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Real-Time Tactics Door Kickers 2: Task Force North - spec ops real-time tactics game - now available on Early Access

Taka-Haradin puolipeikko

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https://inthekillhouse.com/doorkickers2/





They are going to make a sequel.
http://steamcommunity.com/games/248610/announcements/detail/65666378586252922
As 2015 has come to an end, it’s time to talk about the future, and the future is Door Kickers 2 … and more.
DK2 brings the step to 3D: environments, characters – but keeps the clear and easy-to-use top down perspective and hardcore, unforgiving action. It keeps the real life action but moves it to a new and exciting setting. And it changes … everything.
 
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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://steamcommunity.com/games/248610/announcements/detail/65667181143307079

Door Kickers 2 - Task Force North
17 JANUARY - VULPE NEBUNA
DoorKickers2logo-675x350.png


The sequel to the critic and public-acclaimed Door Kickers moves the action to the Middle East and puts the player in control of military Special Operations Teams fighting an elusive Terrorist Network.

Gone are the SWAT shields and tazers, enter the beltfeds and frag grenades. Door Kickers 2 casts the player as leader of the eponymous Task Force, handling units such as the US Rangers and assets like drones to respond to threats, solve crises and hunt the enemy on his own turf.

Once the Tactics Phase starts, things are meatier and deadlier. Extraction and Insertion now become equally critical, but so does telling the bad guys from bystanders and innocents.

They say that great responsibility should actually come with greater power, so players can now take advantage of nighttime, darkness or even good old sneaking to surprise the enemy. New trooper classes, weapons, tools and gadgets open up the tactical options, but one thing does not change: You’ll live and you’ll die by your tactics.

And then you’ll hit Restart and try again.

To help with the challenge, Door Kickers 2 adds Cooperative Multiplayer to the existing mix of Single Player Missions and Campaign. And since you can never have too much content, the game comes with complete modding support, improved mission editor and partial source code access. Yes, we can; it’s our own custom built 3D engine. We’re cool, crazy, or most likely both.

(Special note for our fans and Doggy: Adversarial Multiplayer is still in the books but will make the subject of a separate announcement later this year)

[inthekillhouse.com]

Key points to Door Kickers 2 - Task Force North:
  • Choose which unit to deploy for each mission and adjust your tactics accordingly Surgical Operations or Overwhelming Firepower - anything is possible.
  • Use Night Vision, Drone reconnaissance and other realistic gadgets
  • True freeform tactics taken to the next level: Turn off the lights and hide in the dark. Break windows and jump over ledges.
  • Go fast to the target or slow and methodical. And if you make a mistake, adapt and overcome.
  • Face new threats such as suicide bombers, booby traps and RPG launchers.
  • Use new Tactical Abilities. Group your troopers for easier movement.Establish Rules of Engagement - you name it and … we’ll talk :)
  • Lots of hush hush stuff we’ll announce along the way. And take that literally ;)

Door Kickers 2 is expected to hit Early Access in Q4 2016 on Win/Mac/Linux, with Full Release on PC and handhelds coming later, aka “when they’re done”. All info and specifications subject to change. For more information keep in touch over at Facebook or Twitter, or drop us an email. We like that.

About Door Kickers: Door Kickers is a game about controlling Special Forces, drawing action plans for them and coordinating them during their tactical intervention. Released in October 2014, it was hailed as “Early Access done right” and currently holds an Overwhelmingly Positive Review Rating on Steam. It has sold over 250.000 units on all platforms combined, offers cross platform save compatibility and was named “Best Tactics Game of 2014” by RockPaperShotgun and “Runner-Up To Strategy Game of The Year 2015” by PocketTactics.
 

Taka-Haradin puolipeikko

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http://inthekillhouse.com/door-kickers-2-delayed/
Door Kickers 2 Delayed
Posted by Mihai Gosa on Dec 9, 2016 in BlogFeatured | 5 comments

Door Kickers 2 will not be launching this year anymore.

We had hoped that we would be able to bring it home this winter, but it’s clear now that it’s not going to happen.

When we started development in early 2016, we felt that one year should be enough to hit Early Access, but things have not gone nearly as smooth as for our first game.



