Sunday, October 21, 2007

Call of Duty 4: Collector Edition for PC and Xbox 360 versions


Infinity Ward's Call of Duty 4: Modern Warfare has been met with an enthusiastic response since its impressive showing at this year's E3 Media & Business Summit. For gamers looking to get more out of the modern-day shooter, Activision today announced that the Xbox 360 and PC versions of the game would be receiving a limited Collector's Edition. Both special editions will come packed in with a hardcover book depicting concept and final artwork, as well as "never-before-seen imagery" from the game. Pricing information for the package was not revealed, though Amazon is currently listing the Xbox 360 package for $69.99 and the PC edition for $59.99.
Specific to the Xbox 360 Collector's Edition will be a behind-the-scenes DVD containing interviews, a series of "making of" shorts, and a documentary chronicling the exploits of the British SAS from WWII to present day. The PC Collector's Edition will include a BradyGames official strategy guide.
Call of Duty 4: Modern Warfare is rated M for Mature and will storm retail shelves on November 5 for the Xbox 360, PlayStation 3, and PC. GameSpot is handing out 20,000 multiplayer beta keys each day for the remainder of this week for the Xbox 360 version of the game.

Activision official announcement: Call of Duty 4 PC Demo Now Available


-Activision
The Call of Duty 4: Modern Warfare single player demo for the PC is now available! Go here for the mirror link list. The demo features one single player mission called "The Bog," which lets the player try out a variety of weapons, tank destruction, tank protection, night vision and all of the intense action and firefights you've come to expect from a Call of Duty game.

"Recommended Specs"

CPU: 2.4 GHz dual core or better is recommended RAM: 1GB for XP; 2GB for Vista is recommended Harddrive: 8GB of free hard drive space Video card: 3.0 Shader Support recommended. Nvidia Geforce 7800 or better or ATI Radeon X1800 or better

"Required (min) Specs"

CPU: Intel Pentium 4 2.4 GHz or AMD Athlon 64 2800+ processor or any 1.8Ghz Dual Core Processor or better supported RAM: 512MB RAM (768MB for Windows Vista) Harddrive: 8GB of free hard drive space Video card (generic): NVIDIA Geforce 6600 or better or ATI Radeon 9800Pro or better

Call of Duty 4: Modern Warfare Demo

From: ActivisionFilename: CoD4MWDemoSetup_v2.exe
Size: 1439.2MB
Posted: Oct 11, 2007
This demo features a full level of the single-player game.
Minimum System Requirements: 512 Mb RAM, 128 Mb Video Memory, 8 Gb disk space

Download

Call of Duty 4: Modern Warfare Update

Details continue to trickle out as Infinity Ward's explosive shooter enters its final month before release.


- By Brad Shoemaker Posted Oct 9, 2007 1:38 am GMT
Big first-person shooters like BioShock and Halo 3 may already be gracing retail shelves, but there's plenty more shooter action coming before the end of 2007. Infinity Ward's Call of Duty 4: Modern Warfare is at the top of the list, and luckily you'll be able to play it on any next-gen platform--Xbox 360, PlayStation 3, or PC--when it rolls out for duty in early November. Activision recently hosted an event with all three of those versions available for play, and although there wasn't a lot of new content on offer, we did manage to glean a few new details on the multiplayer, the forthcoming PC demo, and more.
Activision had all the content from the Xbox 360 multiplayer beta on offer, including the three maps that tens of thousands of gamers got very well acquainted with last month. It was also showing off a new map called Ambush, set in a Middle Eastern town with a number of bombed-out one- and two-story buildings, and a lot of rubble-strewn, uneven roadways in between. (Basically, think the Crash map without the downed helicopter in the middle.) More interestingly, IW studio head Grant Collier was on hand to talk about the game, and we pressed for new details on the expanded multiplayer ranking system that fans got a taste of in the beta. Collier wouldn't spill all the beans, but he confirmed the level cap will go up to 65 in the final game, and you'll unlock new abilities and weapon challenges as you move toward that last level. Mysteriously, Collier said that hitting 65 will open up a new "prestige mode" that will have its own level progression and other benefits--but he wouldn't say any more than that, so we'll likely have to wait till someone actually unlocks the prestige mode in the final game to find out what it's all about.
In light of Halo 3's release, we were also curious to know what kind of extended stat-tracking and player history COD4 will offer. The short answer is, the extent of available stats that players will be able to access is yet to be determined. But we got word from an Infinity Ward community lead that at least beneath the hood, the game is already keeping an eye on all those juicy numbers. It goes beyond simply looking at your favorite map or weapon; it will also keep track of much more specific data, such as the locations in a given map where you've scored specific kills. We'll find out closer to release how much of this data will be out there for competitive clans to sift through, but it's good to know that the data is at least being tracked, if there's a demand for it.
Diehard PC owners who were smarting at the Xbox exclusivity of the recent multiplayer beta will be glad to know that Infinity Ward will have a treat for them in the form of a playable single-player demo scheduled to hit the Web this Thursday. The demo will offer one level called The Bog, an explosive level which we've played extensively on the 360. This mission has you fighting through a Middle Eastern town beset with insurgents, as you try to free a trapped tank from a bog that it's become mired in. Since Call of Duty started out as a PC franchise, this demo is a nice little nod to the fan base that supported the series in the first place. (Collier says all three platforms will get their own unique features--so in light of the beta and demo, we'll see if anything materializes on the PlayStation 3.)

