
WW: For now we're looking at two campaigns with between 10 to 15 missions each. IGNPC: How many missions do you intend to include in Battle Isle 4's final release? The time-ratio could change between the missions, dependent upon what stage we want to reach at that stage in the game, and which part of the story we want to tell with that mission.

WW: We are not totally certain on that yet. IGNPC: So how will elements such as day/night cycles be implemented into the game's timescale? What ratio will you be using to decide how long 24 hours will last in the game? Elements such as season emulation will also have an impact, for example if a lake freezes over then a tank will be able to cross it without being hindered. So this will be a difference in the game - we'll have units which are very good at night and comparatively vulnerable during the day, and vice versa. However the marine with a grenade launcher is a pretty good target if he's standing in the desert in daylight. WW: Of course these elements will have a great impact on gameplay! A realistic example is that a tank will make a lot of noise during the night, whereas a marine with a grenade launcher doesn't make any noise. Are these features being introduced simply as eye-candy, or will they actually affect gameplay strategy and tactics? IGNPC: Attractive visual elements such as day/night cycles and landscapes have already been integrated into the game from what was seen at ECTS. The tactical part is turn-based, but I can't go any further into that right now. These elements all interact with each other and so we call this game a 'conflict simulation' - we don't call it Real-Time Strategy or Turn-Based Strategy. We also put more emphasis on evolving the entire economy, for example - it's not just supply lines and so on.

Wolfgang Walk: The fact is that the player will have to do something all the time - there is no break in gameplay.

IGNPC: The previous Battle Isle titles have been turn-based, but you said at ECTS that this fourth episode will offer slightly more freedom of action - can you explain this any further? IGNPC caught up with the game's Producer, Wolfgang Walk (great name), to find out what has already been implemented and what the future holds for fans of the series.

The first Battle Isle title combined resource planning and factory construction for the first in a PC hexagonal block game, and Blue Byte has sold over 650,000 copies from the Battle Isle series since its inception.ĭue for global PC release in September 2000, Battle Isle 4's development is still some way from being complete. The game is being developed in Slovakia by Cauldron, and will take place on the battle-scarred world of Chromos some time after the conclusion of its predecessor, Incubation: Time Is Running Out.
