R.U.S.E. Gameplay Demo from Ubisoft - E3 2009 Game Video (Tunisia, Best of) (Part 2 of 2)




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R.U.S.E. Gameplay Demo from Ubisoft - E3 2009 Game Video (Tunisia, Best of) (Part 2 of 2)

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is on it's way and you've got the first look straight from the floor of E3 2009! ► http://alturl.com/2ni5 ◄ Did you know that you can easily rent thousands of great games from Gamefly without ever having to leave home! It's awesome! Check out our links to get a 10 day free trial from Gamefly. ■■ GAMEFLY 10 DAY FREE TRIAL OFFER ■■ ►►►►► http://alturl.com/2ni5 ◄◄◄◄◄ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ Check out one or all of the links below for your chance at a FREE game system of your choice! (PS3, XBOX 360, Nintendo Wii, Nintendo DSi, PSP, or a Laptop Computer) FREE PS3 ► http://alturl.com/wmzr ◄ FREE XBOX 360 ► http://alturl.com/2hnh ◄ FREE Nintendo Wii ► http://alturl.com/6pit ◄ FREE Nintendo DSi ► http://alturl.com/8dex ◄ FREE PSP ► http://alturl.com/2wed ◄ FREE LAPTOP ► http://alturl.com/d3n5 ◄ FREE MACBOOK ► http://alturl.com/6jfb ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ Fill up your gas tank at one of your favorite gas stations with a FREE $250 Pre-paid Gas Card. ■■ $250 Pre-paid Gas Card Giveaway ■■ ►►►►► http://alturl.com/yxvo ◄◄◄◄◄ We sat down with Ubisoft Senior Producer on Ruse, Mathieu Girard, and Project Co-ordinator Thomas Leroux-Hugon to discuss Ruse, the upcoming World War II RTS from Eugen Systems. Technophobes should probably skip through question three, or check out our preview for a gentler description. TVG: Ruse's vast, open battlefields are similar in style to a Total War game, while the camera can zoom stratospherically above the action seamlessly until the battlefield appears almost like a board game, which reminded me a lot of Supreme Commander or Total Annihilation. Has the development team been influenced by games like that at all? Mathieu Girard: I guess every strategy game was somehow a small inspiration, but not one in particular. Lots of board games and movies about espionage and that sort of thing were an influence, but there's not one single inspiration. That's really what was difficult in making this game, which was that we had to invent stuff and there were no clear examples of what we needed to do, so we had to pick parts from poker, parts from board games, and parts from videogames. Sometimes it was more like trial and error when we were testing stuff to make sure that it's fun and it works, and to get the final results. Thomas Leroux-Hugon: Another consequence of that is that we have a lot of competitors in terms of real-time strategy games, and the angle we wanted to take with it was using Ruses as an element of strategy. TVG: You mentioned that Ruse is leading on the PC, but I noticed you were using the Xbox 360 pad on a PC rig during our demonstration. Does this mean we can expect a particularly console friendly interface and control layout? MG: It's part of the key features of the game, which is that it's very simple to use the program but it's still very deep in terms of the possibilities you have. It's not about the complexity of the control and how many clicks you have to do; it's really about the decisions you want to make and what the game is going to give you in terms of information. The creative vision from the beginning was the perception of deceiving the enemy - what you want them to believe and what you want them to see in terms of false information - and we focused less on the interface. I guess the interface was something that emerged naturally. We wanted an immersive game; we wanted a natural game, and we wanted to show strategy decisions. For example, we have these big arrows that show where armies are attacking, so it emerged quite naturally actually. TL: Another point is that with the Iris engine you can zoom in and out. The zoom itself gives a real interface that at one time gives you a high scale balance of power and then you can zoom-in to see the precise situation of one infantry unit and target him. That's why the zoom is so important apart from being good looking, because every level makes sense in terms of gameplay. TVG: Speaking of the kind of zoom Ruse employs over such large scales, what sort of technological breakthroughs have Eugen Systems (Ruse's developer) made that enable them to depict these sorts of vast, streaming environments, because we've never seen anything quite like it? MG: It's a breakthrough around streaming data that's reconstructed dynamically across the geometry on-screen, so what you see in an image is actually the construction of something virtual - a huge database of assets, of textures, and of 3D modelling. NO COPYRIGHT INFRINGEMENT INTENDED. Clips and songs belong to their respective owners. I don't own or claim to own them, and I can and will remove upon request.

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