The Italian 1944 is a World War II multiplayer first-person shooter coming to PC, Xbox 1 and PlayStation 4. The Italian recaptures a core of classic multiplayer shooters utilizing the most advanced industry technology to prepare World War II into the next generation of video games. Italian gives gamers a visceral and heart-thumping experience crafted by designers who've grown up playing games like Metal of Honor and Call of Duty 2. It just seems like the right time because it's something we want to play in something that doesn't exist, so why wouldn't we just make it? We want to sign a game that goes back to what we wanted when we were kids, the things we were playing that we were enjoying, and Call of Duty 2 are these tight maps that were really good for close quarters gritty combat. They really worked with the Thompson and with Kahn-I-8, one-shot rifles, that stuff all came together so well. We have a team that's ready to take on a challenge building the World War II shooter. We're comprised of extra-plated developers, ex-modders and ex-exports professionals. We're using the combined talent of our in-house and freelance artists to create the most authentic down-the-bile experience of World War II using the power of Unreal Engine 4. We've been working with Unreal Engine 4 to start, so that means that we're ready for anything new that is going to come in like DirectX12 and all of the foliage features. I think players will find it refreshing that they're experiencing things that they've experienced as a child or perhaps become a nostalgia right, but they're experiencing it in beautiful high-fidelity. I think the technology has moved on so much in the past ten years. Things look beautiful in a way that they didn't before. Authenticity is at the heart of the time, from weapons to environments to sounds. Being here in Normandy, we've put up a huge library of reference material from small things like the sound of Thompson actually makes when you run out of animation. All the way to taking reference photos of Semariglees. Being able to see Semariglees before you design a level around it gives us a huge design advantage. It gives players a more authentic World War II experience, which ultimately is what we want. When we animate our soldiers using MoCAP, it makes battalions animations more genuine and authentic and just way more real. Not many World War II games have used this technology before. Not many game artists have given the opportunity to visit the actual places that their levels take place in the game. It's not very tangible about it. It sounds strange, but being able to take your environments to the next level of authenticity. It's something players might not notice, but when you're doing something, like physically based rendering like we are, it really takes the whole visual fidelity of the game to the next level. We want to create a fair battleground with dedicated servers, anti-cheats software, solid netcode, bounce weapons and great asymmetric map design. Battalions maps are designed around our skill-based infantry combat. The map's normal based in real world locations such as Carrington, Hercum Forest, Bastone and Semariglees, just to name a few. One aspect missing from most modern FPS games is the summary saw in Classic Shoot. The Geology 2, Counter Strike and Dead of the Feed. Those games took raw skill to master to be good at, and they didn't rely as much on time-play. We're stripping our unbalanced unlocks overpowered abilities, just trying to reinstate the fun and skill in the game. Players will be able to add individuality to their characters and weapons in multiple ways, for instance, gun engraving, custom clarincymnias and uniform customization, all within battalions or fented World War II style. These unlocks offer no gameplay breaking advantages, but will instead offer unique visual modifications. We have this epic down the bow experience that can only really be made by the games I enjoy playing, Metal of Honor, United Offensive and Enemy Territory. We want to make maps that favor all kind of ranges and actually make it so that you have to play that map to your style. To give backers opportunity for feedback, we'd be live streaming development meetings and playtests and providing regular updates to keep you in the loop. If you want to play a Classic World War II shooter that's being made for the modern generation, now is the time to support the development of Battalion 1944, with a pleasureing towards our Kickstarter campaign. Please take a look at our newest battle rewards and feel free to visit our social media pages at our website at battaliongame.com.