What can you tell us about the amount (and type) of research your team put into the new game? We can only expect that CoD2 will continue the close attention to detail that the original paid. Todd Alderman: As with any project we take on, research and authenticity is at the forefront of development. With Call of Duty 2 we started out with speaking in depth with our military advisors, Hank Keirsey and John Hillen. Our military advisors provided us with great insights into the mind of a soldier and tactics used on the battlefield. This provided an excellent base to enhance Call of Duty 2â€™s AI, allowing squadmates and enemies to fight more intelligently. Another valuable resource for Call of Duty 2 is our use of reenactors. These guys are WWII experts. They provided us with authentic weapons, uniforms, and equipment used on the battlefield. It proved to be a valuable source for ensuring our characters and weapons look as real as possible in the game. The team participated in weapon shoots. The shoots provided us with authentic sounds to record as well as allowing us, the developer, to feel what it is like to fire WWII era weapons. The experience allowed us to translate that feeling into the game. We also sent many team members on location to places in North Africa and France. The photo reference gathered and experience of actually being there helped us to create a new level of atmosphere. Call of Duty 2 features the battle of Pointe Du Hoc, which many of our team members visited. The difference between just seeing the location in a photograph and actually being there is what allows us to bring home an authentic and engrossing experience. What can we expect to get out of the new game engine (physics, models, the "feel" of the game)? Based off of everything we've seen so far, the game is looking amazing compared to anything we've seen before. Todd Alderman: The new engine allows us to push the envelope even further than before. Graphically, weâ€™ve been able to up the realistic look through the use of normal maps and specular maps. These new enhancements enable us to give the world a feeling of texture and depth. In-game effects have allowed us to push the atmosphere to the next level. The wavy heat haze seen in the North African missions, brutal snow flurries in Stalingrad, and the rain soaked terrain atop the hill at the famous Pointe Du Hoc. We want the player to only feel like a soldier, but to feel like they are actually there. The new engine also provides improvements to the AI. Enemy soldiers use organized tactics to confront the player, establishing a base of fire while the maneuver element flanks your squad from the side. Fortunately, your teammates use the same system to take on the enemy intelligently and to create intense firefights. How interactive is the new "chatter" system? Will the interaction with the NPC's be strictly story driven or will there be different options on how you can interact? Todd Alderman: Battle chatter is a new feature special to Call of Duty 2. Your squadmates will tell you where the enemy is and what they are doing in real time. The sheer volume of voice included in Call of Duty 2 is staggering -- weâ€™ve recorded over 20,000 lines of dialogue. Squadmates will tell you things like â€˜Enemy on the left, top floor!â€™ or â€˜Behind that low wall!â€™ all in real-time. The chatter is context sensitive so your squadmates will tell you exactly where the enemy is all in a realistic delivery, as if you were there and they were real soldiers. The battle chatter system breathes new life into the characters you fight alongside, while at the same time giving you valuable information on the enemyâ€™s tactics. As our advisors informed us, as soon as the first bullet is fired, there is no silence. What inspirations did you have for the new game? Anyone who's played the original Call of Duty can easily find themselves feeling as though they're watching one of their favorite war movies. What drove your imagination for Call of Duty 2? Todd Alderman: Authenticity and atmosphere are big points for us at Infinity Ward. Weâ€™ve been making WWII games for a long time and have become WWII buffs ourselves. Books, movies, and historical film footage have always been a staple of reference for bringing the experience to life. With Call of Duty 2, we pushed to take the atmosphere and epic intensity to the next level. What is your (and/or your team's) favorite new gameplay feature? Todd Alderman: There are a lot to choose from. The battle chatter system would rank up pretty high since it brings a completely new element to the game. My personal favorite would have to be the new smoke grenades. I never get tired of seeing the grenade spark, becoming a huge wall of almost tangible smoke, then watching tracers fly through as you duck down to cover while the enemy plows through. On top of looking amazing, they add a new element of gameplay, mobile cover. By allowing the player to cover a specified area and move undetected, strategy and tactics become more personalized. What can the multi-player fans of CoD expect from CoD2? Will it be a new and improved version of the very popular original or are there any new surprises? Todd Alderman: We arenâ€™t releasing any details on multiplayer just yet. Stay tuned.
As we promised, here are the bios on Call of Duty 2's military advisors. Based off these, I'd say this game is in good hands accuracy wise.
The staff of CoDfiles, FileFront, and I would like to give a big thank-you to Todd Alderman for his time and effort in conducting this interview and the great intel he's given us on this game. Please feel free to leave your comments on this article below. Lee 'Big Daddy' Cooper FileFront Network Public Relations email@example.com