The action is just as fast and furious on the PC.
Lastly, Activision has officially announced that composer Harry Gregson-Williams will be providing the score for the game. This is something we found out a few weeks ago and were disappointed we couldn't reveal at that time, because Gregson-Williams' style is perfectly suited to the atmosphere of the game, from what we've heard so far. Anyone who's played the more recent Metal Gear Solid games will know that Gregson-Williams has the whole ominous techno-thriller thing down cold, and indeed his signature style was evident in the piece of music that played over the beta's title screen. We're looking forward to hearing his aural accompaniment to the globe-spanning single-player storyline in the final game.
There's not much more to say about Call of Duty 4 at this point, other than we want the darn thing to come out already. The single-player and multiplayer components each look like the most ambitious yet in this already acclaimed series--and when you put them together in one package, that's a whole lot of game. Keep your eyes here later this week for the PC single-player demo so you can get a taste of that campaign for yourself.

Call of Duty 4: Updated Hands-On


- By Randolph Ramsay
If you're one of the lucky ones, then you're probably busy playing the recently released multiplayer beta of the upcoming Call of Duty 4, which is shaping up to be one of the most anticipated games of the year. But while the rest of the world was playing multiplayer, Infinity Ward was kind enough to show us some more of the game's single-player campaign at Activision's recent Activate Asia Pacific Conference. If you're read our earlier previews of the game, you'll know that Infinity Ward looks to have so far captured the Call of Duty series' trademark high-intensity firefights in Call of Duty 4. Our play through a previously unseen level--named War Pig--was no different.

War Pig is a day time mission which expands on The Bog mission we've previously covered (which had you trying to secure a stranded M1-Abrams tank trapped in a war torn city). You and your squad of US Marines are basically tasked with pushing through the city to get closer to Call of Duty 4 baddie Al-Asad's base, and have to fight through dozens of militia hiding in the ruined buildings of the town. Luckily, the now repaired Abrams tank is with you, and although you can't take direct control of it, the tank does provide welcome cover as you stalk through the streets. The action in this level is just as intense as we've previously seen, with militia armed with rocket-propelled grenades seemingly on every rooftop, joined by countless others shooting from behind cover.

This level was a great example of Call of Duty 4's destructible cover--we had great fun shooting militia as they hid behind doors and even walls, with our bullets easily piercing through these weak barriers. We also experienced the importance of finding decent cover firsthand--we thought we were safe ducking behind a car, forgetting that with enough hits, cars will explode in Call of Duty 4--which is exactly what happened in this case, ending our mission prematurely.

What the daytime level showcased most was Call of Duty 4's impressive graphical clout, with plenty of detail to be ogled at in the environments. From the rubbish-strewn streets to the dilapidated buildings, the visuals were absolutely top notch, although it was hard to concentrate on them at times because of the high level of action. Sound was also a winner--this game begs to be played with a full surround-sound set-up, and is filled with nice audio touches (such as its excellent attempt at recreating an ear-ringing sound every time you're too close to the Abrams as it fires a round).

Call of Duty 4 is slated for release on November 7 for Xbox 360, PS3 and PC.

Friday, October 19, 2007

Call of Duty 4: Modern Warfare Preview (Part 2)


(IGN.com) July 12, 2007 - Many gaming critics moan about the lack of innovation in the gaming industry, ourselves included. But after seeing Call of Duty 4: Modern Warfare (COD4) in action, we've realised that games don't always need to innovate to entertain. You see, this game stays very true to earlier games in the series. It doesn't feel the need to reinvent the wheel. It's still a festival ride of military action, leading the player through heavily scripted scenes, comprised of more action than ten Black Hawk Down films combined. It remains a relatively linear process, allowing the designers to finely craft the experience to deliver the most explosive battles yet seen in a video game. And, just like its predecessors, we can say that even though we've only witnessed a mere twenty minute hands-off demo, it's one of the most exciting first person shooters we've ever seen.

Where COD4 differs most from its predecessors is its setting. Kiss goodbye to your Nazi friends, as COD4 hauls the game into the 21st century - this time you'll be facing off against Russian Ultra-nationalists trying to resurrect the ghost of Communism, alongside plotting Middle Eastern collaborators. When facing off against the Russkis in Europe you'll play as a British SAS trooper, while the Middle Eastern fight sees you inhabiting the boots of a Force Recon US Marine.
You've probably already seen the COD4 clip that was shown at the Microsoft E3 Press Conference (if not, head over here and get ready to do battle in the radioactive streets of Chernobyl). So we're going to take you on a wild ride through a handful of levels that weren't shown during the event, and which we were lucky enough to see during today's demonstration.
The first mission had the rather dull name of Bog A - thankfully there was nothing dull about what we witnessed. The level kicked off with a squad of US Marines standing on a highway, heading in to the heart of a Middle Eastern suburb to rescue a trapped M1A1 Abrams tank.
The loading screen flashed up satellite imagery of the level before zooming into the battle. To the right of the squad stood a multi-story building, teeming with enemies. The flash of their rifle fire and tracers lit up the night sky as our squad took cover behind the hulking car wrecks that littered the road. As our fellow soldiers scrabbled behind cover, we noticed one of the most impressive new effects in the game - character animation. The bosses at Infinity Ward need to give their animators and engine programmers a fat bonus cheque, as the animation is second to none. We can't recall any other game where the running, sliding, even stumbling, of the characters looked so real.
The ensuing firefight also showed off the amazing weapon effects, both visually and aurally. The Call of Duty sound guys have always been renowned for their awesome sound effects, and COD4 is no exception. The meaty bite of US M4 rifle contrasted perfectly with the harsh AK fire that our enemies were laying down, while bullets zinged and pinged all around. Clouds of dust erupted from the streaking tracer fire, while RPGs left lingering smoke trails to slowly dissipate in the still night air.
After clearing out the building, we entered into the darkened hallways, flicking on our night-vision goggles to get a clearer picture of the threat within. Doing so allowed us to see the infra-red targeting lasers that were emitted from every friendly rifle in the area. Judging by the number of laser beams penetrating the air, we had dozens of friendlies covering the windows. As we rounded a corner, a hostile grappled with one of our squadmates. Waiting for the right moment, he was soon put down with a double shot to the face. This up close kill revealed even more impressive death animations, which appear to be a mixture of rag-doll and hand-crafted animations.
An obligatory mounted gun section proved to be a fun distraction for a short while, and the order over the radio to "Shoot them through the walls" revealed that full bullet penetration has been modeled in the game. Different bullet types will penetrate different surfaces at differing rates. That's a lot of differents in one sentence, but it's a very cool feature that is played on heavily in the game. Even a brick wall won't stop the bullets from a heavy machine gun, so taking cover won't guarantee your safety. Or your enemy's, for that matter. And yes, this feature also carries over into multiplayer.
As we progressed through the level, red flares lit up the night sky and the surrounding area in a nice shade of deep red. Not quite as nicely as a couple of Javelin missiles though, which flew a very exaggerated, very high trajectory, taking out tanks via their thin top armour.

