

We provide Stealth mechanics that allow players to sneak around the maps, taking out enemies silently in order to get to advantageous positions. But we extend this with three other options. R&G is the first of course, we are after all an FPS. Stephen Skelton: We’ve worked hard to get a number of different experiences in place, based on player choice. There's an element of classic run n' gun to it, but what other options are there for players? Strategy Informer: What can players expect from the shooting. Bringing in an ‘external’ observer (also by calling, hence his profession) was a good way to tell our story. While the Uprising is a political issue here, at least in some aspects, it’s also a universal tale of heroism and a very good setting for a World War II shooter. Poles know that chapter in their history very well but few others do.

Stephen Skelton: Robert Hawkins, our protagonist, actually has Polish blood in his veins but we had good reasons for choosing such a character: we wanted to look at the war in Europe, its heroic resistance movements and the largest armed uprising of that time, the Warsaw Uprising, from a new perspective. Strategy Informer: I wondered if I could get your thoughts on why you chose an American journalist protagonist, as a Polish development team? One example of that is a battle during the Warsaw Uprising which lasted for many days while we compress it into a single mission. A WWII game can be immersive even without following historical events too closely, as long as the general situation, resources and context remain accurate.

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Stephen Skelton: In some cases yes, but as mentioned previously we do take creative license with our missions to make sure they are exciting and maximise the fun factor. Strategy Informer: Are the missions based on actual historical events? The Lightning SMG for example, is based on the British Sten design, but was created in the houses and basements of Polish citizens to assist the Polish Home Army, using materials they had at hand. Most of these weapons are based on other more famous weapons, but were changed based on country of manufacture, and in the case of Poland, resources available. Stephen Skelton: We have some great weapon sources in Warsaw, with the local museum displaying the most used and most successful weapons used within the Warsaw Uprising. How do you go about testing and recreating those less famous weapons? Strategy Informer: There are some guns in EF that those who've played games set in the same period won't have seen before. The Nazi occupation of Europe and the armed resistance against it has its place in books and even movies but in games this is still new territory. It was an ideal case of finding locations and stories which were fresh but also relevant to the history of WWII. We are after all a piece of entertainment. Whilst all are based in historically accurate locations, in some cases the missions the player experiences might well be more fictional in nature. The team have scoured the history books to find the best of these moments to plug into the game. Stephen Skelton: Enemy Front is a story of resistance. How did you decide which areas of the war to cover and what made you choose these particular ones? Strategy Informer: There's some regions of the world during WWII we've never really seen in a game that make an appearance in Enemy Front. We’re happy to bring those to the WWII setting. Especially since the shooter scene has evolved, there are new mechanics and higher expectations of player choice. Modern day shooters have made up the majority of FPS’s over the last 7 or so years, so it seems a good time to revisit. We haven’t had one in a while and what we’re seeing from our community channels and various other areas is that people are looking forward to a return to WWII. Stephen Skelton: There is a firm belief the market is ready for a WWII FPS. Strategy Informer: First of all, why did the team decide to return to the WWII FPS? With World War II shooter Enemy Front inching ever closer to release, we thought it was a good time to sit down with CI Games' Creative Director Stephen Skelton and chat about the game.
