Call of Duty: Modern Warfare 4 finally launches in full today after more than a week of staggered releases, first with the campaign a week ago and the DMZ multiplayer extraction mode on Tuesday. Now, all players can get access to the full game, including multiplayer.
I’ve written a review here, as well as individual reviews of DMZ and the single-player campaign. I also interviewed the leaders behind DMZ and the campaign. Now I’ve got an interview with a couple of the leaders behind the multiplayer mode, which is expansive.
I visited Infinity Ward’s headquarters in Los Angeles, played the game and then interviewed two multiplayer leaders: Jack Hoppus, multiplayer designer; and Geoffrey Smith, studio multiplayer creative director.
Modern Warfare 4 multiplayer delivers grounded, precise combat where fluid movement,
player choice, and greater control define engagements. Your skill at shooting matters a lot, but you get a lot of help from precise guns and the smoothness and speed of movement.
You’re no longer held back (at least for lesser skilled players like me) by omnimovement, which gave expert players an advantage in the last couple of years. You could round a corner and your enemy could be doing a bunny hop, or be jumping high, or sliding low or diving sideways with a gun pointed straight at you. It was very hard to master.
Instead, you get the basics of that kind of movement without having to press a lot of buttons at the same time. In shooting, bullets go where you aim them, rather than scattering randomly.
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