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Tom Clancy's HAWX Interview

PC Xbox 360 PlayStation 3
Interview by Kristan Reed

19 August, 2008

Page 2 of 2. <- Page 1

Eurogamer: What do you get for ranking up?

Thomas Simon: Better planes, which will be very interesting for multiplayer or to play the campaign in a different way. You also get different types of weapons, different skins for your planes, Achievements, etc. You unlock everything in the game through the XP system.

Eurogamer: Commercially, as a genre, flight combat games haven't done spectacular business for quite a long time now. It's almost five years since Secret Weapons Over Normandy - a real favourite of mine - and Crimson Skies. Despite rave reviews neither sold well, and neither had sequels. We've also had loads of Ace Combat games since, and the two Blazing Angels titles, but nothing that exactly set the charts on fire. How does HAWX break through this genre apathy?

Thomas Simon: The problem with the genre is that is started to be a prisoner of this very specific frame. It was mastered and working very well, but a bit limited for people who were not a big fan of air combat games or planes. And what we're trying to do here is respect what was done before, because these games were really great and brought a lot to the table. We want to open the frame, bring new features, refresh the genre and open it up to more people.

I think that with the satellite data of the real world, iconic locations and a strong storyline based on the world you know. It's not some theoretical places. It's the US, it's Rio de Janeiro. It means more to people. We also have new gameplay features, like the assistance on or off, with the external camera which completely changes the perception of the way the planes manoeuvre.

'Tom Clancy's HAWX' Screenshot 4

Eurogamer: That is an interesting feature - how did the external camera view come to fruition and why did it get implemented in the first place?

Thomas Simon: It's an iterative process. I mean, for me, this feature is what makes HAWX a totally new experience. We have a lot of features which are of very high quality that create the whole package, but this feature in terms of pure gameplay joy is totally new. When you look at videos of aircraft on YouTube, and you see them doing great manouevres, or you see Top Gun or STEALTH or whatever, it's great. But when you play the game you find yourself with a camera stuck behind a plane and when you move, the world moves with you. You lose all your orientation - it's not the same.

Here, you play as if you were in a replay, but you're totally in control. You see exactly what your enemy is doing, you see what your plane's doing. It's incredibly gratifying, I think.

Eurogamer: And yet, the external camera viewpoint is instantly intuitive, I found. You don't feel like you should be in control, but somehow you are.

Thomas Simon: Yes, you are. We worked quite a lot on that. Obviously it was the most difficult feature that we developed and also the most iterative. It started by us wanting a way to dodge a missile with a special camera, and we realised that, hmm, we would like to do more stuff with that camera. Suddenly you have a tool that allows you to understand who is doing what, what your plane is doing and how you can act against a specific enemy or specific threat, and this changes everything, because it's not just a plane game, it's also pure gameplay joy.

If you add the Enhanced Reality System and trajectory system - which are really new also - I think all these kind of features change the experience, and open the game to people who are not especially into the air combat genre. It also brings people in who are just into big juicy games!

Of course if you love planes, there are over 50 models with very high realism, a cockpit for each of them, etc. But if you just like pure action, like a shooter-in-the-sky game, you have the same kind of pleasure you have when you are playing deathmatch in an FPS.

'Tom Clancy's HAWX' Screenshot 5

Eurogamer: How do you maintain awareness of two people attacking you at the same time?

Thomas Simon: Well, when I find myself in that situation, what I do is, first, I try to take them into a spin. I don't just move, but I don't attack immediately - I take them into a momentum and I wait for one to shoot, because it means he's going to have reload time, and I'm going to have something to do. I try to take them into a loop that is tighter and tighter, considering that I will master my speed better than them. The time it will take for them to make a drift and stabilise will be longer than mine. So while they are still manoeuvring to get a shooting opportunity on me, I'll be locking and shooting and dodging. So when they will be shooting, they will already have two missiles coming to them while I'll be moving and dodging - and they will be still.

If you have two guys on you, what you have to do is wait for a good moment to do it when one has shot, so they're out of the picture for a moment. If the two enemies are on the same [skill] level as you, you have almost no chance, but that's like that in any game. But you can be really smart. It really is very organic. You have to practice.

Eurogamer: You also haven't gone for those endless boring Air Combat-style tutorials. Was that deliberate?