There are many reasons for this: transitioning to 3D engine, debugging the new perspective and improving rendering to keep or increase clarity compared to the 2D engine, having to reboot all art, moving our offices, new additions to our families and adding minor features like destructible walls, to name a few



We are committed to have Door Kickers 2 as a true sequel – not just a reskin or engine port – and this translates to design improvements and interface changes, code shaking and head scratching.

We have received tons of messages from you guys asking about it and we’re sorry to keep you waiting, but don’t worry, DK2 is coming and it’s going to be awesome! When? Definitely next year



We’re shying away from announcing a specific release date, because the actual date is not important. What matters is delivering the best experience possible for you guys, no compromise.



Early Access will only come at the quality and polish level you’ve come to expect from us. It will showcase the new Door Kickers and keep you occupied for months. As before, once we have the initial version out we will update it roughly once a month.



Our projected initial Early Access Version will include:

  • Single Missions, playable in Single Player and Cooperative Multiplayer
  • New unit classes – Ranger Marksman and Ranger Machinegunner, with new abilities such laying down (or receiving) Suppressive Fire
  • Customizable weapon optics and muzzle attachments
  • Night missions, darkness, hiding people in it and using Night Vision gear or flashlights to see through it!
  • Destructible walls and opening new entry points.
  • Smoother path drawing, Path editing, Waypoint Moving
  • Improved coordination including grouping troopers, movement in stack and automated Line-Of-Sight-based coordination
  • Rules of Engagement, Sprinting and other new Tactical Options
  • And more!


To be clear – until we have these ironed down to our satisfaction, there will be no Early Access version out. And there are many more features on our list that will be added later.



So here’s to 2017 and Task Force North launching to you guys and hundreds of hours of fun and engaging tactical gameplay.
 
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Taka-Haradin puolipeikko

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http://inthekillhouse.com/state-of-the-nation-address-as-dk1-dk2/

Door Kickers 2
Unfortunately it was cancell…. just kidding!
In case you were wondering, we are aware of all the “where the fuck is dk2” messages on facebook, twitter, forums, email, personal phones and PO boxes, but we honestly didn’t have a clear plan of where the project was headed.
We are very, very behind schedule, due to various reasons which there’s no use over analyzing right now (the game was completely on hold for some time), but the important thing is that we’re working on it!

We lack development resources right now (programming mainly), which we’re trying to solve, but it’s hard considering we’re not using a third party engine and experience with building custom engines is hard to find.
DK2 will be a very big step up from DK1 (design/art/tech) and we’re just realizing that it won’t be possible with the same small teams as for DK1 or Action Squad (“technically” speaking, Action Squad is one programmer, while DK1 was one full-time programmer and a couple of part-time programmers).
We’ll try to document our progress more often from now on, but currently there’s nothing “pretty” to show, we’re just building the underlaying technology while having mostly stand-in graphics and unfinished animations.

But since you probably won’t believe us, here’s a prototype we did for a new control scheme, which was later removed.

 

Beowulf

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The jagged edges of the floor tile draw attention immediately, even more so than the gunfire.
 

LESS T_T

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Codex 2014
:necro:

https://inthekillhouse.com/doorkickers2/



Early Access Q2 2020, demo at PAX East.



ss_5995e252b008d9f0e236d9ececc8b9b2e1bcf7a2.1920x1080.jpg


ss_c3b85454a212d792db22d73934fe6424596bfa60.1920x1080.jpg


“Charge set”, my Alpha Team leader said.
Not knowing what lay in wait for us behind the door, I commanded, “Burn it” into the radio.
“Burning”, he replied. Sliding his finger into the pull ring of the ignition system, he pushed the pin in, turned it a quarter turn, and pulled.
The night was no longer silent as the sound of shredding timber filled the night. Windows shattered and pieces of glass fell to the ground. The walls around me shook. Where a door once stood, only smoke remained. Like water bursting forth from a dam, men flowed into the unknown.
--- from “Violence of Action” by Marty Skovlund

The long awaited sequel to the hit tactics game Door Kickers, Task Force North brings you the best portrayal of modern Close Quarters Combat and Tactics in a video game. Coming at you in Early Access circa Q2 2020.

