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Geronimooo!
Medal of Honor Airborne represents a transitional period for EA's extremely long-lived World War II shooter series. For one, the game moves the action to a place that Medal of Honor has never been before: the sky. Just as important, Airborne is the first game in the series to pop up on next-gen consoles, as it's currently in development on the PlayStation 3 and Xbox 360, in addition to current systems.
[...]
GS: How are you juggling your stated intention of creating a "cinematic story-driven game with the freedom of nonlinear missions in an FPS environment"? Doesn't storytelling require a certain level of structure and linearity?
PG: We want to very clearly tell the player what he needs to do, but leave it up to the player to figure out how each task can be accomplished. We are preserving the progression-based structure of traditional linear games, but are focusing on creating encounters that are more nonlinear, with an emphasis on player choice. Each encounter in MOH Airborne has one main objective, but it will be designed to be completed in several different ways.
The choices made in the air will dramatically affect what kind of gameplay occurs once you hit the ground. The player will have full control of the parachute and will be able to drop into the encounter wherever they choose--this allows missions to play out in a new way every time.
As for the story told as a result--that will be completely unique to the player.
[...]
GS: What can you tell us about the "jump," and how it will affect your experience in the game?
PG: We're going for as seamless an experience as possible, from the airfield briefing to the plane, to the jump itself. As a player, you control everything a soldier would control--the actual exit from the plane, and the drop from that point forward. From the air, you will likely be able to see every objective in the operation, but the extent to which you can reach them will depend upon your exit point and the altitude of the jump.
Apart from that, it is entirely up to the player to read the battlefield beneath him. He can go for a tower for sniping opportunities, steer after his squad to rally quickly on the ground, land in the heart of his primary objective for a direct (and usually extremely difficult) assault, land on rooftops, crash through windows, in alleys, on top of walls, and on and on. The entire space is playable.
Geronimooo!