Call of Duty 3 Interview


posted 11/7/2006 by The GN Staff
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GamingNexus: Are there any other sacrifices that were needed to be made for the PS2 and Xbox version other than graphics?
Richard Farrelly:
The only variable is processing power.  Due to the very scalable nature of our engine, we are able to offer the same game experience across all platforms.
GamingNexus: Which version are you most excited about? The Wii, 360, or PS3?
Richard Farrelly:
I can honestly say that I have no favorite. Call of Duty 3 looks and plays great on all the platforms, and each has a unique flavor, given their controllers. I am very excited that we can share our game with so many more players.

GamingNexus: Are there any real differences between the PS3 and Xbox 360 versions?
Richard Farrelly:
Our main goal was to create a solid and consistent game across all platforms. Once that was achieved we tailored the game individually, capitalizing on the strengths of each platform.  
GamingNexus: What kind of things are you able to do with the next generation consoles that you couldn’t do in the past?   Where do you think the series goes from here?
Richard Farrelly:
Next-Gen consoles have really opened a lot of doors. Aside from being able to put more of everything on screen, develop more immersive characters, storylines, and environments, and provide new player interactions with unique controllers, we now also  will have the opportunity to sustain our titles with more downloadable content and great online play as well.  As for where the series goes from here, stay tuned...

GamingNexus: You’ve added vehicles to the multiplayer modes, what kind of vehicles can we expect to see?  Will they be available in all of the multiplayer modes?  What kind of balance issues did the vehicles present and how did you handle them?
Richard Farrelly:
We have added a variety of multi-occupancy vehicles to the game – Sherman tanks, motorcycles, all-terrain vehicles with mounted machine guns.  Each map and game mode will utilize different vehicles based on the style of gameplay for that map/game mode combination.  We have one map that is expansive and open in nature and is great for epic tank battles; we have another that is designed around long, narrow roads for zipping around in motorcycles.
Regarding the challenges faced with vehicle balance - every vehicle has a purpose in the game and has been balanced so that they serve that purpose effectively without becoming overpowering. Tanks are the ultimate defensive vehicle – if on-foot and confronted face-to-face with a tank, you will quickly find yourself in a deadly situation. However, tanks are slow-moving and vulnerable to attack from behind.  An enemy combatant can sneak up to the back of the tank, climb on top, and toss a grenade down the hatch to disable it and take out the driver inside.  The armor at the back and on the underbelly of the tank is also slightly weaker, creating an opportunity for an anti-armor soldier to destroy it with a Bazooka or Panzerschrek.  The all-terrain vehicles are like mobile machine guns – awesome for heavy-handed infiltration of an enemy base.  Their armor is lighter than a tank’s and can be taken out with a well-placed sticky grenade.  Motorcycles are the perfect fast getaway vehicle for hit-and-run flag captures – they have very light armor.  Each vehicle has been balanced for a variety of gameplay uses – the strategies are limitless.

GamingNexus: Are there any plans to release new content for the game after it’s released?
Richard Farrelly:
Stay tuned

GamingNexus: Is there anything we missed that you think gamers are really going to dig?
Richard Farrelly:
The one thing that wasn’t mentioned is the different way we are presenting the game. It is kind of like an old war movie where you get to play in the action scenes. We have done away with loading screens and now have highly cinematic sequences that advance the story streaming while the level loads. Level transitions feel very smooth.

We'd like to thank Richard for taking the time to answer our questions as well as Jon who finally relented to our constant pleas to do an interview with someone from the development team.

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