In this interview, we talk about Red Recon 1944, a tactical game in the spirit of the legendary Commandos, inspired by the exploits of Soviet intelligence officers. The developer talks about creating a "Stirlitz" simulator, meta-game, raids and heroes, as well as choosing Unreal Engine 5, AI and destructibility issues, finding their own style and differences from the classics of the genre.
Broader topics are also raised: censorship, experience working at Nival, and the success of Partisans 1941, the complexities of developing strategies, and release plans. Finally, a personal story about life in Kaliningrad and how the past influences modern game design.
- 00:00:00 Compilation
- 00:00:30 Red Recon 1944 / Разведка 1944
- 00:01:13 Feat of Soviet intelligence officers
- 00:07:28 Reconnaissance and sabotage
- 00:08:41 Stirlitz Simulator
- 00:10:06 Meta-game
- 00:12:10 Raid
- 00:14:15 Night vision device
- 00:15:38 Who is interested in Commandos
- 00:19:50 Censorship in the Russian Federation
- 00:22:11 When is the release
- 00:23:13 Heroes
- 00:25:15 Why Unreal Engine 5
- 00:28:48 Designer of everything
- 00:31:47 Difference from Commandos
- 00:39:17 AI
- 00:41:01 The problem with destructibility
- 00:45:47 Man from Nival
- 00:47:03 Tank issue
- 00:50:47 Game heroes
- 00:56:52 Stirlitz Simulator
- 00:57:20 Success of "Partisans 1941"
- 00:58:59 Working at Nival. It used to be better
- 01:02:47 Why Nival ended
- 01:04:57 Complexity of the Commandos genre
- 01:08:58 When is the release
- 01:10:01 Life in Kaliningrad