The level concluded with an all-out battle in a large abandoned lot, US soldiers hunkering down around the bogged tank. Wave after wave of enemies attacked from a tree line, but not for long. As we placed an IR beacon, two Cobra attack choppers zoomed in overhead, decimating the hostile hideout with rocket fire.
Helicopters play a huge role in the game - as they should. Watch any 6 o'clock news story covering the conflict in Iraq, and it's obvious how much Western soldiers rely on these aerial mounts. The next level hammered home this fact, as we flew into the first Middle Eastern mission with ten Black Hawks visible outside our chopper's door. The squadron flew low and fast over a detailed Middle Eastern city, constructed at a level of detail that makes GRAW 2's scenery look decidedly average. Yet it maintained the rock solid 60 frames per second frame rate that gives the game such a silky smooth look.
As we rappelled from the chopper, our wingmen chopped up the ground with sporadic chain-gun fire. The military accuracy of the game was highlighted when we saw friendlies cordoning off the search area with barbed wire, keeping the bad guys away from the building we were due to hit. As four separate squads lined up on each corner of the target structure, our pulses began to race, anticipating the firestorm that was to come. Sadly, our demo of this level ended at this point, and we were taken to see the final level on show.
Once again, rappelling from choppers initiated the action, but the level couldn't have been more different than the hazy heatwave of the Middle Eastern scene. This time we were part of a raiding party landing on the pitching deck of a ship at sea, in the middle of a furious storm. As we landed on the deck, with water pouring off every surface and gorgeous lightning effects strobing across the scene, we made our way inside the control deck.
Several close range battles ensued as we ran deep into the bowels of the ship. Our friendlies operated like a well-oiled military machine, clearing the rooms using the precise tactics employed by real soldiers. As if dozens of enemies weren't hard enough to deal with, we soon had to contend with the fact that the ship was beginning to sink. The entire level started rolling all over the place, leaving us to frantically retrace our steps to the deck. One Superman-sized leap later and we'd safely scrambled into the back of a waiting chopper. Our demo had sadly concluded, but we were so impressed by what we'd seen that we sat through the next demo all over again.
This very brief taste of has only left us wanting more. Even in its pre-alpha state, COD4 has more polish than most finished first person shooters. It's one of the finest shooters we've seen at E3, and the wait for its release is going to be grueling. Thankfully 360 owners will have a multiplayer beta to look forward to next month, helping to make the wait bearable. From what we've seen, COD4 doesn't screw with the foundations that the earlier Call of Duty games established, and to be frank, it's so much fun we don't give a damn. Stay tuned over the next few weeks for a couple of exclusive COD4 stories, revealing more about this hotly anticipated title.

Call of Duty 4: Modern Warfare Preview (Part 1)

Infinity Ward leaves behind World War II to bring the most intense and stunning Call of Duty title to date.

