Showing off Modern Warfare 2, we are showing off the first game play of it that ain’t by seen but the first person exactly what you are going to be playing. We showed off Cliff Hanger at the Microsoft Press Conference which is one of our earlier missions when you are going on a duo, two-man team with Soap MacTavish who you played as at Modern Warfare 1.
The important thing about that Modern Warfare 2 is a direct sequel to Modern Warfare 1. So this story picks up where that one left off, the faith of your team at the end is let up in the air so a lot of those loose ends. When you killed a Zachaev at the end of Call of Duty 4, are going to be tied up to this one.
Variety is really vague for us in our design philosophy and not only throughout the entire campaign like you are going to be going from the snow level which is very contrast different from Rio when you go to Brazil, I mean Brazil is colorful, you’re fighting through the Pavella, these slum dog areas. And then you have the snow and then we have a variety of other locations which just as drastically different as those that you'd be playing at.
Not only the locations but also game play mechanics like just in the cliff hanger demo we did at the Microsoft Conference Network Showing here at E3, I mean you start off with the stealth, figure your stealth of through and your heart beat censor and you’re picking guys off. And then knock it open up in straight action, you get alerted just to fight your fight through. And then the ending would be like the epic action movie experience on the snowmobiles, trying to get away.
Controlling the snowmobile is awesome because it’s everything physics they- we up our physics engine in the Modern Warfare 2 engine. So the snow mobile actually reacts to the Geo on the ground so I'm mean you feel every bump and move but it’s smooth, it’s fast, it’s fun, you are certainly you go off on it it’s awesome.
We are very fortunate to have so many people playing our game and we do things like the live Tweeter feed which you can see in our E3 booth right now. People Tweeting suggestions right on our giant screen out there and we are using that feedback, we are putting it into the game. Some felt some corporators name A.I, so that you see an environment it’s not just whack them all and they pop up with the same face twice. They know the environment in the way that they can introvert it, you have vertical combat and you are leaping from rooftops. And they’re kicking open doors and finding ways to get around you and push you forward to out flank you.
This is a step up from color 3d minor—introduced a lot of cool things that go on behind the scenes in the engine that fans will never know the details up. But it really impacts the game play like we have streaming texture now in our engine. Which allows you a much bigger world like that cliff hanger world is much big, we have huge environments. But not only that we can do much more detailed environments that fighting it so everything is high res, sure high res very detailed so you are fighting in this worlds that react on how you expect them to react.
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