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JonnyThunder
3rd October 2003, 10:28
I say this post on Gamespot (http://www.gamespot.com)....


We recently attended a press event held for Infinity Ward's World War II-themed first-person shooter, which features climactic battles from the war told from three different perspectives: that of a British Allied soldier, a Russian Allied soldier, and an American Allied soldier. We had a chance to see some of Call of Duty's single-player levels in motion, as well as to try out the game's multiplayer. One of the new single-player levels we watched was the "tank drive" level, a Russian mission in which, after fighting through the battle of Stalingrad and getting promoted to the rank of sergeant, you actually drive through the Russian countryside as part of a squad of BT-7 tanks.

Call of Duty will let you do battle on foot and in vehicles.
The tanks themselves seem fairly easy to control--they're more than a little reminiscent of the intuitively obvious control used for the Sherman and Panzer tanks from Digital Illusions' popular multiplayer shooter Battlefield 1942. Like in that game, you control the tank both from the driver's seat and the cannoneer's seat by driving with the WASD or arrow keys and aiming your turret with your mouse, and like with the basic tanks from the original Battlefield 1942, when firing at targets, you have to slightly compensate for the arc on your tank turret to score a solid hit. In the meantime, you've got a computer-controlled buddy manning the onboard machine guns who will automatically mow down any enemy infantry that are foolish enough to blunder into your path. The tanks don't seem to be constrained by strict physics either, so you can slide them up and down small inclines easily enough. Unfortunately, you won't be able to actually exit your tank and go on foot (and therefore, you won't be able to run out and steal other tanks), but the game's open-ended scripting structure might just let creative mod makers put together some interesting game modes that will eventually give you that sort of freedom, if we're lucky.

We then tried a few rounds of Call of Duty's multiplayer, whose pacing seemed to recall that of Activision's previously published World War II shooter, Day of Defeat. Like in that game, Call of Duty's multiplayer seems to strike a good balance between run-and-gun gameplay and careful, plodding maneuvers that you'll have to use to flush out hidden enemies. The game's hard-hitting sound effects also seem to help create a good sense of tension, especially when you're patrolling a seemingly empty area, and a near-miss shot rings out right next to you, signaling that hidden enemies are nearby. As it turns out, Call of Duty's multiplayer experience will vary depending on which mode you play (including the game's new seek-and-destroy and behind enemy lines modes, which it features in addition to standard deathmatch and team deathmatch).

This is because the game outfits you with a completely different weapon loadout depending on whether you're playing as a British, American, Russian, or German soldier. For instance, in team deathmatch, American soldiers get the widest selection of weapons among the Allies, including the M1A1 carbine, the M1-Garand, the Thompson, the Springfield sniper rifle, and the Browning assault rifle--while the Germans may choose only from the MP40 submachine gun, the heavier MP44, and the scoped and unscoped versions of the KAR98K rifle. Like Day of Defeat, Call of Duty gives you a brief description of each weapon before you choose to equip yourself with it in multiplayer. Weapons are rated by accuracy, damage, and mobility, and generally speaking, heavier automatic weapons seem to do better damage at the cost of accuracy and sometimes mobility.

These differing weapon loadouts seem to make for some interesting combined-arms skirmishes in practice, especially since the game lets you choose only a single primary weapon for your soldier to go with your sidearm and grenades. Like in Day of Defeat, you can walk, run, crawl, or lie prone--these affect your movement speed, line of sight, and accuracy. Each weapon also has an aiming mode that you can access by pressing the right mouse button--this lets you look down the iron sights of your weapon (or use the zoom lens in the case of a sniper rifle). Making the most of both our weapons and tactical options helped us prevail in multiplayer rounds of search and destroy, the game's objective-based multiplayer mode, which resembles the objective modes of such games as Day of Defeat and Return to Castle Wolfenstein. Search and destroy is round-based, similar to Counter-Strike; once you die, you're out of the match until the next round. In the game we played, the American Allied soldiers were required to navigate through the trenches of a countryside installment and plant bombs on German antiair guns. Of course, the German soldiers were required to thwart the Americans in this map. We were also able to spend some time with Call of Duty's behind enemy lines multiplayer mode, which pits Allied and Axis soldiers against each other in a lopsided ratio. Most players will spawn as Axis soldiers, though the few players that spawn as Allies will receive points for continuing to survive. Allied players are actively hunted by Axis players using a GPS-style radar system that tracks their most recent locations. Once an Axis player frags an Allied player, the Axis player becomes an Allied soldier and is then able to start scoring points (while the Allied player becomes an Axis soldier and joins the others in the hunt).

