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Medal of Honor: Warfighter to include relationship drama, no Bin Laden

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You may or may not have heard that Medal of Honor: Warfighter is attempting to convey an emotional story that allows its soldiers to come across as more than just killers. Stephen Totillo of Kotaku recently got a chance to speak with the producer Greg Goodrich and get a preview of the game. To him, one of the most interesting inclusions was that of the hero’s wife.

During the preview, a recorded phone message from the wife of the protagonist, codename Preacher, was played before some of the game’s action was shown. “What I heard was the voice of a woman, itself a rarity in military shooters,” Totillo said. “This was the voice of the wife of the main character, Preacher, the playable main character in this ripped-from-the-headlines adventure of top-tier military personnel fighting terrorists across the world.” He expressed interest in how the narrative would play out and felt confident that the relationship would be a central aspect of the story rather than being tacked on.

“That human side is very real, and it’s very prevalent in the game,” said producer Greg Goodrich regarding the relationship between Preacher and his wife. “Clearly they’ve reached a junction in their relationship where she’s like, you’re gone 300 days out of the year or you’re deployed overseas or in training. She’s saying, ‘I am trying to raise this family and I need help.’ Clearly, there’s struggle there and they have a choice to make. Clearly, Preacher is a fighter. He doesn’t want to give up. That is a whole other layer to this game and a storyline that will become more evident.” The developers are clearly interested in fleshing out the characters of the game and providing a satisfying tale for the player to follow. He ended by saying “If we are doing our job right, we will drive home the fact that these are more than just guys with guns.”

Goodrich also said that the recent assault against Bin Laden won’t be included or mentioned in the game. “I really can’t comment on it. It’s one of those areas I’d just rather not comment on right now. I would just say it’s just not our story to tell.” Fair enough, I suppose. Given all the media coverage that was done on the subject, perhaps it’s a better call to convey some of the lesser-known aspects of today’s conflicts.

That’s all the story details we have regarding the game so far. While we’ll ultimately have to wait and see how the story plays out, it’s encouraging to see that Danger Close is attempting to add context and stakes to the narrative. Make sure to call back OnlySP regularly and see if they pick up with important and encouraging messages for you regarding Medal of Honor: Warfighter. It comes out on October 23rd for PC, PS3, and Xbox 360.

[Kotaku]

 

Now an occasional contributer, Michael Urban is the former Editor-in-Chief at OnlySP and has the nickname "Breadcrab" for reasons his therapist still doesn't understand. From the moment he first got hacked in Runescape, he's been uninterested in multiplayer games and has pursued the beauty of the single-player experience, especially in terms of story and creative design. His hobbies include reading, writing, singing in the shower, pretending to be productive, and providing info and feedback regarding the games industry. It is an industry, right? You can ask him a question or send him spam at michaelurban@www.onlysp.com. Also, follow him on Twitter or the terrorists win. (@MichaelUrban1)

Interview

The Long Return Creates a Beautiful Aesthetic in Each Level — An Interview With Max Nielsen

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Long Return header

The Long Return is a beautiful third-person puzzle adventure game, following the story of an orphaned cub. The player explores hand crafted levels as the cub retraces the steps it once took with his mother. The Long Return’s level design is familiar yet still distinct and refreshing, taking inspiration from both new and old games to create this muted low poly feel.

This gorgeous, debut project is the work of solo developer Max Nielsen. Although he is currently finalising the game ahead of its release later this year, he took the time to talk to OnlySP to reflect and tell us more.


OnlySP: What inspired you to bring The Long Return to life? Was it an idea you were sitting on for a while or did it come on quite suddenly?

Nielsen: Actually, I never planned on releasing this game, or even finishing it. I had just quit my job at Microsoft and wanted to create a quick demo for my portfolio, so that I could apply for jobs in the industry. At the time I was working on a 2D RPG mostly for fun, and I knew I would need to make something in 3D for the bigger studios to give me a chance. So I decided to make a fairly simple demo with around 10 minutes of gameplay. However, while working on it, I got offered a job as an application consultant at a great company, and they said they would let me work on my own games and run my own company on the side, so I accepted the job and since then I have been working on this game as a hobby on my free time.

OnlySP: Each zone in The Long Return has such a pleasing aesthetic, how did you go about level design in a mostly natural world?

Nielsen: I am a huge Nintendo fan, Zelda OoT is still my favorite single player game ever, and I had just played through Zelda BotW, and wanted to create a world with a similar color palette and feel. After trying out a few different things I decided to use the low poly style because that would mean I could actually model some stuff by myself. I think I’ve gone through the level design of each zone in my game at least 10 times since I started, it’s crazy how much you learn just by trial and error (although time-consuming).

OnlySP: Will the game have a stronger focus on gameplay and location or story. Is The Long Return is a mix of the two?

Nielsen: Since the start I really wanted to tell a story without any words or text, and I have kept true to that. Instead I tell the story using memories and visuals. This does set certain limits to how gripping and detailed the story can be, especially when working with animals, but I think the message comes across quite well. The game is, at its core, a puzzle/adventure game, and you spend most of your time solving different puzzles and finding your way past obstacles, accompanied by an amazing original soundtrack that I still cannot believe is for my game.

OnlySP: Being your first big project game, what have you learned during development?

Nielsen: That list is incredibly long, and hopefully I can create a post-mortem detailing most of it. But I would say the main things I will take away from this project is:

– Plan, research and test; When starting out I kind of just created features for the game by trial and error, this leads to some really messy code. Nowadays I always make sure to properly plan, take notes, research best practices and test everything in a dev-environment before putting it in my game.
– Marketing is a necessary evil, even as a hobby developer with very limited time, I still don’t do enough of it, shame!
– It’s okay to take a day off, don’t burn out, it’s supposed to be fun!

OnlySP: Overall, how long has it taken for you to develop The Long Return?

Nielsen: Roughly a year. But I’ve been working on games for 4-5 years before that as a hobby.

OnlySP: Do you have any plans after The Long Return is released?

Nielsen: Big, BIG plans, haha. While I love this game and all I’ve learned, I am so excited to start my next project. It is much more “my type of game” and I have very high hopes for it. I won’t say too much yet, but it will combine my two favorite genres of single player games; RPG and city management.

The Long Return is set to release in August 2019.

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