ConsoleMonster posted a new Frontlines: Fuel of War Q&A today from the Xbox Community Network. The interview talks with Kaos Studios’ own Joe Halper, and Matt Harwood.
The open nature of locations and enemies on a taken level enables players to solve problems in different ways, which ads to the replayability of Frontlines (especially in co-op). How did you come up with this design and which games have had an influenced on Frontlines?
The work we did on Desert Combat was in many ways a driving force for Frontlines. The way DC filled the void for modern day military shooters at the time, is the same way Frontlines was conceived; to fill a void for near-future military shooters where players could experience the weapons that the military is prototyping now, for use on tomorrow’s battle grounds. Of course our involvement with the Battlefield series and being a part of DICE during the development of BF2 continued our role in this genre of gaming. Read the Rest...


































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