WAR ZONE
PROFILES
Chris ‘Irontaxi’ Greig
VP of Publishing
One of the original designers of Squad.
Norbert ‘Norby’ Rothermel
Producer
Served in the German Armed Forces.
Teamwork is a hard thing to pull off in a competitive military FPS. In Battlefield, a friend with an ammo bag or medic kit is nice to have, but ultimately unnecessary. In Rainbow Six Siege, teamwork means providing intel or synergizing your gadget with another. In Call of Duty, it means… not a lot. This is by design—coordination in shooters ranges from a nice bonus, to a compelling but gamified act that lays out clear combos between player abilities.
That is not how Squad, a tactical FPS soon leaving Early Access after years on Steam, sees teamwork. Squad is about being a cog in a grand machine. Matches are long, two-hour struggles over territory where you don’t know if you’re winning until it’s over. Teams are spread across the kilometers-wide map working towards different goals. Maps are so big, in fact, that it’s common to chat with someone at the main base in the staging phase, and then not see them again for the rest of the match.
’s scale is crucial in what makes organization and coordination paramount. You can’t just respawn on a squadmate or at a captured objective. Squad leaders have to construct FOBs (forward operating bases). Because efficient redeployment is powerful, strategic FOB placement is important. They need to be close to the action, but difficult to
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