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Declassified recent info have swayed me to pre-order the game once again...

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Showing 1-6 of 6 posts in this discussion
Initial post: Oct 5, 2012, 5:24:48 AM PDT
PlayStation.Blog: How is the game progressing since we last saw it at Gamescom?

Robert Huebner, Studio Head, Nihilistic: Gamescom seems so long ago. I think the most noticeable thing is a significant visual upgrade; a richer color palette, more detailed models, and better lighting overall. Also we implemented an entirely new animation blending system that allows us to capture a lot of nuanced animation that Call of Duty players are accustomed to.

PSB: What do you consider to be the most crucial elements to nail when adapting Call of Duty to PS Vita?

RH: Two things really come to mind. The feel of the controls and weapons is a top priority, because that's a lot of what makes Call of Duty work so well on other platforms. We got a lot of great insight and advice from the franchise veterans on this, but also adapted things for the specific controls on the PS Vita.

The second thing probably was animations. You don't notice it all the time while you're playing, but when you drill down, Call of Duty has an insane number of animations for each enemy and every little transition and move feels really accurate and intelligent. So we invested a lot of time in trying to capture that same feeling in Declassified.

PSB: Tell us about these new maps you've revealed, Nukehouse and Range. Nukehouse clearly seems inspired by the fan-favorite map Nuketown.

RH: Yeah, Nuketown is obviously a fan favorite so we wanted to really do an homage to that map. Nukehouse is a tighter level overall but tries to capture the unique look and feel of the original.

PSB: Here's a question fans have been wondering about: How deep will the weapon modding system be?

RH: Weapons retain many of the attachments from previous games, with fan favorites such as suppressors, extended mags, underaction grenade launchers, and different optics. New additions also appear like improved grip, which improves hip fire accuracy, and adjustable stock, which gives full movement speed while using Aim Down the Sight.

In multiplayer, you'll unlock these attachments by leveling up your weapons. You'll be able to use up to two attachments with each primary weapon, and one attachment with secondary weapons.

PSB: How many Perks will be in the game, and what will they be? Anything new?

RH: There are a total of 12 Perks in Black Ops Declassified, with a mix of returning and new abilities. Hardline, Marksman, Sleight of Hand, and Lightweight are all back, but new perks like Surplus (extra starting ammo and grenades), Hardwired (immune to Counter Spy Plane) and Toughness (reduced flinching when shot) are also important to remember when creating classes.

PSB: Will there be different grenade types, and will any use PS Vita's touchscreen in interesting ways?

RH: Definitely. We're trying to bring back the most popular grenade and tactical weapons that fit the time period of our story, and there's a lot of variety. The Bouncing Betty is one of the most popular around the office for multiplayer; there's something very satisfying about getting a kill with one. And flash-bangs are also fun, the reaction of your opponents over Party voice chat is always entertaining. The front touchscreen is used to toss grenades as well as optionally to aim your throw.

PSB: What kinds of missions are planned for single-player?

RH: The single-player campaign consists of intense and replayable objective-based missions that allow you to get better and better over time to improve your performance. The goal is to give the player the experience of striving for the "perfect run" through each mission.

PSB: There are Survival missions in the game as well - what can you share?

RH: These "Hostiles" missions as we call them now are the classic "survive infinite waves" sort of challenge. The player has to survive wave after wave of different enemy types, but also receives "care package" drops during play to keep them supplied.

Posted on Oct 5, 2012, 6:32:07 AM PDT
Personally, I feel that the new developers might put an interesting twist. (whether people say that they ruined resistance or not) I feel that Activision and Tryarch (however you even spell it) have gotten a little stale... and I hope this game does well it would be nice to get a good fps on the vita. I would pay the fifty dollar tag for that. So whether or not Nihilistic Software puts a good spin on things for the CoD franchise I think I will definitely be watching this one closely. For now, I'll hold off on a pre-order until I see some more on this game.

Posted on Oct 10, 2012, 8:34:01 AM PDT
Alpha Papa says:
I think lack of both a zombie mode and traditional single player campaign kill it for me. I'm not interested in "Time Attack" missions and the the Hostile/Horde mode is single player only (wtf!?!). Multiplayer...well we'll just have to wait and see how that turns out. But I'm disappointed it's only 4vs4 and there are only 6 maps which are tiny. Nuketown was a tiny map and they cut that in half to make Nukehouse... And on top of all this, a $50 pricetag.

Greatly disappointed....Greatly

Posted on Oct 21, 2012, 9:29:09 AM PDT
nkilburne says:
I mean, zombies mode would've been cool, but Hostiles is pretty much the same thing...just with living enemies instead of the undead. It sucks that it'll be single player only, but that'd be good for people on the bus and whatnot. Beat 5 waves on your morning commute, put the Vita to sleep, and then on your commute home, wake up the Vita and beat 5 more. I like it.

Posted on Oct 23, 2012, 9:02:07 AM PDT
Alpha Papa says:
Hey Nick! Did you give up on your Vita blog? I was a fan but it hasn't been updated since July.

Posted on Oct 24, 2012, 7:55:01 AM PDT
Scott E. says:
I think the fear should more be not that it doesn't have zombies, but that it appears to be running the same engine as Resistance: Burning Skies. Burning Skies wasn't TERRIBLE, but it was really underwhemling and felt VERY cheap. When you go from playing Uncharted: Golden Abyss, Escape Plan, Super Stardust Vita, etc to looking at how bad this game looks/runs, it's very disheartening. Especially at a ludicris 49.99 price point.
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Initial post:  Oct 5, 2012
Latest post:  Oct 24, 2012

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