Call of Duty: World at War is a World War II first-person shooter and the fifth installment in the Call of Duty video game series. The title is scheduled to ship in 2008 for PC, PlayStation 3, Wii, and Xbox 360. It is set in the Pacific theatre and Eastern front of World War II.
Multiplayer World at War will feature cooperative gameplay (two players via split-screen or four players online) for the first time in the franchise Vehicles, first introduced in Call of Duty 3, will be making a return as well as new squad-based elements within multiplayer.
Development World at War will have a two-year development cycle, double that of Treyarch's previous title, Call of Duty 3. The game will be powered by an enhanced version of Infinity Ward's Call of Duty 4: Modern Warfare engine - improvements have been made to the physics engine and lighting model. Environments are now more destructible and can be set on fire with the flamethrower (which features propogating fire).
The next Call of DutyŽ is being revealed! You can watch the premiere of the worldwide reveal trailer for Call of Duty: World at War only on Xbox LIVEŽ Marketplace June 21.
Call of Duty: World at War completely changes the rules of engagement by redefining WWII gaming and thrusting players into the final tension-filled, unforgiving battles against a new ferocious enemy in the most dangerous and suspenseful action ever seen.
Powered by Call of Duty 4: Modern Warfare technology, Call of Duty: World at War brings an uncensored edge to combat, as soldiers face the most harrowing and climactic European and Pacific battles in which an enemy, who knows no surrender and no retreat, will fight to the last breath, unleashing an arsenal of lethal surprising tactics. Peril and danger lurk throughout the battlefield as players combat the unknown risk of the new chaos of battle.
From the remains of Russia and the ruins of Berlin, to the beach and jungles of the deadly Pacific Theater, the volatile action takes on added depth as players employ new features that previously were only available in multiplayer, including perks, rankings and online stats in up to four-player cooperative gameplay, and take advantage of the new infantry and vehicle-based weapons, like the potent flamethrower, that will set the battlefield ablaze.
Call of Duty: World at War will utilise the Call of Duty 4 engine but the developer has also added various enhancments, such as the ability the burn down buildings and foliage. The game takes place primarily in the pacific, with the US forces fighting Imperial Japan. Frank Kearsy, military advisor and Gulf War Veteran, has made sure that the way the Japanse fight is both tenacious and shocking.
Youll also be fighting as the Russians, who are invading Germany. With the Nazi forces on the back foot they will start fighting even more ferociously in an attempt to defend their strongholds such as in Berlin. There is also a new party system that will allow the leader to issue commands to his troops in single player.
Mutliplayer perks are also back, including some of the favorites from Call of Duty 4, but there will also be new ones that better suit the time period. The game also features new weapons for the series, such as the flamethrower, which according to OXM, can melt the skin off of your enemies and set ablaze grass and wooden buildings. You are also able to shoot throw materials depending on the strength of the material.
Treyarch is promising that this new insentient element of Call of Duty will be the darkest one yet and are dedicated to making the best game they can. They have had two years of development time, rather than the 11 months they had for Call of Duty 3. And this time they have specific teams working on all the different versions, with the Xbox 360 version acting as the lead.
Not everything about the game is a step back though. World at War will be the first Call of Duty to feature co-op play through the campaign, and multiplayer will focus on squad-based elements and vehicular combat.
According to a separate article in Official Xbox Magazine (via Joystiq), the developer claims that they want to explore the darkest corners of WWII, and make the game more of a survival horror experience. To that end, the gamesTM article even had a short description of the opening of the game, which has the player held captive in a tent along with another solider. A Japanese commander stubs a cigarette out on the other soldiers eye and subsequently slits his throat. Before he can do the same to the player, help arrives in the nick of time. Sure sounds horrifying to us.
Tomorrow they will be showing a video trailer of CoD5 on the Xbox 360. I am sure someone with a video capture card will post it up on youtube later tomorrow.
Sparky:Hey you wanna hear me play some Frets on Fire?
Rapaz: No! You tried it earlier and you sucked at it.
Vandal:Whats Frets on fire?
Sparky:Its like Guitar Hero but on PC!
They made Call of Duty 3, which wasn't for PC. It was a pretty bad game but they made it in 8 months. They been working on Call of Duty 5 for two years, so it should be pretty decent.
Sparky:Hey you wanna hear me play some Frets on Fire?
Rapaz: No! You tried it earlier and you sucked at it.
Vandal:Whats Frets on fire?
Sparky:Its like Guitar Hero but on PC!
"It's like walking around with a 70-pound bomb strapped to your back" is how Lt. Col. (Ret.) Hank Keirsey, the longtime military advisor for the Call of Duty series, describes World At War's most unique and can't-wait-to-try-it weapon.
Because of the flamethrower's short range (roughly 12 meters, says Keirsey), the soldier wielding it would be flanked by four guys with BARs to protect him. It'll work this way in the game, too; you'll (of course) be the lucky bastard that gets to play pyromaniac, while your A.I. pals will be the Kevin Costners to your Whitney Houston. It's dubbed the "Blowtorch and Corkscrew" tactic.
And fortunately, there's no "lean forward" button in the game to worry about. Keirsey shared a disturbing story about a soldier who once fired the weapon while standing straight up, and the force of the flamethrower's hose kicked back into his chest and flipped him over, dousing him with fuel and subsequently burning him to death.
