
Single Player: We saw some
pretty sick multi-dynamic maps, so enjoy
Makin Raid (Pacific Campaign) – This is
what you all have gotten a glimpse of in the trailer that was on the Marketplace
this past weekend. It starts with the cut-scene that you’ve heard of, you are on
your knees while your buddy takes a cigarette to the eye, followed by a katana
blade to the throat. His back is to you when this happens, blood hits the walls,
and then the guy comes for you… At this point a fellow soldier comes in and
stabs the aggressor to save your skin: Enter actual Gameplay.
From this point forward, you roll through a Japanese village on the shoreline
with some comrades. Huts dot the shore with a jungle inland, you fight
resistance and make it through the huts and into the jungle… this is where it
gets intense. You’re strolling along and all of a sudden a flair goes up where
the previous Japanese lying apparently dead, now spring to life – a frantic
firefight ensues… followed by “To Be Continued…”
Palelieu (Pacific Campaign) – Ok again
you are fighting the Japanese, as the previous level introduced you to the
“surprise tactics” of the enemy, this one expands on that concept – and the feel
of COD:WW. This is where the flamethrower comes in handy, real handy as you walk
through grasslands with trees around, you constantly need to sweep the area with
your torch. The enemy lurks in unlikely spots and you need to flush them out.
Hit a tree, and a sniper may drop that is tethered with a rope, sweep some
grass, and a guy may spring up screaming while in flames.
This is an essential concept, leave no spot unchecked, slash and burn while
keeping a weary eye. Light a fire and watch it travel, know wind direction, and
plan where you want that inferno to go! Later in the level you fight for a
complex and then participate in a ground battle where tanks are everywhere. Pick
up a bazooka and get to work… oh, by the way… this works well while you have an
Online Co-op friend sweeping the area with his flamethrower!
Multiplayer:
Multiplayer looks a lot like COD4:MW, in regards to the Graphic User Interface
and Gameplay. Those who love the predecessor, will feel right at home. Party
lobby, load screens, map selection, etc., all look quite familiar.
Perks – Yes, they are indeed back. To answer the overwhelming concern, last I
heard, YES, Martyrdom and Juggernaught will be making a return. They will be
balanced by counter perks and it’s being discussed whether perks such as
Martyrdom & Last Stand will be viable if you do not still have that perk’s tool
in your arsenal (Realism v Gameplay).
XP – Experience points are back, you can earn them in MP as well as in Co-op in
order to unlock new weapons, attachments, etc. Again, Challenges take the place
of online Achievements and will add to your overall XP. Keep in mind, what your
skill is in MP, will determine what the AI is in online Co-op. Since you earn XP
in Co-op, the better you are, the harder the AI opposition will be!
Rank/Prestige – When I was there, I saw a level 65 on the screen, I can only
assume Prestige will follow that rank given it was 5-Stars.
Vehicles – Didn’t see any being used in the demo, though I know they will be
there in “Certain Gametypes.” Not all Gametypes will include vehicles, so those
who like them can play them, and vice-versa.
Maps – The first SP map Maikin Raid was an MP map (not sure of the name). Kind
of cool because if you are say… getting shot at in a hut, you can shoot out a
wall, jump in the water, and flank your enemy. There was another map with a big
building, good short-medium range, and another that was more urban warfare type
in the streets. Names at the time were still TBD, so I’m not going to go into
specifics on those. The urban street map, was in a night setting though.
Kill Streak Bonus: Yes, they are back. At 3 kills you can launch a spy drone
(they did exist in WWII) analogous to the UAV, at 5 kills you can call in an
artillery strike, at 7… I was not fortunate enough to see for sure, but I’d bet
something will be there to reward the gamer.
Attachments: Yup, instead of a red dot sight, you can get an iron cross sight.
On what guns and such, I’m not sure… that’s the only one I saw. I’m sure many
did indeed exist in WWII and will be present.
Ok, that’s the cut and dry of it fellas… even MORE detail can be found below.
Level Demo 1 (Xbox
360)
Noah Heller would be demoing this level by himself in the singleplayer campaign.
