Claudia Doumit Explains Cross Fire Cover System, New Tactical Play

Claudia Doumit Explains Cross Fire Cover System, New Tactical Play

Cross fire is using a new cover system designed to keep players moving instead of locking them to a wall or rock. Claudia Doumit, who plays Layla, said the team used real-life references to shape how characters move and stay out of sight.

The game follows Layla and Cross, who are directly opposed but must form an unstable alliance to survive a coming threat. Preview attendees saw gameplay footage, and the gunfights pushed constant movement rather than long stretches of hunkering down.

Layla And Crossfire

Doumit plays Layla opposite Ricky Whittle’s Cross. Their relationship gives the shooter its central friction, with two characters forced into cooperation even as they remain at odds.

That setup gives the cover system a clear purpose. Instead of treating cover as a fixed safety spot, Crossfire tries to make movement part of the fight itself, with the team aiming for tactical decision making at every turn.

Preview Footage

At the hands-off preview, attendees saw gameplay footage that looked tactical and intense. The action was built around staying active in combat, not settling into one position and waiting for an opening.

The team said it wanted player movement to stay fluid rather than stick players to a wall or a conveniently high rock. That approach places Crossfire alongside third-person shooters such as Gears of War and Uncharted while aiming to push realism further than others in the genre.

Launch Platforms

Crossfire does not have a release date yet, but it will launch on Xbox Series X/S, PlayStation 5, and PC through Steam and the Epic Games Store. For players, that means the game is being built for a broad console-and-PC release even before its date is set.

The bigger question now is whether this style of cover play can hold up across the full game, not just in preview footage. If it does, Crossfire could make cover feel less like a rest stop and more like part of the movement loop that drives every encounter.

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