Call of Duty: World at War Preview
Don't look back in anger.
Call of Duty: World at War executive producer Daniel Suarez already knows what's on our minds, and he's come armed. "The first question I get asked, is why go back to World War II?" Well, quite. I ask myself a similar question sometimes, since I'm the one who always ends up reviewing WWII shooters. Treyarch's answer is probably the same: old habits die hard.
"We didn't want to go back and make the same old World War II game. [Treyarch] has done it before. [World at War] is their fourth Call of Duty game. They've been developing Call of Duty games for longer than World War II was actually fought." That's either depressing or heroic. Either way, some sort of medal is due. Presumably not of honour. Or, indeed, honor.
"So they didn't want to go back and make another game that you've all played before. They felt very much like you guys do. It's long in the tooth. It's stale." I could take umbrage! "So that was the big challenge: how do they redefine what everyone expects from a World War II game?" War game design 101? Make it gory. Following Modern Warfare's lead into Mature-rated territory, Treyarch is pitching World at War as a "more brutal and more intense Call of Duty than you've seen before". It's not a Soldier of Fortune gib-fest, but "employs a lot of different things from violence to subject matter presented in a way that hasn't been done to date".
The other thing to freshen things up, of course, is to pull the old Medal of Honor trick and turn the attention towards the Pacific theatre - except do it properly, obviously. Still mentally scarred by the horrors perpetrated by the horrendously bad Rising Sun, Suarez and company have a lot to do to make us forget. Undaunted, he reckons "it's a great location" with "a whole new sort of dynamic" involving dense jungle warfare in both night and day conditions.
To illustrate the point, the assembled press are walked through a co-op demonstration of an early mission called 'Hard Landing'. Kicking off in an atmospheric swamp-like setting, we follow a squadron of US marines creeping through a lazy jungle stream for clues on the whereabouts of a recently-crashed aircraft. Flanked by colossal trees with eerily exposed roots, dappled sunlight filters through the dense canopy onto typically detailed uniforms and the team within them quickly discovers a portion of the fractured, still-smoking fuselage on the water's edge.

Wet long johns for weeks.
Within seconds, the tranquil jungle ambience switches from the hypnotic rhythmic thrum of a thousand busy crickets to the angry rattle of machinegun fire as a camouflaged ambush of gun-toting Japanese soldiers rises from the wreckage. "They're a spooky kind of enemy," Suarez reckons, "like Predator". Except presumably without the arm blades, cloaking ability and terrifying triangular lock-on designator. "They're really not afraid to die."
We're promised a set of enemies which, unlike German soldiers who might meekly surrender once they know the game is up, will fight for their emperor until death. Such claims are hard to verify at first glance, but it's something to keep in mind for when we get our hands on the finished article nearer its release in November.
And as well as the promise of a more aggressive, unpredictable enemy, we're told to expect a different selection of weapons and vehicles. Flagged up as particularly interesting are flame-based weapons like the good old flamethrower, as well as molotov cocktails and even flame tanks. The 'spread effect' of the use of fire in-game is also bigged up, with nearby foliage and scenery items charred or set alight, and the delightful prospect of seared flesh to boot. Well, they said it was gory.
Interestingly, World of War doesn't spend all of its time focusing on the Pacific conflict. Concurrent events in the campaign take place from the perspective of the Russians on a "very personal vendetta" against the Nazi war machine. Although no specifics were touched upon during the presentation, this portion of the campaign kicks off in Stalingrad, before climaxing in the push to Berlin. We were told to expect an "unsanitised...no-holds-barred, no mercy attack". The promise is of an ugly, violent, grown-up depiction of what it was actually like.
This more mature approach will even apply to the audio direction. "We've thrown out the classical music score," Suarez confirmed. Yep, finally someone's decided to actually make a WWII game stripped of those smug, sickly sweet strings that have become such a tiresome trademark of the genre over the years. Instead, we can expect "angry" music more befitting of desperate conflict. Sadly, we didn't get a demonstration of what he meant, but Suarez claimed it was a "really cool dynamic the way the music stirs up emotion". We'll see.
For today, at least, the focus was very much on getting us used to/excited about the idea of Call of Duty in the Pacific theatre. More specifically, it also gave Activision a good opportunity to show off the game's co-op mode. In this area of the game, the news is all good. For starters, it supports up to four players online on Xbox Live, PSN and PC, and split-screen on consoles, and four-player hands-on opportunities were one of the centerpieces of the show floor.
The lure of XP has been tweaked too, with one persistent stat encompassing all areas of the game. Whereas some Modern Warfare players might have been anxious not to get left behind their buddies and focused on online multiplayer first, World at War ensure that players will rank up regardless of whether they're playing solo, co-op or competitively. This, Treyarch hopes, will give people more of an incentive to sample everything the campaign mode has to offer from the word go.