The first level we saw is the one you’ve probably read about in the leaked
magazine scans, “Makin Raid” (a working title for the level which can change
they said).
The level begins with the player as POW witnessing his friendly soldiers get
tortured. A nearby friendly refuses to talk, and is sliced on the throat. I was
expecting a fade to black as Infinity Ward usually does to cover up violence,
but there were no barriers here as you saw a blood splat hit the wall and your
friendly die. As the executioner is walking towards the player to execute him, a
quick distraction begins in the back and the executioner is taken out.
Friendlies have come to rescue you.
As you make your way out, you appear to be on some sort of island near the beach
with a squad of friendlies. The water is fluid and the best I’ve seen in any
Call of Duty. The atmosphere of the beach and nearby jungle is eerie and
realistic, detailed to the brim with FX, ambient sounds, and level design as
I’ve never seen before. It was quite an immersion.
Battle chatter is definitely back as you hear your friendlies giving you
warnings and directing you. You start making your way across the beach and
through beach huts. You eventually see a hut on fire, and as you make your way
around it an enemy on fire pops out and attacks one of your friendlies. The
enemy on fire is burning up, and you can see his body and uniform turn to ash,
the effect not being 100% scripted to happen just at that moment as we saw it
happen later in the second level in real time.
As the player makes his way through the jungle, you can hear various animals and
sounds from Mother Nature all around you. The sound is unique and plays at
varying volumes, tempos, etc., based on which direction you’re facing, how far
you are from the sound, and if there is anything between you and the sound… Call
of Duty: World At War has now introduced sound occlusion to the series!
Eventually the player makes his way through the jungle to an area where dead
enemy soldiers are laying about. A short dialogue sequence takes place… and up
goes a blinding flare. The player’s screen becomes disorientated and flashed,
and when you come to your senses, the bodies that were lying on the floor are up
and ambushing you.
And it was at this point the demo for this level ended, “To Be Continued…”
scrolled across the screen.
Discussion On New AI
Behavior + Military Research
Rich Farrelly (Treyarch Creative Director) and Hank Keirsey (CoD Military
Advisor) jumped in to explain to us how these Pacific enemies aren’t just German
soldiers in Japanese uniforms.
Hank gave us a quick review on the Pacific Theater, and how it differed from the
European Theater and even Modern Warfare. It was explained that Pacific enemies
presented different challenges to soldiers compared to that in the European
theater. In the Pacific Theater, enemies tended to abide to Bushido Code which
was a way of dying for the Japanese soldiers, taking out as many US soldiers as
possible. They would fight to the last breath refusing to be taken hostage.
Japanese soldiers used techniques such as pretending to be dead, waiting for a
US soldier to walk over to them, and would then pull out a knife and take out
the soldier. We saw this battle technique first-hand in the “Makin Raid” level.
Hank also explained how Japanese soldiers would hold live grenades to their
chest in hopes of taking out US troops before dying. I didn’t explicitly see
this myself happening in the demo levels, but that’s not to say it didn’t happen
as it would be a subtle attack technique. It was also mentioned how Japanese
soldiers would hide in trees and in the grass waiting, and waiting, for the
perfect opportunity to ambush a US soldier.
Rich jumped in to build upon with what Hank had described to us - how the AI
logic has been reworked to suit a new kind of enemy. One of the examples he used
was how enemies would (and do use in the game as we will see in the second
level) use underground tunnels and fire out of small openings that were hard to
hit. US soldiers would then need to send soldiers up armed with flame throwers
to flush out the holes, but the Japanese were smart enough to pick up on this
and project their main fire at soldiers with flame throwers. In addition, the
holes or bunkers, were set up in a grid fashion where they could provide
covering and suppressing fire to the bunker under attack from the outlaying
positions. That way, if the enemy approached a bunker, others behind it would
have a clear line of sight to mow down the opposition.
Level Demo 2 (Xbox
360)
Noah Heller and another Treyarch employee would be demoing this level together
in the Co-Op campaign via System Link.
