Elite Forces: UNIT 77 MEET THE DEVELOPERS
The key to the success of Elite Forces lies in its intriguing script, a careful attention to detail and the fine work of a team that delivers the most spectacular game play experience to the portable platform.
Those responsible for Elite Forces are no strangers to the world of video games: their experience working with large licensors comes as a result of their knack for creating great playability and unique technical mastery for hand helds. We are talking about Abylight, a company with huge success in the Spanish and international game scene. We spoke with Nacho Garcia, its director, about his latest development for Gammick: Elite Forces.

Who are you and how did Abylight come about? Four partners and employees at Bit Managers, with a long track record of developing primarily for Game Boy, founded Abylight in 2004.
After making eleven cell phone games here we are once again developing a portable game for Nintendo, with a team of 12 people.
Why a game about war? In DS there’s a lack of action games, and for action games the theme of war and action go hand in hand. In all respects, its warfare set pieces are wildly imaginative and visually stunning, almost comic. It has a breezy and often humorous tone.
What does Elite Forces contribute to the Nintendo DS game scene? Within its genre, it’s unique to this platform, designed exclusively for it and not an adaptation from another larger console.
Here’s a neat concept: you can casually pass the time very well firing shots in the dentist's waiting room. It’s an adrenaline rush.

What were your references when it came to tackling the design of this type of game? Dozens of papers on technical analysis, mission designs and playablity. There are many pieces to fit together and many people involved.
How do you capitalize on the all the potential possibilities of Nintendo DS? DS is considerably more powerful than Game Boy Advance with whom we have worked previously.
That has enabled us to make a game with some scenarios of respectable size, apart from the fact that the game is, of course, 3D and is handled entirely with the stylus. We have also made a specific emphasis on the sound.

What has been the biggest challenge you’ve faced up to now in developing Elite Forces? Having maps so large and so much 3D action, the toughest part technically has been to constantly maintain the frame rate. Adjusting the playability with so many variables in play has not been an easy road.
Elite Forces… is it more for those with the easy trigger or those more prone to tactical and strategic thinking? Of course it’s basically an action game, but it has moments that require thinking before acting. Therefore one must have a –not-so-easy trigger.
The fact that you have four characters exponentially mulitiplies the game possibilities. How does this work into the game? Each character has their own abilities, and this creates interesting situations throughout the missions. The player will discover when it’s best to bring the heroes together or utilize them individually in order to take care of something specific. There is a kind of "puzzle" in the middle of the action.
Finally... Will saving the world be fun? Yes, but very dangerous. Just ask the first 76 units that tried...

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