Here Kevin Bezant, Chief Game Director at Razorworks, gives us an insight into the gameplay:
"In order to win a campaign, a number of key enemy installations must be either captured or destroyed. A successful strike against one of these key installations has just been carried out and, as a direct result of this, a group of Comanches are sent to evaluate the damage caused. When the Comanches are within range of target, reconnaissance data is transmitted. The information shows that the enemy installation has been sufficiently crippled, and so a flight of Blackhawk assault helicopters loaded with Marines are sent to capture the installation.
"Flying back from the recon mission, the Comanches are attacked by enemy AAA. The Comanches can either retaliate themeselves, or the can request assistance from friendly aircrafts in the area. A nearby group of A-10s is just returning from a close air-support mission and is happy to oblige. The Comanches land back at base and re-arm, but the base is running low on ammo, and so a group of transport helicopters are tasked with flying to a nearby factory to pick up supplies to restock the airbase.
"In the meantime, the Blackhawks are approaching the enemy installation that is to be captured.
"However the enemy has pre-empted this assault and a flight of Havocs are patroling the base. fortunately, the Blackhawks brought along an escort of Apache Longbows and are also aided by a pair of F16s, which just so happened to be operating in the area. Pretty soon, the enemy is overpowered and the Blackhawks land within the perimeter of the installation, and friendly forces are one step closer to winning the war.
"None of this has been pre-programmed or scripted; we just model the behaviour of the units and the consequences of their actions... and this sort of thing just unfolds by itself."