Call of Duty 2
John talks to Infinity Ward about its exciting next-generation sequel.
After the recent announcement of a release date for the Xbox 360, it's a pleasure to report that we've had our sticky mitts on one already, and even better, played a selection of levels from the forthcoming PC/360 release, Call of Duty 2.
Anyone who played the previous version of the WWII first-person shooter will need to know nothing more than that it's being developed once again by the same team, and it's following the same formula of multiple chapters playing soldiers from different countries. Short of some inexplicable mass-hysteria at Infinity Ward, and the levels we played being removed and replaced with, who knows, photographs of the developers on the toilet, it appears fairly safe to get your hopes up. Those who did not pick up the PC's Call of Duty, or perhaps were unfortunate enough to have only seen Spark's disappointing console ‘port', will want a bit more convincing. Thank goodness we're here.
We had the good sense to talk to Infinity Ward's president, Grant Collier, and ask him how the development progress has been, and whether being one of the first to develop for a next gen console is a smooth ride.
Eurogamer: Call of Duty was obviously an enormous success, and still stands out as one of the most evocative and engaging first-person shooters we've seen. We've noticed that you've done away with health packs, but what aspects of the original have you maintained?
Grant Collier: The cinematic intensity. The large-scale infantry battles, having a hundred a side. The multiple storylines. Different perspectives. Oh, and a really great multiplayer game. We spent a lot of time on CoD1, making sure we had a real streamlined and robust multiplayer. I've played 64-player games of multiplayer CoD, which is amazing. So we wanted to make sure we had that streamlined and rich experience - we wanted to keep that type of clean net code that would support clan gaming for those who want to play competitively.
Eurogamer: So with all that in place, what's changed?
Grant Collier: Some big changes from CoD1 to CoD 2 came from the feedback from consumers. We asked, and they said they didn't necessarily like the style we did for the British campaign - it was solo or with a small squad - and they really liked the Russians and they really liked the Americans. But with the Brits, they felt like they'd already played that game before - they'd already played the one man, Rambo, going through the war single-handedly. Now the British campaign is heavy infantry fighting, and not special ops any more.

Eurogamer: And there are some tactical changes too, right?
Grant Collier: Yeah, we also got together with our military adviser, Hank, and asked him what was missing from CoD1. He said that first off, it's too quiet out there. The guns are blazing, and the planes are flying overhead, but in a battlefield, once the first shot is fired, there's a lot of chatter. We've created a context-sensitive battle-chatter system. They can see their friends and foes, and they're going to call that information out to their allies. "I'm out of ammo." "I'm wounded." "Back me up." The enemies will do the same, relaying information about where you are. The other thing he said was missing was portable concealment, part of warfare for several hundred years.
Eurogamer: Portable concealment?
Grant Collier: Portable Concealment is basically smoke. We've created our own proprietary system, no longer using the Quake 3 system, that will allow us to have smoke grenades which are used throughout the game, changing the tactics you use. When explosions go off, it's not just a puff of smoke that appears and is then gone. There will be a brilliant explosion, and then smoke billowing, and smouldering. Adding smoke has so dramatically changed the way the game plays. You'll be having a fire-fight, when suddenly a soldier will throw shit-loads of smoke grenades at you, and all these guys come rushing through the smoke and rifle-butt you down. Heh, melee is very lethal in the game.
Eurogamer: You mentioned that you're no longer using the same engine. What made you decide to create something yourselves?
Grant Collier: When we started designing CoD2, we tasked the designers with taking the experience to the next level. They came back to us saying, "We're going to do non-linear gameplay." We said, "Hey, great idea," and set out to see how we could make the game, and realised that we couldn't use any of the stuff that we'd used before. It was worthless. Before, we always knew where the player was going to be, and there were never going to be any enemies behind you. You followed a little path, and maybe it was a great ride, but the AI always knew where you were, would always point their gun in a certain direction, and certainly didn't need to be as smart as they are now.

Eurogamer: They seemed a lot cleverer. We were quite thrown when they started playing tricks on us.
Grant Collier: Now they have vision cones and hearing ranges - they're very autonomous. They have extensive knowledge of what can be used as cover, what the level layout is - they need to know everything about the level when they're moving around. When you're attacking the Germans, and they're pressed, they'll fall back and retreat. Then they'll try to set up ambushes. When they move around to flank you, if they come across other friendlies they'll tag them and bring them with. Once they find you, they'll relay that information to their fellow soldiers. If you speak German, you'll hear them say, "They're over here, let's flank them."
Eurogamer: So that explains the non-linearity within the levels, giving the opponents the capability to cope with your improvising, but what about the missions' non-linearity. How does that work?
Grant Collier: You start in 1941 with the Russians, defending Moscow from the Germans. You can move through a story-driven path all the way through the Russian missions, or, as you hit 1942 you unlock the British infantry campaign in North Africa, then in 1943 you open up the British tank commander campaign in N Africa. Then 1944 starts off with the Americans on D-Day. You can jump back and forth through these campaigns, as long as you unlock them chronologically.
Eurogamer: Something that probably most stood out to us when we played CoD1 was the astonishing emotional honesty. Killing people hurt, and when it stopped hurting, noticing that hurt worse. You seem to actually give a shit about the subject matter - where does that come from?
Grant Collier: We spent a lot of time talking with veterans. From day one, we always wanted to be extremely respectful of what those people went through, the sacrifices they made. It totally shaped the Western world. We've always wanted to talk to the veterans and bring them and, and we have a lot of pride in what we do. We've never once had a veteran tell us that he was ashamed of the fact that we were making this game. That's a real honour. It's been a real honour to tell their story, and to do it in a tasteful fashion.

