
Algemeen:
Call of Duty, een spel van de makers van Medal of Honor Allied Assault (2015, nu bekend als Infinity Ward). De uitgever zal Activision worden. Daarnaast staat de game gepland om greleased te worden op 7 november van dit jaar.
Call of Duty zal gebruik gaan maken van een sterk verbeterde Return to Castle Wolfenstein engine. Met deze compleet vernieuwde engine kan Call of Duty ruim 300 soldaten tegelijk op je PC weergeven, wat toch wel een prestatie is. Daarnaast beloven de makers en de gameblad previews dat dit de game met de meest intense WOII ervaring ooit zal worden.
Het verhaal:
In de oorlog dat heel de wereld veranderde, won geen man het in z'n eentje. Door de chaos van gevechten, hebben normale soldaten zij aan zij gevochten.
Beleef de intensiteit van gevechten uit Wereld Oorlog II zoals die gecreeerd is in de films, waaronder D-Day, de Russische aanval bij Stalingrad en het gevecht om Berlijn - door de ogen van burger soldaten en de helden van de landen die samen zijn gaan werken om de toekomst te veranderen.
Interview met Micheal Boon (Lead Animator van Infinity Ward) en Zied Rieke (Lead Designer):
Minimale systeemeisen:IGNPC: Medal of Honor was a huge success when it came out and still ranks among our favorites here at IGN. What was it that inspired those who worked on the game to move on and form another company?
Michael Boon: Infinity Ward is an excellent working environment and chance for us to show our stuff. Most of us worked together on our last title, and everyone here knows that everyone else is really good at what they do, so everyone knows that they are a valued member of the team. We are constantly being impressed by what the other members of the team can do. We're really excited to partner up with Activision to kick off the Call of Duty franchise.
IGNPC: What experience did those that came over from Medal of Honor bring with them? What positions did they hold? What are they hoping to bring to Call of Duty?
Michael Boon: The IW team consists of 22 members of the Medal of Honor Allied Assault development team, including all the production leads. We are an experienced team creating a WWII game the way we think it should be made.
IGNPC: What made you decide to make another game in the same vein? Was it the feeling that you didn't accomplish all they wanted to? What new ideas are they hoping to add this time around?
Michael Boon: We have some amazing ideas planned for Call of Duty, and the development has been going very well. The list of features is immense, and needed to be to allow us to depict the grittiness and authenticity we wanted in the title.
The way the squad combat works adds a new dimension to the gameplay, with the AI actually helping you through the level. This works to showcase the 'in the trenches' feel of war, where you are only a part of the war going on around you. Your squad will react to the massive battlefields and action going on all around you, using cover points, providing suppressing fire and immersing you deep into the game.
The technology improvements are also critical to the design of the game. They have made it possible to recreate authentic battlefields, populated with proper numbers of troops. The animation is amazingly realistic, to match the actions of the AI. The characters really come to life on your screen, doing things like jumping through windows and over fences, using different cover spots, using and responding to suppressing fire and employing real battlefield tactics. Everything is really a step up from what you've seen before.
IGNPC: With many of the people working on the project coming from the team behind Medal of Honor, can we assume that many of the same gaming conventions will be in place? That game gave players the feeling of immersion through the use of friendly AI, will Call of Duty do much of the same? How will it be improved?
Michael Boon: The team has a lot of strong feelings about what is fun, and how best to immerse the player. We strongly believe in keeping the player inside the game and telling the story through the actions of your allies in-game, rather than through cut scenes. We have put a lot of work into the AI, and things that would have to be done in script in the past are now done by the AI. This makes for a very dynamic game experience, where players can experience very a level differently every time they replay it. We also have put a lot of effort into making the friendly AI squad mates behave like real soldiers on a real battlefield - so the player is completely drawn into the experience of being in the trenches with his fellow soldiers.
IGNPC: The chaotic nature of war was well depicted in the scenes at Omaha Beach and Arzew where things just didn't always go well. How will Call of Duty move above and beyond in this area? What sorts of things did the team think were successful and not so successful in their previous attempt?