(IGN.com) June 13, 2007 - The Call of Duty franchise is back. Infinity Ward, the developer behind the acclaimed Call of Duty's 1 and 2 has returned to prove the third time's the charm -- even if that third time happens to be the fourth iteration in the series. Gone is the familiar setting of World War II, replaced with a fictional modern war. That means all of the insane attention to detail IW paid towards accurately representing WWII weapons and vehicles is now being brought to the high-tech age of the new millennium.With the announcement of a modern setting, many had the same questions. Is it going to become tactical? No. It plays very much like previous Call of Duty titles. Will the multiplayer become ordinary? Not at all. In fact, the multiplayer sounds unique and intriguing. Could it possibly compete against Ubisoft's Tom Clancy dynasty? Certainly. After sitting through a significant demo showing off multiple levels, it's fair to say Call of Duty 4 is Rainbow Six with chest hair. Imagine Ubi's Rainbow Six with incredible graphics mixed with the intensity of Criterion's Black and you'll have some idea of the thunderous experience of Modern Warfare. Yeah, it's going to be one hell of a fall for shooters.Beauty in WarIf you are expecting to see Call of Duty 2 with some new "modern" skins, you're in for a pleasant surprise. Infinity Ward has spent the past two years improving its technology to create a far prettier game. There's an astounding level of detail in both the environments and the characters.At one point you may step into a barn, look up and see beams of sunlight breaking in through the cracks. You'll see dust particles in the air, though that's not nearly as impressive as the smoke trail from a rocket launcher. The sun can rise or set during a level with realistic lighting effects so that the transition from dusk to dawn appears natural. There's impressive damage modeling on derelict cars; you can waste some bullets shooting out tires or toss a grenade and blow the doors off. Walk past a hill of burning trash and you'll see not only smoke, but debris floating in the air. The stunning backgrounds are actually matte paintings, just as would be used in a movie.
As for the characters, each has full self-shadowing and a level of detail never-before-seen in Call of Duty. Get close to a soldier and you can actually read the time on his watch. Once you know it's not time for bacon and eggs, you can cast your eyes on the uniform and its rich level of detail. Breathe down the neck of a U.S. Marine and you will see realistic-looking flesh. You might even see them sweat.More impressive is that all of this works in a frantic environment. The chaos of modern warfare has AI Marines screaming ooh-rah as gunfire echoes through the ruins of a Middle Eastern city. There are explosions left and right, enemies around every corner, helicopters spinning out of control and crashing in a fiery wreck. And all of it happens at 60 frames per second. It's fair to say that what we saw of Call of Duty 4 was a greater graphical feat than Epic's Gears of War. The trailer released in April was in-game footage and not some CG magic. The screenshots posted are, in fact, exactly what the game looks like. It's not a trick; Call of Duty 4: Modern Warfare really looks that good.War Through a Soldier's EyesThough Infinity Ward isn't going into great detail on the story elements, Modern Warfare is set in a world where a quartet of evil men threatens global peace. The Four Horsemen, as they are called, must be stopped. To do so, you'll do some globetrotting through Russia and the Eastern Block and also through the Middle East. Don't expect any excursions to Iraq -- while COD4 is realistic to an extent, it creates fictional conflicts and avoids any overt political commentary.As is the standard in the Call of Duty series, you'll see Infinity Ward's fictional war through the eyes of several different soldiers. However, instead of working from one national campaign to the next, the viewpoints will switch around more frequently and be strongly tied to the narrative. At one point, you play a revolutionary who gets shot in the face (we'll assume you never play him again). COD4 plays out like a TV miniseries with one cohesive story tying the various viewpoints together.The bulk of your missions will be either as a mustachioed member of the British SAS or as a US Marine. You'll notice a difference between the two well beyond a change in uniform and standard weaponry. The Marines are loud, with AI partners shouting a lot, cursing excessively, and being a bit looser even in the heat of combat. The SAS tend to be a lot quieter and calmer on missions and, at least outwardly, appear more professional.
Modern WarfareWe saw a number of missions, many of which won't seem too surprising to longtime COD fans. There were several seek and kill/destroy missions. And though the setting has changed, the interface is instantly familiar. Sure, there are a few tweaks here and there, but this is still Call of Duty. When a grenade falls at your feet, you'll see the grenade icon appear alerting you to the danger. There are still stationary guns to be found, so rest assured, you will shoot ducks (or terrorists) in a barrel once again. And there are a number of signature cinematic moments, the kind that make your finger slip from the trigger and stare in awe.
The thing that really changes up COD4 is the weaponry and equipment. World War II may have been the stomping ground of The Greatest Generation, but modern warfare has all the cool gadgets.
The most impressive weapon shown in the demo was the Javelin. The tops of tanks are vulnerable and the Javelin exploits this. Just aim at the tank and wait for the Javelin to lock on. Launch and a rocket fires at a higher arc and comes straight down onto the top of the tank. It's quite a sight.
It's also nice to finally have greater functionality with night vision. Of course, night vision is meant to allow a soldier to see in the dark, but in COD4 it does a bit more. With night vision on, you can see the UV laser light from your gun -- and anyone else's. At one spot in the demo, our Marine poked his head up on the second floor only to see a half-dozen crisscrossing beams. Wisely, he backed his ass up.
The soldiers in COD4 wear glint tape on their helmets. These black, shiny strips of tape go almost unnoticed in the light. But switch to night vision and the tape shines brightly. This is a way to easily identify friendlies in the dark. You're going to need it when you take a brief journey into the shoes of an AC130 pilot.

