How many scenarios in Big Red One were taken from personal accounts of real soldiers?
Christian: It’s hard to say specifically. There are a few that are literally verbatim. In general, the beginning of the pre-production phase starts with history. Each design lead was given one theater of operations and was tasked with becoming an expert. We then took the historical root and read personal accounts. From there, we designed the levels. We said, ‘Here are some things these real guys did. Let’s put something similar in [Big Red One’] The problem with trying to make event happen exactly how it happened in history would take some control away from the player and we didn’t want to do that. We wanted to let the player make his/her own decisions. IGN: From a design standpoint, what separates Big Red One from other W.W. II shooters? Christian: I think we have all the great, epic intensity of Call of Duty. The selling point for me though was making that experience personal. In Big Red One you never see a cutscene that isn’t from your perspective. Nobody ever calls you by a specifi