Call of Duty: Black Ops 3 – 40 MINUTES OF MULTIPLAYER GAMEPLAY (1080p 60fps HD) (Video)

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Call Of Duty Ghosts – ” Search & Rescue ” New Online Mode (Video)

Call Of Duty Ghosts – ” CRANKED ” New Online Mode (Video)

Official Call Of Duty Ghosts – Multiplayer Reveal (Article&Video)

Infinity Ward boss Mark Rubin says the character creation system in general represents the “biggest overhaul since the original Modern Warfare”. Perhaps the most eye-catching change is the addition of female characters to the avatar roster. One for the history books, surely, and we’re looking forward to picking Rubin’s brains about that in an interview.

You’ll be able to mix and match character heads, body types and headgear to create your very own soldier – Activision promises there are over 20,000 possible combinations. The game has also adopted an equipment customisation system similar to the “Pick 10” variant Treyarch used for Black Ops 2. You’ll spend points from a budget on weapons, perks and the like, with no restrictions according to category, which leaves more scope for the creation of oddities such as characters with 10 perks and no secondaries. Attachments and killstreaks can be equipped free of charge, however.

There are around 30 new weapons, including a brand new weapon class known as the Marksman rifle, which “bridges the gap between sniper and assault class”. Essentially, Marksman rifles can be used as scoped semi-auto sniping weapons, or ironsight-based assault rifles. Infinity Ward has put together some fancy dual render scopes, which show the view around the scope and through it simultaneously – allowing you to sight on a target without sacrificing peripheral vision.

There are over 20 new killstreaks, including Juggernaut Maniac – which drops a heavily armoured Juggernaut into the field, for a brief, blistering advantage – and Odin Strike, which appears to be an air bombardment thing of some kind. You can also call in Ghosts single player character Riley to act as a guard dog – he’ll follow you around eating people, and growl when enemies are near.
It’s possible to earn streaks by completing objectives, rather than just by killing. There will be fewer air-based killstreaks and more “visceral, in your face” ones, which means you can take out air attackers without special equipment. Infinity Ward’s also done away with deathstreaks and come up with a new levelling currency, Squad Points, which allow players to shortcut the default unlocks ladder if there’s a particular weapon, perk or whatever they’re interested in.

In terms of how it all handles, there’s now a contextual lean system which kicks in unprompted when you approach a corner. It’s possible to mantle objects, and you can knee-slide from a sprint to a crouch or prone. All this essentially “enhances the experience and controls you already know”.

Activision took a moment to focus on audio, which has been substantially improved – or so we’re told. You’ll now experience different levels of weapon reverb based on where you are and whether you’re aiming down the sights – shooting somebody in a carpeted room won’t sound like shooting somebody in a prison cell. Less cosmetically, there’s now locational backchatter – allies will tell you when they spot somebody near a landmark, for instance, rather than simply sounding off whenever they kill an enemy.

Those who pride themselves on their map knowledge might want to sit a little straighter, because Call of Duty: Ghosts’ maps are chock-full of destructible elements. There’s one called Octane, for instance, where you can blow up a gas station to create new cover spots, or mine certain second floor walls to dislodge snipers. It’s possible to change the geographical chemistry of a map by using certain killstreaks. It doesn’t look like there’s a realistic terrain deformation system, a la Battlefield – you’re just triggering scripted events, in essence. There appear to be plenty such options, however.

There are seven new modes, including Search and Rescue, Cranked and Squads. Search and Rescue is like Search and Destroy, but you can revive people by claiming their dogtags and stop the enemy doing likewise by collecting theirs. Cranked is like Team Deathmatch, except every time you nail a kill you’ll get faster – at the cost of being lumbered with a countdown that’ll detonate yo’ ass if you don’t claim another kill in time.
Squads is a complex beast. It essentially lets you run 10 characters side by side in multiplayer, levelling them up in tandem. This keys into a set of multiplayer game modes which can be enjoyed offline against ‘bots or online, and thus together constitute a sort of glorified Training Mode with character development elements.

