DATOS DEL JUEGO
NOMBRE: Call of Duty Modern Warfare Reflex
DEARROLLADORA: Treyarch
DISTRIBUIDORA: Activisión
PRECIO: Aprox 60 euros
ONLINE: si
COOPERATIVO: Si, en la misma consola, el segundo jugador solo puede disparar
FECHA DE LANZAMIENTO: 10/11/2009
OTROS DATOS DE INTERES: La campaña es idéntica a la original.
El modo online es idéntico al original, no falta nada salvo los paquetes DLC
Motor evolucionado del empleado en WaW
Aumento de resolución en algunas texturas y un mayor rendimiento general del juego (
No habrá Wii MotionPlus ni Wii Speak.
10 jugadores online.
Host migration para no perder conexión cuando lo haga el anfitrión y mejora del sistema de códigos de amigo, para poder invitar a los amigos conectados de la lista personal.
Control mejorado respecto a WaW, con una amplia posibilidad de configuración
PORTADA
IMAGENES
Infinity Ward y Activisión no han querido distribuir ninguna imagen del juego
VIDEOS
Lo mismo sucedido que con las imágenes.
Aun quedan videos no oficiales circulando por youtube ya que los están eliminando
NOTICIAS, ENTREVISTAS, CURIOSIDAES:
ENTREVISTA
Secreto: (Pincha para leerlo)
Question: Who are you?
Answer: I'm an engineer from Treyarch who worked on the game. I am not a PR representative or anything like that. I can't speak officially on behalf of Treyarch or Activision.
Q: I don't believe you.
A: Gamespot has me listed as a game rep. If you still don't believe me, that's okay, don't expect me to bend over backwards trying to convince you.
Q: What about the 4 DLC Maps that were on the 360/PS3?
A: No DLC maps, just the original 16.
Q: Are huge multiplayer maps like district going to get shrunk down?
A: No. The maps are identical content-wise to the other versions.
Q: All online modes are in except Ground War. Why?
A: The Ground War playlist will not be in the game as we only support 10 players and not 18. Ground War was a playlist created for people who liked playing matches with a lot of people.
Q: This game uses Host Migration for online matches. How does it work?
A: Host Migration: The match will still end if the Host's signal drops too low to support a smooth game, or if the Host leaves the match. A new Host is selected and all Players that are in the Match will return to the lobby, but the countdown will start at "Match is about to begin" instead of a full Intermission countdown.
(again)The system will end a match if the Host's ping is too low to support a smooth game and it will pick the next best Host and start the next match.
Q: Will there be Zapper support?
A: Wii Zapper is supported in both SP and MP, with improved controls.
Q: No WiiSpeak support. Why?
A: I would say mostly due to time constraints versus work needed to make it crystal clear.
Another reason: Cutting Wii Speak helped us support 10 Players instead of 8.
Q: How is the invite/friend system?
A: It's much better trust me. I cant go into specifics but I know you guys will like it. Friend Code system has not changed (Out of our hands,) but has some better options in the Friend Roster.
Q: What about bugs and glitches?
A: We try our best to track down all the bugs/glitches that give players an unfair advantage, but it is almost impossible to find them ALL. We have a very good QA (Test) department on this project so I have faith that the game will be stable and less buggy/glitchy than W@W. Even with the bugs/glitches, W@W is a great title.
Q: WTF was up with the first screen shots?
A: I was severely disappointed with the screenshots that were released as they did not do a good job of showing the public just how good the game looks on the Wii. I mean come on! There were bugs in those screenshots for crying out loud.
Q: Why are you guys dropping the "4" from the Wii version name?
A: I dont know the specifics but I think it was Infinity Ward's call.
Q: Can you show us some better screenshots?
A: I do have screenshots but I cannot release them. Screenshots have to go though Activision, Treyarch, and Infinity Ward before they are released. I wish I could show you guys some awesome screens but I can't.
Q: Why do the screenshots have to go through Infinity Ward? How much control do they have over content in this game?
A: It is still their title. They have a lot of control as to what content can be added or taken away.
Q: Will you be able to fix glitching in this game?
A: I heard through the grapevine that we will be able to "deal with" Glitching in CoD:MW. That is all I can or will say about that.
Q: Is Arcade Mode in?
A: Yes.
Q: What is your opinion of the Wii as a FPS console compared to the others?
A: I think its a great console for FPS games due the level of accuracy you can have using the Wii Remote. The main draw back for me is that the Wii does not have as many buttons as the PS3 or 360 so it is hard to make good control schemes for games like CoD. Gestures help but I dont like using Gestures in an FPS cause it throws off my aim. Besides the obvious hardware limitations, I think the Wii is just as good as the 360 and PS3 as long as your not looking for a direct comparison like graphics and processing speed. Gameplay-wise it is just as fun as any of the other consoles in my opinion.
