Call of Duty: Advanced Warfare – Statt “Dead Space”-Call of Duty

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Bevor Sledgehammer Games an dem dieses Wochenende angekündigten Call of Duty: Advanced Warfare arbeiteten und bei Modern Warfare 3 und Ghosts mithalfen, hatte das Studio einen anderen “Call of Duty”-Titel in Produktion. Wie die Studio-Bosse in einem Interview erzählten, arbeitete man an einem Call of Duty im Vietnamkriegs-Setting, das dazu eine “Third Person”-Sicht bot. Für genau dieses Projekt hatten die ehemaligen “Visceral Games”-Chefs die “Dead Space”-Macher verlassen. Erscheinen wird der Titel allerdings niemals – als Sledgehammer Games die Chance bekam, an Modern Warfare 3 mitzuarbeiten, entschloss man sich dazu und stampfte das andere Projekt ein.

Das ursprünglich geplante Call of Duty hätte viele neue Elemente geboten und sich auf den geheimen Krieg in Vietnam – und dort speziell die Kämpfe in den unterirdischen Tunneln – konzentriert. Das Projekt ist allerdings – ebenso wie ein von Treyarch geplanter “Third Person”-Shooter mit Taktik-Elemente  mit Untertitel Devil’s Brigade – Geschichte und wird es niemals zu den Spielern schaffen.

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Our perspective on this was that we were given a great opportunity to bring Call of Duty to a new genre. We had a lot of experience and a team built to deliver quality like we did with previous games. We had spent six or eight months on it, and were really getting into the story. We had some really cool mechanics. We had a big moment that I would love to get into a game someday, but it’s not something we could do in first-person. Everyone thought that war was in Vietnam, right? It was Cambodia and Laos, too. We did a lot of research on that war, a hidden war, and there were thousands of miles of underground tunnels. We had the tunnels, and we were definitely going for some Dead Space moments. It was going to be a fresh take on war, that’s for sure.

One day, a bunch of execs come up and say, ‘Hey, great job on this. How would you like to work on Modern Warfare 3?’ For the first game to come out of this studio, it’s like, “Oh my god…’

From day one, we started Sledgehammer Games to deliver our game. Not to deliver somebody else’s game or co-develop. We had a set vision for what we wanted Sledgehammer Games to become, and neither Glen nor I were going to make that decision on our own. We wanted it to be an all-in studio decision. The first reaction was, ‘Wow…we have our game here. We have this game. Are we willing to give up our pursuit of that to join with another studio?’ It took a few days for the whole studio to come together and be ready to commit. Once that happened, we were off like race horses. It was part of our culture that we were all gonna make that decision together. We would have loved to make that [third-person] game. It was in a space that we enjoyed, but how does anything compare to the first-person blockbuster release of 2011?

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