from the warplanes desk
Everyeye.it has released its interview with Alexander Zezulin, lead designer on Wargaming.net’s upcoming BigWorld-powered World of Tanks follow-up: World of Warplanes. The Interview is in Italian, but Google Chrome does a good auto-translation job, overall, in the event that you don’t read Italian.
How would you define World of Warplanes compared to other games?
World of Warplanes, unlike WoT, is a game with full-scale three dimensionality battle space where every plane is in constant movement, the rate of fire is tremendous and the situation on the battlefield changes so quick (especially true for jets) that it’s getting highly tricky to act timely. Moreover, there are no houses, trees and hills to hide and sneak at the enemy, so have nothing left but to act your fastest and skillfully perform various maneuvers if you’d like to survive. In World of Warplanes landscape and weather will become your enemy unless you manage to turn them to your account.
How far will you push the simulation part of the game, especially the physics department?
In World of Warplanes we are trying to reasonably combine accessible controls with historically accurate World War II machines. A decent balance between these two elements will allow us develop a thrilling title for a wider audience.
Have you got an approximate release schedule (or even a date)?
There’s one thing you can be dead certain about: we’ll release it in 2012. As for more firm dates, it’s too early to speak about them.