I don’t know the exact numbers but roughly a third of the campaign is based in cold weather conditions. IG: So far we’ve only seen wintery levels – ice, snow, blizzards etc – is that what the bulk of the game is? Not every level will be the same, either. What we’ll probably do in the finished game is to cycle it, because I think it’s more interesting to have it come and go rather than to stay static.
QD: We can run the whole spectrum from making it completely random to having a blizzard stay for the whole game or to make the randomness come and go in waves. IG: One of the big features that you’ve been talking about is the dynamic weather system. The AI has been advanced and is running live in the demo, there’s been a lot more optimisation to what we already had and, in general, it feels a lot more like a real game. Quinn Duffy: Well, a bunch of new stuff is in the build that you just saw (see our preview). IncGamers: We last saw the game a few months back, what have you implemented since then? Our latest preview of Company of Heroes 2 can be found here. Weather systems, the status of publisher THQ and how the RTS can be progressed are also discussed. We chat to Relic’s Quinn Duffy, game director on Company of Heroes 2, about exactly that and how the team has attempted to provide fans with the highest quality game possible. Expectations for games such as Company of Heroes 2 are high, perhaps so high that it’s impossible to meet them. Trying to follow one of the greatest RTS’ of all-time is no easy task.