Q: Is the framerate for MW multiplayer as smooth as WaW multiplayer?
A: The FPS will be just as good as W@W or better.
Q: I heard there is no splitscreen. Is this true?
A: Cannot comment on Splitscreen at this time.
Q: When will we get to see some video of the game?
A: We should have one in the next two weeks. Can't say exactly when and of what but you will get one.
Q: Will the wii get the "Game Of The Year" Edition MW with all the extra maps?
A: Cant answer, sorry.
Q: Will the Wii version have golden guns?
A: Yes it will have Golden Guns.
Q: Will this be developed by the main company (Treyarch) or by one of it's smaller development house's (like Exkat, which ported WaW)?
A: Most of the Development and Prot work was done by Treyarch for W@W, although Exkat did help out. Infinite Ward is the main company that Developed Modern Warfare and Treyarch is the company that is porting it to the Wii.
Q: Will there be anything added that wasn't in the original?
A: Can't say everything that has been added but we did add a Customizable Controls option.
Q: Have the graphics improved?
A: Yes the graphics have improved.
Q: We've heard a lot about what is IN the game, can you tell us more about what's NOT in the game when compared to the PS3/360 versions?
A: No killcam (RAM constraints), and we had to swap out one of the unlockable cheats from the original version - I think you guys will like the new one better, anyway. Lower player count in MP, no offline multiplayer. That's all i can think of right now. Like Shonuff said - other than a handful of things that we simply weren't able to do on the hardware, it's the same game through and through.
Q: You made a lot of people mad by not including offline multiplayer.
A: Look, I love offline MP as much as any of you guys, but we didn't have a way to do it this time around without degrading the overall experience. Our focus was on making the online component as awesome as we possibly could. I wouldn't rule it out for future projects, though.
Q: Tell us more about the new "scope aiming mode".
A: I think Activision briefly mentioned that cod4wii has a new scope aiming mode - this is actually my favorite new feature of the game. It's basically an emulation of how PC aiming works, and you're going to notice a huge improvement in how precise your aim is. (You can enable this for ADS with any weapon, not just scopes.)
There is a daunting number of tweakable control options, so we created six "presets" to use as starting points. You'll choose a preset when you start the game. The "marksman" preset is designed to make the controls feel as much like a PC shooter as possible. Hope you guys like it.
Q: Can we hear more about the control options?
A: All of the actionslot commands (everything that was on the dpad in the xbox version) are now activated with a single "inventory" button. You hold the inventory button, then select which actionslot command you want by using the analog stick. So for nightvision, you would hold the inventory button, then flick the analog stick up. It's actually really quick and easy once you get the hang of it. Obviously we're kind of cramped for buttons on the Wii controllers, and this helped us free up controller space for more frequently used commands. (The inventory button defaults to dpad-left, but you can reassign it.)
Use/interact, sprint, and lock camera are all on the same button (A by default, you can remap it)
We're not doing a grenade select thing - too slow. Frag grenade and special grenade each have their own button. You can map either grenade to a gesture if you like, but putting a grenade on a gesture means you can't cook the grenade.
Compared to world at war, the alpha and bravo presets are switched, and the charlie and delta presets are switched. So the old bravo is the new alpha, and the new default config. This is because having to twist the wiimote to throw a special grenade got some serious hate in the focus tests. So if you got used to playing on alpha in world at war, you'll want to start with the bravo preset.
The button customizer is pretty flexible (you can assign most commands to gestures, or even to a "twist-button" if you like) so you shouldn't have much trouble finding a button config that works for you.
You can lean side-to-side using the Nunchuk. You have to go to the options menu to enable this, it's off by default.
Q: Does MWii look better than WAWii or about the same?
A: MW looks better, hands down. This includes lighting, textures, animations, particle FX, characters, and the hud/menu system - all have seen some pretty big improvements this time around.
Q: Has the knifing been improved?
A: The melee/knifing was completely revised based on feedback from the last game.
Q: Can we still use up to 12 letters for our profile names?
A: Correct. We weren't able to increase it past 12.
Q: Has the reticle been improved?
A: The reticle has seen some big improvements.
Q: How long have you guys worked on the Wii version?
A: Can't discuss that specifically. Obviously we don't have the luxury of near-unlimited development time, like some studios. But this game wasn't made overnight, and we had the time and resources we needed to put together a killer port for you guys.
Q: Is there a clan tag option?
A: As in world at war, you can change your name at any time, so you are free to put your clan tag in there if you like. We also support colored profile names now.
The other consoles only have a separate "clan tag" button because you can't change your name at any time, like you can on the wii. On xbox live, for example, you have to keep the same profile name across all games you play on their service, and they charge you money to change it. I could give you a button that says clan tag on it, but it wouldn't do anything you can't do just by changing your profile name, and that would be pretty silly, no?
