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Originally Posted by PC Gamer/Apr 2005
Alongside The "Desert Rats"
>>>Toujane, Tunisia, 1943. the Desert Rats are taking the fight to Rommel in the desert towns of North Africa. The mission in Toujane is to knock out a trio of deadly 88mm anti-tank guns and their crews. And if you think Fritz is going to sit still for it, you haven't been paying much attention to this war.
The mission opens up with a convoy of British tanks and supporting infantry. You're snaking your way through the streets of Toujane, a stark desert town that looks like it's been crumbling for centuries.
Two Highlanders are recounting the story of a "lucky" comrade who gets to go home because he got his leg blown off. An explosion interrupts the conversation, and the convoy comes to a sudden halt, with soldiers diving to the ground and taking cover behind the tanks.
It's on. you've got three objectives on your familiar "mission compass," but it's up to you to choose the order in which you tackle them. On one go-through, we take the direct route, and find ourselves in a head-on collision with German emplacements. There's a ridiculous torrent of fire coming at us, and the sir is alive with the distinctive sound of the MG-42. (Curse the Krauts and their sweet machinegun.)
The first thing you notice (other than the F-ing amazing graphics) is that your AI squadmates are much more involved in the fight this time around- they make assaults as you flank, they take out enemy positions on their own, and, most impressively, they call out the locations of enemy gunners. The context-sensitive AI will call out "German sniper on the second floor!" and they won't be kidding...you've been warned. In fact, you'll often use your squadmates to cue you on where an enemy is hiding- for example, you observe a buddy shooting over your shoulder, and then realize a German has slipped behind you.
With your head down behind cover, you can take a moment to notice that the palm trees are swaying in the breeze, telephone wires are moving, awnings are fluttering, and volumetric dust is blowing down the streets. About the only thing missing from this environment is the lice. (Please, God, let there never be lice in computer games. I'm not sure I could take that.)
On an alternate run through Toujane, we slip down side alleys in a flanking maneuver, attacking the enemy gun positions from behind. This time through, the mission plays out as a series of close-range fights and sniper duels. A new sniper mode replicates the real-world challenge of markmanship under fire, giving you a down-the-scope view complete with a booming heartbeat and the head bob of your breathing. (holding your breath will staedy your aim, but you can hold it only for a few seconds.) Enemy soldiers react to your new location by trying to pin you down with fire while their fellow Krauts move to flank you. (You can even start to pick up the German being spoken, to help you decipher what the enemies are ordering each other to do.)
Which is not to say that the game is totally un-scripted. Scripted events occur, but since you can approach key nodes of the map from different angles, you'll have different perspectives on the scripted event. Replay value should be high, considering that the flow of a battle will readjust itself according to your postion on the map.
Historical Tactics
>>>New battles incorporate historically accurate tactics. In particular, one major new factor is the use of smoke as concealment. Equipped with smoke grenades, you can now pop a smoke screen to hide your exact position from the prying eyes of enemy gunners. (Note, though, that the snoke is not "cover"- as military advisor John hillen is quick to point out, sometimes the enemy will simply pour bullet down a smoke-filled street. But you should be relatively safe from snipers.)
For the set-piece battle of El Alamein, the designers hinged the mission on a mind-boggling bit of WWII history. In hopes of deceiving rommel, the British disguised a fleet of jeeps to look like tanks, and drove them off into the desrt to draw off some of the German defenders. The gambit worked- but resulted in a horrific fight for the decoy units, which found themselves in battle against German tanks. The Alamein mission puts you in one of these dummied-up jeeps for the thunder run against the Panzers.
A mission in Libya puts you in the middle of a massed tank assault. Since your Crusader tanks are less powerful than the German armor, you have to employ a desperate tactic.
"The tactic, as suicidal as it was at the time, was to haul ass and close with the German tanks, because the Germans could range them," says Hillen. In the Call of Duty II rendition, you make a white-knuckled sprint scross the killing filed to get in close and shoot at the German tanks' sides and rears.
The developers promise that maps like Alamein will be presented "on a scale of miles," with tank engagements occurring across vast sweeps of desert.
In the Normandy campaign, at the village of Bocage, you'll be treated to grim face-toface fights as you make your way through the hedgerows.
The Russian campaign kick off with the defense of Moscow. As German tanks close to within sight of the Kremlin spires, the Soviets unleash a massive counterattack, turning the tide against Hitler.
And, of course, the team is returning the action to Stalingrad- the scenario that made Call of Duty a must-play. The principal additon this time is the weather, which promises to be a tangible factor affecting the street-fighting in Call of Duty II.
The developers walked me through the new Stalingrad map, which is much denser and more detailed than its forebear. The buildings are both bomb-blasted and hauntingly lived-in, with graffiti and family portraits clinging stubbornly to the walls of even ruined structures. Snow flurries will obscure your vision, and harsh weather conditons- such as pouring rain in Normandy- will be an in-game obstacle, just as inclement weather was a serious impediment to real soldiers on these battlefields.
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