The AC130 "Spooky" GunshipThe AC130 is a gunship that's so large it can't be used during the day, since it makes such an easy target. However, at night the gunship is an awesome tool for the military. When in control of the AC130, you'll be staring at a monitor showing the area below. All you can see are little more than tiny blobs for the people on the ground. The Marines will glimmer thanks to the glint tape, meaning you shoot at all those who don't sparkle.
"It's like your mother humming over you in the cradle," one member of the development team suggested. That's a fitting and eerie analogy for the AC130.
In the AC130 mission, you need to help clean up some bad guys on the ground while avoiding your allies. The first thing you're told: "You are not authorized to destroy the church." Don't pout; there are many terrorists on the ground and you have permission to blow them back to God. You'll do so with any of three guns on the AC130: The 25mm Equalizer Gatling Gun, the 40mm L60 Bofors Cannon, and the 105mm M102 Howitzer.
You've perhaps heard that some aspects of U.S. modern warfare have turned into little more than a videogame? That's what it's like to light up crowds of people with the AC130. You lay down the law with the M102 Howitzer and watch what amounts to a group of green sprites scatter every which way across your screen. Cool and creepy at the same time.
If you prefer to see the face of your enemy, don't worry -- vehicles are back again. You'll pilot an M1A1 Abrams tank in at least one mission. Have fun running over abandoned cars on the way to blowing up some terrorists!
Getting DefensiveNot every mission is going to be a linear shooting affair. One level, which was shown only briefly and not played, is a new kind of defensive battle. Both COD1 and COD2 had great moments where you were forced to defend an area from an onslaught of enemies. This happens in Call of Duty 4, only now things are much more open.
There will be at least one sandbox defensive level in COD4. You will come to a spot where you need to make a stand, but how you do so is fairly open. The sandbox area has a couple of decent sniping points, a stationary gun, and some more open spaces with decent cover. The area you are defending is fairly large, so it isn't like every sensible defensive position is just a couple steps from one another. You might set up in a forward position, hit the first wave of enemies and then fall back to another area, wisely working your way into better defensive positioning until reinforcements arrive.
It will be interesting to see this in action, since it sounds like it could be a nice evolution on the classic COD defensive missions.
Infinity Ward admits that Call of Duty 2 was set at pretty much one speed -- balls to the walls. It was constant, unrelenting action. In contrast, the first COD had a more realistic ebb and flow, where raucous combat was followed by quiet moments. It's only with some variations in tempo that gamers can truly feel the drama of the more intense moments. Call of Duty 4: Modern Warfare returns the franchise to its original standard, with a promise of greater peaks and valleys in action.
MultiplayerCall of Duty multiplayer on the PC received a lot of praise, but Infinity Ward wanted to try something different for COD 4. While the Kill Cam is back, you're no longer just an anonymous soldier running around the online battlefield. Modern Warfare has a Halo-like party system and introduces a new class-based system to the franchise. Before you moan about medics tossing out health packs and engineers fixing fences, know the COD 4 is doing its class system in a unique way.Each class is defined by three perks. Some of the perks are fairly straightforward. Dead Silence lets you walk without making a sound; GPS Jammer keeps you from showing on radar. But there are also some unique and very interesting perks to compliment the standards. The one that seems certain to pique the interest of many gamers is Last Stand. When you take enough damage that you should be dead, you won't fall to the ground. Instead, you pull out your pistol and have a full clip to fire before shuffling off this mortal coil (unless someone pops you). You can't keep yourself from dying, but you might be able to take someone with you. Or, you can choose the "coward's way out" by holding down a button and take your own life to deny your opponent a full kill.Some of the other base classes include Assault, Heavy Gunner, Spec Ops, and Demo. The class you choose also determines your primary weapon (and attachments), side arm, and special grenade.
You won't be able to pick from the full range of classes right off the bat. Infinity Ward wanted to ease gamers into the multiplayer and reward those who put in the time and played a few hours. Only the Assault and Spec Ops classes are available when you are at level 1. But thanks to a generous XP system, you should be able to get new classes unlocked quickly. But what if you don't like any of the classes Infinity Ward created? Not a problem. After gaining a few levels online, you unlock the ability to create your own class. You can name the class, choose its three perks, primary weapon, side arm, and special grenade. You can mix and match pieces to create the uniform you prefer and even add cammo designs to your primary weapon for added flair. You'll take that class online in a variety of modes, including Deathmatch, Capture-the-Flag, Search & Destroy, and some new game types not yet revealed. IW has also added several popular COD 1 & 2 mods to Modern Warfare's multiplayer. Chief among these is Realism Mode, which removes the HUD and offers "true" weapon damage. Another twist to the typical shooter multiplayer is the addition of challenges. While in a multiplayer game, you gain specific bonuses for completing any of the hundreds of challenges. Kill three opponents without dying and you'll gain access to your radar. Earn a five kill streak and you can call in an air strike (with all carpet bomb kills added to your total). Keep up that spree and earn the right to call in a support chopper to lay suppressive fire on your opponents.
There is, however, a tradeoff for all of this. In order to make what it felt was a balanced and fun multiplayer experience, Infinity Ward decided to do away with vehicles in the multiplayer. While this might kill your hopes for a "Tank Girl" class, COD4 multiplayer is likely better off without vehicles and the limitations they can bring.Specific details on PC and PS3 online functionality remain a little unclear, but we do know that the Xbox 360 version supports Live, System Link and 4-player offline split-screen multiplayer. There's also a demo planned for release on Xbox Live Marketplace, though it hasn't been announced if this will be a single-player or a multiplayer demo. OutlookNo one was quite sure what to expect from Call of Duty's move to Modern Warfare. For those who were worried Infinity Ward would somehow lose its magic, relax. While the switch to a modern setting changes some aspects of the series, those changes appear for the better. Modern Warfare lets you feel the rattle of a machinegun in your hands and hear the frenzy of war at a higher fidelity than previous CODs. Call of Duty: Modern Warfare has shot its way towards the top of our most anticipated games of the year.

Call of Duty 4: Modern Warfare AU Trailer Analysis


(IGN.com) Australia, May 1, 2007 - Go on, be honest. WWII games are soo 60 years ago. You'd think that shooting Nazis would never get old, and yet, here we are. It's time to move on, but before we do that, let's take a quick look back. The WWII shooter genre was here to stay from the moment Medal of Honor stormed onto the scene back in the days of the PSone. Gamers loved the authenticity of the weapons and liveries, the recreations of famous campaigns and the grittiness of the setting as a whole. It was with Medal of Honor: Allied Assault, however, that the fledgling genre took its first big step forward, with the player's role no longer falling into the Rambo category - single-handedly taking down the enemy forces, but instead became that of a cog in the war machine. The scale of the battles suddenly grew, and the player now assaulted enemy positions flanked by squads of allies, with fire echoing all around.Call of Duty took that this concept one step further. Little wonder either, given that many members of the Allied Assault development team left to form Infinity Ward. Call of Duty was intensely cinematic - comrades fell as they charged, shells rocked the ground and planes got shot down as you were desperately crouching behind cover. Since then, the series has become one of the WWII shooter genre's greatest stalwarts, with a slew of releases across both PC and consoles. Ask the hardcore fans about the games in the series, however, and they'll tell you that it's the Infinity Ward titles that stand head and shoulders above the rest, which is why it's so exciting - after Treyarch developed Call of Duty 3 - for Infinity Ward to be back for Call of Duty 4. And let's not forget the biggest bombshell; that this is the first game in the series not to be set during WWII.

Look a little different? We thought it might.What does this mean for the series? Well, as we alluded to in the first couple of sentences, we're really happy to see the series move on from WWII. The formula for the genre as a whole is growing somewhat stale - large scale, cinematic set pieces can only entertain for so long. It's time for some new directions. The Medal of Honor series for one is trying to shake up the genre by air-dropping players into the battlefield and letting them carve their own paths to objectives, while the Battlefield series has a long history of varying its settings, from Vietnam all the way out to the year 2142. Now it's Call of Duty's turn.Which brings us to the reveal trailer - you can click through to the first trailer below (we should have the extended one up soon too). Infinity Ward has played it smart, keeping the trailer short and sweet, yet if you look hard enough, it still gives a comprehensive glimpse of just how different this game is going to be.

