Prime Element Creations Network: Home | Game Positive | Mike's Homepage | Reveal My IP | Network Statistics
E-Mail:
Password:
Associated Game
Platform:
PC
Genre:
Simulation
ESRB:
Unrated
Players:
1-16
Developer:
Akella
Publisher:
Akella
Release Date:
Q4 2008
Screenshots
Latest Previews
PC
06/04/08
X360
10/01/07
X360
06/25/07
X360
05/14/07
Latest Features
Feature
08/18/08
Blog
05/25/08
Blog
01/09/08
Blog
12/01/07
Blog
11/01/07
PT Boats: Knights of the Sea Developer Interview
By Nicolus Baslock
Posted Jun 4, 2008 at 3:12 PM ET

We took a moment to speak with the developers at Akella, who are responsible for the upcoming naval simulation PT Boats: Knights of the Sea, which is scheduled for release in Q4 of 2008. We discuss several aspects of the gameplay, the overhauls made to the game engine, and the recently added DirectX 10 support.

GP: Akella has a history with naval games, such as Sea Dogs and the Age of Sail series. Why continue with that tradition and why choose World War 2?

Akella: World War II affected everyone, every family and every nation. Although many historical aspects are well known and acknowledged, yet much more was left "behind the scene" or even was underestimated. We aimed at highlighting one of the least known episodes in the catastrophe that no one could escape.

GP: What distinctions separate the different play classes - for instance a crew members responsibilities versus a commanders?

Akella: Actually, a player can assume the role of any crew member including a regular sailor or the captain of a torpedo boat or even the one who's at the helm of the entire fleet.

GP: Where do the bulk of the scenarios occur, and what kind of variety can players expect in those scenarios?

Akella: Game events take place in three basic battlefields: the Baltic, Black, and Northern seas. We've designed six episodes. Each episode comprises up to five, six missions. In each mission the gamer will have an opportunity to act for one of the warring parties: German, Russian, and British. The in-game missions are based off real events of the World War II; however they do not bear any direct historical or geographical reference.

GP: What are some of the key features that separate this game from its competition?

Akella: There are several key features that obviously distinguish the game from the others in the genre:

1) It is a game about war, its key actors are torpedo boats, the so-called "mosquito fleet" - warships with small displacement: trawlers, boats, patrol ships. These fast and maneuverable vessels were widely used during the World War II. I don't think you'll find many titles that feature the same vessels with their unique capacities.

2) Unique opportunity to complete any mission for every party, thus being able to see what it is to be tasked to, for example, intercept the opponent and, on the other hand, do everything to avoid being intercepted. Thus, a system of mirror missions is completely pulled off.


GP: Some games claim to have free form game play but players are still severely limited by the game's story or play mechanics. How much freedom can a player expect in PT-Boats and will that affect the story in some way?

Akella: There will be various types of missions: attack and defense of escorts and transport routes, search and destruction of submarines, attack and defense of ground constructions such as air stations, supply bases, coastal batteries. Within these missions, the gamer is totally free to act as he/she wills.

GP: Approximately how many ships exist in the game and are there any that are might stand out above any others?

Akella: You will find a wide variety of battle vessels (about 50 craft) such as cruisers, torpedo boats, secondary cruisers, cargo ships, destroyers, bombers, minesweepers, barges, tankers, and submarines of various types in the game.

GP: Realism is an integral part of your design but what lengths have you gone to for naval enthusiasts? And on the same note for those who aren't as interested in realism?

Akella: There's historical authenticity and detailed presentation of all the models featured in the game. All the ships, planes, submarines are being developed based on true historical documents, archived materials, photos and wartime documentary shots.

We're positioning our game as a naval sim which delivers higher accuracy when completing the missions and targeting around the map, managing your ship and manning your crew positions. However, we've scripted beautiful-looking arcade-oriented missions that will be enjoyable for casual gamers, too.


GP: With so many similar games deifying the Allies, the ability to play as both the Russians or Germans is an interesting choice. Why did you choose to feature both sides so prominently and were there any issues trying to make the game stay realistic or unbiased?

Akella: We tried to avoid touching upon either political or ideological aspects of WWII while focusing on keeping in-game combats as close to true authentic battles as possible. We wanted a player to have a possibility to assess what it was like to wage war from different perspectives of every nation featured in the game.

GP: Also, what are some of the differences between each side's ships, crews, and guns that help to differentiate the three options to play with?

Akella: Every playable nation will have only those vessels that were included into their respective fleets in reality. All the missions and objectives have their historical prototypes. Thus, game balance fits the one existing on the high seas at that time.

GP: How is the multiplayer coming along?

Akella: The multiplayer isn't yet prepped at its best, though we'll try to insert as many modes as possible to cater to the needs of various players.

GP: Is there anything else you'd like to mention about the game that hasn't been said?

Akella: We should mention that PT Boats: Knights of the Sea is the first Russian DirectX 10-supported game. The game has been initially designed for DX9 and is completely redesigned for duly work with both DX9 and DX10. In this connection we've applied a bunch of exclusive technologies, such as rendering of the ocean, a system of particles, post-effects, etc. These all result in some obvious differences - those of video and speed performance.

GP: Thanks.
Add a Comment
In order to add a comment, you must first create an account or log in.
Copyright © 2005-2008 Prime Element Creations. All Rights Reserved.
Prime Element Creations, the Prime Element Creations logo, Game Positive, and the Game Positive logo are all trademarks or registered trademarks of Prime Element Creations. All content on this site is the property of Prime Element Creations, and unless otherwise specified, may not be reproduced without prior written consent.