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Call of Duty 2 Interview - interview|
| (hx) 11:11 AM CEST - May,17 2005 |
The chaps over at
GameSpy have conducted an interview with president Grant Collier, Chief
Creative Officer Vince Zampella, lead designer Zied Rieke, designer Steve
Fukuda, and Chief Technology officer Jason West as they talk about
Call of Duty 2, their
upcoming sequel to their military shooter. Here's a taster:
GameSpy: Can you give us any examples of how levels might play out
differently? Will players they actually get different story elements, or just
see events in a different order?
Steve Fukuda: The tactical elements of the different engagements are
going to happen differently - you're going to have different situations
tactically. I think that's the major difference.
Jason West: One of the key differences for me is that you're not forced
to engage the enemy in a particular way and then try to do that as well as
possible. Here, if you do something that doesn't work, you can try an entirely
different tactic, whereas in Call of Duty, you were more or less trying to
execute as well as possible. Now you can actually change your tactics based on
what you want to do.
Grant Collier: There's a neat little side effect of what the AI is doing
- if they're pressed, they like to try and flank the player, so we'll be demoing
the level for someone at Activision and have a swarm of Germans come up behind
us and just mow us down. It makes playing the level a lot more intense. It's not
like in the past, where you'd clear out all the bad guys and know your backside
was safe - the AI's a lot smarter, and will challenge the player in ways they've
never been challenged before in a first person shooter.
Update: Another interview can be found on PC.IGN. |
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