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Posted by Joystiq Aug 30 2013 16:30 GMT
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By all rights, the Teenage Mutant Ninja Turtles should be holding down responsible office jobs by now. It's been nearly thirty years since their debut, after all, and they should all be well into their 40s. And yet, here they are, still scarfing pizza, fighting crime and appearing in questionable video game adaptations of their adventures.

TMNT: Out of the Shadows is the latest such adaptation, and it's definitely questionable. The game is rife with bugs. It has loading issues, oft-repeated one-liners and even an ill-advised hacking mini-game. Yes, someone wedged hacking into a game about beating the stuffing out of bad guys.

The one bright spot is the combat, which is largely an improvement over the frantic button-mashing that composes most of TMNT's video game legacy. Even that, however, wears thin after a few hours.

Posted by Rock, Paper, Shotgun Aug 23 2013 07:00 GMT
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Angry man shootyblams – that most noble of sports – are surprisingly complex business. To an outsider, it might seem like a simple matter of pointing your perpetually enraged avatar in a direction and pulling the trigger – practically killing with your mind, except your mind is a gun – but sometimes there are other factors to consider. Loadout, map, and how best to demean your generally reasonable foes with hurtful language, sure, but also things of a more sinister nature. Yeah, I’m talking about lag. Peer-to-peer connections topple, empires fall. What’s, say, a Call of Duty game to do? Yep: give up and get cancelled. No wait, sorry. Dedicated servers.

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Posted by Joystiq Aug 21 2013 09:44 GMT
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Players that own Call of Duty: Ghosts on PS3 will be able to purchase the PS4 version for $10, €10 or £10 for a limited time, Activision announced today. This follows Sony's announcement last night that PS4 games will be offered at a "significantly discounted" price - also for a limited time - to those who already own the PS3 version. Sony didn't mention a specific price at the time, but the $10 point lines up with retailer next-gen upgrades.

Ghosts, Assassin's Creed 4: Black Flag, Watch Dogs and Battlefield 4 - and specifically the publishers Activision, Ubisoft, EA and Warner Bros. - will participate in the PS3-PS4 upgrade program.

Player stats from Ghosts will transfer from PS3 to PS4, Activision previously announced.

Posted by Rock, Paper, Shotgun Aug 17 2013 11:00 GMT
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It is a time of unexpected occurrences! For one, we’ve written more about Call of Duty this week than we normally do in an entire year. That might be a slight exaggeration, but we tend to provide more coverage of actual gill-endowed, often delicious cod than we do COD. Recently, however, there’s been a fair deal of – gasp – rather interesting news about Activision’s endlessly annualized behemoth. And the latest tidbit? Apparently Infinity Ward’s actually putting a lot of extra work into Call of Duty: Ghosts‘ PC version. WHAT UNIVERSE IS THIS.

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Posted by Rock, Paper, Shotgun Aug 14 2013 23:00 GMT
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Call of Duty: Ghosts may have given dogs the spotlight ahead of, er, half of the entire human race, but I suppose this is a case of better late than never. I mean, this is Call of Duty we’re talking about. It really could’ve been never – or at least quite a bit longer. But hurrah: female combatants have finally joined the multiplayer fray! Even baby steps should be celebrated. Oh, and we can’t forget today’s other military-grade slab of COD news: Activision gathered a bunch of journofolk under some massive roof in Los Angeles to announce that Call of Duty still has multiplayer. The industry spent the year sick with worry, intestines tied in knots and palms slick with pale fear, over the obviously very real possibility that Activision might throw out the most lucrative part of its biggest breadwinner for no apparent reason.

Now, however, we can rest. Ghosts will have plentiful dudes (and ladies) with guns, dogs prancing about, and new mode where you can become the explosion. Sorta. I fear that this might lead to the occasional dogsplosion, though, and that is truly the saddest possibility.

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Posted by Kotaku Aug 14 2013 18:58 GMT
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Multiplayer in Call of Duty: Ghosts will introduce the "Squad," a group of up to ten soldiers with unique loadouts and appearances, with one level of prestige per character. These guys will also join you, as AI teammates—or adversaries—in a new mode called, of course, Squads.Read more...

Posted by Kotaku Aug 14 2013 18:33 GMT
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We just got a lot of juicy details for the next Call of Duty. Fans of the multiplayer for one of Activision's biggest franchises will want to tune in here to hear a breakdown by myself and other CoD experts.Read more...

