Eventually, he worked his way into the farmhouse, picking off Nazis with a sniper rifle through windows. From there, the player took potshots at the soldiers, suppressing them, tossed a few grenades and then sprinted toward cover.
Since O'Connor wanted to show what a run-and-gun attempt might look like, he had Hawkins push a nearby truck down a hill and toward a couple enemies. In the first run-through, Hawkins surveyed the environment, marking the location of a few Nazi patrolmen on his minimap.
In the second level of the game, set in the Franche-Comté region in 1940, Hawkins came upon a Nazi-occupied farmhouse, where he was dangerously outmanned and outgunned. In a hands-off gameplay demonstration, O'Connor showed how players will be able to employ those tools. "You, as a lone wolf will have to use the environment and the enemy's own weapons against them." "What we're trying to do is give the player the tools to match stealth with shooter, combining run and gun gameplay and dirty tricks-type stuff," Enemy Front creative director Phil O'Connor told Polygon. He'll have to scavenge weapons to survive. Hawkins' inexperience in a firefight is reflected in aspects of his behavior, like his clumsy stabbing when stealth-killing an enemy soldier with a knife, and his initial lack of firearms. The game's creators call Enemy Front, which was previously a more linear first-person shooter, a "combat sandbox" that offers the freedom to fight back against Nazi invaders with stealth and the subterfuge.Įnemy Front puts players in the role of Robert Hawkins, an anti-fascist war correspondent who finds himself caught up in the Resistance. The idea that Black has for the multiplayer, is that anyone should be able to hop on at any time as often or infrequently as they want, and have the same advantage as everyone else.CI Games' World War II shooter Enemy Front aims to let players kill Nazi occupiers how they see fit, giving them the tools to sneak, shoot and outwit Hitler's army. You won’t be collecting experience to unlock perks or new weaponry. "I want a multiplayer game that I can pick up and play anytime," said Black. By funneling players into these isolated team versus team battles, you will spend less time moving from point to point, and more time aiming and shooting.īlack explained how much he hated leveling systems when it comes to online multiplayer. This corridor-like level design helps play into the combat that limits the need for quick 180-degree turns. It’s all about playing tug-of-war with the front line of battle along the level. Players are being fed into team versus team shootouts, as opposed to multiple miniature skirmishes happening all over the map. The corridor design of the stages, as opposed to the open environments typically seen in other online shooters, plays into the overall design of Enemy Front. The mode is called Conquest, and it’s a team based multiplayer mode where two teams work against one another to capture points in a corridor like level, as Black describes it. In a surprising revelation for a first-person shooter with online multiplayer, the team at City Interactive is focusing on one mode, and it’s not your standard deathmatch. We’ve already taken a healthy look at the single-player portion of Enemy Front and now Stuart Black, the creative director behind the game, has given us some insight into how multiplayer will work.