Door Kickers 2 is a top down strategy and tactics game about using intelligence assets and controlling Special Operation Units in daring raids to neutralize and capture terrorists in the fictional country of Nowheraki, Middle East.

gif_rocket_high.gif


True to the violent and dynamic nature of combat in the region, the game models deadly threats and technologies such as booby traps, suicide bombers, RPGs and concealed insurgents - while handing you new toys such as Light Machine Guns for suppressive fire, drone reconnaissance, night vision goggles and wall breaching charges.

Adding further to the roster of improvements, you can now choose the unit to deploy for any mission. The United States Army Rangers make for the initial deployment option, but soon we will reveal other - distinct but equally cool units. The choice will not be simply one of skins and weapons, but also come with distinct playing style and abilities we will reveal further down development road.

Quick Points:
  • Top Down view, optimized for tactical analysis
  • Real Time gameplay with pause-at-will to analyse and change plans
  • No turns, no hexes, no action points - just freeform planning
  • Realistic but action packed
  • Non-linear levels, multiple paths and break-any*-wall kinda freedom
  • Multiple units to play with, each with their distinct playing style
  • Weapon customization
  • Destructible environment
  • Single Player & Online Cooperative Multiplayer (2 players)
  • Custom-built 3D engine, allowing for increased moddability
  • Mission editor
*almost “any wall”


Door Kickers 2: Task Force North is planned to release on Steam Early Access (Windows) in Q2 2020, with other OS versions coming later once development stabilizes. Further details to be released as we iron the damn game out.

Also, come to play the game at PAX East in late February 2020 :)

Why Early Access?
“Door Kickers 2 is planned with a very large scope, it must be - and will be - your go-to tactics/strategy game for many years to come!
And after you've finished all the content we created ourselves, you'll be able to add many more years of gameplay by means of complete modding control.
This comes with great complexity and a huge amount of man-hours.

We're a very small team and we simply can't deliver this amount of work without your help.
That's where we need you, the community, to help us prioritize features and iron out the gameplay wrinkles, just as you have done during the DK1 development.”

Approximately how long will this game be in Early Access?
“We intend to have the game in Early Access for 12 to 16 months. The first half of EA will be dedicated to ironing out the tactical combat part of the game while the 2nd half will be used mostly for Campaign Mode development.”

How is the full version planned to differ from the Early Access version?
“Full version of the game will have the following overall scope:
  • Single Missions, Coop Missions and Single Player Generated Campaign Mode
  • Steam Workshop Support
  • 3-4 Playable Units / ~8 Trooper Classes with new gameplay options
  • Night missions, infiltration, disguises and undercover work
  • 12-16 Enemies and NPCs including disguised insurgents and Third-Actor Spec Ops and Agents
  • New locations and environments (Oil Installations, Military bases, Embassies, Famous Missions etc.)
  • 100+ Single Missions
  • 30+ Coop Missions
  • Mission Generator with ~400 locations to develop scenarios from

Steam Workshop Support will be added a bit later in development, towards the full released of the game.
This is due to the fast pace game-engine changes during the EA period, when mods can become quickly outdated (read: broken) and modders' work becomes a chore to maintain for both them and us.”


What is the current state of the Early Access version?
“Initial version on Early Access - to be released around End of Q2 2020 - will offer Single Missions and Coop Multiplayer and contain the following:
  • ~40 Single Missions
  • Full Blown Mission Editor
  • ~8 Coop Missions
  • 1 Playable Unit with available 4 Classes
  • ~8 Enemies and NPCs
  • ~20 weapons and pieces of gear

Will the game be priced differently during and after Early Access?
“The price of the full version release will be increased by aproximately 20%.”

How are you planning on involving the Community in your development process?
“We are present on our games Steam forums almost 24/7 and timely respond to feedback, concerns and player needs. The game contains a prominently placed "Send Feedback" button which we encourage players to use. We personally respond to feedback on an almost daily basis.
You can also find us on our discord channel: https://discord.gg/doorkickers

Once a month we will poll the players on which major feature we should prioritize next or which unit / weapon / game mode should be added next.

