Call of Duty 3 Interview


posted 11/7/2006 by The GN Staff
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 If there's one series that's really been at the top of their game in the WWII FPS genre, it is Call of Duty. The third iteration is set to come out this week and we got to talk to the creative director of Call of Duty 3. From why the game's only coming to the console to talking a little about the Wii version, Richard Farrelly sheds some light on the game just before everyone can get their hands on it.

GamingNexus: Can you introduce yourself and describe your role on the project? How long have you been in the gaming industry and what drew you to your current position?
I am Richard Farrelly, Creative Director on Call of Duty 3. Besides working on three Call of Duty titles (Call if Duty: United Offensive, Call of Duty: Big Red One, Call of Duty 3), I was also on the team that made Return to Castle Wolfenstein and Kingpin: Life of Crime. I’ll let you count back and do the math…the numbers make me feel old.

GamingNexus: Why did you not produce a PC version this time around?
Richard Farrelly:
We really wanted focus on delivering the Call of Duty experience to all next-gen consoles, this year.

GamingNexus: What was it like seeing the series featured in a hit show like the Office? Did you know about it in advance and do you think this will make the game even more popular?
Richard Farrelly:
Everyone here got a kick out of it. It is great to see Call of Duty entering into popular culture. As far as its popularity I think Call of Duty 3 will take care of itself.

GamingNexus: The WWII FPS genre has been really popular over the last few years, is it getting harder to find new battles and story lines to follow?  Do you think it is possible to ever completely tap out the WWII game market?
Richard Farrelly:
Absolutely not. There are so many battles and Nations that haven’t been mentioned or covered in any game. WWII lasted from 1939 to 1945. Take for instance, the addition of the Canadian and Polish armies to Call of Duty 3.

GamingNexus: Since this is the first Call of Duty not done by Infinity Ward, are you feeling added pressure to live up to the other games in the series?
Richard Farrelly:
If you include Call of Duty 3,there have actually been four Call of Duty Titles that have been developed by studios other than Infinity Ward: Call of Duty United Offensive, Call of Duty: Finest Hour, and Call of Duty 2: Big Red One.  All that being said, Call of Duty 3 definitely has big shoes to fill. Call of Duty 2 is the best-selling Game on Xbox 360 and at my last check,  approximately 77% of Xbox 360 owners also own Call of Duty 2. Fortunately for us, this team leveraged both its experience of making two prior Call of Duty titles and also the lessons learned from Infinity Ward’s Call of Duty 2.
GamingNexus: What are some new features that sets this game apart from the other games in the genre?
Richard Farrelly:
Our goal is to keep Call of Duty doing what is does best, and that is delivering a cinematically intense experience that puts the player in the fight. That said, we are always trying to find new ways to enrich the game. In Call of Duty 3 we have added what we call “Battle Actions”. These actions basically turn otherwise mundane “press X to do Y” tasks into more challenging button combinations or timing puzzles that make greater use of each platform’s console controller. These tasks can range from planting a charge to using a mortar to fighting an enemy soldier in close combat. We have also added first/third person drivable vehicles such as an assault jeep. For the first time in a Call of Duty title the player will be able to drive himself to an objective, accomplish it, and drive off to the next one.

GamingNexus: How well has it been implementing the Wii control scheme?  What was the hardest thing about coming up with the new set of controls?
Richard Farrelly:
Our gameplay matched up very well with the Wii controls, especially when it comes to the battle actions. It really puts you into the game.

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