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Codename Panzers: Cold War

Interview: Grab your winter woolies as we grill Stormregion about its latest RTS game

Stormregion to date has offered a solid RTS experience with its Codename: Panzers series, and it's new title Codename: Panzers - Cold War should be the best yet. Not only has the developer's Gepard Engine used for the games undergone a complete overhaul for Cold War, but lead designer László Peller has said Stormregion is introducing "as many new improvements as we could come up with."

It's also moved away from that era heavily, heavily trodden by the RTS genre - World War II. Speaking about the appeal the Cold War era holds for the developer, Peller explained, "This was a very interesting era as Europe was just recovering from WWII. Plus the USSR and NATO were taking shape and beginning to test each others strengths and weaknesses".


Read on to discover what else László Peller has to say about Codename: Panzers - Cold War as he tackles our questions...

Why the Cold War? What appealed about that particular era for the setting for the new Codename Panzers game?

László Peller: This was a very interesting era as Europe was just recovering from WWII. Plus the USSR and NATO were taking shape and beginning to test each others strengths and weaknesses. It was a very exciting time filled with uncertainty and war weariness. But a time that defined the balance of power in the world for four decades. So it was a pivotal point in history that defined the lives of future generations.

The other personal advantage of this era is that the players can meet some of the well-known heroes from the previous Panzers episodes. Lastly, and perhaps most importantly, this is a new era unexplored in gaming (the 1950s) and we would like to offer something new and exciting to our fans.

Can you tell us more about the storyline/scenario?

László Peller: The baseline for our story is the historic Berlin Blockade. Day after day, hundreds of planes brought supplies to this besieged city and it became a focal point for Cold War hostilities.

One particular incident, part fact and part fiction (conceived by us) changed everything. An accident occurs which the USSR uses as a pretext for war. Seen through the eyes of the heroes in the game, the motivations and beliefs of each of them play a large part in how the story unfolds. To complicate matters further, not everyone on each side of the conflict shares the same beliefs as their compatriots.

In terms of units, will these all be historically accurate or are you using a bit of 'poetic license' in that regard?


László Peller: In Cold War, the players will control historically accurate units and some prototypes that were never mass produced (but they were designed in real life). To improve gameplay, we have adjusted the relative strengths and weaknesses of these units but this won't affect how fun they are to use.

Is there any unit morale and experience system or similar? And how many units in total are there, and how diverse are they?

László Peller: There is an Experience System where units gain experience points and advance in levels (based on their combat experience). There is also a morale system that evaluates different situations and determines the impact (positive or negative) on the performance of the units. Units trapped in a building that is being attacked by a flamethrower will experience panic and receive morale damage on top of the physical damage. This is a system that was used in the previous Panzer games as well.

And how are you pushing RTS boundaries in general?

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