In Squad vs Squad, for instance, it’s you versus another player’s group. In Wargame, it’s five of your chaps versus an advanced AI team. Safeguard is a four player co-op affair comparable to Survival in Modern Warfare 3. Experience earned in these matches counts towards your general multiplayer progress.

To facilitate Squads, Infinity Ward has sharpened up the game’s AI. Computer characters will now corner camp, jump shot and drop shot among other previously humans-only techniques, and will behave differently depending on what you equip them with.

Last but not least, Activision has put together a new tablet and smartphone app which ties into the next iteration of the Call of Duty: Elite platform (one account can be used on both the current and next generation console versions). You’ll be able to browse your prestige level, stats and so forth on the go; it’s also possible to communicate with clan members, pick partners for upcoming multiplayer sessions and customise your emblem using a phone.

There’s a new mobile meta-game called Clan Wars, which pairs off clans every two weeks against similarly skilled rivals of more or less the same size. You’ll be given a territory (represented by a single map) to fight over in-game, and the conqueror will earn XP bonuses and unlockables like camos and helmets. Once the two week period is up, the team with the most points wins and everybody starts again.

That’s pretty much it in terms of the core gameplay stuff. Activision also confirmed a Call of Duty: Ghosts Season pass, which spans four map packs and the exclusive Ghosts Team Leader character for multiplayer. You won’t need to buy a second Pass should you upgrade to the Xbox One version of the game – the content is tied to your Xbox Live account

7 New Tweaks Call Of Duty Ghosts – (Photos&List)

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1. Streaks are up-close and personal

 

As noted by OXM contributor Craig Owens during one of his traitorous sojourns at Edge, many of Ghosts’ streak rewards are manifest on the map itself, where they can be fought or disarmed without recourse to special weapons or countering streaks. This is most conspicuous when it comes to the trusty UAV sweep, which is now activated by deploying a boxy little scanner. Night Owl drones, meanwhile, follow their owners around at head height, attack dogs hang close to your heels, and there are Juggernaut packages that transform players into either a knife-wielding Maniac or a heavy Gatling gunner.

The common denominator is that all these threats enhance ground-level war, rather than distracting you from it as certain older killstreaks like airstrikes threatened to (in fairness, there are still airborne streak rewards to contend with – I’ve yet to play a build that features them). Is that a reflection of the single player premise, which posits a US half-crippled by magic space-missile strikes, unable to field much in the way of an airforce? Quite possibly. Does it also mean that most of the time, you’ll at least see the things that kill you? Seemingly.

2. No deathstreaks

This one doesn’t need much elaboration. In case you’re new to the subject, deathstreaks are consolation prizes for those who expire repeatedly, designed to level the playing field when there’s a serious gulf in skill. In theory, this makes Call of Duty a more forgiving place. In practice, it often just feels cheap – especially when it comes to Modern Warfare’s infamous Martyrdom (which drops a live grenade on death) and Final/Last Stand (which allow you to keep fighting when you’re downed). The absence of deathstreaks from Ghosts should ensure that people you’ve beaten fair and square can’t put one over you from beyond the grave. Well, not unless they’re really good.

 

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3. Delicious intel briefcases

Nobble somebody in certain modes and there’s a chance they’ll drop a holographic briefcase, spinning cheerily above the corpse. Pick this up, and you’ll unlock an optional Field Order mission such as “score X consecutive headshots”, completion of which drops a Care Package and tops up your ammo. That’s a not inconsiderable bonus, but undertaking a Field Order obviously places you at a slight tactical disadvantage, depending on the Order in question, and collecting those briefcases in the fray can be hazardous. The new reward layer is thus a source of pleasant tension – is the possible payout worth the commitment and exposure?

4. The dog doesn’t die when you do

A dog isn’t just for Christmas, they say. The German Shepherds in Call of Duty: Ghosts multiplayer won’t let you forget this. Ingest one too many bullets via your solar plexus, and you’ll respawn to find your loyal pooch galloping across the battlefield towards you, chewing through anybody stupid enough to stand in the way. This creates an additional frission of excitement, as you spot an unaccompanied dog in the distance, rampaging towards the other side’s spawning ground. Now might be a good time to pop a cap in the mutt’s arse – they’re easier to kill on their own.

