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Gaijin Talks Enlisted; RT Cores, NVIDIA DLSS 2.0 (‘A Huge Step Forward’) and DX12 Ultimate Support Coming


It's been a while since we hosted Gaijin CEO Anton Yudintsev on Wccftech. As you probably noticed if you're a regular reader, we've been checking up with several different game studios since the COVID-19 pandemic began, with more interviews planned in the coming weeks.


Given the recent first public playtest of Enlisted, the studio's upcoming World War II themed first-person shooter MMO game, we thought this was the perfect time to catch up with Yudintsev. As usual, we discussed a wide ranging number of topics with the Gajin CEO, from the latest technologies and upcoming hardware releases to the state of the studio's discussion with Sony regarding cross-play and cross-progression functionality. Brace for a rather lengthy, yet extremely interesting read.


We can't begin a conversation nowadays without discussing COVID-19. Can you tell us the impact of this pandemic on Gaijin Entertainment? What do you think of the game industry's outlook as a whole?

While our servers are quite crowded and the overall concurrent player numbers set new
records, we should stress out that this does not necessarily convert into revenue. People
stay at home and play games more, but they do not have enough spare money to pay for the
premium content. Having said that, we’re quite happy that people choose our games to relax
and have fun during these sad times. War Thunder is especially popular and the April
month-to-month average CCU growth is already crazy.

Cancellation of trade shows and the introduction of quarantine measures would probably
have an impact on premium game sales and will speed up the process of moving everything
online and switching to digital sales. Unfortunately, it’s still uncertain if those trade shows
would be allowed even when the strict quarantine measures are lifted. It’s also uncertain
what will happen to the online players spending habits in the coming months. The whole
world moving into uncharted waters and the gaming industry is no exception.

On the other hand, videogame development does not require a physical presence in the
office. Our internal teams at Gaijin started to work from home even before the governments issued the orders to do so, and right now everything is proceeding smoothly. For example, we’ve organized the first public playtest of Enlisted, our new game, exactly as planned, and the major content updates for War Thunder, Crossout, and Cuisine Royale are also right on track.

How did Enlisted change in the last couple of years from its original concept and vision?

While we started with an idea to create a realistic, massive and fun WW2 shooter featuring
infantry, the core vision is still the same, there are numerous features that we’ve added or
updated during those last couple of years. Tank gameplay is the feature that immediately
stands out, but there are a lot of others, like the grenades of various types and the artillery
strikes, that have been built from scratch and now enrich the overall Enlisted gameplay
experience. We’ve also updated the list of available weaponry and tweaked the leveling up
system.

You recently conducted a public playtest for Enlisted. What kind of feedback did you get from the community, and when do you expect the next test to take place?

The playtest of Enlisted showed us that we were right about the key feature of the game
which is the AI squad system. While some players said they prefer traditional multiplayer
modes seen in Call of Duty or Battlefield where everyone is controlling just one soldier,
others enjoyed the new gameplay experience provided by Enlisted. People loved the idea of
really massive battles where each individual player kills a lot of enemies and can influence
the outcome of the clash in a significant way. That was the single most important thing we’ve
checked via this test.

I should also stress that this was just a playtest of the early pre-Alpha version of the game,
so we got a lot of feedback on specific bugs to be fixed and features to be improved. For example, AI soldiers will obviously become smarter and we’ll work on improving the weapons' recoil. That’s just a part of the development process that has to be done and we’d like to thank everyone who provided feedback to the team. We’re also working on features that were not present in the Alpha version, like the mortars and Molotov cocktails, as well as the air component of the battles.

We cannot give you specific times for the next public playtest or whether there will be one like
we did on April 1st. Right now we’re planning that Closed Alpha, Closed Beta and Open
Beta tests will happen sometime this year. Thankfully the game production has got to the
final stage, so everyone will be able to play Enlisted quite soon.

Do you plan to add controller support before the game's launch on Steam?

Controller support was in fact present at the playtest, so it’s already there. On the other
hand, we’re not sure whether Enlisted will be launched on Steam at all. The game will
definitely be available for download from the official website and will use the same Gaijin
Account as War Thunder or Crossout.

Why did you add an AI squad for each player? I believe that wasn't mentioned earlier.

The main reason for making squad members AI-controlled is our intention to raise the input
of each player in the team victory. Despite the massiveness of the battles, the result in
Enlisted is significantly defined by the performance of each player (they control 1/10 of the
team force, while without the AI-controlled squad system this figure would fall to 1/70). So
the actions of just one player can turn the tide in a whole massive battle.

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