![]() ![]() Now a lot of other gameplay opportunities are relevant again. When you go back from the movement we had in Black Ops III and get your boots back on the ground, you reintroduce the focus on that grounded gameplay, which lets us introduce new gameplay elements that are a lot more important, like the barricades and razor wire and blocking off cover. You’re interacting with cover in a more traditional way. Hopefully a lot of these things will come through as a different experience overall.įlame: There’s a sense of groundedness that we’ve focused on that wasn’t there as much in Black Ops III. With each of their roles – Ruin being a rusher, Crash with healing and support, Firebreak with denial - these add a lot of complexity to how the pieces glue together, which is very different from Black Ops III. I think players will appreciate the depth that the specialists have now. You have to make a tactical choice about when you’re going to heal and when you’re not going to heal. But what hopefully comes through is that the healing adds a lot more pacing. When you talk about the totality of things that are new, it’s hard, like Tony said, for it to come through in the presentation. We made the hard decision to not have those things, because it didn’t feel right for the Black Ops 4 experience. Throughout development, thrust jump and wall-running really went against that. What we wanted to give was more paced team tactical approach to multiplayer. ![]() When we moved to Black Ops 4, it was really about how to develop that experience. Every game we do is completely different. When we came off Black Ops III, we had innovated a lot of things in Black Ops III, and we wanted to create a different experience. Leslie: The way we look at that, it’s really about the totality of the experience. How do you see the differences? Some things are simplified, taking this back in time to something less science fiction. GamesBeat: If I look at multiplayer, in some ways I don’t see too much difference from Black Ops III, other than taking a few things away - wall-running, jumps. Leslie: We’re not talking about what the E3 plans are. GamesBeat: Is this the same thing we’ll see at E3? Or is there more coming? GamesBeat: You can’t play Zombies today, though, right?įlame: No Zombies today. You don’t really understand until you’ve played it, feel it, and been in the situation.īrittany Pirello: The fact that they can play three different maps and different game modes out there-you really get to see people try different things in different environments. I’m in there working on the gameplay, but I really feel like you need to be able to play it to understand and get a feel for everything we’ve done. We’ve never had so many people play the game so early before. Tony Flame: I’m just really excited that we’re able to get so many stations for people to play. How are they gonna feel about it? I think they’re really gonna lean into it, but you never know. I’m super excited to be able to just get it to the fans and see what they say. We have new experiences with Blackout, and then all the craziness with Zombies. Over the course of the last few years, it’s really been - how do you constantly push yourself and the studio? That’s been challenging for us on the multiplayer side. To finally get it in everyone’s hands is really exciting, seeing the reactions. Miles Leslie: Super exciting, because we’ve been working on it for so long. GamesBeat: How do you guys feel about the reveal today? ![]()
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