{"id":29126,"date":"2025-01-28T15:15:25","date_gmt":"2025-01-28T15:15:25","guid":{"rendered":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/modern-warfare-devs-reveal-details-on-unreleased-halo-killer-dexerto\/"},"modified":"2025-01-28T15:15:25","modified_gmt":"2025-01-28T15:15:25","slug":"modern-warfare-devs-reveal-details-on-unreleased-halo-killer-dexerto","status":"publish","type":"post","link":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/modern-warfare-devs-reveal-details-on-unreleased-halo-killer-dexerto\/","title":{"rendered":"Modern Warfare devs reveal details on unreleased \u2018Halo Killer\u2019 &#8211; Dexerto"},"content":{"rendered":"<p>Modern Warfare devs reveal details on unreleased \u2018Halo Killer\u2019 Infinity Ward\/BungieInfinity Ward, the developers behind the Call of Duty: Modern Warfare series, have revealed new details on their unreleased project designed to be a \u2018Halo Killer.\u2019 Prior to beginning work on Call of Duty 4: Modern Warfare, the devs were split into two teams each focused on two completely different projects. One was a World War 2 game and the other was a sci-fi shooter. Speaking with Game Informer, Multiplayer Design Director Geoff Smith said this sci-fi game was intended to compete directly with Microsoft\u2019s Halo franchise. \u201cAll my friends were playing Halo, and I couldn\u2019t convince them to give CoD 2 a try,\u201d Smith said, noting that the team was proud of its work on the game. \u201cI was like, \u2018Well, you\u2019re this really cool spaceman who\u2019s shooting stuff. It\u2019s really hard for me to convince them to be cool with, like, a wooden gun with, like, a pot on your head.\u2019\u201d With Halo being such a dominant title and leaving its mark on the FPS landscape, Infinity Ward wanted to challenge it. \u201cWe didn\u2019t know if we were going to be able to do a modern game\u2026 It was a moment where we really wanted to take down Halo really bad, and we wanted to create a Halo killer. Part of the studio went off and was working on another game to do that,\u201d studio art director Joel Emslie said. While some of the team was working on the World War 2 version of Call of Duty 4, the rest started designing a \u2018Halo Killer\u2019 prototype. However, splitting the team ended up being a bad decision. \u201cThe whole Infinity Ward experience is what we make is the sum of the parts, like all the components work together,\u201d Emslie explained. \u201cWhen you had components missing, it threw the whole thing off balance, and that\u2019s why it was realized pretty quickly, thank God, and they brought everybody back together, and then we dug into Modern Warfare.\u201d With the team back together, Modern Warfare was born and the FPS landscape would once again be altered. \u201cIt was only really when we went to modern that you felt cool,\u201d Smith said. \u201cI think there\u2019s a little something there where you feel cool playing, like you kind of put yourself in the situation.\u201d Infinity Ward wasn\u2019t the only team trying to beat out Halo. The PlayStation exclusive Killzone had been dubbed a \u2018Halo Killer\u2019, but never saw much success in competing against Master Chief. It\u2019s crazy to think about an alternate history were Infinity Ward put their resources into a \u2018Halo Killer\u2019 instead of Modern Warfare. In a way though, the team did end up killing Halo, as Modern Warfare would go on to out-sell Halo 3. Modern Warfare will make its long-awaited return when it\u2019s released on October, 25, 2019.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Modern Warfare devs reveal details on unreleased \u2018Halo Killer\u2019 Infinity Ward\/BungieInfinity Ward, the developers behind the Call of Duty: Modern Warfare series, have revealed new details on their unreleased project designed to be a \u2018Halo Killer.\u2019 Prior to beginning work on Call of Duty 4: Modern Warfare, the devs were split into two teams each [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-29126","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/29126","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/comments?post=29126"}],"version-history":[{"count":0,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/29126\/revisions"}],"wp:attachment":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/media?parent=29126"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/categories?post=29126"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/tags?post=29126"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}