Archive for category C
fourtwozero has this to say on the Infinity Ward forums:
Well I’m back from GDC, sorry for the lack of direct updates from me last week as my internet access was limited while in San Francisco. I did want to let you guys know however that the PS3 Feature Patch for Worldwide users (except for Japan and Korea) is starting it’s certification process.
It finished up internal QA at Activision today and is making it’s way to Sony so I probably won’t make the official “Hooray we’re in cert on PS3” post till tomorrow but I wanted to let you guys know that it’s on it’s way there. The great news is that both the US and Worldwide versions of the patch are going to cert at the same time so no one should be left waiting while the others are going through cert.
This patch includes all the new features we’ve talked about such as Quick Mute, Additional Kill Cams, Recently Met Players, Sniper Rifle Improvement, Acog Scope Improvement, more Spawn Points, general connectivity optimization, etc.
Sounds cool. I’m especially looking forward to the mute capability.
IGN has a pretty good post-mortem with the IW folk about Call of Duty 4. Not only do they talk about the game as is, they also talk a little bit about what’s coming up:
IGN: How does downloadable content development work? Are the upcoming maps something that was in development at the time IW was working on COD4 and that they were maybe just held back or are they brand new creations?
Bowling: It depends. These specific maps we are working on now are 95% brand new maps that we started working on after the game shipped. There are a few we are working on that were maps we originally wanted in the shipped game, but didn’t get finished in time. I hope our community doesn’t feel we held anything back, because we put anything we thought was up to standard in the game. There’s a few that are [being worked on] that people will see and say, “Oh, this map is straight from the single-player, why didn’t they just put this in the original game?” But really, it’s a cool single-player level, but does that really work in multiplayer? And we try to make it work in multiplayer and we’re not quite happy with it so we don’t include it when the game ships. And we keep tweaking it after launch and adding ladders and new routes and making it more of a multiplayer map. And then once it’s finished it comes out as DLC.
So there are one or two that are like that and then the rest are like brand new stuff, 100% new concepts. It’s 100% stuff you haven’t seen in single player. It’s stuff where we sat around and talked, we listened to the community and people saying they want larger maps or more close-quarters maps or more sniping points. We take that feedback and start designing maps around that. What we’re working on now is a grab bag. What’s actually going to be released, I couldn’t tell you. We haven’t made those decisions. Right now we’re focused on making them great and we’ll worry about the rest later.
Can’t wait for those maps!
The guys over at Activision are working hard on some new maps for the PS3. The maps will be available in spring on the PlayStation Network. No word if they’ll be free or not. But new maps are always welcome regardless. I really enjoy CoD4, I’m currently at level 55, and staying that way. Not interested in prestige mode, lol. I don’t have that much free time.
Looks like spring will be a exciting time for PlayStation 3 owners. New Call of Duty 4 Maps, Home is finally out, possible LittleBigPlanet beta, etc.
I quickly went through the demo by myself the other day, and I plan to go through it again with a friend. I’ve read about this demo online, and I remember that the gamer complained that there wasn’t anything special about the game.
Frankly, most FPS’s blur together, and none of them really have much that’s unique or special. What makes a good FPS these days is excellent execution plus the new maps that come with it. You have to admit, innovation in an FPS these days is pretty rare (with the exception of CoD4’s levelling up and perk system).
Therefore, I liked Conflict: Denied Ops. It had a small level to go through, and it was executed well. Some of the controller button assignments were a bit flaky, but I assume that I’ll be able to swap them out for a more standard configuration in the final game. (The demo did have three different configs, none really to my liking.)
I liked the ability to quickly switch between two different characters, though on at least one occasion I commanded the other character to join mine, but he got stuck on a piece of geometry and I needed to take over. But this won’t be an issue if two people are playing the game, and this is exactly how I plan to play this game. The demo was rather short, so I haven’t a full idea yet of what the final game will be like. But so far I give it a thumbs up. I hope the final game lives up to the promise.