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Quake 4, Call Of Duty 2 shots - media|
| (hx) 11:26 PM CEST - Aug,03 2005 |  | | Quake 4 PC |
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 | | Call of Duty 2 PC |
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 | | Call of Duty 2 Xbox 360 |
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 | | Call of Duty 2: Big Red One (PS2/Xbox) |
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In related news
ShackNews has conducted an interview with Call of Duty 2's lead designer
Zied Rieke as he answers some questions about research, new engine technology,
scripted events, AI and vehicles. Here's a taster:
Shack: How smart are the enemies this time around? In the demo, we saw them run away from grenades and other simple things; are we going to see them respond more dynamically than the first?
Zied Rieke: Call of Duty 2's squad-based gameplay takes everything that was great in the first game and goes far beyond it. Because our level objectives are more open with multiple pathways, we designed your AI squadmates to realistically work with you no matter what path you chose and call out your enemies with the battle chatter system. In Call of Duty 2 you are going to face a huge amount of enemy soldiers in very intense moments you haven't played before. You are going to need your squad to cover you without you having to tell them. At the same time, the enemies AI in Call of Duty 2 will call out your squad's position and make counter moves depending on which path you take and which objectives you go after first in any given level. Just like your squadmates, the enemies will lay down cover fire for each other to maneuver themselves into a position to destroy you. They are aggressive, yet they will take cover when needed. They seek out machine gun positions and will shower you with grenades. Everything that you and your squad will do to them, they will try to do it to you too.
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