In a recent interview we conducted with Operation Flashpoint: Red River’s Principal Game Designer, Tim Browne, he describes how the team took inspiration from “stuff like Restrepo and Generation Kill.”
He goes on to talk about aiming to create a “gritty” feel to the game and that “Dragon Rising was quite clinical in that all the weapons and vehicles looked as though they’d just been shipped out [to the war zone] but now the weapons look as though they’ve been well used.”
You can read our full interview with Tim Browne – in which he goes on to talk about enemy A.I., the importance of multiplayer co-op, the difference between authenticity and realism and the importance of ‘player choice’ – right here.
Our recent hands-on preview of Red River can be found here.

Crytek Reject EA’s Online Pass

Previous article

Minecraft team working on new game, ‘Scrolls’

Next article

You may also like

More in News