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“Insurgency” first sputtered to life as a free, ambitious modification for Valve’s Source engine back in 2007, emerging from a failed Kickstarter campaign as a standalone project in the early 2010’s. With our games, we try to find a balance between the two, and I think we’ve found an audience that appreciates that.” Games like it and “Escape from Tarkov” have their place, but not everybody wants to spend twenty minutes wandering through some woods only to get shot in the back by some guy. “But, in “Arma,” some people think that the experience can get a little too complex for their tastes. “In my own way, I love games that take it that far, like ‘Call of Duty,’ where you can sprint forever, jump really high,” he says. But lead game designer Michael Tsarouhas doesn’t see it that way while he fully admits that “Insurgency” is a more grounded version of the quote-unquote “modern warfare” that great masses of gamers can’t get enough of, he sees New World’s output as the center of a broad spectrum that runs from the jump-jets and healing-rifles of “Overwatch” to the ultra-hardcore simulation-grade approach of the “Arma” series.
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Compared to the action-movie thrills of the likes of “Call of Duty” – where your badass super-soldier can take five doses of hot lead to the face and still salute and answer “sir” – “Insurgency’s” more-exacting brand of tactical close-quarters combat can seem a tad stolid, even punishing, especially when death comes from an single errant shot from an opponent’s AK.