After every major version we will poll the players in semi-formal way to quantify player impact and response.”
 

Taka-Haradin puolipeikko

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From discord:
in dk2 we have this debug panel that helps us visualize how a weapon shoots at any given distance: spread, damage, aim time, etc. it's very helpful for development purposes, but looks like something players could also use/like. if you agree (mind you, those are debug stats in the video and not relevant to the final game)
 

Taka-Haradin puolipeikko

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From Door Kickers 2 discord:
even though running helps a lot on huge-ass maps, there's still a limit to how large we can go before we'll need a minimap (and we don't want to go there). However, user maps won't be limited, you will be able to build maps of up to 2 square kilometers.
 
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Taka-Haradin puolipeikko

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https://www.rockpapershotgun.com/2020/10/16/the-flare-path-endangers-rangers/
The Flare Path endangers Rangers
Kicking arse, and doors, in Door Kickers 2

90


If days were centimetres the sequel to this site’s favourite tactics game of 2014 would be about this far away (I’m holding my hands out in front of me like a person illustrating the leg span of the largest giant huntsman spider ever recorded). Poke your spycam under yonder jump and you’ll spot an interview with Door Kickers 2’s designer, Dan Dimitrescu, plus a blow-by-blow account of my second attempt at “Why We Fight”, one of the 40 missions destined for the first Early Access build.

RPS: DK2 was announced back in 2016. Is the game’s protracted gestation a consequence of unforeseen problems, perfectionism, or feature creep?

Dan: The short answer is … a bit of everything … perfectionism indeed and feature creep in the design stage. In general, I’d advise any studio not to do a sequel to their own games, or not to do it immediately after the first game. You might be burned out on the theme and game style; and you’ll be too tempted to do it “the right way” this time.

With DK2, we’ve had that! In retrospect I think Door Kickers was “the perfect” balance of what we wanted to do, solutions we could actually implement and compromises that we needed to make as a startup. With the sequel, we wanted everything to be tops, and started designing that way, breaking things that were good enough and should have been maybe left alone. It’s no wonder easy solutions were not found to everything we wanted to do better. And we’re small and dynamic and can plan on the fly and on the short term … so the long term suffered. This in turn lead to lack of focus and made the team stall here and there along the way.

In conclusion, blame me. But, are we getting there now? Yes, and the game is great.

DK2n.jpg


RPS: Has the pandemic had any impact on KillHouse and DK2?

Dan: Sure, it stopped us right in our tracks – and we were on a roll after pushing hard for the demo version at PAX EAST early this year, and showcasing it there!

We had a pretty solid national lockdown in place for the first wave of Covid, so we all went home and tried to make do. As gamers turned game developers, we had pretty capable home offices, so that was not an issue, but both the lead coder and myself also have kids running around the house. Kids that suffer because schools, daycare and parks are closed (and in the early days we didn’t go out much either, because we didn’t have any idea on how bad this thing is). Couple of months later we were able to take refuge in the office, but the rest of the team is still in WFH mode which is NOT optimal, but we’ve adapted better and right now we’re rolling pretty hard, home run style.

Also, we tend to work weird hours anyway, so, combining that with WFH, this leads to never being truly out of the office and the job, right?

As for actual Covid infections in the team, we’re quite small and we’ve had just one confirmed Covid case – a mild one; but had a number of scares with contacts that got it. We’ve been lucky about it, I think, though we also got suspiciously ill on the way back from the US back in March, and they didn’t test for this back then.
DK2l.jpg


RPS: Why did you decide to abandon the sprites that acquitted themselves so well in the original DK?

Dan: Switching to a 3D engine was pretty natural after our experience with Door Kickers 1. We’ve always wanted to offer more – enemies, levels, playable units, weapons and so on – but the sprite engine meant every new ability (and associated animation) needs to re-rendered for all characters. Every new character meant a new sprite sheet and so on. Nothing was expanded easily and it was pretty bureaucratic and we hate that, in fact we want to be at the opposite end of that. Give maximum options and power to our ideas and to our users. A 3D engine allows that.

Also, we noticed some other indie developers like Epic Games being quite successful with their homebrew engines, so why not do that ourselves – while making something that suited our purposes better.

