Call Of Duty 4 Modern Warfare
Call Of Duty 4 Modern Warfare releases tomorrow, a week later than originally expected. We are already ready for a fistful of Call of Duty: Modern Warfare action. If you've played any of the games you know how the first-person shooting and over-the-top multiplayer will feel here, but some changes have been made for the game. The main gameplay component is to shoot, with the tactical view shifting it to the first person and into the first person.
I mean, there is going to be a gameplay feature that will have people playing the game very quickly and by killing people, it will also make the game's campaign faster. The way you shoot a person in the first person is an analogy that applies to other shooters, but not until Call of Duty 4: Modern Warfare. The engine is now almost 2D, with an incredible amount of fluidity, so you can feel like you are really using that in the first person.
I mean, it makes sense. It's not like you have to play the game on the ground or in the trenches, but you can see the enemies, and get a feel for where they are. It's not like I'm playing the same level, but you can see where they are. We're trying to make this experience as accessible as possible, so you can play the game differently.
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Q: What about player reactions when it comes to campaign missions? How long is campaign?
A: The campaign is short, to the point, so if you're going to replay it to be going in as much time as possible, we want it to be a lot of fun, because you're going to go in on your own way and experience different things. You're going to see different things on different fronts, different things. But most of the time you're going to be going through the same character, there's a different perspective.
In the demo we saw, the player is taking a set of missions from a specific character to see where they are and what they're up against. They'll get to experience the gameplay and have their own personal story. It's a great way to take those missions to different places that you wouldn't have been able to on a console. So you're going to get to see different things in different places.
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Q: Are there any big differences between the past two games?
A: The art style of Stories is really interesting. It's like an 8-bit pixel art. The first game had very basic colors, but there's been a lot of visual changes. It's really important for people who enjoy the old games. Stories also took some new stuff and made it better. The graphics are much more detailed now and I think that it's great.
Q: Tell me about your favorite Monster Hunter theme, and how it ties into Stories. How do you balance capturing that feeling?
A: When you're designing an idea, like any game, it's really about the freedom that comes with being able to explore, and what you can do. I think this is something that will resonate with people who like to explore and do quests. Some people really like to explore and find things they can find in the world, and I really like to think about that. There's a style that's fun, and I think that's something that's rewarding, and it really keeps players interested. I think that's an element that can resonate with people who enjoy that kind of freedom. And that's something I think we're going to continue to look at.
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Q: As far as picking which part of the franchise does Stories follow the same template?
A: My favorite thing about Monster Hunter is just going down the path of a franchise. I have Monster Hunter World, World, and Iceborne. I think there's a lot of opportunities to connect with the fans, I don't think there's a lot of crossover. But I've enjoyed talking about the games, and I think that's something that really comes through in Iceborne. The thing I'm really excited about is exploring the World of Iceborne, and also exploring that there's a bit of that in Iceborne.
So we're pretty happy with the game that it's drawing on. I think players are going to appreciate that. That's something we do feel like the World of Iceborne expansion is really providing a really big portion of that mythology to them, because of the weapon types. One of the important things that we really tried to nail in Iceborne was having that little bit of everything. That's the biggest piece of content. I think players are going to appreciate that.
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