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Call of Duty: Ghosts aims for perfection

John Gaudiosi | May 22, 2013
PC gamers, get ready for a brand new Call of Duty game on November 5. The developers at Infinity Ward have developed a new game engine to push PC gaming, as well as next-gen consoles, towards more immersive and enthralling games. The latest game in the Call of Duty franchise, Ghosts represents a fresh start for the series with a fresh story and a new squad of soldiers. The multiplayer gameplay also includes some new additions, and we recently sat down with Yale Miller, senior producer on Call of Duty: Ghosts, to talk about what we should expect from the latest in a long line of excellent first-person military shooters.

PC gamers, get ready for a brand new Call of Duty game on November 5. The developers at Infinity Ward have developed a new game engine to push PC gaming, as well as next-gen consoles, towards more immersive and enthralling games. The latest game in the Call of Duty franchise, Ghosts represents a fresh start for the series with a fresh story and a new squad of soldiers. The multiplayer gameplay also includes some new additions, and we recently sat down with Yale Miller, senior producer on Call of Duty: Ghosts, to talk about what we should expect from the latest in a long line of excellent first-person military shooters.

Why did you decide to leave the Modern Warfare narrative behind? 

Yale Miller:  We felt the story for Modern Warfare 3 really wrapped up that trilogy nicely and it was just a perfect storm, with the next-gen consoles coming out and the idea of being able to start a new story with the new generation. It organically came about, and really we were ready for a new story.

What did screenwriter and director Stephen Gaghan add to this game?
Working with Stephen Gaghan has been amazing. He is embedded more than I've ever seen--he's got an office at the studio and he's a gamer. He cares about the game and his expertise as a writer with the story is amazing.

The opportunity to get to work with him has been great for his director chops, as well talking about different scenes and how we would set them up. He's brought a lot to the game in the overall story, and just what we're doing with Ghosts in general. Just having him in the office has been great.

What were your goals heading into this new title?
Our goal every year is to make the best Call of Duty game that we possibly can, but we were trying to tell a different story and put the player into a kind of different place than they were. In the past, we've always been the superpower and you've always had that overwhelming force at your back. The cavalry was always coming. This year, it's a different story. It's an underdog story. It allows the designers to put the player in situations and have emotional connections with the story that they've never had before.

How much can you tell us about the story in Call of Duty: Ghosts? 
The story behind Ghosts is there's been an unthinkable mass event, and it's basically reshaped the United States and the world as we know it. The U.S. is no longer a superpower; they've been basically crippled, both the government and the military.  And you play as one main character with a squad, who's not fighting to restore America, but just for survival. It really is a different dynamic than anything we've ever done before.

 

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