Names only appear colored in the lobby and in the game messages (like "fyzxwhyz killed [PHU]BFMV"). So you can't use it to make yourself less visible to others. On that note, you also can't name yourself "." (or anything similarly annoying) anymore.
Q: Can you tell us about gun rotating?
A: It's purely cosmetic (no effect on gameplay), but you can now rotate your gun left and right by twisting the wiimote. So if you want to hold your uzi "gangsta style" you can do that. It's pretty cool. You can turn it off if you don't like it. All weapons twist except for a handful (javelin, etc). Some twist more than others.
Q: Is there any text communications feature?
A: No.
Q: Will you guys use the Wii system address book as part of the in-game online friends list like Guitar Hero 5(Wii) does?
A: Can't talk about that yet.
Q: Is there cage match and old school free for all?
A: Yes. Also, a playlist-related change from the last game is that nobody is allowed to use aim assist in hardcore mode, so its a bit more of a test of skill.
Q: You guys seem excited about this game. Is it coming along well?
A: If it seems like there's a lot of positivity on our end, it's because there is. Everyone on the team is totally stoked about bringing this game out, especially since it had to stay under wraps for so long. We spent the better part of the past year combing all of the forums for feedback on world at war - we fixed everything we realistically could, added new features where they were called for, and focused on bringing an undiluted cod4 experience to the wii. This port got some serious love from the team and it shows.
Q: Can you give us some insight on how the graphics have been improved over CoD:WaW Wii?
A: The biggest graphical improvement is in the lighting and shadows - both are HUGELY improved since the last game, and I think the lighting is some of the best on the wii. Character shadows in particular look really good. We've added some new special effects like environment-mapped reflections on scopes and water surfaces, motion blur, sunlight transitions for time-of-day changes, and the same nightvision and flashbang effects as the xbox. You'll also notice an overall higher level of quality on the animations, characters, weapons, particle fx, and textures, and the framerate is more solid than it was on world at war. The game looks really good.
Q: Are the blood effects, splattering on the walls and the ground, the same as the original version?
A: The splats are there, but they won't stay on the walls as long as on the original - there is a performance issue when you just leave dozens of blood splat decals hanging around. The initial blood splat when the bullet hits the guy is really noticeable though - it's actually a bit more gruesome than it was in the original.
Q: In CoD:WaW Wii online matches would start out with a black screen right before the match began. In the other versions of the game it was in grayscale with a count down timer and it would transition into color. Will MWR use the grayscale look before the match starts?
A: The black screen is there because the level is still loading at that point. If the black screen wasn't there, you'd see all kinds of random stuff popping in. Once the map is fully loaded, the black screen fades out.
We still have to do this for cod4, although after the black screen goes away, you now start with a grayscale view, like in the other versions. The grayscale then fades into full color when the match starts.
enlace
Artículo interesante surgido a raiz de la polémica creada con la nula promoción del juego (gracias Ruyvan):parte 1 parte 2 AVANCE DE VANDAL
CODIGOS DE AMIGONOTA Por favor, para facilitar el trabajo, quien quiera aportar su codigo de amigo, que copie esta lista, y añada el suyo en negrta o que me mande un MP;
Estaré muy agradecido ya que así sabré quecódigos son los que he añadido a la lista y los que no, y evitamos que se queden en el hilo sin añadir.
GRACIAS
Disturbed:0147-4832-0770
Ruyvan: 0442-1350-3085
D4rk0: 4983-0347-2589
zorri: 2890-9860-1177
Flecha: 0302-1971-2784
jenrique: 0604 7342 8651
Ryu: 2026 5731 6907
Sneider: 5450-5325-7159 (Tsuki)
Lord: 2153-0820-9738 (Cendi)
Brandonbrb: 5343-3565-0928
Sontalas: 5088 2622 3712
rma_rafagas: 3193-3921-0306 (ravan)
Super cholo: 2334-6658-2881
Canelo: 0980-7967-4520 (Toni)
GenG: 5129-4114-4796
Toshiro Mifune 2181-5532-3840
Dr.MalignoXXX 3836-0195-8605
Toni Gentil 2993 0106 7004
Vikutoru 4375-9705-7659
Mikau 5419-9511-4629
tesmil: 2589 - 8191 - 6676
CR9modernwarfare 252240752250 (Alberto)
Barto 2089-0048-6005
TUTORIAL PARA USAR TEAMSPEAK CORTESIA DE MIKAU, MUCHISIMAS GRACIAS POR EL CURRELE[cita]
Paso 1. Descarga.Sencillo. Pincháis en el enlace que os dejaré a continuación e instaláis el programa. No tendréis mayor problema en la instalación, imagino.
