Interview with Will Stahl, project lead on FSW : Ten Hammers
posted 02/03/06
The first Full Spectrum Warrior game was an innovative title that pretty much created a new genre for itself, but it wasn't without its flaws (although what new series doesn't have its share of teething problems). Luckily THQ saw the promise in the series and the sequel named Ten Hammers is almost upon us.
We saw a great demonstration of Ten Hammers at the recent THQ Loaded event and we were impressed but also left with plenty of questions. Rather than lose any more sleep over them we chased down THQ and got to speak to Will Stahl, the project lead on Full Spectrum Warrior : Ten Hammers. We hope you enjoy the interview!
Welcome to Xbox World Australia Will. Can you explain the story of Ten Hammers and does it tie in with the original game?
It does tie in with the original game. FSW:10H takes place several months after the events of the first game. Essentially, the United Nations is in the processes of returning the former government of Zekistan to power when a group of separatists in the northern city of Khardiman ignite a civil war. They are vying for control of the Tien Hamir Bridge which lies in the centre of the city. The bridge controls all traffic flow between northern and southern Zekistan for thousands of miles, so Coalition forces are sent into the city to insure that it doesn't fall into the separatist hands. The code name for the bridge is "Ten Hammers".
How many squads can the player control in Ten Hammers and what is the most number of soldiers they will control at any one time?
The player can control up to 4 teams – Alpha, Bravo, Charlie and Delta. Additionally, the player can split his Alpha and Bravo teams into two buddy-teams. All together, the player can be controlling up to 7 assets in one team. In FSW, that limit was three so we've more than doubled the number of things you can control in the game.
Will the player have the same squads for the entire game or will they be able to choose from a pool of specialists based on the requirements of the mission?
The player will not have the same squad throughout the game. The game is divided up into 4 chapters with 3 missions each. The player controls a different squad of units in each of the 4 chapters. Each squad will have its own personality with individual characters. Additionally, unlike FSW, characters can die in FSW:10H. When a character gets shot, you still need to get him off the battlefield, only this time that character is not coming back into the fight. You will be issued a replacement character that you have to integrate back into your squad. In FSW we had a cast of about 15 characters. In FSW:10H we have a cast of nearly 40 individual characters.
How is the use and control of support vehicles, for example the Bradley Fighting Vehicle, implemented in Ten Hammers?
The Bradley functions like a single, heavily armoured team of one with two really devastating weapons. You give it move orders and fire orders just like you would to an infantry squad.
What rank or position is the player in Ten Hammers? Are they now a visible character or still an omnipotent third-person commander?
The control and player perspective in FSW:10H is unchanged from the first game.
What changes have been made to the control system and how has this altered gameplay possibilities?
We've really expanded the controls to add more choice for the player. There are new kinds of orders you can issue like "scout" which, allows you to check a position you want to move to before you actually move. We also added a new sniping mechanic called Precision Fire. Basically, you can order a single unit to stand up and take a sniper-shot at enemies behind cover. This mechanic allows you to kill enemies in full cover without having to flank or throw grenades. There are so much more I couldn't possible cover here.
The ability to issue orders to teams from the perspective of another team is a new addition to Ten Hammers. What is the significance of this new feature?
Yes, I completely forgot to mention this but it has really changed the flow and pacing of the game. The ability to order one team to move from another's perspective has really sped up your ability to move many teams at once. This is important because the overall pacing of FSW:10H is much, much faster than it was in FSW.
How has the level design improved from the very linear maps of the original game? Is there a less obvious ideal solution to fire fights this time around?
The new maps allow for multiple paths to some objectives. We also added building interiors and second-story rooms for the player to enter and explore. Fighting in FSW:10H takes place inside as well as outside.
Do the enemies still always respawn in the same locations or can players expect a different experience every play through?
One of the first major overhauls we did in FSW:10H was to completely restructure our enemy spawning and scripting system. Are goal was to add a lot more replay-ability to the single-player and cooperative experience. In FSW:10H, each map is divided into zones. Each zone controls how many enemies are active at any given time. This allows us to have many more enemies active at any given time without sacrificing frame-rate. Additionally, enemies don't always spawn in the same location whenever you load a mission. Lastly, each enemy in FSW:10H runs his own individual AI routines that changes behaviours based upon what the player is doing. I'm really happy with the end result. FSW:10H is much faster-paced that FSW and a completely unpredictable experience every time you play.
How extensive is the addition of enterable and multi-storey buildings? Will there only be the occasional building that players can enter or balcony they can reach?
We use second-story rooms like you'd use bunkers in traditional strategy games. Controlling a second story room limits your mobility but gives you many advantages. First, you are protected from being flanked, something that happens with great regularity now. Second, the higher firing position allows you shot over cover – basically, in addition to flanking an enemy left or right, you can also flank them "up" in FSW:10H.
The replay system in FSW was very limited. In particular it lacked an ability to skip segments of time or even jump to the end of a replay. What extra functionality has been added to the replay system in Ten Hammers?
The replay system is a legacy feature from the original Army version of FSW. We never really intended to release that feature to the public – it really isn't a standard feature of most games – but we felt it had some worth for players so we left it in the game. Unfortunately, due to how the replay feature was created years ago; it is impossible for us to add much more functionality there. The only new feature relative to the replay system in FSW:10H is the ability to move your camera independently while viewing a replay.
How densely populated are the new environments with innocent civilians?
We've added many more civilians into the game this time. We really felt that part was lacking in the original and so integral to urban warfare. Any military-themed game that claims to be doing urban warfare that doesn't include non-combatants on the battlefield is being disingenuous – a civilian presence on the battlefield is what urban warfare is all about. Civilians are not just in the game to make the world look busy, they have impact on gameplay. If the player causes too many civilian casualties, many will take up arms against the player, making the missions harder. Additionally, your commanding officer will be less willing to grant you off-map asset support like air-strikes or mortar attacks if you're killing non-combatants.
Will militants disguise themselves as civilians or hide amongst crowds creating complications similar to those faced by allied forces in real world warzones such as Mogadishu, Somalia etc in the early 1990s?
Yes. In fact in multiplayer games, a tactic that insurgent players use it to have a group of civilians following them. With civilians around the insurgent fighters the Coalition players can't use indirect fire or area-effect-weapons like grenades without causing the death of non-combatants.
We have heard a little about the new multiplayer modes in Ten Hammers, in particular the adversarial modes? Please explain these exciting new multiplayer features and the possibilities they create both on Live and offline.
The verse mode in FSW:10H is objective based and asymmetrical. Each side controls differently and has different objects to complete in order to "win" the match. Basically, the Coalition players have the benefit of training and firepower. They are the sledge-hammer. The Insurgency players have less-organized units but they have the benefit of speed and sheer numbers. Insurgency players also don't have to operate under any rules of engagement. This means that they don't need to evacuate their wounded or take civilian casualties into account. We're really excited about the possibilities of our versus mode. I don't think there is anything like it out there – certainly not on the consoles.
Will Ten Hammers support System-Link?
Yes. This time we are supporting system link for you LAN-party people.
Thanks for taking the time to answer our questions Will. Best of luck for the rest of the games development and we look forward to reviewing the final game!
Full Spectrum Warrior : Ten Hammers will be out early 2006.
Interview by Shane Kinloch























