Austin Walker of Waypoint talks about the presentation he was given about the new Modern Warfare earlier this month.
It was hard not to just post the whole thing, because Austin is a great writer. Check out the full article. It seems like the studio is taking baby steps to try and attract an audience partially losing its taste for war, while trying to maintain that mainstream playerbase that wants every grenade to be a religious experience. It's the tinyest of baby steps by a studio, one who presumably has some kind of money changing hands with the military through consultants or advisors or something.
Here's their pitch in brief and in as close to their own words as I can provide, without my own editorializing: Yes, Modern Warfare is an action game, but in contrast to the superheroics of other Call of Duty titles, it will have a focus on "authentic and gritty" military action. It's also an action game that will draw from "relevant headline situations" and will include "social commentary," which "has always been part of Modern Warfare's DNA," gesturing to past, headline-grabbing levels like "No Russian."
What sort of social commentary? Well, war, they say, is "more complex than it was 10 years ago." It's "no longer only over there, it's global," and "it isn't black and white. It's morally gray." Enemies "rarely wear uniforms," and violence on all sides causes "terrible collateral damage." In this "tough to navigate world," "one man's freedom fighter is another's terrorist." Which is why, for the first time, players will take the role not only of Tier 1 special forces operators, but also "rebels" in an (unnamed) Middle Eastern nation who fight both occupying terrorist forces and "military-industrial" invaders.
Then, the presentation took an even further turn, as members of the team's technology and art teams took to guiding us through the many new features, technologies, and techniques at play in the new Modern Warfare.
We were walked special new photogrammetry process that makes burned out car doors look more real, and we were shown cutting edge materials tech that made the layered fabric of the ghillie suits really pop. For 10 minutes, we watched and listened as the audio director showed off the way guns echo differently depending on environment and positioning thanks to new raytracing technology. Listen, we were asked, as the bullet shells being flung from the submachine gun's chamber bounce off the side of this bus. Feel the concussive blast of an explosion as a grenade goes off in front of you. Look at these guns, floating in the air, details on display. Look at these guns sway with your body. Look at these guns as you reload them even when aiming-down-sights! Look at these guns.
After that earlier, narrative focused sell, Animation Director Mark Grigsby (back to Infinity Ward after going to Respawn to work on Titanfall 2), stood in front of the theater and told us that his team followed this mantra: "The weapons are the stars, and the player must feel like a badass when they wield them."
It was hard not to just post the whole thing, because Austin is a great writer. Check out the full article. It seems like the studio is taking baby steps to try and attract an audience partially losing its taste for war, while trying to maintain that mainstream playerbase that wants every grenade to be a religious experience. It's the tinyest of baby steps by a studio, one who presumably has some kind of money changing hands with the military through consultants or advisors or something.