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PREVIEW CALL OF DUTY: WORLD AT WAR |
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If we had to make the follow-up to the
monster-selling Call Of Duty 4, we’d
be bricking it. After 3 million-plus sales,
countless awards and overwhelming critical
acclaim (we gave it a sensible 88%, though. Take
that Metacritic average), it’s arguably the PS3’s
defining FPS. In comparison, Call Of Duty 3 was
just a solid first-person shooter with too much
filler – the rushed development phase almost
reduced it to a cash cow status, suggesting
that Treyarch couldn’t match up to the talent
of its FPS contemporaries. Spider-Man games,
perhaps, were better suited to it.
Call Of Duty: World At War, however, has
all the hallmarks of an aggressive comeback.
Treyarch is raring to re-enter the FPS fold,
because it’s had twice as long to make this
COD than it did with the third game. We had
the privilege of meeting the Treyarch team, and
they were easily the most enthusiastic developer
we’ve met. If there’s a friction between Infinity
Ward and Treyarch, it’s surely beneficial to both
developers: this studio clearly wants to create
something memorable with World At War.
After talking to the team in-depth, we realise
that referring to World At War as a ‘return’ to
World War II would rightfully annoy them. World
At War is set in the ‘Pacific Theatre’, and this area
of conflict has never been explored by a Call Of
Duty game. Given the frightening, unique nature
of warfare in that time frame, the concept is
definitely worth exploring, but the Pacific conflict
isn’t alone in piquing our anticipation.
Call Of Duty: World At War will also feature
the ‘Road to Berlin’, told from the Soviet Union’s
perspective. Consider that, for a moment. The
Soviet Union lost millions of its people when the
Nazis invaded in 1941, so following them in the
latter years of the war, enraged and vengeful,
could result in a fascinating historical context for
FPS gameplay. It all depends on how Treyarch
interprets the events, but we’re confident that
it can pull it off, based on its gritty and literal
approach towards the conflict in the Pacific.
With these two settings confirmed for World
At War, it’s safe to say that this Call Of Duty
will be more explicit than its other WWII
counterparts. Anything beats the ‘intense
hedgerow combat’ mantra of Call Of Duty 3,
anyway – that was just embarrassing. Unlike
Treyarch’s previous effort, World At War aims
to do everything but play it safe. From what we
saw of a level in the Pacific campaign, ‘Makin
Raid’, we believe it’ll achieve this through the
volatile nature of the Japanese as an enemy.
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We’re not saying that Treyarch is going to
revolutionise AI with the Japanese, but it does
aim to shock and surprise. In one scene of the
demo we saw, the US soldiers came across a
slew of Japanese corpses in a dark clearing
– or so we thought. A few seconds later, a bang
and a flash of light sees the enemy stand up,
before attempting to stab their American
opponents with some scary-looking blades.
They were playing dead, in case you hadn’t
caught on. These dirty tactics aim to redefine
the machinations of how the enemy operates,
in the COD series. There’s more to the
Japanese beyond useful cover spots, strength
in numbers and conveniently placed gun
turrets. Besides playing dead, expect to see
a wide array of creative booby traps in World
At War, all in the name of capturing the deadly
skill of this powerful adversary.
What else has changed, then? Aside from
the rulebook-burning villains, who we’re big
fans of, the weapons are quite different from
COD 3 and COD 4. The flame-thrower, in
particular, looks like an inviting-yet-horrid
prospect, as soldiers can be burned alive. Call
us un-PC and awful, but this looked bloody
entertaining. Those who played Return To
Castle Wolfenstein will fondly remember the
flame-thrower, which was created by some of
the team on World At War – they were called
Gray Matter, at the time, but now they’re
working on this. World At War will build on the
team’s excellent work in Wolfenstein, adding
an intense realism to the fire effects that
the PS2 wasn’t capable of. Bunkers can be
cleared out with a blast of flames, trees can be
set alight and grass can be scorched; it’s quite
brutal to watch. Enemies, of course, are far
more loveable when they’re on fire.
Thermite and bazookas will also make
an appearance, among the basic range of
rifles, pistols and machine guns, but we’re most excited
about the potential of vehicle-based gameplay.
Yes, it’s been done in practically all of the COD
games to date, but we’ve never seen vehicular
combat looking as frenetic or populated as
it does here. In the Russian campaign, the
Red Army will have flame tanks, as well,
which is quite a mouth-watering prospect.
Treyarch wants the vehicles to carry the same
significance as the on-foot gameplay, so
expect these sections to entertain amidst the
base nastiness of battling the Japanese.
