Things that explode
“We’ve been saying for 10 years, from our first design document for Ground Control, that the explosions must be amazing. It’s something we’ve really put effort into in all of our games, and our effects manager is just brilliant at doing effects. He loves that stuff. He’s literally blowing shit up. Although sadly, we didn’t blow up any nukes in the name of research. I know we did blow up a few firecrackers though. The effect of Hollywood means that we’ve had to exaggerate explosions to make the games look like what they’d expect from a movie, rather than what it may actually look like in the real world."
Home, Parker
“In Half-Life you’re Gordon Freeman, and in World in Conflict you’re the faceless Parker. We had help from Ed Zuckerman, an Emmy-Award-Winning Hollywood writer, who really helped add depth to the story, especially the characters, who worked closely with our writers to develop the story and characters that people would both like and dislike. Bannon is like Hudson from Aliens; he’s annoying, but when the shit hits the fan he shows his true colours. It’s important to get the players attached to the main characters, and doing that with in-game dialogue alone is never going to cut it. The cutscenes were able to let us get so much deeper into the characters - it made immediate sense.”