When Worlds (at War) Collide

It wouldn’t be the first time that it’s been suggested that some people at Infinity Ward may not be too keen on other developers messing up working with their colossally successful Call of Duty franchise in the name of annual updates, Activision becoming the new EA and all that, but this is hilarious.

The Infinity Ward community manager, Robert Bowling, made a post on his blog criticising the tendency of one of the Activision producers on World at War for making unflattering comparisons between the new game and the IW games. Here are the choice quotes:

First of all, you didn’t work on “previous Call of Dutys”, so don’t talk as if you’re down with how / why things were designed the way they were. Second, you’re completely fucking wrong.

[…]

A rule of thumb I like to use is…. when promoting your game. Promote YOUR game. Don’t compare it to another game, or reference what OTHER games did in the past, pitch YOUR game. I mean, you have lots of cool things you could talk about… like Nazi Zombies….

Can you guys please stop interviewing this guy, talk to someone who actually works on the Dev Team at Treyarch and knows what the fuck they’re talking about. Not Senior Super Douche Noah Heller from Activision – who apparently has never played the game and doesn’t even work at the developer.

That is awesome.

You have to love the dig at the Nazi zombies – for those who don’t know, there is literally a mode where you must defend your position against waves of undead German soldiers (video) – because I couldn’t believe that when I saw it. In a game that’s already treading a fine line with its depiction, however accurate, of Japanese soldiers in WWII, I can’t help but feel like that mode was pushing a boundaries of taste just a bit.

This is hardly Wolfenstein with its BJ Blazkowicz and Mecha-Hitler; the Call of Duty series was originally about being a more realistic gaming depiction of World War II by having the player not be the lone, Rambo-like hero but be one of many. So much for that idea, then…

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