00:00PEGI 18
00:30EARLY LATER, SOMETHING HAPPENS THAT'S EVEN BIGGER AND EVEN WORSE IN SO MANY WAYS.
00:38WE HAVE THE HONOR OF MAKING THIS YEAR'S CALL OF DUTY CALLED WORLD WAR II.
00:43OUR CHANCE TO TELL THE EPIC, GRITTY, VISCERAL STORY OF THE WORLD'S GREATEST CONFLICT.
00:48THERE IS A GENUINE INTEREST IN PRODUCING A PRODUCT THAT IS HISTORICALLY AUTHENTIC.
00:54EVERY PART OF THIS GAME HAS BEEN RESEARCHED AND NUANCED AND STUDIED AND SCANNED AND PHOTOGRAPED.
01:01WE REALLY, REALLY TRY TO GET THE RESPECT AND THE DETAILS RIGHT OF THE GAME.
01:04THIS IS ABOUT ORDINARY PEOPLE DOING EXTRAORDINARY THINGS.
01:07THE BROTHERHOOD, THE CAMARADERY, THE GUY NEXT TO ME.
01:11THAT BECAME THE THING FOR OUR GAME.
01:14ON A PERSONAL LEVEL, HONORING THE STORY WAS CRUCIAL FOR US AND IT WAS SOMETHING WE REALLY COMMITTED TO.
01:20OUR STORY WEAVES IN AND OUT OF REAL HISTORICAL EVENTS.
01:25WE'VE GONE TO GREAT PAINS TO CREATE THOSE AUTHENTIC BATTLES.
01:28ONE OF THE BIGGEST THINGS WE WANTED TO GET ACROSS WAS A SENSE OF CAMARADERY.
01:31THE PEOPLE YOU SERVE SIDE BY SIDE WITH, YOU DEVELOP BONDS WITH THOSE PEOPLE.
01:35HOPEFULLY PLAYERS WILL WALK AWAY FROM THIS STORY FEELING LIKE THEY REALLY KNOW THESE GUYS.
01:39WELCOME TO THE BLOODY FIRSTS.
01:41AND THEY CARE ABOUT THEM.
01:43ART INFLUENCES THE GAME IN A HUGE WAY.
01:45THE LIGHTING AND THE TONALITY AND THE COLORS.
01:48WE WANT TO BE ABLE TO HAVE THE PLAYER FEEL SOMETHING.
01:51BY CREATING A VERY BELIEVABLE ENVIRONMENT, IT ALLOWS THE PLAYER TO SLIP INTO THIS WORLD.
01:56THE VISION FOR THE ART DIRECTION WE CALL DARK AND BEAUTIFUL.
01:59IT WAS EMOTIONALLY DARK, VISUALLY BEAUTIFUL.
02:02MORE THAN JUST BEING COOL AND PRETTY, IT'S ABOUT TRYING TO GET PEOPLE TO HAVE A DEEPER EMOTIONAL REACTION TO
02:09THE GAME.
02:10OUR MODELING DEPARTMENT IS AMAZING.
02:12THE WEAPONS, VEHICLES, THE TANKS, EVEN THE CARS YOU MIGHT SEE ON A CITY STREET.
02:17THE LEVEL OF DETAIL IS JUST PHENOMENAL.
02:19IT'S A HUGE ENDEAVOR, BUT WE HAVE TO STAY TRUE TO THE SOURCE MATERIAL.
02:23WE HAVE TO RESEARCH AND WATCH A LOT OF FILM, A LOT OF ARCHIVE FOOTAGE TO SEE HOW COMBATANTS IN
02:28WORLD WAR II WOULD BEHAVE.
02:30SOMETIMES THE HARDEST THINGS ARE THE BIGGEST PAYOFF.
02:32THE COMBINATION OF THE MODEL, THE ANIMATION, AND THE AUDIO GREATS THAT PUNCHINESS TO THE WEAPON.
02:37WE RECORD EVERYTHING.
02:39EVERY LOCATION WE RECORD IN FOR THE GAME.
02:41THE AMBIENCES, THE MUSIC, THE DIALOGUE, EVERYTHING HAS TO BE CREATED FROM SCRATCH.
02:46WE HAD A REAL OPPORTUNITY HERE TO DO A LEVEL OF AUTHENTICITY AND REALITY, TRUE TO THE WAR, TRUE TO
02:51THE SOLDIERS WHO FOUGHT IN THAT WAR.
02:53WE HAD THIS GREAT OPPORTUNITY WITH MARTIN MORGAN, OUR MILITARY ADVISOR.
02:57WE SPENT A LOT OF TIME ON A GUN RANGE WITH ALL OF THE AUTHENTIC WORLD WAR II WEAPONRY.
03:02IT'S CRITICAL TO UNDERSTAND THE ABSOLUTE VIOLENCE OF THE SECOND WORLD WAR.
03:06IT'S CRITICAL TO UNDERSTAND HOW WEAPONS AND FIRE POWER FUNCTION.
03:10THIS IS A STORY THAT'S BIGGER THAN ALL OF US.
03:13THIS IS A WHOLE NEW GENERATION WHO MIGHT NOT HAVE A LOT OF EXPERIENCE WITH IN THIS TIME PERIOD.
03:17I THINK THIS IS A GREAT OPPORTUNITY TO HAVE THEM EXPERIENCE THAT AND FEEL THAT.
03:23WE'VE MADE SOMETHING PRETTY INCREDIBLE AND I'M VERY PROUD OF IT.
03:26IT'S PERHAPS THE GREATEST COMPLEMENT I'VE BEEN PAID IN MY CAREER TO WORK ON THIS PROJECT.
03:30THIS IS THE MOST POWERFUL GAME I'VE EVER WORKED ON.
03:33IT'S VERY PERSONAL, IT'S VERY HUMBLING.
03:36YOU KNOW, I'VE BEEN MAKING GAMES FOR OVER 26 YEARS.
03:39AND I'LL TELL YOU IT'S THE BEST GAME WE'VE EVER MADE.
03:42TALKING TO 10 YEARS.
03:43IT'S GAME THIS IN HUMAN AND Assembly GETTING THESE THEN SHOPPING MIHHOKE akan KONGER.
03:45IT'S GAME IT'S GAME.
03:50TALKING idle k famille qutesens 조금.
03:50IT'S GAME TO BE M researchers!
03:54IT'S GAME TO BE MUCKY.
03:55IT'S GAME TO BE M einfach Doktorак.
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