This week we had a nice chat with Michael Sroczynski, the producer of Sniper: Ghost Warrior 2 and he talked about many interesting aspects of the upcoming game. There were some delightful surprises and some sad disappointments, but overall, Sniper: Ghost Warrior 2 has shaped up to be a fantastic looking and authentic sniping experience.
What’s the most appealing aspect of the game for those who played the original Sniper: Ghost Warrior?
There have been numerous improvements, most of which were brought on by switching to the CryEngine 3. Graphics and physics are both better, but the biggest improvement is in the artificial intelligence of the enemies in the game. In the original Sniper: Ghost Warrior, the A.I. was, incredibly, too accurate and could make shots from unbelievable distances. Now, in GW2, the enemies have to move from cover to cover to get close enough to take an accurate shot.
Are the missions only sniping?
Yes. In Sniper: Ghost Warrior, we found that the run and gun missions were unrealistic and unenjoyable. People buy Sniper: Ghost Warrior to be a sniper. So, all missions are now sniper based with Ghost Warrior 2.
Did you ever consider adding a co-op aspect to the game?
Yes, it was considered in great depth. But two things kept us from doing so. First, we wanted to focus on the single player aspect of the game to really fine tune the experience. We didn’t want a mediocre campaign and a mediocre co-op game. We wanted a great single player experience and that is what we’ve got. Secondly, the developmental technology we are using limited us to be unable to go split screen on the console versions of the game.
What console was the game designed for?
Xbox 360 is the main platform, but all three were done in house.
Can you tell us anything about the story?
I can tell you that we focused heavily on creating a great story and that is what we’ve done. It’s not your generic “go get the terrorists,” run of the mill story.
Will mods be supported for the PC version of the game?
No modding will be supported on the PC as of right now.
What are the multiplayer modes included at launch?
There will be only one mode: Team Deathmatch. Everyone will play as a sniper, and there will be 12 players per game and 3 possible maps. It’s a “camp fest.” Obviously, our focus was on the single player experience.
Will there be any DLC?
There will be two DLC packages after launch. None of which we can detail just yet, though.
Did you guys bring in actual military personnel like you did for the original game or did you just use that information you had already gathered?
We brought in a member of Poland’s Special Forces to help us get the realism aspect of sniping down. He was a tremendous help and while watching me play the game, he asked a lot of questions. For example, one of the things he asked was, “why are you aiming for the head?” noting that aiming for the chest is just as lethal and a bigger target. So, we made chest shots lethal also, not just head shots. We also implemented a hair trigger motion sensor system which mimics the way snipers slowly squeeze the trigger in order to authentically surprise the shooter upon shooting.
What sorts of sniper rifles are in the game?
There are 9 different sniper rifles, each of which provides for different ballistics and a new sniping experience every time. You unlock these rifles as you play through the campaign. You can also take them to a sniping range we’ve created for practice to get a feel for each specific rifle after you’ve unlocked it.
Overall, the title appears to be a better iteration than its predecessor. Major upgrades include the use of Cry Engine 3, improvements to the A.I. and the motion sensor trigger system. Difficulties are also very important for Sniper: Ghost Warrior 2, with each difficulty adding more realistic elements to sniping.
Sniper: Ghost Warrior 2 will be released on March 12 for Xbox 360, PS3 and PC.