This level’s working title is “Palelieu”, A big terrain level with lots of
foliage and grass. Right when the level started, Noah wasted no time in showing
us how grass and foliage in the level burn up. He pulled out his flamethrower
and began lighting grass on fire. It was noticeable how the fire would spread
over the grass/foliage.
The mission began, out of the grass popped up enemies. It was very hard to spot
them while they lay prone. So both players began lighting the grass on fire to
avoid getting ambushed, enemies would get up screaming as they burned alive,
their skin and clothes turning to ash.
Enemies were also hidden in trees, and were quite hard to spot at first. One of
the players engulfed the tree on fire and the enemy fell dangling from the tree
with a rope tied on him (kept him balanced while sitting in the tree). Noah shot
the rope which snapped dropping the dead enemy into a rag doll position.
Both players would often switch back to a different primary weapon so they
wouldn’t draw fire from enemies since they had flame throwers. As they made
their way up the terrain, nearby friendlies were engaging in battle, and one
particular friendly was seen spraying his flamethrower and out of nowhere takes
a bullet to the napalm backpack and is engulfed in fire screaming, eventually
dying.
The level continued as the players came upon a destroyed building housing
enemies inside raining fire on the soldiers. The players made their way inside
firing their weapons and clearing out rooms with flame. When they made it the
other side of the building, friendly tanks came in to battle enemy vehicles.
Both players used the tanks as cover as they got closer to the enemy.
One of the players snuck up behind an enemy tank and was able to jump on top of
it and plant a grenade inside it, similar to Call of Duty 3. In addition, they
picked up a bazooka and broadsided enemy tanks with it – it appeared as if 2
shots are what it takes. And it was at this point the demo for this level ended.
Lunch Break
Food and talk with developers
Art Demos
After lunch, we met with Brian Anderson (Treyarch Lead Artist). Brian being a
modder himself and a PC developer, was glad to meet the community guys. He went
through some new artistic technology Call of Duty: World at War is using.
He opened up Maya (he was using Maya 8.5) and loaded up a tank model. He
explained how vehicles now have various foliage and painting decals on each one,
so you’ll never see two alike vehicles in-game. He quickly cycled through a
couple foliage and painting decals to show us some examples.
Afterwards , he was telling us about Treyarch’s process for making character
models. They use scanners to get highly detailed models of uniforms. He loaded
up a uniform in Maya and it surely was detailed; he said such a process is
better for the team so he can have artists work on fine tuning other models. The
same technology is also used for characters, but he said they mix and match
certain features from human scans so the final character product feels more
organic.
Brain also went over how bump maps are created for Call of Duty: World at War.
He loaded up a program called CrazyBump and gave us a quick demonstration on how
easy it was to take a simple texture and create a bump map in just a few
seconds.
He finished off by telling us how an artist put an insane amount of work into
creating a flying boat down to every realistic measurement, with even a toilet
and toiletry down to scale in the flying boat. He loaded up the model, hoping it
wouldn’t crash Maya, and when we saw it… it looked just as he said.
Animation Demos
We headed over to the Animation department where Dom Drozdz (Treyarch Animation
Director) and Marvin Rojas (Treyarch Senior Animator) talked to us about the
animation process for Call of Duty: World At War.
Dom explained how Treyarch is using a lot of motion capture for the project to
achieve a high level of realism in animations. He went on to talk about how real
life sets were created to mo-cap from based on geometry from level designers. He
talked about the flying boat Brian had mentioned earlier, and how they
contracted someone to build a framework of the interior to life-like
measurements just so they could mo-cap actors. They used a special actor for
that specific mo-cap, a former Cirque du Soleil performer.
Marvin took the floor and showed us screenshots of 2D plans for the flying boat,
and then showed us screenshots of the life-like model that was built. It looked
really fragile from the screenshots, almost like a Balsa wood model we’ve all
made in high school at one point or another, but he said the model was able to
support human weight.
He then showed us a video recording of the Cirque du Soleil performer being
mo-capped moving about inside the flying boat model. Apparently he was doing the
actions too fast at first moving from one end of the model to the other in under
5 seconds, and they had to ask him to slow down since a soldier wouldn’t have
been able to move that fast.
