With E3 on the horizon and its release date announced, developer Sledgehammer Games has offered an insight into Call of Duty: WWII in an interview with EDGE magazine. Studio heads Glen Schofield and Michael Condrey revealed that they visited numerous locations in Europe in order to make the game feel more realistic, going to locations such as Normandy and Aachen as well as a concentration camp and Huertgen Forest, the location of one of the longest battles in World War 2.
They also gave some details on what multiplayer would be like, with Condrey saying: "You can imagine trying to find a balance where it feels strategic and appropriate to the time period, while still maintaining the fun of the multiplayer. It's more grounded and more strategic, and I think you'll find it's not as fast." This is a sharp contrast from the fast few Call of Duty games, then, which all took place in the future and featured jetpacks and exosuits.
EDGE also mentioned that multiplayer maps would not only revisit the locations of the single player campaign, but also "expand to different fronts" although no information on that will be announced until E3. Lastly, Condrey said that the returning Zombies mode would be "unique to our Dead Space signature" referring to his and Schofield's time at Visceral Games.
Are you looking forward to a change of pace in Call of Duty's multiplayer? Or did you prefer the verticality and fast pace of previous iterations?
[source reddit.com]
Comments 8
I say bring it on! Im ready for it.
Not as fast? This man has not played call of duty 2 rifle only ^^
Personally I prefer the more fast paced iterations of CoD. The Advanced Movement may be controversial and divisive but the tactical advantage, the ability to flank and outplay campers and those head glitchers etc really helps and keeps the game 'flowing'.
BotG seems to be about getting to the camping, head glitching spots or the 'power positions' and locking down flanking routes and holding your side vs their side. Small or more rounded maps don't have 'sides' but its still often about getting to power positions and holding down areas of the map.
Advanced Warfare got things a bit wrong - too much emphasis on movement and the movement also affected the flow because 'lanes' were non-existent and roofs gave too 'much' verticality. BO3 and IW keep the lanes and the verticality isn't different from previous CoDs. You still have 2nd/3rd floor windows - like others but not a whole rooftop where enemies can be. Getting to them is also easy, no more climbing ladders and being an easy kill.
It will be interesting to see how Sledgehammer can make this exciting without feeling like a big step back. I have been gaming in CoD for years and remember all the community getting 'fed' up with the lack of real innovation year on year. A lot of that was down to the movement mechanics!
I stopped having fun with cod after Black Ops 2. Too much verticality and too fast ttk killed the fun for me.
I had much more fun with Titanfall 2 and Destiny as fast shooters and found myself home again with Battlefield 1, which is very tactical. So if WW2 is going towards that direction I appreciate, but I believe many people won't be so happy
@BAMozzy I agree with the your first 2 paragraphs,however i feel AW had best game design of any cod,good maps,freedom of movement,balanced weapons..best class customization,(no kill streaks for extra perks or attachments ect..) without just copying the wall running from Titanfall like BLOPS 3 (loved the underwater sections in the pvp on that though..) @arnoldlayne83 Titanfall 2 is streets ahead of any multiplayer pvp on consoles imo,a sublime masterpiece.i have a hard time seeing it bettered by COD WW11.
@special_donky The problem with AW was primarily the fact that there was no flow because of the movement. The maps were almost inconsequential and if you didn't want to be 'funnelled' in a specific lane, just boost 30ft in the air and by-pass that wall. With all other CoDs, they had Verticality too but the points to look for were fixed - a window for example to check but AW gave us virtually 360 degree verticality. Class customisation didn't really help as people just loaded up on weapon attachments and perks - maybe just a UAV at most. The game put far too much emphasis on movement at the expensive of gun skill. The lack of flow, the lack killstreaks, the lack of gun skill etc all contributed in destroying what CoD - and every CoD apart from AW - is identified with. Double jump is not a 'tactical' advantage in BO3 or IW, its a risk vs reward option to get into a 2nd floor window or get around the map. Each to their own but AW is the least 'CoD' like game to date. Campaign was good though...
@arnoldlayne83 TTK is not 'faster' than Modern Warfare. Weapons do less damage than that game and that's without adding Stopping Power into the equation. CoDs since then have generally reduced the TTK. Even things like Headshot multipliers are now at the lowest too - 1.1x as opposed to 1.4-1.5x. Explosives have been toned down too and now can also be countered by a perk...
@BAMozzy Hmm,well i like using mainly just a combat knife and i refuse to use aim assist,i really liked the freedom of movement that was in AW ,it helped counter campers.. ,i guess the extra movement sometimes made the game physics a bit cartoony.It was the only COD that i have never snapped a disc,broke a controller or deleted from the HDD.It felt comparatively balanced.Sorry B rant over.Good luck Sledgehammer.
@special_donky I find the movement helps counter campers in both BO3 and IW too. Its great to jump up through the window and bypass their 'camper' explosives on the stairs or doorway and surprise them with a hail of gunfire... The same principal applies to those that set up on long sightlines on one of the '3' lanes head-glitching - the advanced movement helps to flank or get the jump on them. Its these players that 'whinge' about Advanced movement because they can't camp, can't set up in there favourite spots and can't get 'killstreaks'...
The issue with AW, whilst the movement certainly helped in those situations, it added to much randomness and also affected the flow. The emphasis was shifted to far away from gun skill and the movement went to far. With some 'minor' modification, like toning down the jump so you didn't go from ground to rooftop in an instant and maybe even limiting the 'height' a bit so maps had more flow, it would have been better and improved the spawns too. Some of the maps looked good but really played poorly because of the movement. It wasn't helped by the way they handled variants either. Overall it had more in common with Halo than CoD.
Each to their own of course...
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...