will uniquely
orchestrate the action on three distinct levels.
This will mean decision-making from individual
soldiers, squads of troops and commanders.
As all units will be making intelligent, realistic
and context-sensitive decisions the action is
constantly fluid and developing.”
Collins goes to on explain that a multilayered
mission structure is also central to their
efforts. During the course of each battle certain
opportunities will be presented and it will be
completely down to the player’s tactical ability
and decision-making as to how the battle will
pan out.
“You may come across a mechanic fixing
a tank. The player can choose to protect him
from advancing German units or simply ignore
him. If the player chooses to help, they will be
rewarded with tank support. But by deciding
to stay and defend the mechanic you may
lose men and fall behind on other objectives.
It’s all about making key decisions in the heat
of battle.
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We believe that this unparalleled level of
emergent AI and cause-and-effect gameplay is
a key difference between To End All Wars and
other first-person shooters and gamers will love
it”, concludes a confident Collins.
Taking the plunge with a war that played out
back when guns weren’t accurate, battles
were often fought across the void between
opposing trenches and night-vision goggles
weren’t even on the drawing board is a brave
(could we really say ‘original’ and get away
with it?) move, but at first glance we’d expect
most people to assume the reason there hasn’t
been a WWI FPS already is essentially because,
well, the weapons were pretty crap back then.
Apparently though, this isn’t the case and
although a certain amount of running aimlessly
across no man’s land is a given, WWI laid the
foundations of modern warfare and many
of the tactics employed at that time are still
serviceable today.
“World War I was the catalyst for huge
advancements in technology fuelled by an
arms race between the Allies and Germans”,
says Collins. “Many weapons including tanks,
artillery, heavy machine guns, sub-machine
guns and armoured cars saw their first action
in World War I. Even chemical weapons were
used. TEAW will follow accurate timelines and
these weapons will be introduced through the
course of the war.
Both sides realised that the old way of
fighting battles simply wouldn’t work in this
new environment – although it took millions
of lives to demonstrate this. More imaginative
tactics were implemented and alongside this
more specialist skills were required from the
troops. Again all of this is reflected in To End
All Wars.”
TEAW’s missions are also expected to be
diverse with regard to both objectives and their
layout. Kuju is confident that no two battles
will be the same and game maps will feature a
massive variety of terrain so one minute you’ll
be crossing open fields, the next sneaking into
a fortified town. Bearing in mind said town will
feature fully destructible buildings, the depth
of gameplay promised should be far from
stagnant and that’s even before you consider
the open-ended gameplay angle the team are
so keen to talk about.
“When you’re dealing with emergent
AI, totally destructible environments and
vehicles, and so many unit types and possible
situations, no two players’ experiences will
be the same. Although we obviously employ
different NPC characters, narrative sequences,
voice acting and other storytelling elements
to open and close each battle and direct the
overall experience, the player is totally free to
experiment towards successfully defeating
the enemy in each scenario”, said Collins,
who then goes on to give a typical gameplay
scenario which involved a church that was
occupied by enemies and the options available
to best them.
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Firstly, you could help a pinned infantry
squad to capture the church and use the bell
tower to observe enemy positions and take
them out with a sniper. Alternatively, you
could sneak around the church to reach your
proper objective. Thirdly, you could perhaps
aid a nearby engineer in fixing up a broken
tank, which could subsequently be used to
fend off the bad guys attempting to end you.
Finally, though, you could simply retreat to your
artillery guns and use it to blow the church off
the face of the earth entirely. Good options,
well, bar the second one (but only because it’s
for lightweights).
We obviously can’t speak for you, but we were
pretty blown away at the prospect of playing
with so many possibilities on a mission-bymission
basis. It sounds incredibly impressive,
but surely it’s an impossible mission in terms of
development? Not so, according to the games
lead producer Alasdair Evans who says it’s all
about breaking the games artificial intelligence
down into three tiers.
“Firstly, there’s an overall ‘commander’ AI
system. This assesses the positions of friendly
and enemy AI units, looks at what they can
see, decides what immediate or potential
dangers are around, and what strategic areas
of the map can be exploited. The commander
AI will direct squads around the battlefield to
defend against potential breaks in the line, or
punch a hole through any enemy weak points.
The second tier is all about the squad and
the instructions they must carry out. As they
move around the battlefield and engage
with the enemy, the squad analyse what
they’re seeing and scope out cover points in
certain ways.
A machine-gunner might be given priority
to use the cover of a low wall. That way he
has good cover, while being able to keep his
gun trained on the enemy and use the low
wall to provide a wide arc of fire to pin those
enemy soldiers down. The riflemen with him
are more mobile and accurate. They’ll focus
on defending the machine gunner’s flanks and
picking off any middle-distance dangers that
the gunner may not see.”
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What of the third AI tier? This brings things
down to the individual level as it’s all about
preserving the life of each soldier that makes
up a squad.
“If a squad needs to advance across a field
but it means that one man is put under great
risk, he’ll look to preserve his own life first, and
obey the needs of the squad second. This will
create a real sense of individuality, with guys
falling back to better cover as they see fit and
generally acting as you’d expect a real soldier
to – no scripted enemy behaviour, just highly
realistic battles”, concludes Evans.
According to our research, Kuju is using
a brand-new middleware AI system called
Engenuity to aid development. From what
we understand it’s one of the few solutions
capable of handling such a complex AI system
using the current technology that is available.
The way Evans explains it, however, the real
reason for going with Engenuity is because it
allows open-ended gameplay without bogging
the player down with too many squad and
tactical commands. “It’s all about delivering
the goods without getting in the way of
entertainment”, he adds, which of course is by
far the most important thing when it comes
to gaming.
We know about the gameplay and the
interesting work Kuju is doing with regard
to AI, but what of the graphics, and more
specifically the engine it’s using to power the
game? Fans of BioShock and Gears Of
War will be happy to hear that it has plumped
for Epic’s Unreal Engine 3. Since it clearly
doesn’t do things by halves however, it is
tweaking the nipples off it so it can create
expansive open-plan settings up to 2km square
– something the Unreal Engine 3 hasn’t been
able to do before.
Evans says: “We decided early on that it was
important that the player experience a whole
battle all at once rather than the usual trick
of delivering a series of smaller, open areas,
channelling them through arbitrary corridors to
the next ‘open’ battlefield. That kind of linearity
is a waste of To End All War’s awesome AI
system and would prevent us offering our
other great selling point – destructibility!”
He goes on to make the boldest claim about
TEAW yet – that it will be the first truly nonlinear
FPS. To be honest that raised little more
than a groan from the team here, since every
other press release and PR spiel we hear
involves some form of non-linearity and it
always turns out to be smoke and mirrors.
Evan’s clearly sensed our dismay and argued his
point well.
“How many times have you played a firstperson
shooter where you approach a corner
in total silence, only to hear and see a battle
kick off in front of you, but only once that
corner has been turned? To End All War puts
an end to that behaviour. We’re changing a
gaming genre here and this game will set the
bar higher in terms of what people expect of
an FPS game, which can only be a good thing
for gamers.”
If To End All War lives up to only half of Kuju
and Ghostlight’s numerous promises, gamers
will definitely be in for a treat when it arrives
later in the year, we’re just hoping it doesn’t
end up falling back into 2009. There’s still a fair
few mountains to climb however, and as the
screenshots clearly show, there’s a lot of work
still to be done. Here’s hoping they can do it
– God knows the genre could use a good oldfashioned
steel toe-cap up the backside…
Russell Barnes
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