Zum Player springenZum Hauptinhalt springen
  • vor 1 Tag
Auch bei Call of Duty: Modern Warfare 4 wird der Mehrspieler-Modus vermutlich der wichtigste Bestandteil sein. Offiziell enthüllt wurde der Multiplayer noch nicht, in einem Video hat sich das Team von Infinity Ward aber nun dazu geäußert, was die Philosophie des Mehrspieler-Modus ist und welche Verbesserungen angestrebt werden.

Unter anderem gab es bei Modern Warfare 2 viel Kritik für das Bewegungssystem, weswegen das in Modern Warfare 4 angegangen wird. Im Video sprechen die Entwickler darüber hinaus auch über die Maps des Spiels.

Call of Duty: Modern Warfare 4 erscheint am 23. Oktober 2026 für PlayStation 5, Xbox Series X/S, Switch 2 und PC.
Transkript
00:00Wir haben es für die besten Fußball-Arcade-Fürger,
00:04das wir für uns möglich haben.
00:05Das bedeutet Modern Warfare mit einer unruhenden,
00:10fluiden Bewegung,
00:11ein Arrays von verschiedenen Typen,
00:13Killstreaks,
00:14Guss,
00:15und System für dich zu engagieren.
00:17Wenn sie ein Spiel machen wollen,
00:20wir wollen sie sagen,
00:21Oh, shit.
00:28Wenn Marc und ich über die Infinity Ward kam,
00:31und wir waren über was unser Ziel sollte sein.
00:33Wenn ich mit ihm satte, ich dachte,
00:35all right, Jack, so, was du willst aus dieser Sache?
00:38Wir waren beide sehr stolz über die Fakt
00:41dass es sich um die beste Spiel zu machen.
00:43Ich sagte ihm, ich sagte,
00:44look, wenn du und ich das tun musst,
00:47du und ich müssen auf jeden Fall mit dem wir tun.
00:50Marc und ich sehr schnell auf das Fakt,
00:53dass es nicht um unsere Egos ist,
00:55es sollte um die beste Modern Warfare der Welt gesehen haben.
00:59Der Spiel selbst ist Spaß als hell.
01:01Ich liebe die Spiel.
01:03Und eine der Dinge, dass wir seit dem Beginn haben,
01:07ist, wenn du die Spiel machst,
01:10musst du spielen.
01:12Aber Freitag ist jetzt die Spielzeit.
01:15Die Spieltest Day.
01:17Da ist nichts anderes.
01:18Ich brauche Hilfe.
01:19Oh shit, oh shit.
01:20Oh my god.
01:21Oh!
01:22Nice, nice, nice, nice.
01:23The house is ours.
01:24This is our house now.
01:25Oh fuck.
01:26Oh my god.
01:26Oh no.
01:27Dude, what?
01:28There's a lot of money right in there.
01:31Gee, dude!
01:32I got it.
01:331v1, 1v5.
01:35Oh!
01:36Oh!
01:36Oh yeah!
01:38Well done.
01:41How was the Playtest the other day
01:42with the Cross Studio Playtest?
01:44Movement, definitely saw a big improvement.
01:47People were feeling like they felt more unrestricted.
01:50Still felt like a fit Modern Warfare.
01:52It was cool to see people sliding over the cars that we have.
01:55It was rad to see people use our new movement tech
01:57and mantle in the slide, get on top of cars,
02:00or even use the new pipe climbing.
02:01What I love is just how natural it feels.
02:04It's not like the movement options are difficult to wrap your head around.
02:07You just pick up the controller and you can feel it instantly.
02:10Yeah.
02:10And so I think it's gonna feel natural to a casual player
02:14and there's enough space where you can optimize and really...
02:18And master the movement.
02:21We got kind of dinged on Modern Warfare 2 with our movement,
02:27where we took some things away, some freedom.
02:31People were like, oh man, I can't do this.
02:33This doesn't feel good.
02:34The movement's terrible.
02:35So for this project, we were like, we need to make some adjustments.
02:39We set off to make unrestricted movement at the beginning of this game.
02:42Then the ideas that started coming out of people like mantling into slide,
02:46the slide into supine, like all these kinds of ideas are like,
02:50that's awesome, let's put that in the game.
02:52And so I love all that stuff because the game just feels fluid.
02:55It feels dynamic.
02:56It feels like everything I want to do, the game responds.
02:59Like all the ideas from the team around movement,
03:01how to feel it, make it feel that way, are fantastic.
03:05Nice.
03:07Run the truck, yeah.
03:08Oh, nice.
03:10Do it.
03:12You got it.
03:15You got it.
03:16You got it.
03:16You got it.
03:16You seem to.
03:17Oh my god, yes.
03:20First show.
03:21First show.
03:21First show.
03:22First show.
03:22First show.
03:23First show.
03:26It's an incredible experience, right, to be with a team that has,
03:30you know, shipped so many titles.
03:31And that's great.
03:32Learning tools for me as a designer, to have this, you know,
03:36by proxy experience working with you guys and other people at the studio
03:40to say, you know, here's how, here's how to be a better designer.
03:44And here's how, you know, to really elevate your feature to the next level.
03:48We might have some experience, but.
03:50Yeah.
03:50We know how we failed.
03:51Yes.
03:53We have to make sure that we're not just saying like, ah, we know what they're,
