Call of Duty: Infinite Warfare leaned on Saving Private Ryan for leadership story
The idea of loss is part of the narrative for any commander.
Call of Duty: Infinite Warfare has been getting some rather good reviews with its non-linear sci-fi gameplay and an exemplary narrative by Call of Duty standards. The story was something developer Infinity Ward worked hard on, knowing early in the development cycle that it was going to try something new.
"We saw two patterns emerge," Narrative Director Taylor Kurosaki said, explaining the need to watch a lot of war films and TV shows for research, everything from Gates of Fire and Blackhawk Down to Aliens and Avatar. "We saw the war story that was told from the viewpoint of a soldier, an infantryman, and we saw the war stories told from the viewpoint of a leader. We thought, if you're going to have mission choice, well, then you're a leader. You're choosing where to go."
Once the team had that idea set, then came the decision on how to present it. Saving Private Ryan lent some elements to the story, particularly how Tom Hanks played Capt. Miller. "His character learns that it's not about getting home to see his wife, it's not about getting the rest of his guys home to their loved ones, it's about saving Private Ryan, " Kurosaki said. "We wanted to tell a story that followed that same thematic principle and there you have Captain Reyes who has to, in very short order, go from a mindset of being a squadron commander where he believes in getting his men home, to very quickly evolving into a guy who understands that the mission comes first."
And with the burden of command comes the need to introduce an element of sacrifice into the story as well, he said. "We wanted to tell a story that felt authentic, and if you're going to tell a story about the burden of leadership, which means you know very well that you are ordering your men into harm's way and then must live with the repercussions of those orders. There had to be repercussions. If you were part of a superhero squadron and everyone got out okay and everyone was unscathed, we really wouldn't be doing that theme or that notion about that burden any justice."
Kurosaki also said that the introduction of Ethan to the squad mix was a challenge and that the character was not going to be a robot if they couldn't make the story work believably. "Ethan's overriding, overarching goal, is to always protect his fellow soldiers, and in some cases, it's Reyes, his commanding officer. That's his mindset," he said. "Our research showed us that in war, there are a lot of very mundane, boring, stir crazy moment, and a lot of extremely dangerous, intense moments, and not a lot in between. To get through that experience, to survive those low moments, and to get through the more intense moments, soldiers use humor as a way to endear themselves to one another, and as a way to keep their mind off of the fact that death could be around any corner. Ethan has that humor chip as part of his personality, and it's a way that his squadmates feel comfortable around him."
The interview offers a lot of background on other aspects of the game and story. If you found the game as interesting as we did, give it a read.
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John Keefer posted a new article, Call of Duty: Infinite Warfare leaned on Saving Private Ryan for leadership story
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I enjoyed "watching" the game, even if it was a bit cliché. Really liked Staff Sgt Omar and the nod to TARS with Ethan, felt cohesive and more connected to them. Towards the end there were a bit too many "oh come on.." moments for character deaths that did tarnish the view a bit, but was still enjoyable.
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Yeah, the game felt like it could have had a lot more life to it but to be honest, the gameplay wasn't getting any better. The Space Combat was simpler than Starfox and after a couple upgrades was way too easy. It lasted long enough for me to start realizing I'm not really captaining this ship and more treating it like my personal limo/RV.
Comparisons to Mass Effect was way too generous. Black Ops 3 was the same thing where you had that plane you can walk around but they did this time around was put it in space and made NPC's acknowledge you.
Even a game like Mass Effect could pour on more NPC's for you to care about and make you feel even more like a captain. IW was nice they gave you an office but that computer got emails only once at the start of the game. Mass Effect at least had follow up emails galore at your Captain's Station. Would be nice for the games like that to give you more command of the ship like what it does in battle. Have NPC's deliver you reports and stuff and you can choose to get to know them if you want. Also assign team members to do your bidding not just you going in every mission. There's legitimate reasons Captains of a ship or Colonels of an Infantry unit don't go out on missions with the ground pounders. That would make the game feel more like XCOM.
A good alternative would be in IW's case is if you still had a captain to report to and they direct the missions with your guidance or counter-arguments. Gator wouldn have filled that role well since technically an Air Wing commander won't have a fast track to being put in charge of the ship they're assigned too. It's kind of like how an Admiral may be in charge of the fleet but they're not in charge of the ship they set their flag and command staff on.
Enough of the ranting but most game writers, as good as they can be, have limited experiences and in the case of COD games, usually just rip stuff from the movies or TV. -
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Ending spoilers:
Especially when the Retribution when down.. Omg. Gator should have been dead completely, not come back for 15 seconds and then die in a ridiculously cliche way. Really hated that and former Captain turned Engineer whatshername via the bots landing pod... Like you couldn’t have attached the bomb OUTSIDE the pod for the same effect?...
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