Мы в Telegram
Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024
1 2 3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
Game News |

How Infinity Ward found its way through no man's land

 How Infinity Ward found its way through no man's land

This article first appeared in PC Gamer UK 347 in July. To read more magazine features and stare at our lovely, glossy covers, consider subscribing

There have been two Infinity Wards. The first invented Call of Duty; the second saved it from diminishing returns. In the middle was a cataclysmic event in game development, one that played out in public and left a world-famous studio forever changed.

The origin point of Call of Duty, when you get down to it, was actually Medal of Honor: Allied Assault. While still under the auspices of a company named 2015 Games, the nascent Infinity Ward team established a new paradigm for first-person shooters. Where FPS protagonists in the preceding decade had been unstoppable steam trains let off the rails, Allied Assault’s Lt Mike Powell was unnervingly huma—all too vulnerable to machine-gun nests and mortar fire, which seemed to rip the air in two.

A group of soldiers from Call of Duty

(Image credit: Activision)

That sense was only compounded in the first Call of Duty—released, astonishingly, just the next year. Its quintessential moment, ripped straight from Enemy at the Gates, saw your Russian protagonist armed with merely a strip of Mosin Nagant ammo, and the order to pick up a gun from the cold hands of the doomed comrade in front of him. Over a campaign characterised by ringing ears and crawls through the mud, dumb luck played as much a role in your continued survival and promotion as player skill. Infinity Ward balanced this hellish game of chance with a sombre tone and sense of nobility inherited from Spielberg, the original architect of Medal of Honor.

Changing faces

That tone wouldn’t be what the studio carried forward into later games. Instead the most important part of Call of Duty proved to be its shifting perspective. Those early games swapped between British, American and Russian soldiers in order to cover as many fronts of the Second World War as possible. But the ability to inhabit different bodies opened up new narrative possibilities, which came to shocking fruition in 2007’s Modern Warfare.

Call of Duty 4 posited that a shooter didn’t need to stick with any one protagonist. In fact, Infinity Ward decided that player characters didn’t even need to survive the mission: the second set of eyes you occupy in the game have a bullet fi red right between them shortly afterwards. Modern Warfare’s water-cooler moment, meanwhile, was simulated radiation death first-hand.

(Image credit: Activision)

The idea introduced a Tarantino-esque narrative instability to the FPS genre—no character was invulnerable, lending Infinity Ward’s stories an electricity that peers couldn’t match. Even when Modern Warfare 2 pushed the boundaries of taste as terrorist atrocities rubbed up against a Bond-ian world tour, that abiding sense of volatility won the day. 

Then the sky fell in. Activision fired studio heads Vince Zampella and Jason West for "breaches of contract and insubordination", and in the aftermath, Infinity Ward’s core team followed them out the door. West and Zampella founded Respawn Entertainment, developer of Titanfall, who with the launch of Apex Legends would go on to become Infinity Ward’s chief rival.

Bleeding out

The remaining Infinity Ward team was left with a gaping hole in the hull and a series to keep afloat. Sledgehammer Games helped patch over the tear, developing ModernWarfare 3’s campaign while Infinity Ward handled the multiplayer, paving the way for the cross-studio collaboration Call of Duty relies on today. When Infinity Ward released its next solo project, however, the public was finally able to assess the damage: with Ghosts, the studio had lost its voice, retaining the set piece bombast of Modern Warfare but none of its purpose. 

(Image credit: Activision)

Infinity Ward’s glory days might have ended there, were it not based within commuting distance of Naughty Dog. Into the studio’s creative leadership vacuum stepped Taylor Kurosaki and Jacob Minkoff, veterans of Uncharted and The Last of Us, who overhauled Infinity Ward’s approach to story. Rather than rely on explosive plot twists, which risked becoming predictable, they instilled a new focus on slowburn character arcs. The result was Infinite Warfare, which divided fans on its deep space setting, but told a bold story about the cost of being in command from the perspective of a battleship captain. When Infinity Ward came to reboot Modern Warfare, it did so from a position of strength rather than desperation.

The difficulty has been in marrying these new successes to the old. For 2019’s Modern Warfare, Infinity Ward returned to a split-perspective story, which diluted its otherwise solid character work—players simply didn’t get to spend enough time with each protagonist to invest in their plights and goals. Modern Warfare’s recognisably real-world concerns, meanwhile, made an uncomfortable backdrop for its shocking set pieces. It’s impossible to divorce a gas attack at the centre of its campaign from the Gulf War environment it so meticulously copies.

Quiet time

Yet the new Infinity Ward triumphed in one area it never had during its previous iteration: de-escalation. Where each entry in the original Modern Warfare trilogy attempted to one-up its predecessor, the reboot turned down the volume. One mission asked players to distinguish terrorist from innocent in a London townhouse, while online, Gunfight mode required them to track the footsteps of just two enemies.

(Image credit: Activision)

That intimacy informed Warzone, which despite the sweep of battle royale, often comes down to cat-and- mouse fights within tight buildings. The studio seems to have learned that too much action comes at the expense of tension. 

With Warzone’s playerbase on the rise, the plan is to run the battle royale as an evolving story, folding in the characters and events of Treyarch’s Black Ops reboot. Infinity Ward now faces the same challenge it did before that schism: to keep its stories coherent, and to resist the urge to make every explosion larger than the last. At least it has seasoned storytellers in command, and a competitor to keep it sharp: even from afar, at the head of Respawn, Vince Zampella is helping to keep the studio he co-founded on track.



Читайте также

The first official AI PCs are just about to land but they're not what you're expecting

Проходит предрегистрация на мобильный хоррор «МГЛА»

«Ледяные Великаны»: Игроки Tanks Blitz жалуются на непробиваемость новых тяжей

Москва

«Кубок футбольных мам» прошел на стадионе «Москвич» в Лобне

Новости тенниса



Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.



Персональные новости

Магнитная буря 2 мая может спровоцировать северное сияние в Москве

Производственные площадки АО «Желдорреммаш» в апреле посетило более 4700 школьников и студентов

Продвижение новых песен с высоким результатом

Изменение климата обойдется человечеству в 35 трлн долларов в год