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Call of Duty 2 Q&A Feature
Derek dela Fuente
23/06/2005

We chat to Infinity Ward`s CCO about the forthcoming Call of Duty sequel...
After the tremendous success of Call of Duty the production of the sequel is now well underway on both the PC and Xbox 360 versions. As would be expected a new engine and bundles of new technology are but a couple of the exciting aspects integrated into the title, thus cementing a brand that has already captivated gamers. Call of Duty 2 lets players experience four individual soldierās stories as they overcome insurmountable odds in multiple campaigns. Players have the freedom to follow each of the four storylines through for the ultimate character-driven experience, or they can engage in the historic battles chronologically for quick hitting action. Derek dela Fuente spoke with Vince Zampella, Chief Creative Officer at Infinity Ward, who created the first offering, about the exciting elements which will go into this much anticipated title!
WW2 is a popular theme throughout videogames, however the original Call of Duty managed to rise up amongst the deluge of competition and rightfully took its place at the top; so when it came to developing a sequel what were some of the main issues and design objectives in regards to the predecessor have been undertaken during the development of CoD2?
Call of Duty 2 goes beyond the first game with a brand new graphics engine, non-linear storylines and open gameplay with multiple objectives and paths per level. The AI is much more advanced, integrated with our Battle Chatter system that delivers the experience of World War II combat as never seen before in a game. Also, there are more levels than in the original, and they are larger with multiple paths and objectives.
The standard of action shooter games is at a very high level, so is it about creating more detail within a game, being innovative or adding more atmosphere - how do you work out a priority list?
Our goal with Call of Duty 2 has always been to create the most epic and intense action game ever. What makes it epic and intense? Thatās a difficult question. Iād suggest that it comes with a balance of realistic graphics, character animations, smoke and particle effects, Battle Chatter, enemy AI and massive gritty scenario scenes with tanks, artillery, rolling smoke and so forth. As for priority, we started with a general vision of what we could fit into our new engine and worked from there.
One element the team has worked on has been to present a more open battlefield/play area and combined with improved AI conveys even more realism such as the Battle Chatter System. Can you explain exactly what major elements of the AI have been improved and what a more open-ended design will bring to the overall experience?
Call of Duty 2ās squad-based gameplay takes everything that was great in the first game and goes much deeper and is much more advanced. Because the level objectives are non-linear with multiple pathways, the AI engine has been designed so squadmates can realistically work with you no matter what path you chose and call out enemies with the Battle Chatter system. We are going to throw a lot of enemies at you in intense gameplay moments. You will be glad you can depend on your squad to literally cover your blind spots without you having to tell them.
On the flip side, you will hear your enemies call out your squadās position and make counter moves depending on which path you take and which objectives you go after first in any given level. Enemies lay down cover fire for each other to maneuver themselves into a position to destroy you. They are fast, aggressive, take cover, seek out machine gun positions and shower you with grenadesā” which is everything you will basically try to do to them.
If you had to pick one element of the game that really highlights the originality and uniqueness of Call of Duty 2 or the building of the brand what would it be?
The key element that sets Call of Duty 2 apart is the epic presentation of war. This is a difficult single element to quantify because there are so many things that go into it. For instance, you have the grand scale of the battles, the immersive graphics and presentation, the Battle Chatter, the open gameplay and more. Overall, the action will be the most authentic and intense that a war game has seen, and it will expand on the epic nature of the battles from the original.
There will be a number of diverse weather conditions within the game from sun drenched African sands to cold, hard conditions of Russia. What real effects will they have on the solders, such as their moral and abilities perhaps?
The biggest effect that weather has on gameplay is obviously the visibility. You can hide in drifting snow, smoke, fog, dust ā” but be warned, so can your enemies.
War equals fear. So firstly how hard is it to instill a number of āfear factorsā into the game and is there a strong storyline to support an emotional feel within the game?
We employed several techniques to give the player a sense of panic and fear in combat, while keeping them immersed in the gameplay moment. When players take damage, the screen starts to turn red, but not a simple red hue over the entire screen. Instead the redness creeps in from the edges of the screen like smoke tendrils that dig deeper to the center of the screen as you take even more damage. The deeper they dig, the closer to death the player is, while their visibility gets impaired. Along with this red effect, the player will hear themselves gasping for air, heightening the fear in combat.
Weāll also have a completely original cinematic score in the game. In certain dramatic moments the music will kick in, heightening the drama and urgency of the moment.
Please tell us about 2 interesting facts pertaining to the 3D engine you are using.
We have developed a brand new graphics engine for Call of Duty 2. While we could discuss its many technical details that we are very proud of, there are two specific details that turned out to be particularly exciting and give the game an extra level of immersion and intensity.
The first is our smoke effects. Not only does the game have great looking smoke, we can create amazing, dynamic smoke in a battlefield that is actually integrated into the gameplay. You can use smoke for cover against enemy snipers and machine guns. Going beyond that, you will see snowdrifts in our Russian levels and dust clouds from tanks or wind in our African levels that really make those environments come alive.
The second is our soft shadows on character models. We worked very hard to make the character animations as realistic as possible. We knew we had put the same level of quality into their shadows as well. When you play Call of Duty 2 the shadows may not initially be as eye popping as our normal and specular maps, but because they work so well it gives the game that immersive feel.
Thereās a greater emphasis placed on squad command this time, an element we donāt believe will be taken lightly; perhaps you could elaborate on what this brings to the game and describe a few situations?
As the player, youāre not in command of the squads ā“ true to the Call of Duty focus, each player is an ordinary soldier, caught up in extraordinary events. Since the level objectives are non-linear with multiple pathways, the AI engine allows squad mates to realistically work with you no matter which way you go and even calling out enemies during combat as part of the Battle Chatter system. Youāre going to face a large number of enemies during the intense gameplay moments. So, youāre squad plays a crucial role that youāll be glad to have.
Also your enemies will call out your squadās position as well as make counter moves depending on how youāve proceeded and which objectives youāve sought. Enemies will lay down cover fire for each other to maneuver. They are fast, aggressive, take cover, seek out machine gun positions and shower you with grenades.
Perhaps you could describe a couple of situations that conveys exactly what Call of Duty 2 is all about?
Call of Duty 2 is about experiencing epic and intense combat. Like in real war, things donāt go as planned and you canāt always take the path you expect. For example, in the Toujane mission there are many side streets and alleyways you use to flank the enemy when the direct assault path becomes too overwhelming. Toujaneās open-gameplay gets very intense and often will feel as if enemies are coming from all directions. At these moments you really appreciate the Battle Chatter system and how much help your squadmates can be.
But itās not just great gameplay that makes Call of Duty 2 what it is. The environments will help deliver an experience like never before. In our Russian missions, for example, fog and drifting snow will deliver an atmosphere of war that takes you closer to being there. Smoke over the crater-riddled D-Day landscape at Point du Hoc in Normandy will emphasize the grittiness of combat and the sacrifice of soldiers past, especially when another wave of enemies comes crashing through to attack you.
Simply put, Call of Duty 2 is bigger, badder and bolder.
TVG thanks Vince Zampella for taking the time to answer our questions. Call of Duty 2 will be available on Xbox 360 and PC at the end of the year ā“ weāll have more coverage on Call of Duty 2 shortly.












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