Besides a bevy of vehicle-centric sections,
however, Treyarch needed to challenge itself
in a more fundamental way with its next COD
game. Sure, we’ve seen it in practically every
decent FPS to date, but co-op is one of the
last staples of the modern FPS that the Call Of
Duty franchise has always ignored. In World
At War, Treyarch is finally bringing it to the
series: rejoice! We had a look at a two-player
co-op session in action, and it was even more
effective than we’d anticipated. While we
enjoyed the Makin Raid level, it lacked the
type of explosive set pieces that we’d always
associated with Call Of Duty, such as the
North African tank assault in COD 2, or the
ridiculous post-credits sequence in COD 4.
The second level we saw, though, suggested
that the game’s four-player co-op mode could
be quite multi-layered, as well as epic.
Unlike the Makin level, which was set at
night, this stage was more of an open, daylightstrewn
expanse. Squaddies were everywhere,
which we were immediately happy with, and
the team seemed to be forming some kind
of tactical coup on a Japanese position. This
entire section, to us, felt like a nonstop assault
on the senses, and was certainly something
that’d demand full concentration from even
the most experienced players.
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One of the players began launching
grenades at a two-storey enemy position,
while the other got busy with a flame-thrower.
We caught a glimpse of an enemy hiding in
the tree, before toppling out, shot dead, while
one of the players demonstrated the fictional
horror of burning an enemy alive. Later on, a
huge tank battle ensued between both forces,
and we witnessed a great moment where one
of them tossed a grenade into the back of a
tank, before it gave out an intense explosion
– wonderful stuff. It was hard to keep track of it
all, but that’s why we appreciated it. We want
to feel like we have to concentrate for every
second of a multiplayer co-op, regardless of
the difficulty, and Call Of Duty: World At War
looks like it’ll give every player enough to
do. Perhaps it was in the composition of the
players’ styles, but it looked like one guy had
to take care of the short-range troops, while
the other made a heavier attack on the enemy
stronghold. According to our interview with
Treyarch (on pages 17 and 19), balancing the
co-op is one part of the uphill struggle that the
team is currently facing.
There are far too many co-op modes
that are easy to conquer, providing there
are enough players (Halo 3 on the 360, for
example is lazily simplistic on the harder
difficulties), so we’re hopeful that Treyarch
will tweak it to our eventual satisfaction.
This is sure to be one of its main objectives,
though, as it wants gamers to replay these
co-op ventures with relentless passion. To
ensure that it does this, it’s incorporated an
RPG-style level-up system for the co-op mode,
which shouldn’t be too dissimilar from what’ll
be seen in the regular multiplayer. On top of
that, two different parties of two can play cooperatively
through online split-screen, which
sounds excellent, even if it is a familiar idea to
anyone with an ear to the multiplayer pipeline.
Resistance 2 may promise eight-player
online co-operative, but we’ll be intrigued to
see if Insomniac is putting the same level of
balancing into its team-up experience.
Like all multiplayer segments in the Call Of
Duty franchise, World At War aims to innovate
and build on what has come before. Indeed,
we awarded COD 4 88%, but that wasn’t
factoring in the sheer wonder of its online
multiplayer component – with its engaging
level-up system, perks and stupendously
varied playlist, it was second only to Unreal
Tournament III in its online functionality. With
World At War, Treyarch is topping up the
Playlist with a number of vehicular modes,
as well as the option to mix the vehicles with
more standard, infantry-based gameplay.
Everyone, from experienced games testers
to people off the streets are testing World
At War, a process that has had almost no
precedent at Treyarch. Remember, this is a
developer that usually has under a year to
make a gutless licensed game (except for the
brilliant Spider-Man 2, of course), so extensive
testing has naturally become an imperative
of Treyarch’s with a longer development slate.
Treyarch is trying to stick to a five-second
rule, with the multiplayer in Call Of Duty:
World At War. This means that the player
should never be any more than a five-second
sprint away from the next cover spot, or key
aiming position; it’s an impressive claim, as
long as it can stick to it. With enough design
savvy, Treyarch could build on the engaging
framework that was present in Call Of Duty 4.
It seems pretty in touch with how the best
multiplayer maps are constructed. Given the
island-hopping nature of the Pacific conflict,
it’s also hoping that players will use the
surrounding water to their tactical advantage.
In addition, machine guns can instantly be
converted into turrets on the move, lending
players a greater accuracy and rate of fire, so
Treyarch hasn’t skimped on the minute details
of the multiplayer. Obviously, the validity of
using either in practice remains to be seen.
