In a recent interview we conducted with Operation Flashpoint: Red River’s Principal Game Designer, Tim Browne, he describes how the team took inspiration from “stuff like Restrepo and Generation Kill.”
He goes on to talk about aiming to create a “gritty” feel to the game and that “Dragon Rising was quite clinical in that all the weapons and vehicles looked as though they’d just been shipped out [to the war zone] but now the weapons look as though they’ve been well used.”
You can read our full interview with Tim Browne – in which he goes on to talk about enemy A.I., the importance of multiplayer co-op, the difference between authenticity and realism and the importance of ‘player choice’ – right here.
Our recent hands-on preview of Red River can be found here.
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Published: Mar 2, 2011 09:23 am