TacticalRealism.com

Interview with Lobo of Forgotten Hope 2

April 7th, 2006 by D6Veteran

Forgotten Hope 2 is a WW2 modification for Battlefield 2 that promises to deliver historical authenticity and more realistic play than the standard BF2 game. I recently spoke with Lobo, Forgotten Hope’s team leader, about what to expect from the upcoming release of FH2.

TR: What nationalities will be included in the intitial release of FH2?

Lobo: Our current plans are to include the British and German armies. We expect to have a reasonably complete and representative sample of the most common and important weapons used by each side in the course of the campaign for North Africa.

Forgotten Hope 2 Grant Forgotten Hope 2 Hanomag

Forgotten Hope 2 Swordfish Forgotten Hope 2 Valentine

TR: The North Africa Theater was a see-saw campaign across a narrow corridor. It seems ripe for league campaigns (i.e., Forgotten Honor). Will FH2 maps provide enough historical material for a North Africa campaign?

Lobo: We have not decided exactly how many maps we are going to include in our very first release, but there are enough in progress for a small campaign. In addition, there should be plenty of materials for fan mappers to make even more.

TR: What gametypes will FH2 offer?

Lobo: Which will be available in the very first release depends partly on which maps get included, but our mappers are interested in what can be done with the new Supply Lines game mode, as well as the push and objective style maps that are familiar from FH 0.7, as well as the more conventional conquest mode.

TR: Besides the graphical improvements of the BF2 engine, what will FH2 offer to fans of the original FH?

Lobo: We are expecting to take advantage of BF2s improved physics, animation and gameplay features to produce a more immersive and satisfying game experience. This will include realistic ironsights, better animations and better ability to make tactical use of map terrain. We are also looking at interesting ways to adapt the BF2 commander and squad system to a Second World War environment in a way that feels historically accurate and rewards intelligent teamplay.

TR: There’s a line that every player draws between realism and fun. How has the FH2 team decided where to draw that line when deciding on the scope of realism features?

Lobo: Forgotten Hope is sometimes called a “realism” mod, but “historically accurate-feel” mod might be more accurate. The limitations inherent in any computer game make absolute realism impossible, and in fact, a truly realistic computer game about war would probably be alternately boring and then disturbing for most people.

We are mainly interested in realism to the extent that it makes Forgotten Hope fun and interesting to play. We try to adjust the properties of vehicles and weapons so that they match the expectations of historically knowledegeable players, and encourage players to use the tactics that would actually have been used in WWII. We are constantly experimenting, and listening to feedback from our testers and from the FH community about what works, and what doesn’t, and then making adjustments in the next release.

TR: How specialized will the classes be in FH2? For example will there be a distinction between pilot/tanker/infantry?

Lobo: There will certainly be a variety of classes to fit different maps and time periods, from rifle armed grunts to to pilots, officers, tankers, support weapon classes, and more. Bf2 offers a lot more potential for customization, both visually and in terms of gameplay, so this is an area that we are having some fun with.

TR: What features will FH2 include that will help promote tactical realistic gameplay rules?

Lobo: This is an area that is still very “work-in-progress” so its hard to give many specifics, without possibly creating false expectations. We certainly don’t intend to encourage bunny hopping or “run and gun” tactics, though. We are experimenting with in-game communications, movement, kit loadouts, weapons deployment animations, and weapon effects and accuracy to make FH2 an even more historically compelling game environment than FH 0.7 was.

TR: My understanding is that the magic wrench will not be present in FH2. How will repair and resupply work?

Lobo: Repair is one of those areas where we are still experimenting to find the “sweet spot” that will satisfy gameplay and teamwork incentive goals, but without distorting reality too much. Ideally, we hope to make it so that major repairs have to be carried out at a base, and that field repairs will be limited to what is necessary to restore mobility and stave off impending destruction. Resupply options will vary a lot on each map, depending on its maker’s intentions, but may be available through a variety of means as the scenario requires. These include (but are not limited to) supply trucks, air dropped supplies and central depots in bases or strongpoints.

TR: Will FH2 feature only combined arms maps? Or can we expect any infantry only battles like in BF2?

Lobo: Our expectation is to eventually have many kinds of maps–big armored battles, purely infantry maps, attacks on fortified positions, amphibious and airborne maps, as well as some naval battles, although maybe we won’t have all of these types for the first release or two.

TR: Looking at the large fan base that Forgotten Hope has accumulated; do you find those players on average requesting more or fewer realism features in Forgotten Hope 2?

Lobo: There are as many opinions on exactly what directions Forgotten Hope should take as people that have played it. Some want more realistic features, like separate gunner and driver positions on tanks, and others want more game-like features, such as odd experimental vehicles that never saw action in WWII. Most of the old fans seem to like the realism level about where it is in FH 0.7, but of course, vary on which individual details they prefer. Interestingly, our public forums are showing a lot of interest from BF2 players that never played Forgotten Hope, and mostly know the mod from news updates about FH2, which is bringing in a new set of opinions.

TR: Is there anything more you’d like to share with TR fans about Forgotten Hope 2?

Lobo: We encourage anyone that is interested to register in our public forums and join the discussions that help shape Forgotten Hope 2. We won’t know what you think unless you speak up!

I want to thank Lobo for taking the time to answer these questions and encourage WW2 TR fans to head over to the FH site and give your input and check get more info on what Lobo and his team are building.

5 Responses to “Interview with Lobo of Forgotten Hope 2” »»

  1. Comment by Underpants | 04/07/06 at 11:31 am |

    Is there gonna be any US campaigns or even Canadian ones in later versions of this?

  2. Comment by D6Veteran | 04/07/06 at 11:50 am |

    Amerians will be added in the second release and Canadians further down the road.

  3. JC
    Comment by JC | 04/07/06 at 11:53 am |

    I’m a big fan of the BF2 engine although I did not like the game too much. The squad and command structure was cool but too much smacktard like players. Looking forward to this mod espcially if the TR community adopts it.

  4. Comment by Mp5-Killa | 05/05/06 at 11:10 pm |

    Amerians will be added in the second release and Canadians further down the road.

    That’s not known yet. I’m a beta tester and I have no idea what the second release will include. I gather that americans will eventually work their way into the mod but there is currentely not ‘big plan’ which has been released to the public.

  5. Comment by McIntyre | 12/02/06 at 5:18 am |

    LoL Hello Underpants, Well I am looking forward to this mod and it is going to be a really great add on to the tactical realism community, a mod that brings ww2 as well as the BF2 Squad and Commander Tactics. BF2 and this MOD will bring both sides to TR, the realism part and the tactical part.

    Does anybody know when this will be released?

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