Developer Massive Entertainment helped redefine what real-fourth dimension strategy was with its all-tactics, all-action, no-wood-chopping Footing Command series. The studio then moved on to create the spectacular and critically acclaimed 2007 game Earth in Disharmonize, which combined the fast-paced, team-oriented competitive play of games such as the Battlefield series with the tactics of a existent-fourth dimension strategy game, plus highly accessible multiplayer that let you drib in and out at whatever time. Oh yeah, and given that the game was ready during a fictitious 1980s-era World War Three betwixt the US and the Soviet Union, yous could utilize nuclear bombs to incinerate entire cities. Massive announced that it was working on an expansion pack and console versions of the game, but the studio saw many changes when its parent company was acquired by another company. After a lot of shuffling around and far too much waiting, World in Disharmonize is ready to make its triumphant return to PCs with Soviet Assail, an expansion pack that will come packed in with the original game and will offering a new Soviet-focused entrada and lots of new toys to utilize in multiplayer play. We sat down with lead designer Magnus Jansén to get the details on this expansion, Massive’due south current status, and the studio’s future plans.

GameSpot:
We’re very glad to hear that World in Conflict and Soviet Assault are dorsum on track and will be available presently as a two-pack containing both the original game and the expansion. How has evolution of the expansion progressed–had the game already been generally complete previously? What is the team working on at nowadays?



Earth in Conflict prepares to brand its triumphant return with a new expansion.

Magnus Jansén:
We started work on the Soviet story right afterwards we shipped Globe in Conflict. It didn’t feel right portraying the Soviets as a silent, anonymous locust horde that invaded the Western world without remorse or conscience. And nosotros did become some flack from the fans for painting such a one-sided picture of the conflict. And then we were eager to tell the Soviet story.

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During 2008 we stopped working on Soviet Attack for a couple of months due to the whole Vivendi/Sierra/Activision merger and subsequent sale of Massive. Once we got on board with Ubisoft, we kicked into high gear again, and now we’re just about finished.

GS:
We sympathise that the Soviet Assault expansion volition, not surprisingly, focus on Soviet armed forces campaigns. Requite us an overview of the missions in Soviet Assault. What sorts of missions volition players undertake in the expansion?

MJ:
The new missions are woven into the existing campaign, so it’southward more of an “add-in” than an “add together-on” actually. I don’t know if anyone remembers the expansion for the original Baldur’southward Gate, merely that’due south my reference anyway! So y’all play the campaign and go dorsum and along betwixt the US and Soviet stories in a manner non dissimilar to the Call of Duty games.

You can of grade play the new missions piecemeal if y’all actually want to, but nosotros recommend everyone to play the campaign from the outset (fifty-fifty those who have already played it) to get the full experience. Nosotros even added a new “very hard” difficulty level every bit an incentive to do and then.

The new missions share the fantastic story, visuals, and hectic gameplay of the original World in Conflict, but all of them introduce some new twist or take on the formula. I really don’t desire to spoil too much.

GS:
We’re hoping to see some new units and new firepower in the expansion. Tell us about some of the new toys we’ll go to play with.

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MJ:
Soviet Assault is all nigh getting to play with the Soviet hardware in the single-player campaign. At that place is an crawly new tactical assist bomb thrown in on one of the new missions, but the master thing for hardware buffs is to experience stuff like rolling through the Berlin Wall in T-eighty tanks! Or controlling a bombardment of 203mm artillery pieces to decimate an incoming battalion.


There will be tanks, and there will be explosions. Big ones.
At that place volition exist tanks, and in that location will be explosions. Big ones.

GS:
The original World in Conflict had some very interesting and accessible multiplayer features, like the ability to join a multiplayer game more or less midstream and still make a departure. What kind of new multiplayer enhancements will Soviet Assault offer?

MJ:
Nosotros’ve tried to listen to the fans when making improvements to our Massgate service. Things similar the ability to automatically recognize people on your friends’ listing by a certain color. Nosotros’ve besides improved things like the downloading and treatment of user-generated maps. Then there are more obscure improvements like the ability for a moderator to transport chat letters to both teams. The list of smaller fixes and improvements is quite long, and most of those things volition better multiplayer.

Simply the biggest thing past far on the multiplayer side is the fact that we decided to not split the multiplayer community into 2 parts. This means that anybody that owns World in Conflict gets admission to the multiplayer versions of the new maps via a downloadable update so that we can be one large, happy family online. The multiplayer customs is incredibly important to u.s..

The mayhap biggest “all new” characteristic, the War Room, is making its way into Soviet Assault via our Spider web site. So you’ll exist able to gauge the progress of Earth War Three from anywhere!

GS:
Volition any of the content from the previously planned console versions of the game make its style into Soviet Assault?

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MJ:
The vast bulk of work that was put into the panel versions was non on new features, only on getting the controls, interface, and performance to work. However, a lot of the fixes in Soviet Assault stem from working on the game for the consoles.

GS:
Any chance of seeing more than Earth in Conflict products, either on PC or consoles, or perhaps the render of Massive’s other well-known strategy franchise, Basis Control?

MJ:
We’re non commenting on any projects autonomously from the current release (I bet you haven’t heard that one before!) Distressing.

However, I can say that we will most likely not make another Ground Control game here at Ubisoft Massive since Ubisoft doesn’t own the rights to that (information technology was non part of the deal with Activision Blizzard, which now holds the rights to that IP).

GS:
Finally, is in that location anything else you’d like to add near Soviet Attack, Globe in Conflict in general, or future plans for the studio?


The expansion will offer new difficulty settings, enhanced multiplayer, and new community features when it's released later this year.
The expansion will offer new difficulty settings, enhanced multiplayer, and new community features when it’southward released afterwards this twelvemonth.

MJ:
It honestly (equally in “this is not marketing blubbering”) feels wonderful to release this vastly improved and expanded “complete” edition of World in Conflict. The thought of putting the game into the hands of all-new players (and current fans) is extremely satisfying. There’s such a huge corporeality of shine added! My personal favorite is mayhap the all-new difficulty setting we’ve added to the AI bots. Even skilled players can now start a skirmish game and get seriously owned. And then there’s fifty-fifty cooler things I cannot even talk about yet!

GS:
Thank you, Magnus.

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