DK2q.jpg


RPS: Has the switch to 3D brought any unexpected benefits?

Dan: Since we’ve started this so long ago, it’s hard for me to remember what came first – the engine, or the advances we designed the engine for? Thus, it’s hard to judge what was expected and what not.

DK2qqq.jpg


Did we plan for wall breaching at project start? That’s one of the coolest things we have in the game. See that wall? Any wall (almost)! Blow it up – and blow the door behind it too. Windows? Blow them! Smash them with the buttstock and climb right in. Dodge that RPG and use the mousehole it spawns. It’s a whole new game because of this!

DK2j.jpg


Its also a whole new game because it will allow us to easily create night-time scenarios, allow tricks like “cutting the lights out before going in” and in general do away with limitations and more with “valid ideas that the player might have”. We always thought Door Kickers should be about figuring out a plan, an idea, in your head, and easily making it real. We can now do that.

DK2r.jpg


RPS: On the Steam page, there’s mention of unit types such as Rangers having distinct “playing styles and abilities” in addition to specific skins and equipment. How will this work exactly?

Dan: The Rangers are tuned towards fire and maneuver, suppression, explosions and basically going in guns blazing, with relatively large numbers of troops. Other units will lean more towards surgical firepower, precision and getting intel. You will also see a bit of cloak and dagger style action – and the thing is, we aim to let the player choose how he approaches the mission. For a “terrorist hideout” raid that starts at the door, firepower is probably the answer. But need to snatch a target in a populated area, with uncertain threats and concealed enemies? Decisions are tricky, maybe a smaller number of units would work better.

DK2k.jpg


RPS: How much of DK’s AI code were you able to reuse in DK2?

Dan: We restarted from scratch, and with a new coder. Fresh start, fresh ideas, new engine too – and new challenges like using explosives (RPGs, grenades), dealing with suppressive fire (mostly not yet in the game) and dealing with wall breaching by the player. You still can’t see many of the features we have planned in the game, but the basis is already there and I hope you’ll agree the game AI is shaping to be challenging AND interesting to fight against.

DK2b.jpg


RPS: Am I right in thinking that although most walls can be mouseholed with explosives, they can’t be penetrated by weapons like HMGs and large-calibre sniper rifles?

Dan: You are correct. We are looking mostly to model breaching as a player option – use the right tool and open a new avenue of approach, with pros and cons to it. We also model 40mm grenade launchers, we don’t factor their potential wall breaching capabilities that would come with specialist rounds. And its not just walls – you can also blow much of the scenery up, like fences – and in the future we plan to have tools like thermal torches for cutting out metal sheets and gaining entry, or maybe even deployable ladders to jump over.

Back to the original question – we do model a bit of potential overpenetration for (external) sniper support, so you might even see 50 cal sniper fire going through walls at some point. Similarly, we might model HMG destruction of cover objects in the future, though even now cover is not entirely perfect due to the prevalence of hand grenades, rocket launchers and the dynamic nature of the game. You need to move not stay hidden in cover, if you are to succeed.

DK2d.jpg


RPS: In the press build my men always seem to prevail in melee situations. Have I just been lucky?

Dan: Hey, that is no press build, that’s just a limited demo we used for closed beta and hardware compatibility testing. Regarding melee, in the current implementation it is indeed just a technique your troopers use to gain an upper hand and a bit of separation when they get too close to a target. They just smack/shove people away if they encounter them in the forward quarter. They always get that upper hand but when they shove they don’t shoot, so they’re vulnerable in multi-threat environments.

I hate to make promises at this stage but the plan is to have different capabilities for other enemies or entities you encounter; This could get your troops locked in melee with an enemy and requiring outside help and presenting a challenge – do you send another trooper to help? Do you take a risky shot? Do you trust your luck and wait it out? Can you afford it?

The rule is that your troops are better than most and can handle everything 1v1 and 1v2 in gunfights, and 1v1 in melee contest, but you have to point them the right way. Force a trooper to look right and he might get jumped from the left, and then you have a problem. So, coming back to the current build, you only see one particular situation – what happens when your troopers get a bad guy close but on their own terms – they win! But the game will have more.