Thomas Simon: We really want the game to be accessible very quickly, so that you immediately feel like you're in control and can have fun killing enemies, or just manouevring, and feeling in control. As you will have seen with Team Deathmatch, you have a huge possibility to improve yourself - learn the manouevres, make more flips, and push the plane to the closest possible stall limit and give you more manoeuvrability. This is part of the skill - depth and accessibility at the same time.

Dodging missiles depends on two things: distance between you and the missile. The closer you are, the sharper you have to turn to dodge it, but it also gives the missile no time to manouvre if you avoid it. So, basically the longer you wait, the more dangerous it gets, but if you have good reflexes you can dodge it better, so you have to choose optimal timing.

The second element is who is attacking you at the same time, because stopping in midair to dodge a missile is good, but, if you have another guy who is locking on at the same time, when you do that you're a sitting duck. You're going to get two more missiles coming at you while you are still.

'Tom Clancy's HAWX' Screenshot 6

Eurogamer: I guess everyone asks this at some point, but what input does Tom Clancy himself (or his minions) have into the games these days, if any?

Thomas Simon: Well, the situation has changed quite a bit since Ubisoft acquired the license. The games bearing his name obviously started a long time ago. [Originally] Tom Clancy was involved - all the scripts were reviewed on his side and he approved the storyline.

Eurogamer: Do you think Tom Clancy ever bothers to play them himself?

Thomas Simon: I'd be happy to show him [HAWX] and demo it for him, definitely. I mean, planes and Clancy are a natural mix. In 'Clear And Present Danger', [there's a] special operation where planes go and bomb a car to kill drug lords, for example.

Obviously, planes are the most powerful, most technological weapon available on the battlefield, so it's really a natural 'toy' for the Clancy universe, I think.

Tom Clancy's HAWX will be released on PC, Xbox 360 and PS3 in Q1 2009.

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Comments: 1-18 of 18 in total

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Eraysor
19/08/08 @ 07:18
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Finally, an alternative to Ace Combat. I like the GRAW crossovers too.
DFawkes
19/08/08 @ 07:53
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PMCs attacking the US? I detect a hint of Metal Gear Solid 4 :P Not really, they both just feature PMCs.

I love air combat games, so I'm really looking forward to this one, especially co-op. I'm not the kind of person to say every game needs online, but I'm glad it's in this one.
NegativeZero
19/08/08 @ 07:54
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Looks okay, but I'm not going to be convinced until I get a chance to play a demo or something. Dire voice acting and horrible plot aside, Ace Combat 6 is still the most enjoyable console-based air combat game, and while this looks good I get the impression that they might try and overcomplicate it or make it too 'realistic'.

One thing that I remember seeing in footage of this a little while back was the way that the camera pulled back to a fixed camera miles away when you were dodging missiles. That was probably the thing that raised my eyebrows the most - it seemed like it would jar you out of the gameplay. But it might be great. Impossible to tell until we can play it.

HAWX is still one of the shittiest game names I've seen, though.
seasidebaz
19/08/08 @ 07:58
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This writeup now means I've got another game to look forward to :)
HiredMan
19/08/08 @ 08:08
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"negative Ghostrider, the pattern is full"
kissthestick
19/08/08 @ 08:15
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:(
bf
19/08/08 @ 08:21
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I'm sorry I didnt quite catch you there, the problem with flight combat games is that they are "a bit limited for people who were not a big fan of air combat games or planes". We better get started on an Elder Scrolls for the Mario crowd then...
UncleLou
19/08/08 @ 08:31
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I am seeing a cockpit screenshot there - which is great. Hadn't they said there'd be no internal view at all? Hope it's not just a cutscene.
UncleLou
19/08/08 @ 08:43
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One thing that I remember seeing in footage of this a little while back was the way that the camera pulled back to a fixed camera miles away when you were dodging missiles. That was probably the thing that raised my eyebrows the most - it seemed like it would jar you out of the gameplay. But it might be great. Impossible to tell until we can play it.


Hm, did you really read the interview at all? :p

It's the one feature everyone who has seen it in action seems to be extremely impressed with.
TessaTickle
19/08/08 @ 08:56
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Eurogamer: Do you think Tom Clancy ever bothers to play them himself?

