Al Reed discusses the development of Brothers in Arms: Double Time

Al Reed discusses the development of Brothers in Arms: Double Time for the Wii - Image 1 Al Reed discusses the development of Brothers in Arms: Double Time for the Wii - Image 2 

Gearbox and Demiurge’s Brothers in Arms: Double Time is looking to be one hell of a game. Unlike other shooters in this genre, this slower paced FPS puts an equal emphasis on a player’s reaction time and squad tactics.The Director of Development for the game Al Reed shared a little insight on the creation as well as the new innovations that this game has to offer in an interview with IGN.

From the initial conceptualization of the game, the developers really made sure that this wouldn’t be your average WWII game. Reed shared more on this:

When the Wii came out and was so successful everybody started looking around, asking, “well, what can we shovel onto the platform?” And Gearbox and us were like, “shovel’s not such a good idea.” I mean there’s a lot of crap, right? We looked at BiA critically and thought if it would work.

I think what happened in that process was we realized BiA is not a straight up WWII shooter. It’s a lot slower paced, there is not a lot of sprinting and gunning. It’s a lot more tactical. It actually lends itself to the Wii pretty well. Pick up other shooters, I won’t name names, but in the fury of a standard PC FPS, trying to win a round really quickly just doesn’t work with the Wiimote. So you need a different kind of shooter.

As most would know, the Wii is distinct in the fact that it has a very innovative control scheme. Because of this, the developers had to take some time to consider how they would be able to take full advantage of it. In the end, it all came down to testing as Reed described:

We sat our designers down and asked them, “what do you think the right way to do this is?” And they went and played every game out there and brainstormed on their own, implemented a couple schemes and tossed them up. And while we think our designers are brilliant, they’re also not everybody.

So, we took their designs, put them in the game, and started bringing in reams and reams of people to play the game and give us feedback. So we forced the designers to prove that they know what they’re talking about.

Brothers in Arms: Double Time is slated to be out by October 16 this year. All in all, this is shaping up to be a really awesome game. If you want more information on it, the entire interview can be found by clicking on our Read Link.

Al Reed discusses the development of Brothers in Arms: Double Time for the Wii - Image 1 Al Reed discusses the development of Brothers in Arms: Double Time for the Wii - Image 2 

Gearbox and Demiurge’s Brothers in Arms: Double Time is looking to be one hell of a game. Unlike other shooters in this genre, this slower paced FPS puts an equal emphasis on a player’s reaction time and squad tactics.The Director of Development for the game Al Reed shared a little insight on the creation as well as the new innovations that this game has to offer in an interview with IGN.

From the initial conceptualization of the game, the developers really made sure that this wouldn’t be your average WWII game. Reed shared more on this:

When the Wii came out and was so successful everybody started looking around, asking, “well, what can we shovel onto the platform?” And Gearbox and us were like, “shovel’s not such a good idea.” I mean there’s a lot of crap, right? We looked at BiA critically and thought if it would work.

I think what happened in that process was we realized BiA is not a straight up WWII shooter. It’s a lot slower paced, there is not a lot of sprinting and gunning. It’s a lot more tactical. It actually lends itself to the Wii pretty well. Pick up other shooters, I won’t name names, but in the fury of a standard PC FPS, trying to win a round really quickly just doesn’t work with the Wiimote. So you need a different kind of shooter.

As most would know, the Wii is distinct in the fact that it has a very innovative control scheme. Because of this, the developers had to take some time to consider how they would be able to take full advantage of it. In the end, it all came down to testing as Reed described:

We sat our designers down and asked them, “what do you think the right way to do this is?” And they went and played every game out there and brainstormed on their own, implemented a couple schemes and tossed them up. And while we think our designers are brilliant, they’re also not everybody.

So, we took their designs, put them in the game, and started bringing in reams and reams of people to play the game and give us feedback. So we forced the designers to prove that they know what they’re talking about.

Brothers in Arms: Double Time is slated to be out by October 16 this year. All in all, this is shaping up to be a really awesome game. If you want more information on it, the entire interview can be found by clicking on our Read Link.

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