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Still, in spite of our humble reception
towards the multiplayer, which is convincingly
progressive and thought-out, there was one
part of our Call Of Duty: World At War demo
that we just couldn’t get on board with. An
on-rails section, which we initially thought
would be promising, turned out to be the
most clichéd and humdrum add-on that
could possibly have been conceived. Taking
place on a PBY Catalina, one of the USA’s best
multi-purpose aircraft in WWII, this weak level
basically boiled down to shooting explosive barrels, on the
decks of many battleships. Although it’s
possible to switch between areas of the plane,
for better accuracy, this sort of diversion is the
exact type of pitfall that Treyarch should be
avoiding. It’s variety, for variety’s sake; in the
wake of Metal Gear Solid 4, which has shown
us some of the best on-rails segments ever
created, the quality of this aspect needs to be
elevated before the game is completed.
We can forgive this minor misstep, though,
because the other two levels were incredibly
tight. Since Treyarch is aware that each one
will be accommodating four players, there’s
a definite air of free will to its design. After all,
Treyarch has designed the multiplayer and
single-player maps simultaneously, ensuring
that there is a certain amount of crossover
between the two. In terms of artistic direction,
they’re interesting enough. Our main concern
with the environments, however, is that they
won’t look as up to scratch as their PC and
Xbox 360 counterparts – actually, this is a
concern that applies to every graphical aspect
of the game. The PS3 version of World At War,
unfortunately, looks like it’s behind every other
iteration, in terms of graphical detail.
This is a shame, because the graphics
have the potential to be some of the best on
the PS3. With the Modern Warfare engine
contributing a striking level of detail to
environments, characters and effects, this
could wind up looking like an upgraded
version of the beautiful Call Of Duty 4 – let’s
just hope it can fix the PS3 version. Regardless
of how it looks now, there’s bound to be a lot of
polish applied in the coming months. There is
a dedicated team working on the PS3 edition,
so… here’s hoping. No delays, no technical
drawbacks: that’s all we ask.
Call Of Duty 4, of course, was one of
those rare games that perfected the PS3
development process, despite the fact that
it was making a multiformat title. Apologies
for mentioning the game again, in this feature,
but it was always going to be habitual. The
fact is, Treyarch is following up a title of
almost immeasurable magnitude, as Call Of
Duty 4 shifted over 3 million units without
any gimmick to help it along. We feel for the
Treyarch team, a little, because it’s really facing
an unenviable task with World At War. Aside
from the fact that it’s a different developer,
new fans are sure to question the decision to
move away from the modern setting.
Hey, we’re not saying that Call Of Duty 4
was perfect, unlike the trillions who deemed it
the Holy Grail of the FPS upon release. There
were many levels that could certainly be
described as pedestrian, in between the big
moments like nuclear attacks and Chernobyl
flashbacks. That, for us, wasn’t good enough.
In Call Of Duty: World At War, we want this
to be rectified. We want to be completely
surprised and entertained, all of the time,
and we also want the context of the Pacific
Theatre to be breathtakingly cruel. It’s quite
easy to dismiss World At War as a mere return
to WWII, but this game isn’t really revisiting
anything. Granted, we’ve seen the Pacific
context used in Medal Of Honor: Rising Sun,
but that hardly captured the horror or realism
of actually being there.
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This, in part, is why we’re so impressed by
World At War. We must admit, we did have
some doubts, especially when we realised it
wouldn’t be called Call Of Duty 5. This seemed
to confirm that it wasn’t worthy of the series’
numerical legacy – but after seeing it in action,
we believe it’ll better Treyarch’s last effort.
With a vicious, devilish enemy in the Japanese,
on top of a rather promising-sounding
Russian campaign, there’s every chance it
could match the quality of COD 4.
Then again, our experience with World
At War is worth comparing to our time with
Call Of Duty 3. At that time, we were similarly
impressed by what we saw, as Treyarch did
a good job of showing us what worked well
with the third instalment. What it hid from
us, however, was the hours of filler that
comprised the majority of the game’s life span.
Although it’s had twice as long to develop this
title, there’s always the chance that this clever
choice of focus has occurred again.
In addition, we’re still in a panic about the
visual quality of the PS3 version. Let’s hope
it can polish it up, lest we end up with another
buggy and inadequate port, as we did with
the third game. Providing Treyarch can fix this
issue, however, there’s enormous potential in
Call Of Duty: World At War.
We weren’t totally offended by Call Of Duty
3, but it fell so short of Infinity Ward’s efforts
with previous titles. In our first look at World
At War, though, we’ve seen the seeds of how
Treyarch can best its rival – let’s hope it has
the balls to carry it through. This could be the
last FPS to use WWII as a backdrop, especially
after the modern setting became vogue
following Call Of Duty 4. With the Russians
rampaging across Europe, and the Americans
desperately moving between islands in the
Pacific, World At War offers two sides of World
War II that are, perhaps, the most interesting
of all. Hopefully, Treyarch can match the
context with an outstanding FPS.
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