‘Call Of Duty 4′ Says No To ‘Warnado’ (And Feet); ‘Manhunt 2′ OK’d For Halloween; ‘Lair’ And More, In GameFile

Infinity Ward exec runs through what was rejected in the process of shaping 'Call of Duty 4.'

NEW YORK — What’s a “Warnado”? Aside from a combination of a “war” and a “tornado,” of course.

“Warnado” was one of the possible subtitles for “Call of Duty 4: Modern Warfare,” the first-person shooter coming out this fall for the PC, Xbox 360 and PS3. The makers of the game said at this summer’s E3 that it could give “Halo 3″ a run for its money.

“We had someone generate thousands of names,” Vince Zampella, studio co-head of “CoD4″ developer Infinity Ward, told GameFile while sitting in a dimly lit room at the Grand Hyatt last week. On a large TV, he had a preview-build of “CoD4″ on pause. Later in the day, after showcasing the demo for several more outlets, hotel security would knock on the door to complain about the noise. But for the moment, the only loud sound in the room was Zampella’s laughter as he recalled those suggested names. “One of them was ‘Warnado,’ ” he said. “Or was it ‘Warricane’?”

Zampella and the rest of Infinity Ward said no to “Warnado” and other suggested titles — including their own “Modern Warfare” — some time ago. He ran through a lot of other things to GameFile that were also rejected in the process of shaping their upcoming game.

But before all those negatives, note some positives about what “CoD4″ is. It’s the return, after a year off, of Infinity Ward to the first-person shooter franchise it built into a market leader. A different development team, Treyarch, developed last year’s “Call of Duty 3.” It was the first game in the franchise to take place in the modern era instead of World War II. And it’s the winner of Best Action Game from the E3 Games Critics Awards. It pits the player in two interlocked campaigns — as an American combating insurgents in an unnamed Middle Eastern country, and as a British SAS trooper in Russia, where the unrest in the Middle East is instigated. It has cutting-edge graphics. It’s cinematic. And it sports a multiplayer mode that Infinity Ward says will be the most fully featured yet.

Back to those responses Zampella delivered in the negative. Here’s a not-so-tough blow: The player-controlled lead characters won’t have feet. Many first-person shooters leave out the feet, and “CoD4″ is yet another. Why? “It’s a lot of work for very little payoff,” Zampella said. “It doesn’t really bring a lot to the game. We have a finite amount of time we can put into the game. I think it’s better served in something that’s a mechanic in the game or something cool that you’re going to see a lot than if I happen to look down to see my feet.” Is that the most significant “no”? No.

Infinity Ward and “CoD” publisher Activision have been crystal clear that this new game is a return to the form of “CoD2,” an acknowledgement that Treyarch’s work on “CoD3″ was not as well received by franchise fans. So will Infinity Ward make every annual installment of the series from now on? No.

“We need two years to make a game,” Zampella said, adding that any given single-player level takes six months to make. Would it be healthier, then, for “Call of Duty” to be released every other year or for it to continue swapping studios? Don’t ask a yes-or-no question — then the answer can’t be a no: “That’s a tough one and I think it’s debatable every way,” Zampella said. “If you can have somebody else do something else and leapfrog everybody every two years, that’s not so bad. I think a year is a long time between games. If a game is good enough and I love the franchise, then, the following year, I’m OK playing another one.”

The game will be coming to Xbox 360 and PS3, and Zampella said there shouldn’t be any discernible differences between the two versions. He said the PS3 version won’t use the motion-sensitivity of that system’s Sixaxis controller. “It doesn’t really fit.”

It’s in vogue for first-person shooters to sometimes show their protagonist’s body in full 3-D. “Halo 3″ zooms out and shows Master Chief as an onscreen character whenever the player makes the Chief pick up the game’s largest, two-handed guns and cannons. “Metroid Prime 3″ zooms out of heroine Samus’ helmet when she rolls into a ball. Will there be any similar third-person views of the player’s character in “CoD4″? “We did not consider it,” Zampella said. “It’s not that it’s bad. It fits some games but it didn’t fit our vision of this game. It’s about the immersion and being that character. Once you pull out of the head [of the character] you’re like, ‘Wait, that’s not me.’ ”

Players won’t be able to see more of their character than hands (and lack of feet). Will they hear him? All the squad-mates and enemy soldiers talk, so would Infinity Ward program their lead character to speak? Zampella said … no. “I don’t want to walk into the room and [hear,] ‘I’ve got a bad feeling about this’ [and then think,] ‘I do?’ If I want you to have a bad feeling, I need to portray it to you in the game, give you a reason to have a bad feeling, not just put a dialogue line in your head.”