Michael Boon: We do have levels that are really pivotal and will stand out, but we have also worked very hard to hold the entire game up to a very high standard. Due to the massive engine upgrades to the renderer, AI and animation systems, we're really able to take chaotic moments over the top and deliver an epic battlefield experience in a variety of levels and settings. Virtually every level in Call of Duty has a huge number of characters on-screen, some levels have as many as a hundred friendly troops running alongside you. The new scripting system really becomes necessary at that point - just to keep track of all the characters, not to mention the planes, mortars, machinegun nests!
IGNPC: Are there any particular battles in WWII that will receive a lot of attention? Will players still only be able to experience the war from the Allied side?
Zied Rieke: We have been very authentic in the design of the game. The battle of Stalingrad gets a lot of attention with five levels taking place in the city of Stalingrad, including the crossing of the river Volga (revealed at E3) and the battle of Red Square, both of which appeared in the beginning of the movie Enemy at The Gates.
The invasion of Normandy is another major focus with five levels of the American campaign and two of the British campaign taking place on D-Day. Well known battles here include the capture of Ste Mere Eglise in the pre dawn hours of D-Day by American paratroopers, the attack on Brecourt Manor as seen in Band of Brothers episode 2 (also by American paratroopers), and the capture of Pegasus bridge by British glider troops.
This game is about the allied advance, and how the actions of 3 allied sides were all necessary to achieve victory.
IGNPC: What of the story? Will it be character driven or driven by the events of the war? What kind of character will players step into?
Zied Rieke: Call of Duty is really three games in one. During the course of the game the player will take the role of an American paratrooper in the famous 101st Airborne division, a British glider trooper who later joins the SAS and a Russian conscript who is later promoted to the tank corps. Each of these three characters is a completely different experience with different settings, weapons and team mates.
The story is driven by the events of the war. The war really tells its own story and a pretty amazing one at that, so we pretty much just step back and give the player a glimpse of what really happened, not just to the Americans, but to the British and Russians as well.
IGNPC: Will the game focus on single player, or is there a lot of attention being placed into multiplayer as well?
Zied Rieke: We are all quite excited about Call of Duty multiplayer. I think our blend of simple and easy to understand gameplay which is focused on squad combat and team work, blended with our expanded player control options like prone, aiming down the sight and a reticule which shows you exactly how accurate you currently are, will prove irresistible to players.
Often in multiplayer games the fun can get buried under a pile of unnecessary and unpolished features. We have designed a very tight and easy to learn multiplayer that has a lot of strategic depth. Also we have gone script crazy. All of our gameplay and game modes are written in script which will make it extremely easy for players to make their own modifications to Call of Duty multiplayer.
IGNPC: The game is still using the Quake 3 engine, how has it been further modified?
Michael Boon: We are using the framework and tools of the Quake 3 engine. It is what our team is most familiar with, so it provided a great starting point. We needed to change most of the main systems to realize our vision of Call of Duty, with epic battles and cinematic experiences of WWII. We have a new T&L renderer, capable of 200k polygon scenes and supporting the pixel shaders and vertex programs of the latest hardware.
We have also created an amazing skeletal animation system called Ares. This was important to creating realism on the battlefield. It allows characters to interact naturally with the environment around them. We also have an advanced AI and pathfinding system called Conduit. The AI jump over fences, go through windows cover entrances to buildings and understand cover fire. Both your squad and the enemy will respond to suppressing fire, allowing you to really utilize it as a tactic in the game. It is quite a remarkable experience.
We also have a new powerful scripting system, vehicle system, lighting tool, to name a few others in a long list of improvements.
IGNPC: What aspirations are there for the series in the future?
Michael Boon: We don't want to give away too much, but rest assured that there are many titles planned for the future. Don't be surprised if you see the Call of Duty series branch outside of the WWII box. Additionally the foundation is being laid to allow the mod community be involved in an on-going fashion.