Descargar Paso 2. Entrando al servidor.Hoy mismo me han comentado que existe un servidor que funciona bastante bien, donde podremos crear salas personalizadas. Incluso podremos protegerlas con contraseñas para que no entren indeseados. No obstante, aún no he probado su funcionamiento, así que haremos un poco de cobayas. Si no va como deseamos, tocará buscar alternativas.
Bien. Para conectarnos a dicho servidor, haremos "click" en el menú Connection y entraremos en Quick Connect. Tendremos que rellenarlo tal que así:
Server Address: 207.63.81.4 - NOTA: Servidor sujeto a cambios - Ver comienzo de esta respuesta.
Nickname: Vuestro Nick. Poned el de Vandal.
SERVIDORES "OFICIALES" DE TEAMSPEAK"[cita]
TeamSpeak Público 1: voice.teamspeak.org:8767 -- Down
TeamSpeak Público 2: voice.teamspeak.org:10050 -- Down
TeamSpeak Público 3: voice.teamspeak.org:10060 -- Down
El primero lo hemos probado varias veces y no está mal, aunque se llena con relativa facilidad y la velocidad de transferencia suele ser un poco mala dependiendo del momento, lo cual corta las conversaciones.
ALTERNATIVASServidor Público 1: teamspeak-junkies.de
Comunicación rápida y fluida. Un servidor fiable y estable. La única pega es que puede llenarse con cierta facilidad. Hasta ahora, la mejor opción.
Servidor Público 2: sluniverse.serverroom.us:8877
Servidor Público 3: 80.87.177.132:2005
Servidor Público 4: 203.34.187.11:8767
Los demás datos, no nos interesan
Paso 3. Creando salas.Una vez conectados,
apareceremos directamente en una sala de "bienvenida". Ahí habrá gente que acaba de entrar, son aquellos que aún no han entrado a ninguna sala en concreto.
Os recomiendo no aventuraros a hablar, porque es propable que no seamos ninguno de nosotros.
En este punto se trata de encontrar la sala que ya esté creada para alguna partida (se especificará en el foro, en este mismo tema) o de crearla. Como más de uno tendrá que hacerlo (no me puedo encargar yo de crear una para partida que vaya a jugarse), os lo explico brevemente.
Menú
Channels. Opción
Create Channel. Lo mejor es que mentengamos nomenclatura, como se aprecia en la imagen.
Name: El nombre de la sala. "Vandal_Mario_Kart_Nick", donde Nick será el usuario que ha creado salay partida en el Mario Kart. Quién cree sala para charlar deberá comunicarlo en el foro. Él mismo debería serel anfintrión de la partida de Mario Kart, así sabremos en qué sala de TeamSpeak entrar para hablar con los que juegan en esa partida y no en otra.
Las primeras veces seré yo quién haga una de ellas, para mayor facilidad.
Topic: Sencillo. De qué va la sala.
Contraseña: La
misma para todas las salas: "vandalkart". Con esto conseguimos que nadie entre sin permiso, pero cualquiera del foro sabe cómom entrar.
Max Users: Donde véis 100, yo pondría 12, que son lo máximo que jugaremos por partida en Mario Kart.
Y damos al botón de
Create Channel.
De este modo, y siguiendo la nomenclatura, nuestras salas siempre se crearán juntas y casi al final de la lista, lo que facilitará la búsqueda:
Nota: Para entrar en la sala es sencillo. Pulsáis con el botón derecho del ratón encima de la sala deseada y seleccionamos
Switch to Channel.
Paso 4. Configuración final."TeamSpeak", por defecto, viene configurado para activas el micrófono pulsando una tecla del teclado. Es decir, para comunicarnos con nuestra sala tendremos que mantener pulsada una tecla. Como esto nos será imposible jugando a la Wii, tendremos que configurarlo para que se active cuando detecte que estamos hablando. Es muy sencillo.
Menú
Settings --->
Sound Input/Output Settings.
El propio programa os deja seleccionar la intensidad con la que el micrófono empezará a emitir sonido a los demás usuarios. Aquí tendréis que probar vosotros, dependiendo de lo alto o bajo que habléis. Tenéis una opción en esa misma ventana que os deja hacer una pequeña prueba.
Active local test mode.
Una vez más, gracias Mikau
[/cita]
Gracias por la info RYUenlace web donde se pueden orgqnizar torneos o partidas contra otros clanes
[/cita]
Veces editado: 19
Última edición: 03/12/2009 21:24 Yo lo unico que digo esque ese supuesto 40% mas potente que es PS4 respecto a XboxONE sobre el papel, luego en la práctica no es tanto. En los multi seguro que ni se nota. Si para que se note el salto visual de esta gen que termina a la nueva que comienza ha hecho falta un incremento de 8 veces ( 800% ). Pues la difernecia en la practica entre PS4 y la ONE no seria tanta. A lo mejor la diferencia tecnica entre PS4 y XboxONE plasmada en el televisor no es tan grande como dicen la diferencia