Thomas Simon: I'd be happy to show him [HAWX] and demo it for him, definitely. I mean, planes and Clancy are a natural mix. In 'Clear And Present Danger', [there's a] special operation where planes go and bomb a car to kill drug lords, for example.


I know, I know, I should be used to it by now : interviewer asks straight question, interviewee dishes out some spun B.S. that avoids the point entirely because the real answer (in this case) would have been "he hates games, thinks they're for retards, he lets us use his name against a whole wodge of dosh and suckers buy this game, yay". [corrected my own spelling]

I think that unless an interviewer is gonna call the interviewee on what's obviously a fluff answer that the interviewer would have been better off leaving the question out. If the interview is meant to be a polite conversation (obviously), please leave out that angle of questioning because all I learn from the guy being interviewed is how much of a B.S. artist he is and it tells me nothing about the game.

Sorry for not contributing anything useful myself. I'm off to jump into the lake.
Edited 1 times, most recently on 19/08/08 @ 09:57
Machetazo
19/08/08 @ 09:03
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Show some footage, then we'll talk...more excitedly!
As is, it seems like it could be very good.
Edited 1 times, most recently on 19/08/08 @ 10:09
Arwin
19/08/08 @ 10:12
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What I would love to see is being able to control the first person / cockpit view with the sixaxis, at least as an option, so that I can look around freely using the sixaxis while doing everything else I can do with the plane using the analog sticks and other buttons (would like that in cockpit view of Gran Turismo too by the way, thank you). That could create a gameplay experience that really ups the ante in terms of immersion that matches how these fighter planes work with pilots in reality. And hopefully be a lot more fun as well.
Edited 1 times, most recently on 19/08/08 @ 11:12
BobsUncle
19/08/08 @ 12:19
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"So while they are still manoeuvring to get a shooting opportunity on me, I'll be locking and shooting and dodging. So when they will be shooting, they will already have two missiles coming to them while I'll be moving and dodging - and they will be still."

What? I have real difficulty understanding what sort of maneuvers he's doing there. Normally someone is behind you if they're trying to lock on, so how the fuck is he shooting back? Has it got Firefox in it and rear firing missiles? And why are they still? Is he fighting a helicopter.

Do I have to think in Russian?
BobsUncle
19/08/08 @ 12:27
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Also..

"I wait for one to shoot, because it means he's going to have reload time, and I'm going to have something to do."

Reload time? RELOAD TIME? Does he need to crawl out onto his wing and load up another missile before he can fire? In every flight sim I've ever played I can fire off all my missiles as fast as I can repeatedly press fire, after which I can't fire again until I've landed and re-armed. What's he on about with reloading?

I'm so confused by this guy.
NegativeZero
19/08/08 @ 13:16
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@UncleLou: It's the one feature everyone who has seen it in action seems to be extremely impressed with.

Well, I wasn't impressed when I saw some video of it a while back. It might look better in reality, but I don't give a shit how it looks, I care about how it plays. I want to feel like I'm flying the aircraft directly, not indirectly. It looked like the sort of thing where they would arbitrarily shoehorn in some token sixaxis bullshit or something. But as I said, I want to actually try it myself before forming any strong opinions.
UncleLou
19/08/08 @ 16:08
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It looked like the sort of thing where they would arbitrarily shoehorn in some token sixaxis bullshit or something.

It really, really does not look like that at all. Fair point that it might ruin the feeling of flying, but I think you are underestimating the feature, or rather its meaning for the game. It seems to be the core mechanic of the game, rather than a gimmicky afterthought.

And of course it's about how it plays - I say it again, it's the one feature everyone who saw the game in action, or played it, seems to be extremely impressed with.

konnsky
19/08/08 @ 23:22
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I am really looking forward to this, by the way!
MondoPest
21/08/08 @ 21:32
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Was great when my staffer and I wasted the two Ubisoft guys playing in the E3 suite in a 2v2 fight. The only thing that bothered me was the dogfight cam. I come from PC flight sims and need a padlock view from within the cockpit, not some wonky angled view from outside.

-MP
http://www.GamingShogun.com
Edited 1 times, most recently on 21/08/08 @ 22:32

Comments: 1-18 of 18 in total

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