• 3D Hardware Accelerator Card required - 100% DirectX® 9.0b compatible 32MB hardware T&L-capable video card and latest drivers
• Pentium® III 600MHz or Athlon® 600MHz processor or higher for systems with Windows® 98, ME
• Pentium® III 700MHz or Athlon® 700MHz processor or higher for systems with Windows® 2000, XP
• English version of Microsoft® Windows® 98, ME, 2000, XP
• 128MB of RAM
• 8x CD-ROM drive (1200 K/sec sustained transfer rate) and latest drivers
• 1.4GB of uncompressed free hard disk space (plus 400MB for Windows® 98, ME swap file, 600MB for Windows® 2000, XP swap file)
• 100% DirectX® 9.0b compatible 16-bit sound card and latest drivers
• 100% Windows® 98, ME, 2000, XP compatible mouse, keyboard and latest drivers
• DirectX® 9.0b (included on the game cd)
MULTIPLAYER REQUIREMENTS:
• Internet (TCP/IP) and LAN (TCP/IP) play supported
• Internet play requires 56 Kbps (or faster) modem and latest drivers
• LAN play requires network interface card and latest drivers
Important Note: *Some 3D accelerator cards with the chipsets listed here may not be compatible with the 3D acceleration features utilized by Call of Duty™. Please refer to your hardware manufacturer for 100% DirectX® 9.0b compatibility.
SUPPORTED CHIPSETS:
• All ATI® Radeon™ cards
• All nVidia® GeForce™ chipsets
• Matrox® Parhelia™
Screenshots:














Meer screenshots vind je hier.
Wallpapers:







Filmpjes
- Gameplay Preview NIEUW
- Crouching
- Leaning
- Medic!
- Squad assault on a tank
- Combat
- Shellshock
- Taking aim
- War, Hollywood-style
De eerste demo is inmiddels al een tijdje beschikbaar. Klik op een van de onderstaande links om deze te downloaden.Demo 2:
De tweede demo is inmiddels ook uit. Hieronder de links.Links:
- Call of Duty Homepage
- Call of Duty.org (fansite)
- Call of Duty Resource (nieuws)
- Call of Duty Extreme
- Call of Duty.nl
- Call of Holland.nl
Q: Wat kost de game?
A: In Nederland kost de game ongeveer €49,95. Bestel je hem bij bijvoorbeeld Play.com, dan ben je sowieso goedkoper uit, alleen moet de game dan wel uit de UK komen (wat dus even duurt, alleen ze hebben daar wel de regeling van gratis bezorg kosten) en moet je beschikking hebben over een CreditCard.
Q: Hoe zit het met de crashes wanneer ik een ATI videokaart heb? Kan ik dat voorkomen en de Single Player gewoon zonder crashes spelen?
A: Er zijn inderdaad veel problemen bij de game wanneer je een ATI videokaart hebt. Momenteel wordt er hard door Activision en ATI aan een oplossing gewerkt. Momenteel kun je het beste de CATALYST 3.9 drivers en de daarbij behorende Control Panel downloaden. Wanneer je die geinstalleerd hebt kun je het beste Anisotropic Filtering, Anti-Aliasing en Fastwrites uitschakelen. De game zal nu wel goed moeten lopen. Ook is het aan te raden de laatste VIA chipset drivers te downloaden en installeren als je een moederbord hebt met een VIA chipset.
Q: Tijdens multi-player wordt er veel gebruik gemaakt van Bunnyhopping en sniper geweren. Zijn er servers waar dit uitgeschakeld staat online?
A: Momenteel wordt er hard aan een patch gewerkt door Activision om deze bekende multi-player problemen te verhelpen, je zult dus nog even af moeten wachten op een patch voor de game.
Q: Wanneer ik een tijdje multi-player gespeeld heb krijg ik de melding "Invalid CD-Key", hoe kan dit?
A: Dit kan komen doordat je een illegale versie van het spel hebt. Helaas zijn er ook mensen met dit probleem terwijl ze een legale versie hebben. De mensen met de legale versie kunnen alleen maar even CoD opnieuw starten en daarna zou het weer gewoon moeten werken. Ook kun je gebruik gaan maken van GameSpy Arcade of The All Seeing Eye, bij deze programma's ben ik het probleem nog nooit tegen gekomen, mede omdat de game wanneer je naar een andere server wilt altijd opnieuw gestart zal worden.
[ Voor 109% gewijzigd door Godjira op 12-11-2003 00:31 . Reden: F.A.Q. aangepast ]