Any concerns about World at War being a paint-by-numbers, blood-free, soldiers-who-say-"Golly gee!" Call of Duty cash-in were put to rest in the opening moments of our demo, set near the beginning of the game. Captured by the Japanese following a nighttime raid, you and a fellow soldier are bound and bruised inside a hut looking out at a rainy village. Pressed for information by your ruthless Japanese captors, your compatriot refuses to break. So, as you watch, the interrogator takes his cigarette and extinguishes it in your ally's eye. Following a blood-curdling scream, the Axis foe asks again and receives the same silence. Mercilessly, the American's throat is cut, sending an arterial spray jetting from his neck as his lifeless body falls limply to the dirt floor.
Just as you're about to suffer the same fate, the cavalry rides in and saves you, lets loose a profanity or two at your newly dead hosts, hands you a rifle, and the action begins.
So while, yes, this is World War II yet again, it's a setting -- the Pacific theater of operations -- that's never been done well. Medal of Honor: Rising sun was mediocre, and in a related comparison, the Xbox attempts at the jungles of Vietnam (Men of Valor, Conflict: Vietnam) were underwhelming. And obviously, this effort -- like Call of Duty 4 before -- won't be rated Teen by the ESRB.
"We're not censoring ourselves," Lamia acknowledges. "Our marching orders are simply, 'Make the best game we can make'".
TACTICAL ADJUSTMENT
The move to the Pacific (there's also a Russian campaign where you'll march on Berlin, though we weren't shown any of it) doesn't mean a simple new coat of paint on the same gameplay canvas, however. The real-life battles fought in that campaign necessitated a change in tactics by the Americans, explains Call of Duty's longtime military advisor, the affable U.S. Army Lt. Co. (Ret.) Hank Keirsey.
"The Japanese fought to the death," he reminds us. "Surrender was an absolute dishonor."
In the context of World War II, this meant that they'd hide in trees for days and wait to snipe a passing American soldier, or an entire battalion might feign death in a field before all leaping up and ambushing the inspecting U.S. troops, who'd let down their guard to investigate.
We saw the latter scene play out later in the same Makin Island fishing-village level. Upon reaching a moonlit field littered with Japanese bodies, your commanding officer begins to question what happened. Did another team beat us here? We'd better radio in to see what's... Holy ****! Up they spring, and now you have a full-blown ambush on your hands.
Of course, tactics like these tended to make our troops angry, Bruce Banner-style, and Keirsey explained how the Americans eventually stopped taking prisoners and would instead make it a priority to kill every last enemy they came across. It got to a point where the military brass had to start offering bounties to soldiers who brought prisoners back alive -- after all, you can't gather intelligence from a corpse.
The anger comes through loud and clear in the game, just like at the end of the aforementioned ambush scene, in which one of your boys is executed after an American knocked to the ground is run through with a sword by one of the Japanese. World at War is definitely not a sanitized tale of WWII combat.
ANGER LEADS TO HATE, AND HATE LEADS TO...FIRE?
Another way the riled-up American troops changed their tactics in the tropics was to burn foliage to flush out the guerrilla-strategizing Japanese soldiers. That's right -- they busted out flamethrowers. A key new feature in World at War, the fire-shooter is your best defense against the creeping paranoia of nemeses inching among trees or through nearby grass. Simply ignite the brush and watch screaming enemy soldiers be charbroiled -- or aim into the top of a tree and see an opponent's burning body tumble down, then hang like a hideous pinata by the rope he'd tied to his ankles to secure him while he slept, lying in wait for you. You'll also employ the flamethrower to flush out foxholes, beach bunkers, and other dug-out hidey-holes.
"We want you to have the feeling that the Japanese are talking you," Lamia says.
The technology used to bring the flamethrower to life is decidedly impressive -- after all, these guys have experience rendering the weapon. A big chunk of the World at War team consists of the Gray Matter folks (Return to Castle Wolfenstein), who were absorbed into Treyarch in 2005. Oh, and there's the little fact that World at War is using Call of Duty 4's butter-smooth graphics engine. (And yes, before you ask, framerate whores, "Our goal is 60 frames per second, " Lamia tells us.) PARTY ON
Of course, having the keys to Infinity Ward's Modern Warfare engine also means Treyarch will get the unparalleled multiplayer suite for their own use. First of all, every good thing you loved in CoD4 is back -- which, of course, is most of it. Perks, including many of the core CoD4 features like stopping power and bullet penetration, return for World at War, although some will be relabled with era-appropriate monikers.
We were shown a paper a handful of tanks, as well as a couple of personnel carriers. The final vehicle count is still TBD, but what's interesting is that some modes will support vehicles and some won't.
Balancing the introduction of fire to the game -- and hell yes, you'd better believe the flamethrower will factor into multiplayer -- is the addition of water-based gameplay. One multiplayer map we saw had waist-deep water you could wade through to access a ladder leading to an advantageous sniper point, but you had to swim very slowly and expose yourself to gunfire to teach the overlook. Treyarch's even tweakes the physics system so that Molotov ****tails fizzle out and float, while grenades sink to the bottom, explode and cause water to bubble to the surface.
HOUR OF VICTORY?
Treyarch's previous CoD projects were done in 12-month sprints, so with a full two-year development cycle on WaW, they've set their sights high. "We're out to make the best-looking, most realistic WWII game ever," says Lamia, shortly before adding something slightly more smacking of a PR-rehearsed sales pitch: "We;re not going back to WWII. We're redefining it."
We like to think we've gotten pretty good at seeing through this type of marketing hype, and what we saw spoke for itself. With its flamethrowers, advanced tactics, and if-it-ain't-broke approach to online multiplayer, World at War is a good indication that Treyarch's long undeserved days of living in Infinity Ward's giant shadow may soon be over.