Call of Duty: Infinite Warfare Devs Talk 60 FPS, New Tech, Seamless Gameplay and Much More

on May 3, 2016 4:47 PM

During a livestreamed Q&A, Call of Duty: Infinite Warfare Narrative Director Taylor Kurosaki and Design Director Jacob Minkoff gave  more details about the game, including technology, frame rate and gameplay.

Below you can find a few interesting points they made:

  • The team consulted with military advisers from the Navy Seals and more, including a Rear Admiral from the Navy. They toured aircraft carriers to make sure that the warships in the game have the look of the interior of a real carrier and all of its personnel interacting in realistic ways.
  • Minkoff feels that the team has created the most realistic portrayal of military warfare in space that has ever been in a video game.
  • As Lieutenant Reyes, the player chooses missions and is able to take his carrier to tackle targets of opportunity. You can perform missions from central command, but choosing to engage targets of opportunity in-between might let you seize intel, loot or perks that might give you an edge in the upcoming missions. You have the latitude to choose what to do.
  • Tactical and strategic choices will lead players to gain access to certain optional missions that showcase optional elements of the story that not all players will see. There’s consequence and meaning to your choices.
  • The game’s story is completely separate from Call of Duty: Ghosts.
  • The three year development cycle allowed the team to “push the technology a lot further.”
  • The game uses a whole new rendering and lighting engine that “looks super beautiful.”
  • The game includes new AI types, including a new robotic AI, a new flight AI and a new zero-G AI.
  • It also uses a new streaming technology called “Seamlessness” that allows the player to be on the ground on Earth, call down his Jackal fighter, jump into it, fly up past the atmosphere and into space and engage into a space dogfight. After finishing the dogfight, he can land on the flight deck of the carrier Retribution. He can then walk out of the Jackal and up to the bridge, go to the ops map and select the next mission. All of that is done with no loading screens.
  • The game will continue to support the “60 frames per second silky smooth aiming” that Call of Duty players are accustomed to.
  • There’s a “secret grenade” which is basically a spider bot that seeks enemies.
  • There is all sorts of really cool equipment, but the team wanted to keep the game grounded. They decided early on that what makes you feel like a soldier is using weapons you recognize. A soldier has to look like one, wear camo, and wield a realistic gun. Something that makes a gun feel realistic is staying in the field of ballistics. That’s why guns with actual metal bullets remain the focus. There are no energy shields or things like that.
  • The team is aiming to make zero-G combat quick and snappy, thanks to RCS thrusters and grappling cables.
  • There will be a mission on Titan (the largest moon of Saturn). The Settlement Defense Front is using the abundance of methane on Titan as a fueling depot for their ships. Hitting and crippling that fueling station will be an objective.
  • The carrier Retribution is your hub. You can order it to go to various locations in space, you can get briefings, you can go down to the armory where the quartermaster will advise a loadout for the mission based on the intel you have. You’ll then infiltrate via transport ship or Jackal.
  • There are thousands of people aboard the Retribution, working and interacting. This give a classic war story feel, and makes the player feel responsible for those working under him.
 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.
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