SUDDEN STRIKE NEXT7 :
First images and news
Ludmila Ludvig, licensing manager of Fireglow, agreed to answer an exceptional interview exclusively for our site. Fireglow gives to the readers of jeux-strategie and www.39-45strategie.com a vision of his future hit. A scoop to be discovered without waiting !
Q1. How do you see the community of the players of "Sudden Strike" today?
A1. The Sudden Strike community is mature. There are many organized teams, so-called clans. Many thanks for staying with us for years! We of course will co-operate with the community and our new Sudden Strike products will contain tools and features meeting needs of the community.
Q2. For the distribution of your future productions, do you always intend to use CDV's services ?
A2. Fireglow is a commercial company maximizing its profit, and so we look for the best solution for every specific case.
Q3. What do you think of the games of "RedIce" ("Cold War Conflict" and "GULF War") ? It is a steal of the intellectual property of Fireglow or, on the contrary, a co-operation between you and them ?
A3. These products are based on a stolen intellectual property of Fireglow, so we think Red Ice is a pirate company, and we don't co-operate with pirates.
Q4. What are your future projects around "Sudden Strike" ? An extension or a new episode in preparation? If yes, you could give us details and give us a date of possible release ?
A4. We are now developing the new-generation Sudden Strike Next7 game engine and the first game based on it. The game is set during WWII. We send you several early screenshots demonstrating the basics of our new technology.
The new engine introduces major interface and game play innovations, distinguishing it from other WWII games, and definitely from all previous Sudden Strike series games created by our company.
Not only a skilled player, but even a beginner will feel comfortable with the game, because it is not mandatory to control much things; we respect super-hardcore players and that hopefully they will be satisfied making things that casual players believe to be absolutely impossible. Stunning 3D graphics, the realistic simulation of all ground, air and naval units, and references to real historic events should attract many players.
The graphic component of the engine will support full 3D premium quality realistic landscapes and marines. It uses the most recent versions of the Direct X and OpenGL libraries taking advance of the full power of modern graphic accelerators. The engine targets the Real Time Strategy games, so a player mainly uses a bird?s-eye view of the battlefield, but the free camera control allows close-up views when necessary.
The engine is capable to render vast areas filled with forests, sea areas, fields, etc. with a huge amount of units, calculating realistic, dynamic shadows and special effects.

The new advanced user interface will allow a player to deal with complex yet intuitive strategic, logistic, and tactic layers. The logic component of the engine will provide for certain autonomy of units, yet allowing detailed micromanagement when necessary. The player will fight computer controlled troops and human opponents.
Our key innovation is the global scale of the game. It means several features. The world map is large and contains both populated cities and
deep forests. Evidently, real evens happen only in some locality, and so the player will move around the world commanding battles as they
occur. Also it means that there will be large amount of units under player's control, and (maybe in later versions) there will be many people playing the same game simultaneously. The computer is doing things that you don't control. If you are skilled player, you can do these things better than
computer, and it is your competitive advance. The more things you control, or the more deep your control is, the more skilled player you are, and the
more victories you achieve.
The game introduces tight cooperation between all arms of the fighting forces.
Navy.
- battles for the sea domination;
- naval fire support for joint operations ashore;
- submarines torpedoing supply ships;
- landing operations;
- air carriers.

Aviation.
- torpedo bombers for destruction of the enemy?s navy;
- long-range bombers striking the enemy?s interior;
- bombers and attack planes for ground operations support;
- fighter aviation for convoying friendly transports and bombers, and bringing down enemy?s bombers;
- transports and reconnaissance planes.

Ground forces.
- front-line soldiers;
- service troops;
- engineers;
- saboteurs.

We plan for a tech demo next month, and a release early in 2005.
Interessant das Logo. Lassen wir uns mal überraschen, ob und wie das Dingens wird.
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