While the idea of another WW2 FPS sounds a bit painful to some, the 325th GIR is welcoming the concept with open arms. As a community founded on World War 2, we are please that Call of Duty: World at War developers Treyarch aims to make the game the best WW2 shooter ever, according to Senior Producer Noah Heller.
“Modern Warfare opened the door to so many people new to Call of Duty,” senior producer Noah Heller said.
“The game built great fertile ground for us to start on and if we’re going to say: ‘Look it’s Christmas, here’s another Call of Duty as you loved it last year’, then we need to make sure the game is high quality or people won’t trust what Call of Duty is.”
Heller added, “This has to be the best shooter and has to redefine the World War II genre.”
Call of Duty: World at War is a World War II first-person shooter and the latest installment in the Call of Duty video game series. The title is scheduled to ship in 2008 for PC, PlayStation 3, Wii, and Xbox 360. It is set in the Pacific theatre and Eastern front of World War II.
Call of Duty: World at War are promising some elements that we are looking forward too. The swimming elements will be introduced to the series for the first time in single player and multiplayer. While in water, the player can not sprint and will only move at half speed.
World at War will feature cooperative gameplay (two players via split-screen or four players online) for the first time in the franchise. Vehicles, first introduced in Call of Duty: United Offensive, will return as well as new squad-based elements within multiplayer.
On a developing aspect, World at War will have a two-year development cycle, double that of Treyarch’s previous title, Call of Duty 3. The game will be powered by an enhanced version of Infinity Ward’s Call of Duty 4: Modern Warfare engine – improvements have been made to the physics engine and lighting model. Environments are now more destructible and can be set on fire with the flamethrower (which features propagating fire). Bullets can also cut holes in thin wood, making a gap big enough for the player to climb through.
Here are a couple of first looks screenshots.