[Tales of a Scorched Earth
Thursday August 12, 2004

tanks in Brothers in Arms

Written by gatmog at 09:08 PM
Categories: ww2fps

Being the typical PR material, this interview with John Antal at CVG would have usually gone into the "rehash of information released at E3" pile. Antal, a former U.S. Army Colonel and currently Gearbox's consultant for Brothers in Arms, brings up a great point about tanks in WWII shooters to date:

We've done some great things to make the armoured warfare very realistic and much more fun. When you look at tanks in some other games, it's really made me angry because they're horrible. They're just pill-boxes, they don't do anything, they're easy to destroy - they're just a joke. We've made our tanks lethal. In fact, we initially made them so lethal they always won...[You] can use bazookas and demolitions in some cases. It's not like some other games where you have to find the glowing bomb and put it on the glowing thing. That's too simple. Actually, you have to be really courageous to attack a moving tank with TNT - it can be done, but it's difficult. Getting your own tanks to help you is the best way. Infantry against tanks is a lop-sided affair. A tank is a scary thing. Have you ever seen a tank?

Obviously the last question was rhetorical - I doubt most players of WWII shooters that revel in their gritty realism have ever experienced combat first hand. This attitude confirms the reason I'm following the development of this game. If you think about past efforts like the Medal of Honor series and Call of Duty, there were sequences where you would pick up a Panzerfaust and cut loose on oncoming tanks. Predictably, after one or two placed shots the tanks would burst into flame and you could move onto the next target. Naturally, tank combat in Battlefield 1942/Vietnam isn't up for debate - realism wasn't what DICE was aiming for. Viewing the BIA gameplay preview from E3, you witness a sequence where a tank obliterates an entire section of building to eliminate a machine gun emplacement. Tanks - as well as infantry combat - is indeed a scary thing, and BIA will be doing its best to communicate these sentiments.

After the earlier announcement of the game's delay, the interview also confirms a February 2005 release.

Comments

BF1942 tanks are a pretty good balance of game play and realism. I think the developers chose a route that would reward inexperienced and impatient players more than veterans (which is understandable from a commercial standpoint). BF1942's tanks, for those who don't know, are quite mobile and deadly, although fragile and short-ranged. They can be repaired to full strength by one or two engineers in under 30 seconds.

As an anti-tanker in BF1942, I would relish tougher tanks. One well-placed bazooka can destroy a light tank (heavy tanks require several shots). However, with more realistic tanks, you'd need to hand them out sparingly (i.e. no respawn or long respawn time). You'd also pretty much have to make them unrepairable. I'm no historian, but I'm sure you can't fix a tank in anything less than hours. Also, it'd be nice to have location-based damage work more intelligently than the original BF1942 tanks-- treads would be a juicier target--destroying the treads doesn't necessarily destroy the tank, etc.

Posted by: Tony Walsh at August 14, 2004 11:22 AM

Actually, you bring up a good point about BF1942. Because tanks are inherently part of the fighting, unless you're in a tank it requires some coordination on the part of anti-tank crews and engineers to form a viable attack. I also agree with your thought about repairs - I really doubt a tank could be repaired in that time, let alone under fire. Taken alongside your "disabled tank" idea, I think it would balance things out if a crippled tank could still act as a deadly stationary cannon.

Posted by: gatmog at August 16, 2004 04:29 PM
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