After seeing the recording, Marvin loaded up the raw mo-cap feed synced up with
a Call of Duty character model and played it for us a couple times. He pointed
out how important the characters footing was in the right positions at all time,
thanks to the real life model built, making his job easier to fine tune the
animation and less time fixing up and syncing the raw mo-cap. Along with the
footing, the raw mo-cap looked pretty sharp and synced up with the models really
nicely.
Sound Demos (Xbox
360)
Over in the sound studio area of Treyarch, we met Brian Tuey (Treyarch Audio
Director) and Gary Spinrad (Treyarch Senior Sound Design.
We met Brian first who elaborated more on what we saw (technically what we
heard) earlier… sound occlusion. The room had a pretty decked out sound system,
so it was really easy to hear the occlusion of sounds. He loaded up the “Makin
Raid” level we saw earlier but without any friendlies/enemies. He flew around
the level to show us how the water has occlusion, all the ambient sounds like
crickets and bells, FX like fire and wind, and even weapons as he tossed a
grenade in front of his view, and then threw another grenade and hid behind a
wall… both grenade explosions sounding very, very different because of occlusion
and the player being behind a wall and not in direct view of the explosion.
He then turned developer mode on and we could see visual representations for all
the ambient sounds being played in the level, and the distances from where you
can hear them with end points. He said ambient sounds aren’t automated and have
to be put in by designers, but the occlusion is automatically computed by the
engine depending on where a player is located, direction a player is facing
relative to the sound origin, if there’s anything between the player and sound,
etc. When asked for a rough number of sound channels, he said there were about
78.
We also got a sneak peak at an early production of the intro video to the
Pacific Campaign; you know those cool videos you would see in Call of Duty 4
during the load screen. The same people who did the videos for Call of Duty 4
are contracted to do the ones for Call of Duty: World at War, and I must say the
one we saw at Treyarch looks nothing like the ones in Call of Duty 4. It has its
own take on projecting a sort of history lesson and campaign preparation for the
player with a WWII style. Although Mark Lamia said it is a video still being
worked on, it looked damn good and something I wouldn’t mind seeing similarly
done for the other missions.
We then went over to the next room where Gary was working on weapon sounds. Gary
told us how multiple mics were used at the gun shoot (they went to the desert
and shot the actual weapons live) for each recording, varying from small
microphones that people wear for interviews to full blown microphones. Each
microphone catches a different style of sound; one will probably have just the
right initial fire sound, while another mic has a nice bass to it, and another
with a nice ping, or even one where the mic broke when recording. Gary then
demonstrated how he took about 15 recordings of one weapon from 15 different
mics, and pieced bits and pieces of each together to get a really nice sound
effect.
He then hopped in-game to show us how bullets now emit the gun shot sound, the
sound itself traveling with the bullet too. In previous Call of Duty’s, when you
fire a weapon, the firing sound is played from the player, so if you fire and
turn 180 degrees the sound is still the same. Whereas in Call of Duty: World At
War, when you now fire a weapon turn xyz degrees, the volume of the sound plays
relative to the direction of the shot, and decreases since sound of the bullet
is traveling with the bullet.
All in all, there are 7 different sound channels used to voice a bullet… dam
impressive. And with the sound occlusion coupled with this “Anatomy of a Sound,”
just wait until you hear a sniper bullet zing away from you – breathtaking.
Level Demo (PC)
Over in a small office, we met Cesar Stastny (Treyarch Director of PC Team) and
Mike Denny (Treyarch Lead Scripter).
Demoing the PC level would be Kornelia Takacs, famous for her Quake career where
she topped the charts by holding the title of #1 female players and was in the
top tier of overall Quake players (regardless of ***).
We didn’t see anything new here in terms of footage. We saw the “Makin Raid”
level we saw earlier, but now running on a PC. The graphics looked sharper and
the level of detail better. Other than that, it seemed the same to me as the
Xbox 360 sku we saw earlier.
Cesar was saying they’ve fixed the engine now so that if you own a really high
end rig, it will definitely show. He also went on to further explain how the
weapons on the PC are planned to be tweaked different than the console builds
because clearly a mouse/keyboard is more precise than a gamepad, so the weapons
need to be balanced differently.