Berlin: Now it's personal.
Elsewhere, Activision has evidently not been shy in getting the chequebook out for some A-list voice talent, with both Kiefer Sutherland and Gary Oldman confirmed for key roles. During the demonstration it was certainly apparent that Sutherland hasn't just phoned in his lines. Even in a quick ten-minute playthrough, an enormous amount of non-repeating bellowed orders from Sutherland's Sgt Robuck character set the tone for the kind of effort being invested in the general ambience and atmosphere of the title. It's all very typical stuff, like "Everyone move! Go! Go!", and "Stay with me! Keep it together" and "MGs in the bunker up ahead", but somehow when it's Jack Bauer barking orders at you it adds that little extra dimension.
In terms of the progression of the level, it was all fairly standard stuff. After the little fuselage ambush incident, you emerge into a series of bunkers, take out the guys in the machinegun nests, flush out the emplacements, work your way around the remnants of shattered buildings and capture AA guns. To be fair, we've seen this a hundred times, and whether it works depends largely on how it feels and how the enemy reacts. In terms of atmosphere, we're already sold. It looks as chaotic and therefore as cinematically engaging as it ought to, but then again it always does. COD 3 started like a house on fire and failed to kick on from there.
But as Suarez is keen to remind us when we bring up the Infinity Ward comparisons, COD 3 was made in less than a year, while World at War has benefitted from double that. For the first time, it feels like Treyarch has had a chance to compete with Infinity Ward on level terms. But don't call it a rivalry. "We don't see it [as a rivalry]. It's not our goal to replace COD 4 at the top of the online chart. All we want to do is make the best Call of Duty game we can as Treyarch. [I think] they've made the best game of their lives." Let's hope so.
Call Of Duty: World at War will be coming to PC, 360, PS3, and Wii in November. A multiplayer beta is "coming soon".
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Comments (36) Latest comment 3 years ago
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Isn't this multiplatform?
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I'll bet MS would have rather liked it to be exclusive tho... it will probably sell by insanely well, but there's nothing in this preview that interests me in particular. Will most likely sit thsis one out unless it's another 10/10. Which it won't be, I'm willing to bet.
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@ Olemak: These days, every manufacturer loves them exclusives and never says no.
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Surely no AI enemy in a FPS has ever been afraid to die? Most don't even bother to take cover.
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Can we please have Sutherland/Bauer yell "WHO DO YOU WORK FOR!" just once in the game?.
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Calling "enemies that don't surrender" an exciting new feature is a bit much.
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Or a bit not much, depending on the perspective
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Having enemies that actually can be forced to surrender. Wouldn't that be more interesting?
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Haha, your previous comment made me think of SWAT 4, which is the one game I've ever played that lets you bellow on command. By coincidence, it's also one of few games where you can make enemies surrender.
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I'm under the impression it's a slip. Otherwise they'd be giving people the wrong impression that the game is a 360 exclusive.
Not that this game in particular is that appealing anyway... oh well.
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Good point. Maybe they should set the next one in France.
/runs
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I knew I'd seen that somewhere before! Thanks for that.
@Raz76
Vive La Resistance!
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I see what you did there.
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It was one of the things that made COD stand out from the rest imo
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It is like they are running at 35mph, in the manner of some robot attacker. I'm assuming that because they aren't afraid to die, hosing them all down with the flame-thrower probably won't put them off continuing to run towards you in an attempt to get a cheap decapitation?
Loved COD4, so part of me is looking forward to this, but another part of me... isn't.
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Good point. Maybe they should set the next one in France.
Having enemies that can be forced to fight. Now that would be interesting!
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"No classical score? As much as I love it, is anyone else concerned they'll do a Dynasty Warriors and use synth rock soundtrack that shouldn't fit (but weirdly almost does)?"
I'm hoping for a Prince of Persia Warrior Within style angry rock/metal soundtrack. That way when your character is shouting obscenities at his enemies it'll feel even more mature! Maturity is shouting, swearing and blood after all.
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this would definitely put me off playing the game, at least with the sound on
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""angry rock/metal soundtrack"
this would definitely put me off playing the game, at least with the sound on "
I was kidding there btw just having a dig at the idea that unpleasant is the same as mature.
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- More mature = more violent
- Shitty AI = Crazy fanatical suicidal japanese that NEVER SURRENDERS
- Stereotyping of japanese as being fanatical and suicidal
- You get to burn those bloody japs with flame tanks, motolov cocktails and the good ol' flamethrower
- "unsanitised...no-holds-barred, no mercy attack" on Berlin as the russians, promising "an ugly, violent, grown-up depiction of what it was actually like." So is the "rape the locals" ability mapped to a specific button or is it context sensitive?