Click here to check out the reveal trailer!The most immediately obvious change is - of course - the modern era of warfare the game takes place in. The footage cuts back and forth between locations in Eastern Europe and locations in the Middle East, and hints at a terrorist organisation with nuclear capabilities. We're also repeatedly introduced to an insignia used by the terror organisation - a gold and red flag with crossed twin blades rising up to a golden star. It shows up at several key points in the trailer, and is especially notable during the execution scene later in the trailer. The elements of a star and sabres hint that COD4's foe could be an evil coalition between Middle Eastern and European terrorists. Think Al Qaeda meets the Chechen Rebels. While we don't know many specifics yet, it's clear that we'll either be playing as US or Russian/European troops. American's play a huge part in the trailer, basically hogging the limelight, while a European accent delivers most of the dialogue. It's also clear that there's going to be huge variety in the locations on offer in the game.Perhaps the most dominant settings in the trailer are of intense urban blight. Think of the scenes you've seen from embedded journalists in the war torn areas of the Middle East, with rubble strewn streets, pyres of smoke rising into the air and swirling eddies of dust kicked up by choppers, then give that a serious injection of the cinematic delivery that the Call of Duty series is renowned for. From great wide shots showing off the incredible scale of the pockmarked environments as squads fast-rope from helicopters into combat, down onto the streets, where the visceral nature of war reigns supreme as soldiers are cut down and shells explode, it's intense stuff. This is also a world that feels lived in - clothes hang on makeshift lines across streets, and cafes and shops are visible behind the carnage.

At least we can still keep making tank jokes, like 'tanks for the memories'. Classic.While there isn't any specific evidence that the environments will be destructible, we're certainly hopeful that the player's surroundings will be more dynamic than in previous titles. One shot in particular - of a car being crushed under the treads of a tank, really stood out as an indication that this may be the case.
There's no doubt that these scenes show off quite a familiar vision of modern warfare, and one that echoes a number of other titles, from GRAW through to Metal Gear Solid 4. Fortunately, that seems to be the tip of the iceberg. There are several shots set in muted grasslands, a line of wonky telegraph poles protruding from the earth as camouflaged troops move carefully through, not to mention a richly atmospheric forest setting, with fog settling on the moonlit ground. Even from the trailer, it's clear that Call of Duty 4 isn't light on mood. The lighting in particular frames each setting wonderfully, from husky sunsets through to night vision melee combat.

The new Rasta force had a few natural advantages.The two settings that most whet our appetites, however, would have to be the brief glimpse of gas-mask-clad soldiers sweeping through an airplane, and the scenes set upon a massive cargo ship. This last setting has huge potential - imagine creeping through the claustrophobic hold of a ship, moving through a labyrinthine maze of corridors and rooms with any number of paths and hiding places, before emerging out onto the deck in the midst of a fierce storm, the wind and rain lashing at you through the dark. This setting could be an absolute gem, both in single and multiplayer.

The rain effects are gorgeous. No joke sorry.One interesting aspect of the trailer is that while there are some great shots showing off scale - such as a squadron of nine Blackhawks sweeping over a docklands, there really seems to be an emphasis on up close and personal situations; and in particular introducing us to the idea that your enemy isn't going to be faceless. Moving from WWII into the modern age isn't just about more advanced military technology and radically different settings - it's also about global communication, and the power it can hold. This becomes chillingly apparent as the trailer reaches its climax and a man - presumably a terrorist leader, strolls in front of a video camera, gun in hand, before firing at the screen, execution style.

I'm pretty sure he's a good guy.This scene is followed by a shot of a desolate smoking wasteland, a fading mushroom cloud just visible in the left of frame. Earlier in the sequence we see what appears to be a nuclear silo opening - perhaps this mushroom cloud is a direct result of this opening of Pandora's plutonium box? The execution scene is also one of only a couple in the trailer that is displayed from a first person perspective. The other shows a Middle Eastern insurgent with a red neck scarf bursting into a car and knocking you out. Could it be that one of the characters you play in the game is kidnapped then killed off?

Nothing like hunting snakes on a plane.While most of the footage takes place from the third person - which means that any of the action could be in-engine cut-scenes - it will be interesting to see if the player will be able to use any of the melee moves from the trailer, such as kicking in doors, sliding into cover and sweeping an enemy off his feet.Rampant speculation aside, Call of Duty 4 is looking hot. We've only been given the smallest of tastes, but already it's clear that while the era may be new, the combat is going to be every bit as intense.

Call of Duty 4: Modern Warfare AU Interview


Infinity Ward on destructible environments, scripted sequences and why they're not interested in Live Anywhere.

(IGN.com) Australia, June 13, 2007 - On his recent trip to Australia to unveil Call of Duty 4: Modern Warfare, we cornered Infinity Ward's Studio Head Grant Collier and refused to let him go until he answered our questions. As you'd know if you read IGN's full preview, the game is shaping up really well, moving the series effortlessly from a World War II setting into the modern day. It's a different beast in some ways, but in others - the pacing, the intensity - this is Call of Duty through and through. Have a read; Grant has some interesting things to say.

IGN AU: How has the game design process changed now that you've gone from making games based on World War II to an original setting with a whole new conflict?