Eurogamer: Obviously it's been exciting to see CoD2 running on 360. It looked pretty awesome, something that can't have been that easy to achieve on brand new tech.
Grant Collier: The 360 - it's like this whole new era of gaming. This probably would have been a PC-only title if Microsoft hadn't come to Activision and asked Infinity Ward to do an exclusive for the 360. That was a real honour - we've had a great relationship with them. They've been able to help us out tremendously. But multiple threading - that has been a really challenging thing. I don't want to blow any smoke your way, but it has been challenging.
Eurogamer: So how on earth do you go about meeting that challenge, especially with the pressure of being a launch title?
Grant Collier: At IW, we try to tackle the riskiest, most difficult things first. We allocate a certain amount f time in the beginning, and that's when we start beating on that shit, and if it's not working at the end of that time, then we know we're just not going to deal with it and move on. But when we do get it working, we have the entire development period to tweak it and make it better. And the multi-threading stuff, now we have it working, we're running at 60fps on the 360, which is very nice.
Eurogamer: Do you think there's an audience out there equipped to take full advantage of the 360's framerate and hi-def output?
Grant Collier: Well, I have a real pimped out home entertainment system. I've got a 60 inch plasma screen, and surround sound, and gigantic sub woofer, and it's begging for 5.1 games, and for hi-definition games. The games look so much better than everything else that I'm used to. It really is next generation.
Call of Duty 2 is coming to the PC and Xbox 360 in mid November via Activision; not to be confused with Call of Duty 2: Big Red One for PS2 and Xbox, that we recently previewed.
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Comments (34) Latest comment 7 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Nooo, he asked if the "audience" has that, way to end on a big-cheese boast
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So the choice is new gfx card at £300 or an X360.....hmmmm
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Take note, other lazy ass developers....it can be done.
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his response was basically "not really, but sod them cos i have loads of dosh. piracy hitting developers is a myth you see. I will get to play it on a top set up so who cares. its my game anyway"
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statix, this almost certainly is not the case in 99% of cases. Its more down to marketing/sales/finance demanding that games be released at a certain date and not allowing time to spit and polish a product. And no matter what YOU think, getting a game to run at 60FPS instead of 30FPS will always be considered a spit and polish optimisation done right at the very end, and never be considered a reason to delay a release by anybody whose job revolves around money.
Unfortunately very few developers are able to take the 'we'll release it when its done' attitude, in fact most are forced to release games when they personally know full well that they stink in several areas. Its rather insulting to call somebody lazy in an industry when most people work stupidly long hours.
Ceatlan
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there, happy?
maybe there could be a Ninty revolution version of this ...Mario and Luigi's adventure in Normandy ....just imagine how many pokemon sprites you could have on screen at one time and zap them with your remote just by randomly waving your tv remote (sorry revolution controller) all over the screen ...
ok I'm just stirring up discontent,someone has to start an arguement in this forum!
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I was doing a like for like comparison to COD1 with all settings set max, 4xAA and 16xAF...just so i could see how much more demanding COD2 would be...
even with eveything set to minimum, no AA or AF,800x600, i was only getting 20-30fps.....and it looked shit..
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I'm definitenly buying this game for the Xbox 360. It runs fine on my PC at 1280x1024, maximum settings but somehow the thought of playing it on a 26" HDTV with DD5.1 surround sound and at a solid 60fps makes the console version far more appealing. Oh and did I mention how excellent it's bound to be on Xbox Live with it's standard headset for voice communication...?
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Outstanding post. Saved me a load of grumpy typing there.
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Now tremble in horror as some 7800 GTX wielding sicko tells you off for preferring a console to that haloed machine, the PC, and another one tells you off to sod off if you can't afford PC gaming.
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Hardly a level playing field.
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Anyone else get this or am I just being really fussy?
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Yes, are you stupid you can't have two Xbox's in the same generation.
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Now tremble in horror as some 7800 GTX wielding sicko tells you off for preferring a console to that haloed machine, the PC, and another one tells you off to sod off if you can't afford PC gaming.
Heh, usually I always see console gamers touting how it's a much better and more comfortable experience (just because they own no decent chairs).
Anyway, playing it on my PC which I already have and which runs the demo perfectly fine is a lot cheaper than buying an Xbox 360. Not to mention that the game will be cheaper, too.
/couldn't resist
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Playing games on a console makes you look 12 years old, PCs are for grown ups
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Oh, I don't mind looking gay for a superior gaming experience.
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I wish that were true , I mean DoA still looks better on the DC then it does on PS2
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/looking forward to eating own shite now
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As for being a console gamer, I am just a gamer, both console and PC (I own a half-decent one). And I wish it was a matter of comfortable chairs - it is more a matter of expensive hardware. I don't mind being called 12 year old if it means actiually making a living on a salary and feeding the family, the other exclusive option being keeping my PC updated.
By the way, I have been a co-moaner with Fluffy on the rip-off upgrade cycle, and that, more than anything else, attracts me towards buying an X360 and a PS3. Even if I buy both, it will still be cheaper than trying to run games on my PC within the next two years. Needless to say, I will be able to play much more games as well!
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http://www.spreadfirefox.com/?q=affiliates&id=143769&t=1
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