During an interview on PlayStation Blog, Infinity Ward’s Senior Art Director Brain Horton revealed some new information on Call of Duty: Infinite Warfare’s mechanics, story, weapons, and plausibility.
First off, he explains how Call of Duty: Infinite Warfare is charting new territory for the franchise, and how some of the story elements are actually plausible.
“One thing that we wanted to do was take the Call of Duty recipe we know so well and find an opportunity to expand the mechanics and attempt some visual things we’d never done before. So the challenges are: well, what does it look like? So we took a tact in which we imagined a merger between NASA and the navy: you take the navy elements with the military aspects – things like battleships – and you push that into space with a NASA aesthetic and that fusion created what we think is a very plausible future.”
He also discusses how the development team had to strike a balance between realism and making the game fun to play.
“If you get too wrapped up in what is absolutely, scientiffically correct, you nerf some of the core principles of what makes a great Call of Duty game. You have to stretch and squash and work with the facts to get what you really want from the experience. So, we do take some licenses with the science – this is a mass-market product after all, like an action movie – but we really want to make sure we’re not going into laser beams and aliens. We always start with the things we know and then we’ll start to extrapolate and ask: what are those fantasies you have about space? What can I do in a zero gravity enviroment, for example.”
Horton then explains the zero gravity and grappling hook mechanics in the game.
“Zero gravity is slow to move around in, so I’m going to need something that will allow me to get through space quickly – and that is where the grappling hook came from. I can chose a location and zip to it or I can use it to grab an enemy and pull them towards me. That grapple mechanic is – for us – pushing toward the boundary of science fiction, but you can still imagine someone engineering it.”
Some of the new and modified weapons of the game, such as grenades and spider bots, were also detailed.
“Regular grenades can be a little challenging in zero gravity, so we created a seeker grenade. When you throw the grenade it has its own weapon propellant which zooms towards the target and blows it up…We also introduced another new tool which is this little spider bot. So instead of throwing a grenade, you toss this guy out and he homes in on an enemy, attaches to them, and explodes.”
Finally, the problem of handling sound in space was addressed.
“So we did some research to see if we could simulate sound in space, because in military application the absence of sound would be very detrimental. You need that feedback – explosions, bullets whizzing by you – to know how to react. And it matters as a player too. In the game, there’s a way your suit can simulate those sounds and impacts through photons so that you have a little tactical awareness of your environment. We’ve dampened the sound a little, but it’s still there to make sure the player has a good time. This is actually not science fiction either – it’s actually very plausible.”
Call of Duty: Infinite Warfare is shaping up to be one of the most unique games in the franchise. The game will release on November 1 on PS4, Xbox One, and PC. People who purchase the Legacy or Digital Deluxe Edition will also get Call of Duty 4: Modern Warfare Remastered.