Posted by Kotaku Aug 14 2013 18:03 GMT
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"Cranked" and "Search and Rescue" will join the playlist in Call of Duty: Ghosts' multiplayer this year, offering variants on the game's team deathmatch staples.Read more...

Posted by Kotaku Aug 14 2013 17:48 GMT
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At the big multiplayer event for Call of Duty: Ghosts underway right now, the mode's hype reel closed out with a close-up shot of a female character, which would be a first for the franchise. Read more...

Posted by Kotaku Aug 07 2013 23:40 GMT
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Disney Infinity is not a Skylanders clone, but that doesn't mean the Disney title wasn't inspired by Activision's toy-meets-game success story. Heck, three Skylanders toys even showed up for this Disney Infinity "Designing the Figures" video. Read more...

Posted by Kotaku Aug 01 2013 21:00 GMT
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The project code-named Titan is changing direction completely, Blizzard said on today's Activision earnings call. It used to be a subscription-based massively multiplayer online game. No more.Read more...

Posted by Kotaku Jul 28 2013 23:00 GMT
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If David Vonderhaar, design director for Call of Duty: Black Ops 2, thought shining a light on the rancid Twitter spew coming from the game's so-called fans would curb those reactions, well, think again. It's still going strong, and someone's curating it all. Consider this a to-block list for your own Twitter feed.Read more...

Posted by Rock, Paper, Shotgun Jul 26 2013 11:00 GMT
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It’s finally happened. Activision-Blizzard has bought out the majority of its shares from Vivendi, leaving Bobby Kotick as the CEO of a basement-dwelling bedroom-coding indie studio. Will Call Of Duty: Sepia Ops claim next year’s IGF Grand Prize? Can the next WarCraft’s block-based image change see it taking on the might of independent mega-hit Minecraft? Will Spryro return as a pixellated retro-dragon, starring in a side-scrolling puzzle-platformer about pacifism, divorce and the decline of the LP in an age of easily consumable digital music? Yes, yes, yes.

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Posted by Kotaku Jul 26 2013 05:01 GMT
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Activision Blizzard used to be owned by media giant Vivendi. Not anymore. It's now a free company, having bought Vivendi's stake out. You could say it's gone indie, but that joke's going to wear pretty thin over the next 24 hours.Read more...

Posted by Rock, Paper, Shotgun Jul 24 2013 17:00 GMT
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Multiplayer Game Balancing AN-94: Damage slightly reduced. DSR 50: Rate of fire reduced. Ballista: Rate of fire slightly reduced.

You look at the patch notes, your whole body starting to go hot with rage. Your heart beats faster, your breath gets shorter. You HIT the Red Bull can from your desk, the murky liquid splashing your poster of Transformers-spoiling sticky-hottie Megan Fox across the arse. You stand and ram the back of your squadgy desk chair into the desk to hear it BANG, to get some relief from the rage you are feeling. You PUNCH the wall in frustration, and then hurriedly have to shake it hard because that was not the plasterboard part of the wall it was an actual stone brick. You SCREAM in anguish. “WHY?!” you yell. “WHY HAVE YOU MESSED UP MY VIRTUAL GUNS?!?!? HOW WILL I GET MEGAN TO LIKE ME NOW??!?!?!” You do a little sort of rage dance that makes you look like you belong in Populous. (more…)


Posted by Joystiq Jul 22 2013 02:30 GMT
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A new Teenage Mutant Ninja Turtles game is coming in October, Activision announced via press release. The game is based on the Nickelodeon animated series, and is described as a "side-scrolling action-brawler" with "loads of combat and animated scenes." It is the product of a multi-year, three-game deal between Activision and Nickelodeon, first announced in February.

Teenage Mutant Ninja Turtles will launch on October 22 in North America, October 23 in Asia and Australia and October 25 in Europe and Latin America for 3DS, Wii and Xbox 360.

Posted by Rock, Paper, Shotgun Jul 09 2013 13:00 GMT
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I don’t know how far through Deadpool I got. I do know I don’t much care. And it seems fairly evident the game doesn’t care either. I’ve hit a bug, the thought of replaying the level through to see if it doesn’t happen again is too much, and so we’ll call it a day.

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Posted by IGN Jul 08 2013 23:50 GMT
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Twitter says there's co-op in the next COD. Here's what our expert wants.

Posted by IGN Jul 08 2013 20:49 GMT
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A walkthrough of the entire Zombies Map, Buried, available in the Vengeance Map Pack for Call of Duty Black Ops II.