Tech Demo
We met with Dave King (Treyarch Technical Director) who, also a modder himself,
gave us a quick walkthrough of some new technical features in Call of Duty:
World at War.
Fire being something we had seen earlier was the first thing Dave went into
deeper. He explained how wind direction in levels can spread fire, thus playing
as a friendly weapon to the player but also a dangerous weapon that can turn on
you.
He said the game is now supporting destructible environments, but wanted to
emphasize that levels aren’t 100% destructible, just where it would make sense.
He ran into a small hut on a beach and started firing at a wall, and little
pieces of board would break off, and eventually he made a small door in the wall
where he could run through.
Next came water, he showed how fluid water is now; even its physical appearance
is great compared to water in the past Call of Duty’s. He threw a grenade into
the water and as it exploded, sent a ripple from the explosion origin –
analogous to throwing dynamite it the water to “fish.” Water also supports
bobbing stuff such as items or even dead bodies. He was also able to go under
water and swim, telling us that if he stayed underwater long enough he would
begin to lose life.
He got back on land and prepared us for a physics demo using a trap with a tree
log tied to two trees. Down below there were helpless AI standing about, and as
he shot the trap off, the log swung down taking out the AI who became attached
to the log for a few seconds from the impact, and as the log slowed momentum to
swing back, the bodies let go and went flying (ragdoll).
Dave then walked into a patch of grass and crouched down, as he moved through
the grass, the grass bent in first person view away from the camera as if you
were really making your way through the grass. It was a very subtle thing, but
quite cool nonetheless.
One last thing Dave showed us was a new sun technology, where if you stare at
the sun and then look back down at the level, the players view takes just 2-3
seconds to get back into focus, similar to how this happens in real life. He
said it would be more noticeable if you looked at the sun and quickly walked
into a darker area.
Multiplayer Demo
(Xbox 360)
Our last stop for meeting developers was with David Vonderhaar (Treyarch
Multiplayer Design Director). He gave us a quick outline to how popular Call of
Duty 4 was, and what Treyarch is going to do to step-up and make Call of Duty:
World At War stand out.
He loaded up a quick test level showing us how ranking, create a class, and
perks are going to be mechanics they’re using. He said all the perks have been
tailored to fit the WWII setting but also balanced out for Gameplay. To refrain
from spoiling any perks, I won’t divulge into the ones we saw.
David explained how maps are going to vary immensely, especially when comparing
infantry and vehicle based maps. Vehicle maps are going to be very large by
scale compared to infantry maps but balanced out nicely so if someone wants to
play as an infantry soldier in a vehicle map, they won’t feel out of place.
I had asked if Prestige was going to make a return on the consoles and a debut
on the PC, and Dave said yes. Regarding Prestige on the PC, Mark said it isn’t a
matter of whether or not it can be done as the technology is already there, but
it’s a matter of making sure it isn’t hackable, which he said they’re looking
into.
Jeremy had asked if any of the Call of Duty 3 Gametypes would be making a
return, and Dave said yes and no. While Call of Duty 3 Gametypes might not make
an explicit return, he said they hope to take mechanics from those Gametypes
that were fun and create new ones.
I also brought up the question on what were the engine limitations regarding
entity, hud, etc limits, and he said to check his screen (he had the cg_drawFps
command on), but the screen was dimmed out from not being used and hard to see.
He said more information about limitations will more than likely come when news
of the Mod Tools surface. But I would assume the limits have been amped up a bit
seeing as there is so much happening in demo levels we saw and even the tech
demo.
Overall, multiplayer seemed to be up and running fine, I was itching to get some
hands-on though.
Quality Assurance
Tour (PC/ Xbox 360/ PS3)
Dave quickly walked us down over to the QA department where we saw about 25
people testing, he said there were more on the floor above us. Each station had
an Xbox 360 and PC, and about every other station had a PS3 too.
When asked if they had 24 hour shifts for testing, Dave said not yet. Right now
testers are doing about 12 hours.