Grant Collier: It created challenges, but these were challenges that we were actually looking for. We really wanted to make a much more story driven game, and when you don't have the Nazis you're required to create a bunch of back story for your villain because we want it to be a black and white sort of struggle. So you've got to build up a bad guy early on in the game, in some of the first few missions, make him do some really horrible stuff, because we don't want 'he's a really bad guy' in the manual, we want to use the missions to drive home the point that this guy and his lackeys are all really really nasty guys. So it created story-telling avenues, and it was just sort of like the story was actually there, and we were like archaeologists knocking the dust off it, and all the blocks fell into place and it really came together.

IGN AU: Is it set now, or slightly in the future? Are you going to specify a time frame?

Grant Collier: We just say present day. Three years from now it would still be present day.

IGN AU: You mentioned during your presentation that some of the mission structure, the narrative structure, jumped into the past, flashback style. How will that work in the wider context of the game?

Grant Collier: We brought Price back. I mean, we killed Price in Call of Duty one, and we brought him back in Call of Duty 2 so we thought 'what the heck' let's have him come in in modern day. And we use that to kind of bring to light a relationship that's been going on throughout history between Zakhaev and Price. They've been each other's arch enemies for a long time. You are actually part of a failed assassination attempt on Zakhaev and you maim him, and you're there with Price so he's had it in for Price for a really long time. And that tension comes up through the dialogue and through the game, and those flashback settings are used to paint the history that they have together.

IGN AU: Whereabouts will the flashbacks be set? In the modern setting you obviously have the conflict in the Middle East - the coup, and the Russian civil war…

Grant Collier: The flashbacks, I believe, are in the Ukraine.

IGN AU: So the main game will be jumping back and forth between those two major conflicts as you play through and the story advances?

Grant Collier: And there are other locations too. It's a global conflict.

IGN AU: That's actually one of the most impressive things about the footage we've seen to date - just how many different settings are on offer. Are you shooting for that kind of variety chiefly to shift the gameplay up? I can imagine, for instance, that the level on the cargo ship would play pretty differently to moving through a town in the Middle East.Grant Collier: One of the things that we wanted to do early on was we wanted to change locations. When you're stuck in one location for a game, the entire time, I think that's kind of a boring thing, and I think a lot of our designers think the same thing. So being able to rapidly redeploy to multiple locations quickly and keep the continuity of having just a few characters that the player gets to really know, is something that we haven't been able to do in the past. I mean, if you wanted to be in a winter area, we would do Russia. And then if we wanted to be in the desert, we would change nationalities and go with British in North Africa, and we couldn't keep the same characters. So this is something that we really wanted to do, and modern combat allows you to. When you're using elite divisions you're able to really move from location to location, and you're able to keep those characters, and we can keep the game vibrant and very exciting. The challenge for us wasn't really a gameplay challenge, for us that's pretty easy. The only thing that we obviously wanted to stay away from in a present-day setting was doing any kind of jungle warfare, that was the only thing, because it really sucks to get shot from someone you can't see - someone shoots you from a bush and you shoot back into the bush? That's like, not even remotely fun.

IGN AU: But can the same apply for this, in terms of shooting through walls?

Grant Collier: No, that's fun. (laughs).

IGN AU: Sure, it's fun to shoot someone that way, but can the AI shoot you through walls? That could be frustrating.

Grant Collier: Yeah, it did at first, but it got really lame really fast, so we stopped that. You can do it in multiplayer, but the AI will not shoot you through the walls.

IGN AU: You've said that the scripted sequences in the Call of Duty games are in place of static cutscenes. Instead of stopping to watch, you play through - the cutscenes become interactive. Now that you're focusing quite a bit on characters and storyline in Modern Warfare, are you going to take a similar approach or will you have cutscenes?

Grant Collier: We're not going to have cutscenes - the action will always be going on and you can choose to run past the dialogue. And if you just want to bulldoze through, I mean you'd better have it on easy, but if you don't want to pay attention to the story elements of the game you can choose to bulldoze past them. You will not be forced - ever - in an Infinity Ward game, to have to participate in the story if you don't want to. We want you to, but if that's not the way you want to play the game…

IGN AU: Sure. Moving on, you've mentioned that hitting 60 frames per second is hugely important to the team, and it brings up an important aspect of game design - trade-offs. Why have you decided to go for a higher frame rate over more destructible environments?

Grant Collier: Well, we've always had the hard peg of 60 frames per second, and during development we push that up, and we go 80, 90, 100 frames a second, and then we start to add a bunch of candy in there, and once the pile of candy gets up to the point where you dip under 60 frames per second, then that's when we pull back. We really feel that it's really hard to get a player immersed in the game, to make him believe - I'm actually there, I'm in that conflict, I'm no longer holding a piece of plastic in front of a screen that's flashing lights, y'know. I'm sweating, I'm starting to swear, I'm actually dodging bullets in my seat, that's a wonderful thing. Once you can get a player in that situation, we don't want to do anything to break that, and if the action starts going off and then everything starts to chug and you dip down - when you're at 60 frames per second normally you can't notice if it goes to 30, but if you shoot for 30 frames per second and a bunch of stuff happens that you didn't expect, it's going to dip. There's lots of games that you see when the action chugs down - they pegged 30 frames per second and a bunch of stuff happened that they didn't expect, and that's why it went down, but when you're at 60, you're never going to get under 30.

IGN AU: From a game design perspective, do you think that really extensive environmental damage is just a bit of a gimmick anyway? For instance, Battlefield Bad Company, they're really shooting for full destructibility - blowing buildings up, that kind of stuff. Do you think there's a danger that too much destructibility could break the level design and lose the pace that you're trying to create?