Posted by Kotaku Jul 05 2013 14:00 GMT
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In-game purchases? In World of Warcraft? Could happen, says a Blizzard community manager. Earlier this week, World of Warcraft players on the game's public test server discovered an item called the Enduring Elixir of Wisdom. The item description: "Experience gained from killing monsters and completing quests increased by 100%." In other words, it makes grinding twice as fast. This isn't the type of item you'd just buy at a store with in-game currency: it's a purchase-with-real-money, "pay-to-win" feature that represents a lot of what people hate about microtransactions in online games. And although World of Warcraft already sells virtual pets and mounts for real money, they're mostly aesthetic, and you buy them outside of the game. The thought of "pay-to-win" buttons freaked out a whole bunch of WoW forum users, and Blizzard community manager Zarhym didn't do much to quell those fears while posting on battle.net yesterday. "We are currently exploring the possibility of adding a way for players in certain regions to make purchases directly within the game," Zarhym wrote. "As part of this process, elements related to this will be appearing on the [Public Test Realm]. We’ll provide additional updates on our plans as development progresses." World of Warcraft is still gigantic, but it's regularly losing subscribers: is Blizzard going to try to milk more from their longrunning cash cow? Is the next move to make WoW free-to-play? We reached out to Blizzard this morning for comment, and we'll update should they have any updates for us.

Posted by Joystiq Jul 01 2013 20:15 GMT
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It's preemptive business as usual with Call of Duty: Ghosts, which now boasts a pre-order incentive in the form of a multiplayer map. Dubbed "Free Fall," the freebie environment is meant to reflect the dynamic events that characterize and alter the environments in this iteration of Call of Duty's multiplayer suite.

Taking place in the halls of a skyscraper on the verge of collapse, Free Fall represents "just one of the many new approaches we're putting into Ghosts' multiplayer across the board," says Executive Producer Mark Rubin. "There's so much more that we look forward to sharing in the weeks to come."

The weeks to come - between now and the game's PC, Xbox 360 and PlayStation 3 launch on November 5 - will likely be spent cleaning up the wide-scale urban damage left after Activision skyscraper motion-capture session.

Posted by Joystiq Jun 26 2013 04:00 GMT
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The Replacers take up the first part of this Call of Duty: Black Ops 2 trailer for the upcoming Vengeance DLC, available July 2. After that it's a sampler of new maps Cove, Detour, Rush and Uplink, along with new Zombies mode "Buried."

Posted by Joystiq Jun 25 2013 23:00 GMT
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So you want a stupid action game? Good, you're in luck.
  • EGM (80/100): "If you're a fan of Deadpool, you'll certainly appreciate the experience, but if you're really unfamiliar with the character (even though I don't know how that's possible at this point), you might be a bit wary of having this game be your first experience"
  • Game Informer (60/100): "When I finished this game, I walked away unfulfilled. After a weekend away from it, I found myself chuckling over the crazy things Deadpool said and did. His obsession with Wolverine is particularly funny. The memories I took away from the game were worth the time I put in, even if playing it was a chore."
  • Eurogamer (60/100): "Even with this crudely skewed difficulty curve, it's not hard to romp through the game's six stages without too much trouble, and once it's done there's not much else to do, beyond replaying it all again to max out those upgrade trees or dipping into a selection of one-note challenge stages based on locations you've already grown tired of."
  • IGN (60/100): "On the other hand, much of the Deadpool gameplay experience is formulaic and safe...so safe you might think developer High Moon Studios is playing some sort of self-referential "hey, isn't it ironic how normal this is?" meta-gag on you. But it's not."
  • VideoGamer (50/100): "Deadpool is a great character wrapped in a standard (and short) action experience."