 

5. Those crafty mode redesigns

It doesn’t take a gun that can reverse time or a set of air-capable exoskeletons to alter how players tackle multiplayer – all you need do is move the goal posts. Call of Duty mode design is an unacknowledged art – too many players get so hung up over the familiarity of the nuts and bolts that they ignore what a difference it makes when you’re competing for objectives, versus a lone-wolf-friendly gametype like Cranked. I’m particularly fond of Blitz, in which each side must defend a teleportation portal that takes 10 seconds to reactivate between uses. The countdown means that you can’t all rush for the other side’s goal at once, so it’s common to see a handful of players scuttling around the enemy’s perimeter, pecked at by defenders as they wait for a window of opportunity.

6. The audio

Google for interviews with Infinity Ward’s Mark Rubin about Call of Duty: Ghosts, and odds are you’ll hear him tell that one anecdote about the grenade and the chain link fence. This is Rubin’s favourite way of illustrating the game’s powered-up directional audio processing, which now modulates sound to account for interiors, surrounding materials, loose objects and the like. Infinity Ward definitely has a message to put across, then, but hands-on time does bear that message out – you can sometimes tell roughly where somebody’s firing from (and whether they’re inside or outside) without looking.

7. Smoother moves

Run up to the corner of a wall, press against it, inch the stick sideways and the game will automatically lean your gun barrel out of cover – a small but worthwhile nod to user-friendliness. I’m not quite as fussed about the new cover mantling system (which boils down to Infinity Ward saying: “see, your character model does have legs, just like in Battlefield”) but I’m certainly not objecting to its presence. There’s also a new animation for dropping from sprint to prone, which probably won’t alleviate the frustration you’ll feel when somebody dives under your shots, but does at least make this seem more plausible.

 

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 Article by OXM

 

Call of Duty: Ghosts advanced Squads AI is the same on Xbox One and Xbox 360

“It’s the same on both platforms,” Rubin explained to us at Gamescom. “We didn’t want to nerf one to make the other. This is actually a sort of general comment on tech, but what we did is every feature tech-wise that we wanted to do, we set out with the idea of making it awesome for next gen, and we would do that and go ‘can we somehow manage to get this done on current gen as well?’

 

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“And in a lot of cases we were – we were able to work with the systems, and get it working on current gen. Some things we definitely couldn’t, graphics being the most obvious – things like the tessellation stuff, the subdivision rendering and the displacement mapping. All of that stuff definitely can’t go on current gen, but most of the features – the audio engine, the squad AI – we were able to get on current gen.”

 

(I have little to no idea what much of the graphic talk actually means, but community manager Tina Palacios was able to help me out as regards subdivision rendering at a recent hands-on. It’s a process that adds polygons to an object so that it doesn’t “break up” into angled surfaces on closer inspection. This means rounder gun barrels, basically. Fancy.)

The AI in Squads is apparently both highly adaptable and versed in all the nastiest multiplayer tricks – it can jump-shoot, for instance, and will alter tactics depending on the map in play and the weapon in possession. It’s all rather redolent of Forza 5’s Drivatars system, and a decided contrast to what you’ll face in the campaign. “If you look at single player, an example is AI that looks intelligent,” Rubin went on. “It doesn’t act like a player, it acts like a human would act in a fantasy world.

“So they take cover, they call out positions to friendlies and stuff like that, but it’s very much a smart-looking AI. What we do with multiplayer and Squads is we built an AI system that plays like a player. So they move around the map like a player would move around the map. They do techniques like players do – drop shots, jump shots.

 

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“If you saw a single player soldier jumping up in the air to try and shoot you, it wouldn’t make sense – it doesn’t feel real, right? But for playing Squads in multiplayer, that makes total sense.”

 

Intriguing stuff, I’m sure you’ll agree. Despite some worthwhile tweaks, Call of Duty: Ghosts could arguably do with a few more headline-making additions in this vein – the new deformation systems aren’t too shabby, but the effects aren’t as far-reaching or dramatic as they could be.

Article by OXM

Call Of Duty Ghosts – Multiplayer Gameplay ” Octane Map ” (VIDEO)