| Game Title: | Call of Duty 2 |
| Developer: strong> | Infinity Ward |
| Publisher: strong> | Activision |
Call of Duty 2 (PC Preview)
By Tony "Rulke" Kustro - Sat Oct 15, 2005 8:58pm
Having enjoyed Call of Duty's single-player campaign immensely over quite a few occasions, getting the call from Activision's Sydney offices to ask me to play the latest build of Call of Duty 2 was a pants-tightening moment let me tell you.
Having exited the elevators to be met by Activision's debonair Prince of PR, Joel, I was escorted into a boudoir of big screen plasma pleasure with the latest build of Call of Duty 2 awaiting my firm yet gentle caress. (For that previous line, I blame the antibiotics I'm taking. My solicitor's standing by if you don't believe me.)
To be honest, I walked into that room both remembering the awesome aspects of the original game that had me swinging from the ceiling light in joy for many hours, and kind of wanting the same from this latest installment. I wasn't disappointed. I guess from the developer's perspective (Infinity Ward), given how hugely popular the first was - why mess with success? And rightly so.
With the first map on offer I found myself back in the somewhat familiar surrounds of Stalingrad. Mission on hand was to follow a faulty communications wire weaving its way through an assortment of broken and disheveled buildings. Tying the Rambo strap across my forehead, I decided to forgo the mission and check out the AI. Initial impression was quite good. From well-flung grenades being tossed to flush wannabe warriors proving very effective, enemies and squad members alike using an assortment of objects as cover, and enemies not using the obvious routes - it all seemed like the AI had been hand-fed hay sprinkled with steroids.
Second map was the latest version of the recently released COD2 demo Tunisia level. Now that's when I really started to notice a whole raft of additions that had me looking for that ceiling light. One was the incredible amount of communication being thrown about between the squad members. Personally, I really wouldn't have thought an extraordinary amount of battle comms would add much to the realism stew, but by Hera's perky breasts, it certainly does. One could imagine with all hell breaking loose upon a battlefield - commands, yells and obscenities would be par for the course. Again, I noticed the beefed up AI showing its muscles with well placed grenades and enemies running off on different angles diving for cover at any opportunity.
Another great addition is the thick pall of very nicely rendered smoke emanating from smoke grenades. It's a stunning example of what the new engine developed by Infinity Ward can achieve. Once dropped, the smoke grenade quite literally blinds you and everyone surrounding you, including the enemy. I can already picture the absolute chaos this will cause on a multi-player map (*chuckles evilly*).
Next map was in my mind, the clincher, the deal maker, the horse that broke the camel's finger-nail, the big badda boom event (*coughmillalovelymillaIwanttostalkyouandbeyourfurryfriendforevercough*). Don't look at me like that.
For those of you who were both astounded and horrified by the sheer brutality of that infamous Saving Private Ryan opening sequence, you will be suitably impressed with this level. Based on the cliff assault during the D-Day landing, you initially find yourself one amongst many pushing to shore in a landing vessel, only to be met with an amazing amount of gunfire streaming out of many gun-emplacements scattered along the cliff edge. Wading ashore I found myself thrown into the most incredibly realistic battlefield scene I have ever played (and I'm really not kidding here guys). Smoke, mortars, soldiers' dying screams, orders being yelled, death convulsions, and debris everywhere. If there was a fly in the room it would have found a cosy spot in my mouth as I simply sat there, taking it all in with my mouth wide open. I'm simply itching to play that level again.
All up, it took me only 45 minutes of playing the latest build of COD2 to make my mind up. I want this game. When I have COD2 in my hands, I'm taking out a 2nd mortgage and sending the wife and kids packing to sunny Siberia.
Thanks to Joel from Activision for being kind enough to let me into the place and to the nice lady behind the counter for the smiles.
![]() Waiting for the postman, WWII style. |
Having exited the elevators to be met by Activision's debonair Prince of PR, Joel, I was escorted into a boudoir of big screen plasma pleasure with the latest build of Call of Duty 2 awaiting my firm yet gentle caress. (For that previous line, I blame the antibiotics I'm taking. My solicitor's standing by if you don't believe me.)
![]() Damn sexy cod! |
With the first map on offer I found myself back in the somewhat familiar surrounds of Stalingrad. Mission on hand was to follow a faulty communications wire weaving its way through an assortment of broken and disheveled buildings. Tying the Rambo strap across my forehead, I decided to forgo the mission and check out the AI. Initial impression was quite good. From well-flung grenades being tossed to flush wannabe warriors proving very effective, enemies and squad members alike using an assortment of objects as cover, and enemies not using the obvious routes - it all seemed like the AI had been hand-fed hay sprinkled with steroids.
![]() What happens when you get caught peeing in public. |
Second map was the latest version of the recently released COD2 demo Tunisia level. Now that's when I really started to notice a whole raft of additions that had me looking for that ceiling light. One was the incredible amount of communication being thrown about between the squad members. Personally, I really wouldn't have thought an extraordinary amount of battle comms would add much to the realism stew, but by Hera's perky breasts, it certainly does. One could imagine with all hell breaking loose upon a battlefield - commands, yells and obscenities would be par for the course. Again, I noticed the beefed up AI showing its muscles with well placed grenades and enemies running off on different angles diving for cover at any opportunity.
Another great addition is the thick pall of very nicely rendered smoke emanating from smoke grenades. It's a stunning example of what the new engine developed by Infinity Ward can achieve. Once dropped, the smoke grenade quite literally blinds you and everyone surrounding you, including the enemy. I can already picture the absolute chaos this will cause on a multi-player map (*chuckles evilly*).
Next map was in my mind, the clincher, the deal maker, the horse that broke the camel's finger-nail, the big badda boom event (*coughmillalovelymillaIwanttostalkyouandbeyourfurryfriendforevercough*). Don't look at me like that.
![]() Damn it!!! Someone's set our crop alight... |
For those of you who were both astounded and horrified by the sheer brutality of that infamous Saving Private Ryan opening sequence, you will be suitably impressed with this level. Based on the cliff assault during the D-Day landing, you initially find yourself one amongst many pushing to shore in a landing vessel, only to be met with an amazing amount of gunfire streaming out of many gun-emplacements scattered along the cliff edge. Wading ashore I found myself thrown into the most incredibly realistic battlefield scene I have ever played (and I'm really not kidding here guys). Smoke, mortars, soldiers' dying screams, orders being yelled, death convulsions, and debris everywhere. If there was a fly in the room it would have found a cosy spot in my mouth as I simply sat there, taking it all in with my mouth wide open. I'm simply itching to play that level again.
All up, it took me only 45 minutes of playing the latest build of COD2 to make my mind up. I want this game. When I have COD2 in my hands, I'm taking out a 2nd mortgage and sending the wife and kids packing to sunny Siberia.
Thanks to Joel from Activision for being kind enough to let me into the place and to the nice lady behind the counter for the smiles.