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Posted by Kotaku Jun 25 2013 15:00 GMT
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My initial foray into the world of High Moon Studios' Deadpool video game culminated in an intimate moment in the eponymous character's filthy bathroom. Pants around his hideously-scarred ankles, our hero strains. "It's burns!" he cries, and it does — but it also feels kind of good. Following a phone call from the game's developer establishing the creation of the very action game I was playing (Inception!), the fourth wall-breaking Wade Wilson set about exploring his dilapidated apartment, an amusement park of alternating disgust and brilliance. One minute he's asking his dog how the ball-licking is going, the next he's commenting on the shoddy polygon model design of his furniture. He inflates a blow-up doll, one of the voices in his head (he has two) commenting, "We're not going to put our penis in that, are we?" Then he's having a conversation on the telephone with his own voice actor, the prolific Nolan North. What seems like a series of cheap gags and gross-out moments is actually a glimpse into the tortured psyche of Marvel's "Merc with a Mouth." There's a hero inside Wade Wilson, floating deep beneath a sea of psychosis, where the call to action can be hard to hear. One could argue that this entire scenario — the High Moon Studios phone call and subsequent "video game development" — is an elaborate mental construct created to lead Deadpool down the path of the righteous. As he wanders aimlessly about his apartment, there's an insistent knocking at his door. It's the script to the game being delivered — or is it? Is Deadpool playing with his own head and, by extension, mine? I certainly feel like my head was messed with, but not by a fictional character. Ever since High Moon Studios and Activision announced the Deadpool game, we've been assailed by trailers and marketing materials that focused on the worst the game had to offer. Profiles for the game's guest stars — particular the female ones — were delivered in Wilson's voice, riddled with heavy-handed innuendo. One trailer suggested a game so immature and over-the-top I wrote an article worrying the developers had gotten the character completely wrong. They were inside Wade Wilson's head the entire time. At his best, Deadpool is a whirlwind of base behavior and manic insanity dappled with moments of sheer brilliance. He's crass and vulgar and violent and nasty and just when everyone else wearing spandex is ready to toss him into the sun, he does something amazing. An act of selfless heroism, an extraordinary physical feat — maybe a song and dance number — it's as if his survival instincts kick in and override his elaborate coping mechanism. What's astounding about Deadpool the game is that High Moon not only captured this dynamic from a character standpoint, it infuses the entire experience. Take the core gameplay, for example. Beneath the manic trappings, Deadpool is a beat-em up with platforming elements. That means there's an awful lot of fighting a group of enemies, running to the next area, and then fighting another group of enemies, spouting an endless stream of one-liners that are only humorous the first couple of times. It grated on my nerves. My brow began to furrow with frustration. My hands tensed, and then — dream sequence! Perspective shift! Incredibly inventive turret sequence! This must be how Cable felt throughout the entire run of the Cable & Deadpool comics. The pacing is perfect right up until the game's penultimate battle, where it felt like I was being forced to fight every single enemy I had defeated throughout the course of the game in one insanely extended encounter. If the combat in the game weren't quite so satisfying, I'd feel like I was being punished. Luckily, the fighting is fairly enjoyable, capably capturing Deadpool's signature style — complete and utter chaos. He's swinging swords, sai's and hammers, generating momentum to unleash devastating special attacks. He's taking cover and shooting pistols, assault rifles, shotguns and one mean laser cannon. He's tossing grenades, planting land mines and setting bear traps, because he has a bag filled with that sort of crap. At his very best, meaning in more capable hands than mine, he's weaving together melee and projectile attacks, practicing the ancient art of gun-fu. He's no Dante, but he's got skills. Does he need those skills? Sometimes. I mean, when the enemies aren't getting stuck behind obstacles and standing still so he can cut them up at his leisure. Or when he isn't running right past two encounters to a third, dying, and then respawning at the third encounter's checkpoint, skipping the first two entirely. For every relentless pursuit by a heavy-weapon wielding mini-boss, there's another group of enemies that can't quite navigate stairs. You may have noticed that I've not touched on the game's plot at this point. That's because I'm not quite sure what that plot is. It's not that there's no story. Big-time X-Men baddie Mr. Sinister is definitely up to something... sinister on the island of Genosha. Cable, who Summers in the future, tells us as much. Deadpool, however, is much more concerned with the bounty the villain robbed him of by tying up a loose end, so revenge and good times is his only motivation. There's that convenient delusion again. As far as Deadpool is concerned, Genosha is just a nice place for a video game. When not expertly burying a heroic epic under madness, Deadpool spends its time alternating between sophomoric commentary and genuine hilarity. The writing is at its most clever when the fourth wall is being brutally beaten down. Regular in-game calls to High Moon following purposeful game glitches, references to overused gaming tropes as they're being employed, random splashes of theme music — this is wonderful stuff. And when it's crass, it's very, very crass. This is not a game for children, though I'd love to be in the room with mom and little Billy when Wade talks about his dick size, suggests a dog lick his testicles, or attempts to fondle a potentially imaginary woman's breasts. It can get pretty horrible, but it's staying true to the character. If anything, Deadpool is even more Deadpool here than he is in most of the comic books he appears in. If you can handle the hairy humor, you might have as much fun playing Deadpool as it seems like High Moon had making it (well, up until that last bit). Thanks in no small part to the insanity of Wade Wilson (and an inspired set of performances by Mr. North), they've taken a genre that rarely produces more than repetitive filler and twisted it into a unique experience that embodies the very spirit of the character.

