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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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