“Call of Duty” is one of the rare game franchises that is lauded as an industry leader for both its single-player and multiplayer modes. Why not split the two modes and offer them as separate games on separate schedules? “It’s come up,” Zampella said, noting that what his team currently does is “almost like designing two games for the price of one.” Still, he was leaning toward keeping the solo and multi modes on one disc. “At the end of the day it’s expected and it’s what we do. I don’t think we’ve ever seriously considered splitting them up into two games.” So the answer? It’s no.

A few more negatives: Did the Infinity Ward team start comparing their game to “Halo 3.” No, the press did that. Did publisher Activision offer them a chance to make “Guitar Hero” before giving the series to “Tony Hawk” development studio Neversoft? No — and Infinity Ward is a “one-team studio” anyway, meaning one game at a time.

So to sum up, there is much that “CoD4″ isn’t. There is much that the “CoD” series won’t be. What is Zampella positive about? “It comes down to immersion and detail,” he said. “That’s what makes a ‘Call of Duty’ game: making the world around you come alive, be believable. When you’re there you forget you’re playing a game. It’s a cinematic experience.” There just wouldn’t have been anything believable about a game called “Warnado.” You can’t say no to that.

More from the world of video games:

Earlier this summer, the Wii, PS2 and PSP game “Manhunt 2” was blocked from release in the U.K. and given an adults-only rating by the Entertainment Software Ratings Board in the U.S. Nintendo and Sony won’t permit AO games on their consoles, which essentially blocked the original incarnation of the game from making it to console gamers’ hands. On Friday, however, the game’s publisher Take 2 Interactive announced that a “modified” version has earned an M rating from the ESRB. The game will be released on October 31. Representatives from the game’s development studio, Rockstar Games, did not return GameFile’s request for comment about exactly what was modified. But Take 2′s initial statement quoted Rockstar executive producer Sam House as saying: ” ‘Manhunt 2′ is a powerful piece of interactive storytelling that is a unique video game experience. We think horror fans will love it.” To read about what was in the first six hours of the AO version of the game, check out MTV News’ exclusive, in-depth, hands-on report.

Last week’s Leipzig Games Convention in Germany brought some exciting PlayStation3 and PSP breakthroughs … for European consumers. Sony announced plans to implement PlayTV, a service that will turn the PS3 into a digital video recorder that saves TV shows, much like a modern cable box. The service will also stream that data to a consumer’s WiFi-connected PS3s. In a press release trumpeting the service, Sony said PlayTV will be available in the U.K., France, Italy, Germany and Spain early next year, with other countries that use the PAL standard to follow. No announcement was made about the service coming to the U.S. …

Games Convention hosted several speeches by top game designers, including one by Factor 5 President Julian Eggebrecht that was noted last week in GameFile. During a speech in which he complained about the struggles to get his studio’s September PS3 dragon-fighting game “Lair” rated T instead of M, he called the ESRB ratings process a “charade” and said “games are not being seen, even by our own ratings boards, as an art form.” He also called for a new ESRB rating between T and M. Reached for comment, ESRB spokesman Eliot Mizrachi said there were no plans to modify the ratings categories. As for whether the board sees games as art, he told GameFile: “Given the diversity of games being created (we assign over 1,200 ratings each year), it’d be hard to argue on any level that games do not represent a form of artistic expression, regardless of what one’s personal opinions and values may be. That being said, our job is to impartially assign ratings to games based on their content, not to judge artistic merit.”

Recent gaming stories from MTV News:

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Be sure to check our our Multiplayer blog, which features an update on old stories this week, including our struggle with so-called Huff-n-Puff gaming.