The multiplayer mode's "killcam" feature should prove to be an interesting addition.
Infinity Ward has also added an intriguing, all-new feature to Call of Duty's multiplayer matches: a replay mode that the developer refers to as "killcam." Whenever you get killed by an enemy player in a multiplayer game, you'll have the option to immediately respawn by pressing the "F" key or to sit and watch the killcam replay. The replay switches to spectator mode and follows the viewpoint of the player who shot you down, seven seconds before it happened. As technical officer Jason West explains, killcam was implemented to combat the always-frustrating event of getting shot down by someone you couldn't see--an event that can sometimes seem random, or even unfair. Rather than incredulously tossing your keyboards to the floor in annoyance at getting killed by a seemingly stray bullet, you'll instead be able to watch the killcam and see exactly where your assailant was and how you were taken down. In this way, killcam will also help ferret out snipers who get a little too comfortable in one spot, since downed players will be able to use the killcam to determine their location and go after them. West also expects newer players to use killcam as a learning tool to help them figure out the basics of line-of-sight tactics and effectively using cover.

Call of Duty seems to be coming along extremely well, and fortunately, the game itself will be done soon. It's scheduled for release later this year.


Pretty cool eh!

JonnyThunder
3rd October 2003, 10:30
Oh, also saw this today....



Activision announced today that the upcoming Infinity Ward-developed action title, Call of Duty, is confirmed to release on October 29, 2003, marginally sooner than the previously announced early-November 2003 release date


Bout feckin time eh!!

:D :D :D

GoldRush
3rd October 2003, 13:38
yeah indeed
but still nothing about punkbuster
only loads of bull about killcam

Major HangOver
3rd October 2003, 14:36
And some more

http://pc.ign.com/articles/450/450819p1.html

Multiplayer mode

The one thing that we haven't really had the chance to talk about up until now has been the multiplayer portion of the game. After everyone had the chance to drop into the single player for a while, the server was started, teams were chosen, and all were put in the middle of some team deathmatch to get warmed up. Over the course of the night, we saw four of the multiplayer maps, and each of the nationalities available for play.

The first map was from the demo mission, but in daylight, as it is in the single player mission that follows the demo. The entire map is there and intact and is surprisingly fun without many changes at all. Perhaps this is due to the basic nature of the game. Because the single player has so many soldiers fighting on each side, ducking, running, hiding, finding sniper positions, and so on, it already lends itself to team play fantastically.

The second map brought us to the hills just inside the Normandy shoreline. Those that have seen the opening mission in Band of Brothers will recognize this immediately. While we started out on this map in team deathmatch again, it was later switched to objective based play. The map itself was a pretty interesting design that took some time getting used to. It was actually a circle with boundaries on the outside of the circle in the form of a very deadly minefield that our old compatriot David Smith managed to find right off the bat. In the middle was a mess of shrubs and a hill that can't be climbed. But there are tunnels going through the mound to get to the other side. One side of the hill holds the Allied starting point while the other is home to two artillery pieces. The Allied objectives are to destroy them while the Axis hunkers down to protect them. The interesting thing here is that the game worked in a Counter-Strike fashion. Meaning once you die, you're dead until the next round. It certainly adds more strategy to the mix and tension. No one wants to run right into the enemy and have to sit out until the round is over.

