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037

“From a new engine and hardware

cycle, new time period, new studio,

and new ways to play,

AdvancedWarfare

is a different Call of Duty game.”

Most of the story was penned in-house

with the benefit of being able to consult (afforded

by the popularity of the franchise) external

advisors such as Delta Force and Navy SEAL

Team 6 military operators, top technologists and

futurists, and even Hollywood writers like Mark

Boal, who wrote the screenplay for

The Hurt

Locker

and

Zero Dark Thirty.

The internal writers

took a lot of inspiration from film and

long-formTV, and Condrey says there

was an emphasis to deliver a compelling

story in the campaign mode; something

that was absent in

Ghosts.

“We wanted to tell an

extremely rich story – one that

could be compared with the best

of the best in entertainment,

so we looked at shows like

Game of Thrones

, with scenes

like the RedWedding that tear at

your emotions, and thought about how to bring

powerful moments like that into video games,”

he claims. “With the addition of Kevin Spacey

as our leading actor, we think the story mode is

going to thrill fans, old and new.

“A lot of the team worked on Dead

Space before we established Sledgehammer

Games; that was a single player only,

a narrative-driven experience that left its

impression on a lot of fans. We’re taking

those learnings on a rich narrative in the

campaign for

AdvancedWarfare

.

In terms of narrative, there has always been

a problem with the Call of Duty formula and

how it tells its story. Extensive cutscenes serve

to convey the plot in a dynamic and visually

impressive fashion. However, once the player

is immersed back

into the thick of the

action, these elaborate

cutscenes are soon

forgotten. The player

becomes disengaged

and the objective

becomes simply a

compass point on

the map – and all the

effort to communicate

the mission brief is

lost. Condrey says the

“One of the first challenges we had to

tackle with

Advanced Warfare

was

defining a believable and relatable near

future world. We were extraordinarily

sensitive to being science, not science

fiction. Everything in our game is put

through the filter: Could this happen in 40

years? We feel that the difference, and

what sets us apart from others, is the

extreme lengths we’re willing to go to

research our subject matter. Everything

you see in

Advanced Warfare

is not only

plausible, but we can point to the real

world technology – in Research and

Development or available now – that is

the basis for our game’s technology. The

research we’ve done and the access

we’ve been given to R&D … let’s just say

this stuff is a lot closer than you think.”

studio recognised this quandary and has

taken measures to improve the focus

on integrating an engaging narrative within

the gameplay itself.

“We are making a huge effort to immerse

you in

AdvancedWarfare

’s story. First off,

you’re following the story of a singular

protagonist – private Jack Mitchell – who you’ll

stay with throughout the ten-year journey from

beginning to end. We want players to become

emotionally attached to his journey, and the

events that unfold along the way were crafted

to really push that attachment.”

Condrey continues: “We also recognised

an opportunity to use the cinematic

moments to drive the narrative,

rather than just deliver mission

objectives, so we introduced

a new real-time information

system, through the Advanced

Soldier’s augment reality interface,

to not only teach you what you’re doing,

but why you’re doing it. Together, these

steps have created a truly immersive and

seamless experience for the player.”

Call of Duty:

Advanced

Warfare

is out November 4

We ask

Michael Condrey

how plausible is the

tech used in

Call of Duty:

Advanced Warfare

?