Number of german soldiers that've meekly surrendered in previous Call of Duty games: 0
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why 4 didnt include it is beyond me!
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I think what he was alluding to was a previous comment made by some other Treyarch bod (can't be arsed to find it, but may try and dig it up later), whereby the Japanese AI enemies won't necessarily do the whole "duck behind cover, pop-up like a cardboard target to loose off a few rounds, then let you flank them and shoot them in the face" malarkey. Instead, when it seems like they're getting overwhelmed or pressed too much, they'll fix bayonets and charge you, quite often resulting in your death.
Brothers In Arms, Medal of Honour (damnit, not gonna spell it without the 'u'), Call of Duty, Resistance, Halo - pretty much every FPS has AI that 'reacts' by seeking cover. Whereas this time round, the Japanese are quite prepared to die - they have no digital sense of self-preservation. So I think that's what he was getting at.
As an aside, it amazes me that so many people who hate/dislike/ are indifferent to this game and Treyarch seem to invest so much time and energy telling everybody else how much they hate/dislike/etc. Why not spend all that time finding something you *do* like and talking about that? Maybe tell the guys responsible how much you appreciate it? Same amount of effort, except you feel good and they feel good.
Mind you, hating something has always been part of trying to be cool, so maybe you little kids should just carry on being so insecure.
/Those who vehemently declaim another's interest are usually diverting attention away from their own.
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Hopefully, Treyarch do a better job of this one than they did with 3.
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"re: enemies not afraid to die comment
I think what he was alluding to was a previous comment made by some other Treyarch bod (can't be arsed to find it, but may try and dig it up later), whereby the Japanese AI enemies won't necessarily do the whole "duck behind cover, pop-up like a cardboard target to loose off a few rounds, then let you flank them and shoot them in the face" malarkey. Instead, when it seems like they're getting overwhelmed or pressed too much, they'll fix bayonets and charge you, quite often resulting in your death."
Yes, I think most of us realised that. I dunno about you but in an FPS I always find it easier to hit targets who're walking/running straight towards me, it takes a lot of the difficulty of aiming out of it. Mind you if there's 10 of them and I just have a Garand then yes, it could be unpleasant. That said, charging into melee through gunfire is as great and advance in AI tactics in as it was in real life tactics (i.e. very rarely a good idea). If the game somehow manages to judge the charges just right then it might be something, however from the videos I've seen (the plane crash in the swamp and another later section in a Japanese camp) the Japanese just streamed out of the background howling and getting mowed down by the G.I.s/Marines. In fact I think that in the plane ambush all the Japanese soldiers charged without firing a single shot.
"As an aside, it amazes me that so many people who hate/dislike/ are indifferent to this game and Treyarch seem to invest so much time and energy telling everybody else how much they hate/dislike/etc. Why not spend all that time finding something you *do* like and talking about that? Maybe tell the guys responsible how much you appreciate it? Same amount of effort, except you feel good and they feel good.
Mind you, hating something has always been part of trying to be cool, so maybe you little kids should just carry on being so insecure. "
Can't we all just get along? Criticism isn't bad in and of itself and if you like or dislike something then you're entitled and encouraged to say why (especially on a comments page). An opinion, even a strong one, is (normally) nothing to be ashamed of. As for hate, well I've seen nothing here that I would consider hate. Dislike yes, indifference yes even flat out dismissal but hate? No. I think that's too strong a word.
I particularly like your little kids "slur" at the end; it's always funny when someone ends a call for tolerance, acceptance or reason by calling people names. You're a stupid-face, btw.
"/Those who vehemently declaim another's interest are usually diverting attention away from their own. "
I agree, what interest are you diverting our attention from?
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Regarding the charging thing again, once more, I can't lay my hands on the trailer right now, but I recall seeing one where on any 'proper' difficulty setting (i.e. not the easiest one), the Japanese would charge at you in hordes and you'd have very liimited ammo and time to defend yourself. Basically, you'd probably die, forcing you to rethink your strategies next time. That EGTV trailer with the plane crash (on co-op mode) I suspect was on the easiest setting. Could be wrong, but there are very few gameplay trailers recorded on hard...
Take a look back at previous comments made on World at War articles, screenshot galleries and the movie trailer on EGTV - there's plenty of hate and bile directed at both the game and Treyarch, as well as dismissive and ambivalent attitudes. And no, criticism on its own is certainly not a bad thing, but people just constantly saying "it's Treyarch, it'll be rubbish, they shouldn't have bothered" is hardly constructive, is it? It's negative and pointless.
Hey - I'm only stooping down to their level. The difference is that I'm big and mature enough to know *when* I'm doing it and actually think of a genuine reason to do it, rather than just hate something because I want to fit in.
I'm diverting attention from people who seem to want to just add to the hate. Good enough? What's your excuse?
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