Posted by Joystiq Jun 25 2013 14:00 GMT
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Deadpool depicts the exploits and gleeful eviscerations of a giggling psychopath, gifted with guns, swords, and style. We've had plenty of that, thank you, but this one's novelty is a self-aware protagonist, starring in a game that's absurd, flippantly violent and incoherently narrated by its own admission. Here we have proof that it's possible for a game to throw itself on the mercy of the court, provided Mercy is the name of a totally sweet sword.

Deadpool is an impulsive egomaniac drawn from Marvel's weirder pages, and he's oh so happy to exist in a world designed expressly around him. Jolted to immortal life by a delirious performance from Nolan North, Deadpool is a pithy vector for the player - rather, the nightmarish caricature of a player as envisioned by a cynical game designer. His attention spans the pinch of two fingers, he makes extravagant demands with no care to their consequences, he slobbers over Unreal women and he'd rather die than listen to a syllable of exposition from the poor, plot-mandated X-Men. Their anguish must be akin to the people who worked on a cutscene you skipped in your monstrous impatience, unaware that it took four agonizing months of wrangling manatees in motion-capture suits.

There's no dearth of idiocy in Deadpool, but it's more palatable when paired with honesty - something that often feels amiss every time a new bad-ass action game struts out with the immaculately rendered Tear of Real Emotions This Time rolling off its cheek.

Posted by Joystiq Jun 20 2013 06:00 GMT
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Cable, Wolverine, Psylocke, and Domino were already announced as making appearances in the upcoming Deadpool game by High Moon Studios (due out on June 28), and now you can add one more X-(wo)man to that list. Rogue is joining the team, and as you can see above, she's brought a new look with her.

Posted by Joystiq Jun 19 2013 00:30 GMT
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We spoke with Bungie's Chris Butcher, engineering lead for online shooter Destiny, about the overall concept of the game and its mishmash of genres. Destiny is primarily a shooter, as shown in gameplay footage released at the show, but we also discuss some of its other flavors and social components.

Butcher, being the engineering guy, also gets some time to geek out about the game's lighting and animation.

Posted by Rock, Paper, Shotgun Jun 18 2013 11:00 GMT
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A dog. A big, tongue-lolling lug of a beast with dog feelings and adorable, kicky-leg dog dreams is the most exciting thing to happen to the world’s biggest shooter franchise in years. We live in strange times. But let’s face it: the poor pooch probably won’t be around for long, will he? I mean, these types of situations have a way of ending tragically for all creatures with more than two legs – at least, if other action games/movies are any indication. How’s Infinity Ward feeling about Call of Duty: Ghosts, though? Will they stick with the cliche? As part of a wide-ranging (read: dog) interview on a variety of topics (read: the dog), I asked the question (involving the dog) on everybody’s mind.

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Posted by Kotaku Jun 17 2013 21:00 GMT
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Does Call of Duty Dog feel threatened by Nintendogs? Weeks after the official announcement of Call of Duty: Ghosts, it's still not very clear whether or not the game is coming to Wii U. Activision has been sketchy about the prospect of their next big first-person shooter coming to Nintendo's console for quite some time now, and last week, things got even more confusing when Call of Duty: Ghosts executive producer Mark Rubin implied to GameSpot that it will indeed be on Wii U, in addition to PC, Xbox 360, PS3, and other next-gen consoles. But wait! Today, GamesIndustry.biz put up their own interview with Rubin, in which he said that actually, he doesn't know yet. "Ha! You know that's funny, because I don't even know the answer to that," Rubin told the trade site when they asked about a Wii U version of the next Call of Duty. "I swear to God, I don't. I was trying to say in the interview [that] I really don't know and I'm not supposed to talk about it. I'm not supposed to talk about the fact that I don't know." Well then. We asked Activision, but they wouldn't comment any further. So we can only assume that Call of Duty: Ghosts is coming to Wii U... or maybe it isn't.

Posted by Joystiq Jun 14 2013 00:30 GMT
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We had the opportunity to chat with Call of Duty: Ghosts Executive Producer Mark Rubin during E3, but instead of asking how many guns the latest installment has, we decided to focus on tech and art.

Rubin explains how the next-gen console architectures being so close to PCs will likely help all developers, from the mega studios, like Infinity Ward, to basement developers like Sally Perkins (you'll hear about her in five years). He also goes on to explain how Infinity Ward has reworked its art flow to benefit all platforms.