Pacific Storm - Official Website

On December 7, 1941, a major part of the U.S. Pacific navy stationed at Pearl Harbor was assaulted by Japanese planes. Japanese fighters were destroying American aircraft on land and in the air, without giving them a chance for a counterattack.

The furious battle of Pearl Harbor became the first in the sequence of gory sea combats. Now you can take part in all major Pacific battles of the World War II in the Pacific Storm game that is a mixture of RTS, war-game and simulator. All major and important sea battles of World War II, which took place in the Pacific Ocean, are included and you can play either for the USA or Japan. Mine the resources (money, iron and nickel ore, bauxites and oil), train various units and retaliate!

Sink’em all!


  • Detailed 3D models of war machines, including battleships, aircraft-carriers, destroyers, cruisers and rocket cruisers, submarines, torpedo boats, tankers, cargo ships and transports, fighters, attack planes, torpedo-bombers, strategic bombers, reconnaissance planes, land cannons and antiaircraft guns - all designed according to drafts from historical archives and 100% comply with the historical reality;
  • A wide system of upgrades including the option of producing nuclear or bacteriological weapons;
  • Total freedom of strategic and tactical decisions;
  • First-person view available (while taking control of a plane or a submarine);
  • Units gain experience and can be carried from battle to battle without losing their experience and characteristics;
  • Realistic 3D landscapes and weather conditions – mist, storm, rain;
  • Multiplayer via LAN supports battles on the tactical map and in the simulation mode.
Game Chronicles takes a look at this exciting new strategy game with an exclusive interview by John Carswell.

GCM: Thank you for your time. Please get us started by introducing yourself and telling us about the team developing Pacific Storm.
Sergey Titarenko: My name is Sergey Titarenko, I am project manager for Pacific Storm at Lesta Studio, a Russian-based company with over 30 employees. Lesta Studio was set up in 1991 in St.Petersburg as a full service video production and game development company. We took part in creation of many famous game titles as an outsource team but The Entente and now Pacific Storm are our independent projects.

GCM: How was it decided to develop and RTS around the Pacific naval battles of WWII?
Sergey Titarenko: The idea was conceived of making something about the gigantic ships and aircraft of WW2 and it was a documentary film under the name Steel Monsters (Russian variant of the game title is Steel Monsters). Thus we have conducted historical research and high-poly modeling of some monstrous ships. About two years ago our game department noted that ‘we invested too much into the topic to abandon it’! Indeed, such a great historic period serves well as a basis for a game; hence we started preproduction and soon found a publisher, Buka Entertainment.

GCM: How many missions will Pacific Storm feature and how closely will they follow the historic battles?
Sergey Titarenko: Well, during Pacific Storm pre-production we’ve collected a lot of historical graphical and textual information. All major historic battles are covered by the game. We have over 40 maps of places like Pearl Harbor, Guadalcanal, Okinawa, Midway, Saigon, Tokyo and etc. But although the game is based on the history of the Pacific War and we are very close to actual history in terms of authenticity of aircraft and naval units, and the settings of historical battles, we could not limit the gameplay with the tight framework of ‘what happened’ and we’ve chosen futuristic approach to the events of Pacific War. Every side can win any battle; the Japanese can also win this war. Everything depends on the player.

GCM: Will the player have the ability to play on multiple sides of various battles and is it possible to have the storyline unfold in a way that does not directly follow history?
Sergey Titarenko: Yes, the player can choose any side and play the same battle for the US of for Japan. The ‘storyline’ is as I have mentioned futuristic even in details like the armament. It is possible to use experimental weapons that either were not extensively used or were developed in the end of the war and did not reach the front line.

GCM: What type of units will the player have direct control over?
Sergey Titarenko: In simulator level of the game the player will have direct control of 17 airplanes from each side (the US and Japan). Onboard a plane it is possible to switch between pilot or gunner. 10 types of ships on each side are available for indirect control on the tactical level – you can sail them around, command them to attack and etc.

GCM: Please tell us about the resource management aspects of Pacific Storm.
Sergey Titarenko: The entire strategic map of Pacific Storm is divided into zones. Zones with land have natural resources. Only the major resources such as money, iron, aluminum, and oil are implemented. Resources harvested must be delivered to metropolises in order to be of use. To simplify the task of resource transportation we bring in the game such feature as automatic convoy formation and travel. Using your seaborne aircraft you may attempt to destroy the enemy cargo while protecting your own – this is an important strategic element.

GCM: How will unit and camera control be handled in Pacific Storm considering how many units the player may find his- or herself controlling?
Sergey Titarenko: Camera control in the game is easy and more or less conventional: you can move around, zoom in and out, and rotate your camera. You just need a mouse with a wheel for most camera manipulations. The player can learn how to use it really fast. I don’t think it will be possible (and necessary) to have control over every unit on your map, you just need to intrude in crucial moments and correct AI logic of combat.

GCM: Above all else, what do you feel will set Pacific Storm’s gameplay apart from other games in its genre?
Sergey Titarenko: The key idea behind the Pacific Storm is to integrate the concepts of RTS, war-game and a simulator into one coherent whole. Everyone may find something to their liking in such a great blend of genres. One who likes airplane arcades may choose a historical campaign and enjoy the flight and action in the missions. The military strategy addicts may lead warfare on the US or Japanese side and having encountered the enemy easily switch to personally take part in the battle on the tactical map where a choice of an airplane in a 1st person view is available. Every part of the game is a full-fledged game itself that may be played on its own but we think that in combining all the features together we offer greater gaming fun. The charm of merging all the genres together is the wider scope of gaming experience.

GCM: What can you tell us about the multiplayer modes that Pacific Storm will feature?
Sergey Titarenko: Multiplayer is based on singleplayer campaigns and will feature tactic and simulator level of the game.

GCM: Lastly, please tell us about Pacific Storm’s audio and visual highlights.
Sergey Titarenko: Well, the environments and models are really nice. Audio tracks are to my mind great: they combine modern way of writing music and instruments but they have ethnic constituent (like most Japanese audio tracks) and are stylized in terms of tunes and atmosphere of that time.

GCM: Clearly, many of the battles that Pacific Storm is recapturing are highly dramatic. How much effort has the development team placed on presenting these battles in a cinematic fashion.
Sergey Titarenko: What can I say, we’ve spent a year of development in unremitting toil trying to depict that war in our game. The battles are really epic. I’m sure the players will note that.

GCM: Thank you again for your time. Would you care to close this interview with any last thoughts or impressions for our readers?
Sergey Titarenko: I know that the gamers of today desire strategies on a planetary, larger scale with more action; they want to switch from strategy to a first-person shooter and then come back and deal with the global tactical tasks. New games require new levels of involvement and interaction to avoid becoming a just another clone game with different settings and units. The game is intended for those who don't wish to spend a lot of time on learning how to play. We make our games for the kind of players who get in, start playing and in just few minutes plunge into action and indulge in the atmosphere of the Pacific in WW2.

We'd like to thank Sergey Titarenko and Buka Entertainment for making this interview possible.
To learn more about Pacific Storm, please visit the official web site,, and Lesta Studio's homepage.