

Then there are more obscure improvements like the ability for a moderator to send chat messages to both teams. We've also improved things like the downloading and handling of user-generated maps. Things like the ability to automatically recognize people on your friends' list by a certain color. MJ: We've tried to listen to the fans when making improvements to our Massgate service. What kind of new multiplayer enhancements will Soviet Assault offer? 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 difference. There will be tanks, and there will be explosions. There is an awesome new tactical aid bomb thrown in on one of the new missions, but the main thing for hardware buffs is to experience stuff like rolling through the Berlin Wall in T-80 tanks! Or controlling a battery of 203mm artillery pieces to decimate an incoming battalion. MJ: Soviet Assault is all about getting to play with the Soviet hardware in the single-player campaign. Tell us about some of the new toys we'll get to play with. GS: We're hoping to see some new units and new firepower in the expansion. 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. We even added a new "very hard" difficulty level as an incentive to do so.
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You can of course play the new missions piecemeal if you really want to, but we recommend everyone to play the campaign from the beginning (even those who have already played it) to get the full experience. I don't know if anyone remembers the expansion for the original Baldur's Gate, but that's my reference anyway! So you play the campaign and go back and forth between the US and Soviet stories in a manner not dissimilar to the Call of Duty games. MJ: The new missions are woven into the existing campaign, so it's more of an "add-in" than an "add-on" really. What sorts of missions will players undertake in the expansion? Give us an overview of the missions in Soviet Assault. GS: We understand that the Soviet Assault expansion will, not surprisingly, focus on Soviet military campaigns. Once we got on board with Ubisoft, we kicked into high gear again, and now we're just about finished. So we were eager to tell the Soviet story.ĭuring 2008 we stopped working on Soviet Assault for a couple of months due to the whole Vivendi/Sierra/Activision merger and subsequent sale of Massive. And we did get some flack from the fans for painting such a one-sided picture of the conflict. It didn't feel right portraying the Soviets as a silent, anonymous locust horde that invaded the Western world without remorse or conscience. Magnus Jansén: We started work on the Soviet story right after we shipped World in Conflict. World in Conflict prepares to make its triumphant return with a new expansion. How has development of the expansion progressed-had the game already been mostly complete previously? What is the team working on at present?


GameSpot: We're very glad to hear that World in Conflict and Soviet Assault are back on track and will be available soon as a two-pack containing both the original game and the expansion. We sat down with lead designer Magnus Jansén to get the details on this expansion, Massive's current status, and the studio's future plans. After a lot of shuffling around and far too much waiting, World in Conflict is ready to make its triumphant return to PCs with Soviet Assault, an expansion pack that will come packed in with the original game and will offer a new Soviet-focused campaign and lots of new toys to use in multiplayer play. 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. Oh yeah, and given that the game was set during a fictitious 1980s-era World War III between the US and the Soviet Union, you could use nuclear bombs to incinerate entire cities.
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The studio then moved on to create the spectacular and critically acclaimed 2007 game World in Conflict, which combined the fast-paced, team-oriented competitive play of games such as the Battlefield series with the tactics of a real-time strategy game, plus highly accessible multiplayer that let you drop in and out at any time. Developer Massive Entertainment helped redefine what real-time strategy was with its all-tactics, all-action, no-wood-chopping Ground Control series.
