According to Sledgehammer Games co-founder Michael Condrey, Call of Duty: Advanced Warfare is built on a new engine with efforts focused fully on the next-generation version of the game.
Audio Director Don Veca, also an ex-Visceral employee, lends his efforts to Advanced Warfare’s revamped sound design. Veca originally lent his talents to the popular horror-survival games of the Dead Space series, which had a very strong audio impact on its players. But to him, that’s in the past. What he’s working with now is on a whole different level.
“Dead Space was Dead Space,” he says. “That was a long time ago. That’s like bragging about being on the football team in high school.”
“We’ve had two and a half years to create brand-new tech to control and support this game. It’s something like 10 times the memory since this is next-gen. With all this extra memory and new mixing technology, we don’t have to compress everything. We can make things longer and let them breathe.”
GameInformer describes moments in Advanced Warfare’s single player campaign that were far more tense and atmospheric than what most Call of Duty veterans might be accustomed to.
Visually, the game is a clear improvement over 2013’s Call of Duty: Ghosts. While it’s still coming to older platforms this November 4, including the Xbox 360 and PlayStation 3, Advanced Warfare will show its true strength on next-gen and PC, says Sledgehammer.
Earlier, Activision Publishing CEO Eric Hirshberg commented on the positives of Call of Duty’s new three-year, three-studio development cycle, mentioning that it “gives [these studios] the freedom to fail in the creative process.” Along with a visually improved Call of Duty experience, it also leads to “new core mechanics” and “new approaches within the game,” says Hirshberg.
Source: GameInformer, June Issue