Call of Duty Modern Warfare | Additional details on weapons and more; realism in every detail.
In the last ‘intel drop’ on the blog Activision, the team Infinity Ward shared some additional details about the weapons and the new system in Call of Duty: Modern Warfare to match the new game engine updates.
The goal is to ensure that the weapons feel authentic and to ensure that they are working exactly as you expect, in many ways, to make them look and feel like they are in real life.
“The devil is in the details. It may seem simple. Many people play video games and there are tons of great first-person action games, with weapons that are ubiquitous. They have recharge animations, they have different sounds and effects and that’s great… but for me, there is something special about Call of Duty. And this time, the animation team paid close attention to every detail to ensure that the feeling of the weapons is as accurate as possible. ”

This extends to the ‘power’ of each weapon as well; the feeling you get when you launch a satisfactory projectile at an enemy that refuses to budge. This includes “interacting with the environment itself, so when you shoot these weapons, you feel the power of the weapon, but you also see the impact of the weapon within the game world, in terms of sound and physics”. Difference between the impact that a 50 caliber has when it hits a wall, compared to a smaller caliber weapon. Mark an enemy with a larger caliber weapon and it is sent flying back, compared to a smaller one. Use more robust weapons to disintegrate the doors with greater skill as well. Also expect to notice the difference that assault rifles make when you equip one with or without a muzzle brake,
Other animations and effects simply add additional layers of credibility to the impact a weapon makes, so you are not kicked out of the reality of the game by the lack of impact accessories: “We needed to make different effects on the target of the weapon, so that the power of these weapons translate to the targets you shoot. The sparks, the smoke, the effects, all have to be representative of the power you are releasing from your weapon, so that everything happens with our effects. ”

In addition, they detail how they have a new animation when standing in Call of Duty: Modern Warfare, where the character feels a swing and weight of the weapon when standing still. When you go up the stairs, the weapons react to that. The weapons are much more responsive to the general environment and guarantee a realistic feel.
They also made significant updates on how the reload animation works in Call of Duty: Modern Warfare. The big change starts with a difference in the way you reload based if the magazine is empty, half full or how many bullets are left.

“We work on our refills. The recharge for me is the pinnacle of the weapon; makes you feel – after you have knocked five different guys down in a room – and you reload, you’re like, “, it’s done!” We wanted to bring that talent, but we took it to a new level where it’s like animation. “
“In the past, we never physically showed the transition from one comb to another, but this time, everything is physical, so if you have an extensive magazine, like a drum, perhaps, or a long comb, all the movements within each refill are visceral, strong, aggressive, gives another sense of power and represents Layer 1 operators who use these machines. “

A big news in Call of Duty: Modern Warfare is that you can reload while aiming (ADS). This is new to Call of Duty.
Call of Duty: Modern Warfare arrives on October 25 for PC, Xbox One and PlayStation 4.