Wii Call of Duty 5: World at War (Treyarch)

é pah, voçes são mesmo pessimistas :P...
Eu tou a ver que eles tao muito confiantes no jogo...agora espero bem que eles não façam borrada.

Cumps
 
Já tinha sido falado nesse aspecto da câmera, em que se estivermos a subir ou a descer, ela mantêm-se na direcção que interessa, ou seja, fixada para cima, ou fixada para baixo. Nada de mais, também não me estou a ver subir uma colina com a câmera a apontar para o chão... desde que dê para olhar para os lados.
 
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Fast forward two years and we're now seeing the Treyarch team back on Wii, this time delivering Call of Duty: World at War in addition to the 360 and PS3 SKUs. We had a chance to go hands-on with the game at a recent Activision event, and are back to report on one of Wii's biggest third party games of this fall.

Call of Duty: World at War has been flying pretty low under the radar since Nintendo's E3 conference, where we got our first snippets of info on it. The game was known to include a local co-op mode, online multiplayer, and Wii Zapper support, but outside of a few quick glances at the game in action, there wasn't much to base an opinion off of. Now that we've played the game though, we're more than happy to lay it all out; both the good, and the bad.

Fire! Fire!

For starters, World at War makes use of the Call of Duty 4 engine on Wii, just like Activision's other headline Wii title, Quantum of Solace. Just a few seconds of eyes-on time is enough to notice where that power is coming in handy this time around, as World at War is one of the prettier games on Wii, so much so that some people (admittedly, ourselves included) actually mistook the game for the 360 build when entering the hands-on area. Granted we were about 30 feet from the game at that time, but whenever you can mistake Wii visuals for the "next gen" versions, you're on to something.

Since the tech is a huge selling point for Activision, we'll break it down a bit further. Character models are, in large, the same quality you'd find on other FPS games on Wii - specifically Call of Duty 3 or Medal of Honor Heroes 2. Rather than being confined or visually cut off though, the environments in World at War are pretty immense, with what looks to be some depth of field blur for farther objects (though it was tough to see in our short time with the game), but some definite higher poly areas, lighting effects caused by the sun cutting through jungle tree lines, and in one level, some pouring rain on the battlefield. More than anything it was the scope of these levels that really gave them the visual edge, as well as the rougher cover - bushes, logs, broken walls, tree stumps, and ditches - that really pushed what we've seen on Wii this far. When you can hear enemy fire whizzing by, and drop down to prone into the bushes, and you aren't distracted by the textures or model detail shoved in your face, that's a very good thing. The Call of Duty 4 engine is running well on Wii, and outside of the framerate (which is aiming to hit 30 frames per second, but occasionally dips), it's looking to be a smart move.


Outside of the core tech, and its ability to run on Wii, our biggest unknown until this hands-on was just how well the game's control would pan out. Call of Duty 3 had a generally strong control scheme, but nothing that could hold a candle now days to the current king of FPS on Wii, Medal of Honor Heroes 2, or the upcoming Conduit, due in 2009. Control options for World at War seem to fit somewhere between Treyarch's COD3, and Heroes 2, as the game has a few pre-sets for the cursor's bounding box, turn sensitivity, and motion control detection. Unlike Heroes 2 and Conduit though, those setting are - as we mentioned - presets, so you'll only have a few different options in tweaking it. We instantly tightened everything as much as possible to get a better feel for the max sensitivity, and while it worked well enough for us to navigate and battle it out on the field, it could still be much, much tighter, and we'd be lying if we said it didn't affect our game at least a bit. With what little time is left in the game's development, we'd highly suggest that Treyarch boots up Heroes 2 again, cranks up the sensitivity in that game, and then adjusts their range of cursor control accordingly. The fact that it doesn't run at 60 frames makes things a bit more difficult if the end goal is to be the best controlling Wii FPS out there, but the bounding box and turn speed can certainly be changed with a few quick tweaks.

Once we got used to the control though, World at War was still a very fun core experience. Control felt good, the sprint and crouch/prone control was there, and easy to use (sprint with A, crouch/prone with C), and the iron sights (Z button) were easy to pull up and down. There were multiple control schemes to check out, including one for the Zapper shell, but with all tweaking needing to be done out of mission - which includes look sensitivity - we left the layout as is. The game made use of a few scripted sequences as we were playing, having a group of Japanese soldiers leap out of hiding in full terrain camouflage, and there was a sequence where a soldier ran and lept on top of us, initiating a COD4 dog-inspired quick-event. It took a few tries to get the timing down, but with a quick tap of down on the d-pad, we were able to dispatch the enemy and move on.

