Wednesday, 9 June 2010

[344] Call of Duty: Black Ops, Preview and Interview

Solid proof that I cannot speak about Call of Duty with anything resembling a straight face - as if you needed anything more concrete.



Newsflash: Latest Call Of Duty to feature explosions, shooty-bangs and gruff males shouting codewords and epithets while saving the world.

Moving on from their WW2 comfort zone, Treyarch (forever painted as the other CoD developer) has set its sights on the Cold War for Call Of Duty: Black Ops, which seeks to deliver the series' patented form of intense FPS gameplay while spanning the globe with covert missions and secret conflicts.

We recently had our eardrums breached and cleared by a short presentation in London, coming not long after the release of the debut trailer, and in anticipation of yet more scoops to come at the E3 games convention in June.

Short, but sensually exhausting clips from two missions, 'WMD' and 'Slaughterhouse', were shown, both taking place in 1968, but featuring different characters and distinct settings. The former begins as the player controls a pilot of a SR71 intelligence plane, pulling back on the left stick to reach the upper atmosphere, and twiddling knobs and dials to call up a state-of-the-art (for 50 years ago) recon display.

Then the action cuts to ground level, as you lead an assault on a Soviet weapons manufacturing facility, which amounts to rappelling down buildings, crashing through windows in slow motion, sniping Reds with explosive crossbow darts and, eventually, leaping off a cliff face after all those big bangs let loose an avalanche. All in a day's work.

And Slaughterhouse is no picnic, either, as your transport chopper is shot down just as you're disembarking, sending you flying through the window of a bombed-out building in the middle of Hue City, Vietnam. You soon find out that the level's title is fitting, as bullets fly and, at one point, you pick up a radio so you can order targeted aerial raids from passing whirlybirds.

We were a little bruised after, but, despite the ringing in our ears, we were still able to nod enthusiastically as we chatted to Mark Lamia (Studio Head, Treyarch) and Josh Olin (Community Manager, Treyarch) along with a few other shell-shocked journos.

A lot of the game's specifics are still being kept under wraps (we'd be disposed of if we were told too much, ), but we were able to touch on the game's change in setting, and the research that the team have put into creating Black Ops.


Read the full article here.

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