The Bossman Posted May 13, 2009 Author Share Posted May 13, 2009 (edited) I bring lots of news today. First up, analysis from GameTrailers of the released gameplay video the other day - http://www.gametrailers.com/player/49146.html. It mentions weapons like an AK 103, a Steyr AUG A1, a Glock 22 pistol and a silenced Colt AR-15. Secondly, quotes from magazine scans, and the scans themselves are underneath the quotes: The mountain ice cracks and splinters under the assault of your twin ice tools. Howling arctic winds can't quite dampen the crunch of Captain "Soap" MacTavish's crampons mere feet above you. Upon reaching the summit of your vertical endeavor, another obstacle impedes you: several yards of the path are missing. MacTavish's mad leap ends with his tools buried in the opposite wall. Following his example, you fling yourself into nothingness and the intensifying storm. The two of you are on your way to assault a forified, secret enemy base with no support - a little thing like a mountaintop blizzard isn't about to stop you. For internatioanl elites like Task Force 141, this is one of the many faces of Modern Warfare. "It's about initial, massive impact," declares Infinty Ward president and CCO Jason West. Any one of the more than 12 million gamers who completed a tour in the company's previous game, Call of Duty 4: Modern Warfare, can attest to the developer's skill in that area.That title punctuated some of the tightest combat in the business with shocking, dramtic moments that pushed the boundries of interactive experiences. A nuclear blast or public execution can be turned into a powerfall moment in film. When interacted with in first-person perspective, Modern Warfare demonstrated that these moments can be transcendent. This philosophy of intergrating strong storytelling with a slickly engineered technical foundation underscores the sequel as well. While Modern Warfare 2 shares a basic formula with its predecessor, it is grossly unfair to assume the game is merely a set of new content wrapped around an old infrastructure. "We talked about leveling in single-player and customizing your character and doing all the stuff we do in multiplayer. Basically, while it was fun, it broke down the story and immersion," notes West. Infinity Ward's development cycle involves coming up with a ton of ideas - and then throwing a bunch of them out because they don't fit with the experience the developer is trying to create. "I [hope that] when we're done, people feel like everything is cohesive and intergrated, so it feels like an evolution," says West. "I think the reality of it is that there's a lot of innovation there and those things are crazy different, and you almost have to trick people with the new things and make them not so different so they're not intimidated." On the surface, it seems that as our heroes assault the enemy base atop a frozen mountain, they're going to enter a firefight any FPS gamer would be familiar with. Infact, the way the mission plays out illustrates Infinity Ward's subtlety in crafting new experiences. MacTavish - a playable character from the original Modern Warfare who now plays the role of grizzled NPC vet - send the player to rig up the encampment's fuel supply with explosives while he provides thermal vision-aided overwatch. The near-whiteout conditions and the radar-like heartbeat sensor on his weapon allow players to avoid conflict if they choose. However, dodging enemy patrols requires quick reflexes, and an enemy neutralized now means one less to deal with as the mission continues. West explains, "The gameplay is wide open and has a lot of variety. In terms of the story...well, any good story is on rails." Modern Warfare 2 promise to take players along for a ride an enthralling as any summer blockbuster. It continues the narrative begun in Modern Warfare, with the world facing dangerous political instability in Russia. Ruthless, amoral men are taking advantage of a strong nationalist bent in public opinion to secure the former superpower's deadly stockpile of weapons. Though radical warlord-turned revolutionary Zakhaev is dead thanks to the heroics of Sgt. Price (TYPO I GUESS - ANON642) and company, the situation hasn't improved. The new face of Global Terrorism is a brutal former associate of Zakhaev named Makarov."You basically martyred Zakhaev in the last game," West notes. "He is using the fact that you killed Zakhaev as an excuse." Despite being a murderous sociopath with imperial ambitions, Makarov has secured a significant power base in Russia and is embarking on a plot to threaten global security. Though Infinity Ward isn't sharing the specifics of Makarov's plan, it's something deemed dangerous enough to convince the international community to dispacth the elite badasses of Task Force 141 to stop him. Even if TF 141 might not understand the true nature of the threat. Infinity Ward is laying out the narrative from the perspective that real-world intellingence in imperfect; the CIA operative isn't guaranteed to have accurate knowledge or the whole story. West states, "It's not the game voice of God saying, 'Here's the objectives and here's the situation." This uncertainty is played up in the development of the mountaintop mission. Having moved past the perimeter patrols and planted the charges on the fuel supply, the player sees something disturbing in one of the inner buildings: a crashed satellite, clearly the reason for the mountaintop base's secrecy. Sneaking into the operations center next door, the player downloads critical infomation from the Russian's mainframe while MacTavish keeps as eye out for trouble. However, trouble finds him first - a megaphone-amplified voice demands MacTavish's surrender as the huge bay doors slowly open to reveal a few dozen Russian weapons pointed his way. Mactavish tersely advises the player to keep his head down and go to plan B on his count. On "three," the Captaindives for cover as the player detonates the charges. The blizzard the temperily drowned out by a man-made firestorm, and out heroes make a mad dash for freedom. Reinforcements zoom in on snowmobiles, quickly flanking your charcter as he trie sto make his way out of the buring base. After dropping a few drivers, a new avenue for escape presents itself. EDIT: ^ I DIDN'T TYPE THAT. Some guy with a lack of grammar did. And a piece of artwork from the front cover of the magazine the scans are from - GAMEINFORMER: Edited May 13, 2009 by Bateman. Quote Link to comment Share on other sites More sharing options...
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