No DirectX10 Support for Call of Duty: World at War
July 14, 2008 by Raj
Filed under Action, Adventure, Corporate, Development, E3 2008, First Person Shooter, Genre, Hardware, Interview, Miscellaneous, Newsbits
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The latest Call of Duty game will once again be deprived of any DX10 goodness. According to Cesar Stastny of Treyarch:
Cesar Stastny: Maybe if there is a compelling benefit to doing so, such as new superior hardware which requires DirectX 10.
That’s quite alright, PC Gamers are now used to getting left out anyway.
Call of Duty: World at War Unveiled
June 9, 2008 by Raj
Filed under Action, Adventure, Corporate, Development, First Person Shooter, Genre

According to Official Xbox Magazine, the latest Call of Duty game; Call of Duty: World at War, will be going back to World War II. However, this time, the setting will be Pacific Theater — furthermore, instead of Infinity Ward developing the title, it’ll be Treyarch Studios. Treyarch’s previous work includes developing console exclusive Call of Duty 3.
Treyarch has supposedly refreshed the A.I., instead of taking covers, the soldiers now go full blown Kamikaze and rush you with their swords/guns. Which, amusingly, sounds awfully similar to Medal of Honor titles.
More details/screenshots are available in the magazine. We’ll post them as they become available to Press.
Postmortem: Infinity Ward
March 13, 2008 by Raj
Filed under Action, Adventure, Corporate, First Person Shooter, Interview, Miscellaneous
The latest issue of Game Developer magazine features a cover story on the making of Call of Duty 4. Infinity Ward discusses why they switched to a modern setting as well as the bombing failure of the PC demo. Here’s a snip provided by Gamasutra:
“Call of Duty 4 was Infinity Ward’s third Call of Duty game, and as such we approached it knowing we needed to do something fresh. We don’t want to pigeonhole ourselves any more than we have to, and many members of the team came off Call of Duty 2 promising never to work on another WWII game.
We tried several different directions, many of which were failures, but the ultimate result was the best game any of us have ever worked on. As a game development experience, it seemed to go so smoothly that it was difficult to come up with five things that went wrong…
Coming off Call of Duty 2, we knew we wanted to do something different for our next game. We don’t agree with some critics who say that WWII as a genre is dead, but we couldn’t muster the same passion for the subject that we had in our first three WWII games (Call of Duty 1 and 2 and Medal of Honor: Allied Assault).
We had a few ideas that we wanted to do and eventually settled on two. One was Modern Warfare, and the other was a new project.”