Grant Collier: Yeah, it - well, I don't want to speak bad of anyone else's game, but…

IGN AU: It just seems like it's this big emerging trend and I'm curious to get your thoughts on it…

Grant Collier: Well, let's just say that… everyone demanded that we had to have physics back in Call of Duty 2, and we just had some special case physics, we didn't have the robust physics engine we have now, and everyone's like 'if you don't have physics you're screwed'. Call of Duty did great when we didn't have it. And actually, everyone right now is demanding sandbox gameplay and total destructibility. We personally don't think that it's that fun, I mean, 'go anywhere! Do anything!' That's just - I think it's a buzzword, it's a badge, it's a bullet-point option, but a lot of games they get in there and they try to do that and then they're like 'okay we have the sandbox, now why don't we try to make the game fun'. And total destructibility, you can really ruin the gameplay. There's so many spectacular moments that you have when you funnel the action into certain corridors - that's the reason why, with Counter-Strike, Dust was so huge. You had these two chokepoints and there was constantly battles going on there, and today Dust is still being played and it's like, nine years old. It's not fun because you can blow up everything, it's fun because you know where the action's going to be and there's races against time to get to that action. So I think right now it's a fad, and the fad will pass, we're not going to be bite on in it - we want the game to be fun first, and destructibility comes second.

IGN AU: In terms of keeping people immersed in your world, where do you guys stand - for Call of Duty 4 - on squad mates that can't be killed, that kind of stuff? Do you think those kinds of things reveal the artifice of the world a little?

Grant Collier: Um, yep, yep they do. We really try to limit that, and that's one of the challenges about telling a story… and we really hate games where when the guy dies it says 'mission failed'. I mean, it's one thing when the tank dies to have mission failed, but always having to baby-sit a guy? So you're weighing the scales again - let's move the game forward but let's not punish the character for looking after his own ass. You can manipulate the game to be in a situation where you've got every tom, dick and harry shooting at you, and you're making sure you're pushing your AI character out into the open, and he's getting raked by bullets, but you really have to kind of manipulate those scenes I think, for the most part. Because friendly fire is not tolerated in Call of Duty, so it's a balancing act, and y'know, I wish we had a better solution but we don't have one right now, so that's just the way it goes.

IGN AU: Tell us about the engine the game is running on. Are there any technical areas you'd like to highlight that are particularly cutting edge?Grant Collier: Yeah. Well as far as character detail is concerned, from what I've seen from the other next-gen games that are coming out, I think that we have the most highly detailed characters out there. The shadowing of the characters, the self shadowing of the characters, the particle system, the lighting system.

IGN AU: This is a proprietary engine?

Grant Collier: Yeah, this is all proprietary. I don't know if you noticed but in situations where the enemies aren't matching you in technology, they're going to use other things; we want them to be intelligent. So when we were in a dark area, they would launch off flares to illuminate the player, and even with the lighting engine, it works in conjunction with the character model so you'll see the light wash across, not just the area and the ground, but the view model, and shadows will move across the view model. So, the lighting engine, the shadows, the self shadowing, the particle system, the procedural clutter that we have around, y'know, I think all of those are really cutting edge. I'd say physics engine, but everyone has a physics engine now.

IGN AU: Speaking of enemies using flares, is there going to be a big technological disparity between the good guys and the bad? Are you essentially fighting against a guerrilla group, or are they really well armed too?Grant Collier: Yeah, they're really well armed too. I mean, they have different levels of preparedness, but you saw the friendlies coming in on helicopters, but also the enemies will redeploy using helicopters. Some of their troopers will have night vision, some will have gas masks, so they'll be immune to teargas, just like the SAS will be immune to teargas. We definitely want the player to feel that he is fighting a credible threat, and that it's a technically savvy enemy also.

IGN AU: You mentioned earlier that you actively rejected Microsoft's Live Anywhere strategy. How the hell did they take that? Were they edgy about it?

Grant Collier: We said no and they didn't call back.

IGN AU: (laughs) So what were the discussions like?

Grant Collier: Our rep left us a message saying 'hey, want to talk about this, Live Anywhere, it's big, it's cool', and I thought, well yeah, if you're playing online poker, but who wants to be playing an RTS on a console and have some guy on a PC clicking and dragging all his troops, attacking your base while you're sitting there with your thumb sticks. So I think for FPSs and RTSs, no way, but for, y'know, card games or Tetris or something like that. There are games that I think it's cool for, but there are other games where I don't think there's any point. So they just didn't respond.

IGN AU: That was it huh?

Grant Collier: Yeah, we just said no way.

IGN AU: Do you get the vibe that they're not pushing as hard for that kind of feature these days?

Grant Collier: No, just that maybe they wouldn't apply the same pressure on us that they would other developers.

Call of Duty 4 Wins Award


(IGN.com) August 2, 2007 - Activision, Inc. (Nasdaq: ATVI) announced today that Infinity Ward's Call of Duty 4: Modern Warfare was awarded "Best Action Game" honors from the Game Critics Awards: Best of E3 2007 - an independent group of journalists from 36 leading North American media outlets that cover the videogame industry. Furthermore, as one of the most celebrated games of the show, Call of Duty 4: Modern Warfare was recognized with more than 40 honors and awards including "Best Game of E3 2007" by G4 Television and TeamXbox; and "Best First Person Shooter" by IGN, Gamespot, TeamXbox, and Gametrailers.

"It's a tremendous honor to have Call of Duty 4: Modern Warfare recognized as a best in class title by such experienced and knowledgeable individuals in the gaming community," said Robin Kaminsky, executive vice president of publishing, Activision, Inc. "Infinity Ward is committed to setting the benchmark for action and these awards and honors are a testament to their hard work and talent."

Call of Duty 4: Modern Warfare will be available this holiday season for the Xbox 360 video game and entertainment system from Microsoft, PLAYSTATION3 computer entertainment system and Windows PC. For handheld fans, Call of Duty 4: Modern Warfare for Nintendo DS will deliver the signature Call of Duty chaos of battle in a parallel modern day storyline packed with intense combat action. The title has not yet been rated by the ESRB.

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