But if you do happen to do this, you'll get the chance to check out the Kill Cam, which shows the few seconds before your death from the perspective of the person that killed you. So you can see how that guy snuck up behind you and shot you in the back or sniped you from a distance. It's actually pretty entertaining to see how you were offed. This feature works for any of the multiplayer modes. Another mode like this will actually allow players to watch the last few seconds of the player that managed to complete the last objective in a mission. Nothing wrong with a little bit of glory I suppose.
The next map put players back into team deathmatch, but this time with the Russians and Germans going at it. The Russians have a smaller selection of weapons to pick from, which I didn't like quite as much. One thing that can be said for all of the weapons in Call of Duty is that they look, sound, and feel fantastic. But if you happen to be a Russian in this level, you might find yourself snaking weapons from fallen German soldiers as I did. One of the coolest parts of this map was an area that seemed to concentrate some of the action. It actually was the second story of two separate buildings with windows facing each other. Getting in a firefight between these two buildings was a blast. There were usually a lot of dead bodies in each of those rooms.

The last map and mode for the night took place in a European town somewhere (whatever, I was too busy trying to kill people to pay attention) with a lot of buildings and plenty of places to get in close quarter fights. Running down the middle of the road through town can be a seriously dangerous proposition with so many windows looking down on the lane. The mode for this map was called Behind Enemy Lines. Basically, there were three Allied soldiers on the map with the rest Axis. The Axis players were charged with hunting down these Allied soldiers and killing them. Once an Axis player had killed an Ally, those players would switch teams and respawn. The object was to survive as long as possible as an Allied soldier. Allied soldiers would gain a point every 10 seconds they remained alive as well as a point for every Axis soldier killed during that time. The trick is, that as well as you hide, the Axis will find you. Each Axis player has question marks on their compass that tells them the last known location of the Allied soldiers. It was a pretty fun game of cat and mouse.

Up to 64 players will be able to join games in multiplayer, which we imagine will be pretty damn insane and we can't wait to try it out. Everything we saw in this game makes us believe that it should be in the forefront of people's minds this holiday season. Make sure to keep your eyes on it and look for it to hit store shelves this November. Now make sure check out that Call of Duty Video Preview when you get the chance to check out plenty of direct feed footage accompanied Steve's commentary, it's well worth it.

Jodo
3rd October 2003, 15:03
It sounds very good, I wonder if the Punkbuster part will be introduced with the first patch like Wolfenstein? This could be what we're looking for though, there looks to be a lot of Obj-based missions on this so it shouldn't lose appeal very quick, plus if Infinity Ward keep up with it they will prolly release some decent add-ons too. Canna wait, whos ordering it from where btw?

Hunter
3rd October 2003, 17:26
Well if they release punkbuster support with the first patch or at a later date, its better than never, after all, mohaa was out quite a while before the cheats became so easily available

GoldRush
3rd October 2003, 17:30
yeah but some smart ass has released the sourcecode allready for halflife 2

so cheats are prolly sooner then the game for halflife then

hope thats not going to happen with CoD

Hunter
3rd October 2003, 17:36
maybe, maybe not
it depends on how tight they manage to make the games engine
theres shitloads of cheats out for the original half life because it was far too easy to hack
The harder the programmers make it to hack the game, the more time we get to spend cheat-free so lets hope they really concentrate on that area
for example there were very few cheats available for UT, I think I only ever found 1, now thats proof that if the programmers try, they can stop this shit from ever starting

GoldRush
3rd October 2003, 17:40
thats why you did so good with UT on the Lan
because you found a cheat :D |afro|

Major HangOver
9th October 2003, 17:50
http://www.michaelgiacchino.com/cod.htm

just found this on another site, we might not be able to see the game yet but at least we can here what it sounds like.


Yes, i am that bored! |2guns| |2guns|

Major HangOver
9th October 2003, 18:04
Also have the box art

now it dont get any :( than that lol

GoldRush
10th October 2003, 12:48
cool nice background music for the new site i think