03:56you know, this or the other, make the assumptions.
03:58Yeah.
03:58You know, it's good with new people and new perspectives that can say,
04:03well, you know, this might be better, this might be better,
04:05and it's a back and forth.
04:06Any maps jumping out to people?
04:09I like Transit.
04:10I think it's your new masterpiece.
04:12Transit.
04:12Transit is.
04:13Higher.
04:14Yeah.
04:14Yeah.
04:14Yeah.
04:15What about K block?
04:19Kill block.
04:20Kill block.
04:22Kill block.
04:22That is a crazy map.
04:24Kill block has kind of been an idea in my head for a long time.
04:28I've made a ton of maps.
04:31So then you're eventually like, what's the next level?
04:33Like, how can you keep coming up with layouts?
04:36How can you keep coming up with maps?
04:37And I was like, shit, why don't we just make one that just is living?
04:40And it keeps changing.
04:41Every time you play, it just changes.
04:42And what kill block does is these three slabs,
04:46they're all built to kind of nest with any other slabs,
04:50and we're able to randomize that at runtime when you're playing the game.
04:54When you play a multiplayer game for a while,
04:56you have this sense of discovery each time you play a new map,
04:59but that kind of quickly fades, right?
05:01You've played that map maybe five, ten times.
05:03You're like, I get it.
05:04I know all the places.
05:05That never fades with kill block.
05:10So each of these are an individual slab,
05:14some of them prototypes and some of them real.
05:18And so each of these is technically the size of some of our 2v2 maps,
05:24but when you get the three of them, it equals the size of Shoot House.
05:29We put out a map called Shoot House, and it was that size.
05:35With these slabs and with the combination system that we have,
05:39that is 100.
05:41We have the content to do upwards of 900.
05:44Tech-wise, we're trying to get to 500.
05:47So kill block is one of the things I'm like, as a player myself,
05:51I'm like, dude, I can see myself spending like hundreds and hundreds of hours in this.
05:59If I could best describe Steve's play style, though,
06:02it'd be like he'd land two shots and he'd be like,
06:05run away, run away, just win on time.
06:08Yeah, yeah, yeah.
06:09We're moaned out. I'm coming your way soon.
06:11Oh, look who it is.
06:12Oh, hey!
06:14Steve!
06:15Steve!
06:15Steve!
06:16My play style is just winning.
06:18Yeah.
06:18Winning.
06:19We just covered that.
06:20We just covered that.
06:22Yeah, yeah, yeah, yeah.
06:23Key word, win.
06:24Yeah, yeah.
06:27I'll see you at the play test, guys.
06:28Yeah, yeah.
06:29I'll see you there.
06:31Oh!
06:33Charge!
06:34All right, go, go, go, go, go.
06:35Come on, then.
06:37Use the smoke.
06:39Kill it!
06:41Kill it!
06:42Oh, my God, dude.
06:44Bam!
06:45One!
06:45Dude, he came up from behind me.
06:47What the hell?
06:47Another one.
06:48What?
06:48I fall like hell, you guys.
06:50That's how we do it.
06:52Oh, my God!
06:54Oh, my God.
06:55Oh, my God.
06:55Oh, my God.
06:56Oh, my God.
06:57Oh, we got it.
06:58We got it.
06:58We got it.
06:59We got it.
07:00Oh, my God.
07:00Not like this.
07:01Yeah, that's it.
07:03Oh, my God.
07:05What happened?
07:05Oh, my God.
07:06Yeah, that's 490k.
07:08Everybody, I think we learned something.
07:10Oh, my God.
07:11All right?
07:14Griggs, we've learned something today.
07:16Yes?
07:17Jackie?
07:17Jack?
07:19That's 6-0.
07:22You know, we as a design team take a lot of feedback from everybody here at Infinity War,
07:27and it's like, you know, we touch everything, like, you know, weapon feel and movement and
07:31stuff like that.
07:31So, something that I really like, too, is like how playtest forward our studio is, right?
07:36Like, we have this culture where every day we're playing our game, and every day we're
07:41getting feedback, and anyone can give feedback.
07:43There's two types of players that I want to win.
07:45I want the, like, crack player, but also, like, the smart player, who's, like, thinking
07:50about how they're going to approach certain situations, and being creative, and catching
07:55people off guard.
07:56And I think if you have both of those people cooking, like, you're in for a great game.
08:00I feel like this game is like a homecoming for me, and I feel like for players, I, like,
08:06I want, you know, people that haven't been playing COD for a while, and people that have
08:10been playing COD every year.
08:12Like, I want all those people to come home.
08:14Both Jack and I have been in the trenches, and we understand what it's going to take,
08:20and we are trying our best to push our team to make sure that they all are equipped with
08:28the strength, the knowledge, the support to be successful.
Kommentare

Empfohlen