DK2i.jpg


RPS: Did you consult any Subject Matter Experts during development?

Dan: We gleaned as much as possible from books and the internet. A couple of books come to mind. Task Force Black by Mark Urban helped us lay out the basic aims and setting of the game, even though the game world is a fictional Iraq-like Middle Eastern Country. Violence of Action by Marty Skovlund Jr. helped us flesh out what the Rangers experience should be. But we always apply our own view on what a cool / realistic / interesting game should be – as does any sane game developer. And we never stop reading. I’ve just finished Thank You for My Service by Mat Best, which is more Rangers stuff and very interesting as a personal memoir too. And I’ve jumped straight into Sid Meier’s book, which is as awesome as can be for a child of the 80’s turned game dev.

As for SMEs, we have and are in contact with a number of them since before DK1 times, and ask for advice and opinion when things happen. Now this may be about how a certain piece of weaponry, gear or tactic is used, or it may be advice on how to make the editor more usable for their training purposes ;)

We’re lucky that Door Kickers has gathered a pool of Mil/LEO veterans that enjoy it and are happy to offer their thoughts and advice. Wish we had the time and ability to put all of that into the game, but we think we’ll deliver a pretty accurate representation of what small scale infantry combat is.

DK2o.jpg


RPS: Do you think DK2 is sufficiently realistic to serve as a police/military training tool?

Dan: I’m not sure how realistic it could or should be given the top down perspective, and what level of realism would be expected from a training tool. We know it’s realistic enough for our needs as a game. But we’ve gauged interest with Door Kickers 1 as a “serious game”, and we’ve received countless reports and pictures from friends and customers that have used the game in some form to supplement training. Whether it was just used to capture footage or screenshots that would go in a presentation or briefing, or was used to ‘game’ live in front of a class / group of officers and discuss solutions to tactical challenges – it seemed to work. As a friend told us “Students don’t ask for a break anymore, they ask for another level”.

Now, where does Door Kickers 2 sit on the spectrum? We think its better than Door Kickers 1, but what concerns me is not whether it would be realistic enough or “more realistic”, but rather if we can make it more usable as a tool. Did we make map building simple enough for officers in a hurry? Can we provide debrief / AAR tools on top of the replay system, to help the teacher-student duo to work together?

We’ll see. We certainly have a solid basis for that kind of stuff.

DK2a.jpg


RPS: Does the new engine mean camera mods are possible? Could we, for example, see first-person perspective replays at some point?

Dan: It is possible – we do have debug tools like that – but the assets are not optimized for that and it would look subpar, and sometimes we may use camera and geometry tricks to make the world more readable from the top down perspective, tricks that would seem weird from FP view.

Our philosophy is to pick our development battles carefully and try to win them decisively. DK2 aims to be the best game in its class, so whatever features we put in, they should look stellar.

stalingrad.jpg


RPS: If a studio interested in developing a WW2 Stalingrad title based on the DK2 engine approached you, would they be wasting their time?

Dan: We’d certainly welcome it as well as any mods that people want to do. My instinct is that Stalingrad should be a more visceral thing rather than the cerebral planning in Door Kickers, but we do play WW2 TBS-es, right? So DK2 engine should work too!

DK2g.jpg


RPS: Are you still confident DK2 will be in the hands of Early Accessers by the end of the year?

Dan: Come hell or high water, we’ll release this November. We’re rolling very fast towards it now, so there’s just small question marks remaining for that version.

RPS: Thank you for your time.
 
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Inspectah

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The comments section for that Interview is pretty funny.
People thinking that police training is Just playing the game and nothing Else so the game is teaching police to shoot without asking questions first
 

Alphons

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Response from elanaibaKHG to one of the comments

For DK2, you’ll know there are civilians, unarmed bad guys (that will pick up a weapon) and concealed enemies, and they can be surrendered and detained, or killed. This creates a different tactical challenge – I have a surrendered bad guy in the distance but to get to him I have to cross a potential danger zone, get within blast zone of a suicide vest and so on.

On the other hand, killing discriminately in an insurgent country with multiple factions involved WILL turn the locals against you, so we aim to model that somehow.
 

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