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05-10-03, 10:05 PM | #1 |
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網上自由人
註冊日期: Jan 2002
文章: 43,898
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Call of Duty圖片及訪問
Call of Duty
Publisher: Activision Developer: Infinity Ward Genre: First-Person Shooter Origin: U.S. Number of Players: 32 Expected Release: Fall 2003 Call of Duty Interview We talk to two members of a team dominated by ex-2015 developers about the first in their series of war shooters. http://pc.ign.com/articles/401/401627p1.html May 09, 2003 - The trend in wartime first-person shooter is definitely going in a certain direction, thanks largely to the popularity and excitement that Medal of Honor: Allied Assault brought to the table last year. Giving players the feel of fighting alongside comrades in arms down in the trenches was an experience that most gamers will never feel outside the confines of the cyber world. Soon after that game's release, other games started scripting more play with team members under computer control. But still, the game with the best feel in this aspect remained MoH. Over the course of last year, the team at 2015 that created that game began to migrate to different places, but a large portion of them ended up in a new company known as Infinity Ward. As you may have read a few weeks back, Infinity Ward has now signed a deal with Activision to create a series of games that will push the boundaries of the new squad based, "just another soldier" type of FPS. This new series entitled Call of Duty begins with their first game which revisits World War II as players fight on all different fronts of the war. Lead Designer Zied Rieke and Lead Animator Michael Boon were kind enough to take some time out of their crazy pre-E3 schedules to talk to us about Call of Duty and what they're doing to bring the genre even farther than it has been. Look for more info and impressions of Call of Duty from the show floor next week. 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. -- Dan Adams |
09-05-03, 04:54 PM | #2 |
Game Master
註冊日期: May 2002
文章: 2,825
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Call Of Duty
呢隻game簡直係癲正...
第一次玩呆左係到....... 我真係怕d人玩到投入得制羊癇死... 正得太離譜.....
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We all live in the YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! |
09-05-03, 07:11 PM | #3 |
Insane Gamer
註冊日期: Dec 2001
文章: 902
Galaxy_leung GalaxyLeung
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岩岩download左demo黎玩..
嘩..好正.. 好有電影feel呀.. |
09-06-03, 12:56 AM | #4 |
Senior Gamer
註冊日期: Aug 2002
文章: 289
Newbie Dog
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請問係邊度download ?
我都想玩 |
09-06-03, 01:03 AM | #5 | |
Game Master
註冊日期: May 2002
文章: 2,825
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引用:
仲好真實,不過唔明點解我地身為engineer 可以渣兩把大槍...一定隊長都係渣一把BAR咋wor... 德軍d engineer都係渣手槍之嘛.... 不過demo已經有70%既槍械(可以執隊友同人地既槍) 真係好正!!!第一次玩真係呆左係電腦到
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We all live in the YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! |
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09-06-03, 01:03 AM | #6 |
God of Gamer
註冊日期: Jul 2002
文章: 15,646
usayarE 3952 6975 1779 usayarE usayarE
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咩來架?有冇圖睇下呀,thx
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09-06-03, 01:03 AM | #7 | |
Game Master
註冊日期: May 2002
文章: 2,825
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引用:
好玩死了!!!幾時出嫁!!!!!!!!!!!!!!!
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We all live in the YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! |
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09-06-03, 07:19 AM | #8 | |
Insane Gamer
註冊日期: Dec 2001
文章: 902
Galaxy_leung GalaxyLeung
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引用:
真係正到暈.. 希望出果時都係咁正 |
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09-06-03, 07:19 AM | #9 | |
Insane Gamer
註冊日期: Dec 2001
文章: 902
Galaxy_leung GalaxyLeung
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引用:
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09-06-03, 11:30 AM | #10 | |
Senior Gamer
註冊日期: Aug 2002
文章: 289
Newbie Dog
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引用:
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09-06-03, 12:50 PM | #11 |
Game Master
XBOX360必玩
註冊日期: Aug 2002
文章: 2,462
DONNOLO
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just download, 好好feel呀
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NFL - now 635 |
09-06-03, 04:57 PM | #12 |
God of Gamer
註冊日期: Jul 2002
文章: 6,036
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有冇相..?
等retail 先.. |
09-06-03, 05:16 PM | #13 | |
Game Master
註冊日期: May 2002
文章: 2,825
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引用:
好feel到震!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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We all live in the YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! |
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09-06-03, 05:18 PM | #14 | |
Game Master
註冊日期: May 2002
文章: 2,825
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引用:
__________________
We all live in the YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! |
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09-10-03, 08:19 PM | #15 |
Crazy Gamer
後現代激情街頭小混混
註冊日期: Oct 2002
文章: 1,282
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係幾正,
但係你地玩既畫面係咪都係冇battle field咁清?
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09-10-03, 08:39 PM | #16 | |
Game Master
註冊日期: May 2002
文章: 2,825
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引用:
爆清 唔知咩雞尾酒engine黎 好激爽!!!normal既quality已經推到畫面恆哂.. high..extra果d完全係for市面最新既disply card
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We all live in the YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! |
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09-10-03, 11:16 PM | #17 | |
Crazy Gamer
後現代激情街頭小混混
註冊日期: Oct 2002
文章: 1,282
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引用:
但係打呢隻野好"質" ....
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念佛無非念自心,自心是佛莫他尋。 |
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09-10-03, 11:19 PM | #18 | |
Game Master
註冊日期: May 2002
文章: 2,825
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引用:
=.= 我玩32 vs 32都無事 Geforce4 MX440...
__________________
We all live in the YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! YELLOW SUBMARINE!!!! |
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09-10-03, 11:39 PM | #19 |
Crazy Gamer
後現代激情街頭小混混
註冊日期: Oct 2002
文章: 1,282
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我果張係
ATI MOBILITY RADEON 7500 16.0 MB 我都唔知係咩黎,跟機的…
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念佛無非念自心,自心是佛莫他尋。 |
09-11-03, 01:24 AM | #20 |
Insane Gamer
註冊日期: Dec 2001
文章: 902
Galaxy_leung GalaxyLeung
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我用gf4 ti4200
好順.. 冇咩問題 |
09-11-03, 02:30 AM | #21 |
God of Gamer
註冊日期: Jul 2002
文章: 6,036
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知前玩過demo..好靚,
隻game好真實,zoom 放大個時係用鎗框,唔會用肉眼放大 其他方面真唔錯..真係好正,期待retail.. |
09-11-03, 04:39 PM | #22 |
Ultimate Gamer
註冊日期: Jun 2002
文章: 3,870
Samars4160 Samars
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但係郁果陣準心會勁大..
唔係幾慣 |
09-11-03, 05:44 PM | #23 |
Crazy Gamer
註冊日期: Aug 2003
文章: 1,807
OldLetter oldlet Oldletter
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我用5600
全部set High 都好順
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WII U ID: OldLetter |
09-24-03, 05:29 PM | #24 |
Crazy Gamer
後現代激情街頭小混混
註冊日期: Oct 2002
文章: 1,282
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http://www.callofduty.com/main.html
有三個短片睇。 唔知大家有冇睇At The Enermy Gate呢 另外我想問下我張display係 ATI MOBILITY RADEON 7500 16.0 MB 唔知夠唔夠玩, 我對display呢家野唔係咁在行。
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念佛無非念自心,自心是佛莫他尋。 |
09-24-03, 09:51 PM | #25 | |
Junior Member
界限突破
註冊日期: Apr 2003
文章: 87
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sniper battle in Stalingard, Russia?
引用:
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