One of the biggest additions in the weapon department this time around is the flamethrower, and we had a chance to get our hands on it during the opening demo mission. After following our company through a rough jungle and into a Japanese camp, we were ambushed, opening up the area for some low trench warfare, and what ultimately turned into a direct onslaught of an enemy bunker. To gain entry though, we had to dispatch a couple of guards firing from a small pillbox, and that took some serious firepower. During a scripted sequence, one of our own men brought in a flamethrower, but was quickly gunned down in a rain of close-range firepower (gore was turned on, though that's also an option for the Wii version). After running in and grabbing it, we promptly lit the enemy on fire, blasting the hell out of the bunker with a wave of fire. In addition to lighting enemies on fire, the flamethrower will also "burn" bushes and other fodder, though while those in-level set pieces will catch flame, we didn't see anything actually burn away. Still, it adds a nice effect to the scene, as you can spray the flamethrower with reckless abandon (as long as it doesn't overheat), and end up with a small forest fire as a result.

World at War looks really good on Nintendo's system.

Also included with World at War Wii are a few other options, specifically the co-op "Squadmate" mode, and of course the Zapper support. Zapper controls are pretty self-explanatory, as you'll simply plop the controller into the shell, and then have all controls change based on what buttons are accessible to you. As a larger add-on, Squadmate mode can be activated at any time by hitting the "1" button on controller two. This is an interesting little drop-in, drop-out mode, as a quick tap of one will bring up the cursor and cut it back out, and while it's extremely simple to use - and not always so effective - it's an easy way for a second player to jump in and play for a few minutes. It's cool to have another gun in-game, and the missions actually scale based on if Squadmate mode is active, bringing in more enemies to engage the now buffed up team, but it is inherently flawed in the fact that COD is all about pulling up iron sights, which leaves the other player with an obstructed view for a few seconds at a time. It's also a bit tough for the 2nd player to follow the action as well, since - if you're like us - player one will be moving as fast as possible, making use of the quicker control pre-sets, and constantly whipping the camera around to position themselves and take out enemies. If a team of two can get in rhythm and make it work, we could see Squadmate mode being a fun little addition to the already-impressive single player mode. For most though, we'd assume it'll be just as much of a distraction as it is an aid. Given the amount of time we had with it though, we'll reserve final judgment for our actual review later this fall.

There's more to see with Call of Duty: World at War, but we'll have to wait until a later date to see it. Multiplayer has been confirmed (online only, with the only local multiplayer mode in the game being the co-op Squadmate option; no splitscreen), including eight players in a COD4-like setup, which is the same general format World at War is using on 360 and PS3. Ranks, challenges, create-a-class, and multiple modes have been confirmed, but details will need to be held until a later date as far as what exactly we're getting with Wii. Activision confirmed that the Wii version will be vehicle-less though (BHAAAAAAAAAAAAAAA :(, so nos f***), so if you want that, you'll need to go to the 360/PS3 versions to get it.
Zapper control is available in online, though voice chat, sadly, is not. It's going to be too late of a crunch for Treyarch to get voice chat working, as Animal Crossing doesn't launch until this fall either, and our guess is that the tech for WiiSpeak is being held to Nintendo's chest until then.

As it stands right now, Call of Duty: World at War is a visually impressive showpiece for Wii, and while the control works (those that played Call of Duty 3 will have little to complain about), it could be even faster, and even tighter. It isn't running at 60 frames, so you don't get the fluidity found in games like Heroes 2, but the cursor control holds up very well. We still haven't seen the in-game, non-FPS moments found in the DS version (things like anti-air guns or mortar strikes), but what little we did get to play was pretty fun. The flamethrower is a great addition, and the new portable heavy machine gun (which can be mounted in specific areas for serious firepower) was in full effect, and a blast to use as well. We'll just wait on more info as far as multiplayer, and of course want to get some more time with the campaign and, by association, Squadmate mode. There's a lot more to see, but it's obvious Activision - and Treyarch - is upping its game on Wii, as the COD4 engine is alive and well on Nintendo's system.

Bem, promete.. mas tem algumas coisas que podiam ser melhores. Quero é videos! :P
 
Pois tou a ver que vai ser o que me vai acontecer também!! Só o queria comprar mesmo por causa do sistema online que vai trazer o mesmo do COD 4 que para mim tá muito bom, mas agora sem controlos ajustáveis e só a jogar contra 8 gajos num mapa...não consigo compreender!
 
Além disso não corre a 60fps

What a... 8|

A Wii deve ser a única consola onde tens jogos a correr a 60fps... Estás mal habituado :D Achas que o The Conduit alguma vez na vida corre a 60fps?

30fps é mais que fluido para este género. (/me vai-se embora antes que venham os puristas da imagem dizer que não)
 
Uma palavra: DECEPÇÃO

Como é que é possível, um jogo deste género só dar para 8 jogadores on-line? Isto quando o Heroes suporta 32...

Não me venham dizer que para conseguir bons gráficos tiveram que abdicar de certas coisas!
 
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