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GAMES

NOVEMBER 2014

JB Hi-Fi

www.jbhifi.com.au

FEATURE

036

visit

www.stack.net.au

Michael Condrey, co-founder of

Sledgehammer Games, tells

STACK

he’s

excited about the studio’s first full game.

L

ast year, Infinity Ward attempted to

inject fresh enthusiasm into the Call of

Duty franchise with

Ghosts

, a game

that featured a new campaign setting and a

handful of multiplayer modifications. But the

series was already showing signs of fatigue, and

while gamers still fronted up at the cash register

to buy it, sales were down; the consensus being

that

Ghosts

was just another CoD by numbers.

Eyes have indeed now turned to the next

game in the franchise, that, like it or not, is going

to be measured in the make or break stakes. No

pressure then, Sledgehammer Games.

The initial difference between

Advanced

Warfare

and its predecessors – aside from

being the first CoD title to be built from the

ground up for PS4 and Xbox One – is that the

studio was granted the luxury of a three year

development cycle.

“We looked at the opportunity Activision gave

us with three years to develop this game, and

are incredibly thankful that we were given the

charter to usher in the first true next gen Call

of Duty game,” says Sledgehammer co-founder

Michael Condrey.

“A three year development cycle was

unprecedented for this franchise; we’ve been

working in games for a long time and this is

the first time we’ve had three years to create

a game [and] we came out of the game

determined to use every single one of those

days to deliver something special.”

Of course, Sledgehammer have prior

experience working on the series. The studio

was drafted in to co-develop Infinity Ward’s

Modern Warfare 3

following the mass exodus

of Jason West, Vince Zampella and a large

number of developers. It was the perfect job

interview, and Activision duly rewarded the

studio with its very own project. Despite

the non-existence of next-gen three years

ago, the decision was made to build the

game with this hardware in mind.

“We began development on

Advanced

Warfare

immediately after we shipped

Call

of Duty: MW3

, and at that time the next gen

hardware was still more than two years out,”

explains Condrey. “We built PCs that we

believed to be the closest target spec for next-

gen, and used pre-production to focus first on

telling our story, creating our future world,

and making the big moments that define a

Call of Duty game.

“Fortunately, our target specs were pretty

accurate, and we continued to refine them as

new information was shared, giving us solid

confidence that our new engine and techniques

would set a new bar for Call of Duty, while

running rock steady at 60fps.”

It’s been seven years since

Call of Duty:

Modern Warfare

– a game that remains a

classic – rewrote the industry guidelines for a

blockbuster and created a formula still adhered

to by the big publishers on an annual basis.

Condrey says he doesn’t feel encumbered with

the weight of responsibility of getting CoD back

on track and into the hearts of gamers, instead

claiming that the challenge forced the studio

to raise its own benchmark and strive to make

the best game yet. A good part of that was

listening to the fans.

“We heard loud and clear from fans

that they love what makes Call of Duty great,

but they also demanded innovation and new

ways to play, so as the first new lead studio

for Activision in more than a decade, we

took the opportunity to bring our new ideas

to the franchise; we wanted to leave the

Sledgehammer Games mark on it,”

Condrey says.

A three year development

cycle was unprecedented

for this franchise.