You'll have to stop yourself blinking to see it in the Medal of Honor: Warfighter trailer, but EA's Battlefield 3 follow-up is another truly spectacular looking Frostbite 2.0 shooter.
The hook, again, for the series is its focus on authenticity. Real-life Tier 1 operators have participated in the story and development of Warfighter, and by its own admission, EA hopes that helps differentiate the game from its other FPS franchise.
At the game's first online showing at GDC in San Francisco, we managed to get face time with EA senior creative director Richard Farrelly. Read our Medal of Honor: Warfighter preview for details on the game and read on to see what Farrelly had to say about Warfighter.
You base your single-player missions on real-life events. How important is the authenticity angle for Medal of Honor: Warfighter?
That's everything for us. I think that's what separates Medal of Honor apart from the other guys. We take it very seriously. Without that, an interesting setting and story... we're a floating gun in a world. At least that's how we view it. It's really important for us - that's Medal of Honor's identity. Respecting the soldiers and telling the story from their point of view.
Obviously when you're dealing with real conflicts there are some subjects that might seem unsuitable for an entertainment product. Where do you draw the line with your authenticity?
For us, we're making a game first, we're not making a simulator. Other games do that and they do it well. Our vibe is to give the player an immersive, authentic feeling experience and make it feel like they're one of these guys. Fortunately for us a lot of the Tier 1 consultants are actually gamers as well so they understand that vibe. They'll be like, 'here's how we breach a door... but that's boring.' They understand that.
We look at the elements that make it most authentic, that if somebody saw it even from their community they'd be like, 'those guys have talked to somebody'. It's the way the guys hold their guns, the way they talk to eachother, the way they move, enter a room... a lot of small things. It's the stuff you can only get in a game by having guys like that at your disposal. We have these guys in the studio almost daily.
Do you think that unique angle is equally important for differentiating Medal of Honor from Battlefield?
I think it does. Also now with this Tier 1 position we have, we've kind of found a niche that we feel we can own in terms of the depiction of the story of our guys, doing what they do, in a really authentic way, yet still having some delicious gunplay in there that's fun.
You've brought multiplayer in house for the second game, after DICE handled the online side for the last one. Why do you feel that was an important move?
That was huge for us. We really embraced it last time and we thought it was cool to have the flavour of the two studios, but this time around we wanted to have one single vision, with one engine and one team working on it. It's been a really cohesive experience.
Why is Danger Close now more prepared to take on that extra responsibility than before?
We formed a new studio to make the new Medal of Honor and we've grown a lot, we've taken on some new people. We've got a lot of good DNA on the team now from other different studios that've come over; we've had some guys from DICE working on the multiplayer side and we've got a lot of people from other teams working with us on single-player. We're in a better position as a company.