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Ryan Felthouse Interview - On Soldner: Secret Wars - Armchair Empire

Ryan Felthouse Interview – On Soldner: Secret Wars

Ryan Felthouse is the Creative Director for the game titled Soldner: Secret Wars which was developed by Wings Simulation. As can be deduced from the title, the game is a first-person shooter or a third-person shooter type of game. It’s a military mission behind enemy lines. It’s a classic shoot-em-up type of game, and a lot of people enjoy this type of game.

Ryan Felthouse did a lot of research on military function, ranks, military bases, personnel, vehicle, tactics and other related topics. He did this to make his new project as close to the real thing as possible. The result is a beautifully designed, realistic looking cinematic effects in the game produced. The rules for the gameplay gave the player a lot of options to choose from. This gives the player the freedom to choose whether to play a campaign, capture the flag(CTF), capture the vehicle(CTV) and a few other options available.

We spoke to Ryan and asked him a few questions regarding his latest project and he gladly accommodated us in his nice looking corner office. What follows is a transcript of our short interview with Ryan.

NA: Hi Ryan! Thank you for having us here in your nice looking office. Tell us about your latest project?

RF: You’re welcome. You will always be welcome here. Our latest project is Soldner: Secret Wars. AS you can possibly surmise from the title, it’s an action game with combat missions and the works. The player has full control of his army, including side arms, long arms, first aid kits, special tools, etc. It’s a very well-planned, well-executed project and we expect great response from our gamers when it is finally released to the public. We’re very excited about this project, and we can’t wait to let the people have a go at it.

NA: Sounds pretty exciting. Will there be a sequel?

RF: I think it’s too soon to be thinking about a sequel. Of course it would be nice to have a sequel or even a series of sequels, but right now we’re focused on this one particular game. If it’s a big hit like we expect it to be, then there’s a strong possibility of a sequel. Anyway, our team is always on the lookout for possible game ideas, so a sequel is not far-fetched. Going back to the game, I’m sure people will enjoy the special features of the game like the multiple options on what mode of gameplay a player wishes to have.

NA: Glad to hear that. Are you working on anything else after this one?

RF: As of this moment, I’m not working on any project as yet. I’m just enjoying a nice vacation with my family, making up for the times I stayed up late in the office to work on the game. I am a firm believer that quality time is the best gift you can give your young kids. I have 2 young boys at home, ages 5 and 7 and I spent every possible free time with them whenever I can. It’s nice to have a career and all, but it’s so much nicer to have a family to come home to every single day.

NA: Thank you for that insight. Nice to know other aspects of you as a person.

RF: Thank you, too. It’s not everyday I get the chance to talk to someone who appreciate the work the we put in to create beautiful, engaging games for all to enjoy. Please buy our game, I’m sure you’ll have loads of fun playing it.