As I said before, the game seemed to be running fine and I would have gladly
paid to buy a version of the build they were all playing. The levels looked
nice, the ranking and create a class were up and running, kill perk rewards
being called, the whole 9 yards.
Multiplayer Designer
Tour
One last stop Dave wanted to show us was the multiplayer design team. We all
gathered around the multiplayer designers who were working on level designs in
Radiant. Dave was explaining what each designer was doing and where they were
going with their designs. Just about every level I saw being worked on looked
great. Almost every designer had reference photos or concept art on their desk
while working on their level, and a couple levels that were farther along in
their design process looked almost like the concept art. Treyarch seems to be
aiming for a high level of detail and immersion, and are doing a good job of it.
Misc Info (PC /
Xbox360 / PS3/ Wii)
That concluded the studio tour, but here are some more tidbits I found out while
talking to developers or were brought up earlier in the day.
Both 360 and PS3 will have 2-Player Splitscreen for Co-Op. Both will also have 4
player online Co-Op. The PC will also have 4 player Co-Op, but obviously, no
splitscreen.
Treyarch plans to implement a censoring option for those not mature enough for
the grittier side of the game; the option allows a player to tone down swearing,
gory effects, etc… They are still tuning what exactly and how much of the game
would be censored down when the option is enabled.
When asked if the Tools Tester position had been filled, Treyarch confirmed it
indeed was by a community member, but had no comment when asked for a name of
the person.
The AI limit in Co-Op is 32 like in previous Call of Duty’s. Co-Op itself runs
off the Singleplayer part of the engine.
Co-Op on the PC brought forth the question on how it will be hosted; Treyarch
said they are still testing various ways of how that will work out on the PC.
When the question came up on if all the Singleplayer maps are going to be
included in the Co-Op campaign, Treyarch said they are still working how that
will play out, but if a map doesn’t make sense to have Co-Op in it because the
level story is suited for 1 player, they will probably not include it in Co-Op.
The game will be/is running at 60 frames per second on the Xbox360 and PS3. The
developers had /cg_drawFPS (a developer command to output the frames per second)
on all the monitors running CoD:WaW and the game was clearly at 60 frames.
When asked what 360 being the leading platform meant, they described how the
iteration process is faster with the 360 development kits, which allows them to
tweak from there for all the platforms. They stated more than once they plan on
balancing the game out differently on all the platforms because playing with a
controller versus a mouse and keyboard is quite different, and therefore they
hope to tweak the weapons differently for players using a controller and players
using a mouse/keyboard.
They are aware of the bug regarding the sticky aim option and are looking into
fixing it so that it is actually off when you turn it off in the menu on the
360/ PS3. In addition, unlike in COD$ MP, you will have the option to turn off
Autoaim – thank god.
Although we did not see any PS3 footage and not a lot of PC footage, Treyarch
did reassure us at various times the game is working well on all platforms but
due to time constraints and sake of not having to see the same footage three
times every demo/presentation, they preferred for us to have more time to see
various aspects of the game.
Treyarch are indeed using the Call of Duty 4 engine on the Wii, and plan to
support the Wii Zapper. They were keeping info on the Wii version pretty low and
had no comment when asked about what sort of engine features were taken out,
kept, or added for the Wii version of Call of Duty: World at War.
When asked what sort of ESRB rating they were expecting, they chuckled and were
pretty sure it is going to be Mature just by seeing “Makin Raid” alone. Although
they said the final verdict on the rating will be announced later down the road
when the game is officially sent to ESRB.
Afterthoughts
First and foremost, I have to invest in a 5.1 surround system now to get the
full experience with the game’s sound occlusion. That said, I was really
impressed by the game and the eagerness exhibited by the developers in
supporting the community. It was reassuring of their promises for support to
know that most of the developers we met on the tour were from the community
themselves and some even help out modders in current Call of Duty 4 community.
Having gone to the Infinity Ward Community Day, I can definitely say that the
experience at Treyarch was something like no other regarding what we saw of the
game and the hospitality of the developers. Treyarch, in my opinion, are working
on nothing less than the best Call of Duty game to date.