051
CALL OF DUTY: BLACK OPS – COLD WAR
don’t think we want the player to
know they’re in a game. We just
want them to have the experience.
It’s like you don’t want to see those
walls. You never want to run into
that invisible wall.”
TOP GUN
What we’ve seen looks like good
Call Of Duty: tight gunplay, great
action, and set-pieces that would
make Nathan Drake whistle though
his teeth as the dust settles. Black
Ops’ history of delivering bombastic
events is in evidence, but Raven is
blurring the lines between playing
and watching these moments
explode across the screen. “[We]
make the huge crazy moments,
but wherever we can, [we] give
the player a little more control
over that,” outlines Vondrak. “So
along with the graphics and what
we can push with all the lighting
and the shadows, it’s amazing how
immersive these whole sequences
are, and you don’t even know when
you’re going in between moments
as sometimes you have control and
sometimes you don’t.”
Like last year’s Modern Warfare
there’s a more ‘real’ feel that
suggests a more grounded take. It’s
got the same visual sheen as
Captain Price’s return as well,
with the same new engine
‘wow’ that sees levels
rendered at cutscene
levels of prettiness.
This is partly because
the three teams share
technology. In a sense, Leslie and
Vondrak say, Cold War was always
going to have one foot in the next
gen because they’re pushing the
limits of what PS4 can achieve. On
current tech Cold War is a looker,
on PS5 it threatens to define what a
shooter should be. As with the use
of photogrammetry, this year’s
developers are taking what Infinity
Ward did with Modern Warfare’s
handling and controls, and pushing
it on, in a very ’80s way. Guns again
feel weighty but Cold War leans into
the analogue feel of the era.
Leslie explains: “The phone did
one thing and it was big, [...]
“IT’S AMAZING
HOW IMMERSIVE
THESE WHOLE
SEQUENCES ARE.”
There’s a satisfying
heft to the guns – a
real analogue feel.
THE REAL THING
Cold War is embracing the tech
inside PS5 in every way possible
“We are going to have 120Hz [...], we want to make
sure it's at 60 frames per second,” says Leslie
who tells us marrying technology
to the game they want to make
is where the next-gen magic
happens. “It's about telling
the right story and narrative
from the campaign side to the
multiplayer side, but I think
immersion and a cinematic feel,
right, and that butter-smooth
60 frames per second, things
players expect, we're trying
to take and enhance, with that
at 120Hz, taking the haptics,
whatever we can do so that
players feel like they're
getting the right next-gen
experience.”
051
CALL OF DUTY: BLACK OPS – COLD WAR
don’t think we want the player to
know they’re in a game. We just
want them to have the experience.
It’s like you don’t want to see those
walls. You never want to run into
that invisible wall.”
TOP GUN
What we’ve seen looks like good
Call Of Duty: tight gunplay, great
action, and set-pieces that would
make Nathan Drake whistle though
his teeth as the dust settles. Black
Ops’ history of delivering bombastic
events is in evidence, but Raven is
blurring the lines between playing
and watching these moments
explode across the screen. “[We]
make the huge crazy moments,
but wherever we can, [we] give
the player a little more control
over that,” outlines Vondrak. “So
along with the graphics and what
we can push with all the lighting
and the shadows, it’s amazing how
immersive these whole sequences
are, and you don’t even know when
you’re going in between moments
as sometimes you have control and
sometimes you don’t.”
Like last year’s Modern Warfare
there’s a more ‘real’ feel that
suggests a more grounded take. It’s
got the same visual sheen as
Captain Price’s return as well,
with the same new engine
‘wow’ that sees levels
rendered at cutscene
levels of prettiness.
This is partly because
the three teams share
technology. In a sense, Leslie and
Vondrak say, Cold War was always
going to have one foot in the next
gen because they’re pushing the
limits of what PS4 can achieve. On
current tech Cold War is a looker,
on PS5 it threatens to define what a
shooter should be. As with the use
of photogrammetry, this year’s
developers are taking what Infinity
Ward did with Modern Warfare’s
handling and controls, and pushing
it on, in a very ’80s way. Guns again
feel weighty but Cold War leans into
the analogue feel of the era.
Leslie explains: “The phone did
one thing and it was big, [...]
“IT’S AMAZING
HOW IMMERSIVE
THESE WHOLE
SEQUENCES ARE.”
There’s a satisfying
heft to the guns – a
real analogue feel.
THE REAL THING
Cold War is embracing the tech
inside PS5 in every way possible
“We are going to have 120Hz [...], we want to make
sure it's at 60 frames per second,” says Leslie
who tells us marrying technology
to the game they want to make
is where the next-gen magic
happens. “It's about telling
the right story and narrative
from the campaign side to the
multiplayer side, but I think
immersion and a cinematic feel,
right, and that butter-smooth
60 frames per second, things
players expect, we're trying
to take and enhance, with that
at 120Hz, taking the haptics,
whatever we can do so that
players feel like they're
getting the right next-gen
experience.”