In cui ce la mena PARECCHIO con il lanciafiamme

, ammette alcune pecche di design nei capitoli precedenti, e parla dello sviluppo in generale.
http://www.gamasutra.com/view/feature/3844/called_back_to_duty_activision_on_.phpHo PARTICOLARMENTE apprezzato questa ammissione:
But one of the things that frustrated me with the previous game was the invisible checkpoints with enemies, where they'll just keep respawning until you pass an arbitrary, hidden line. Have you reworked that system?
NH: I can't say that there's no place in the entire game where enemies might be infinite, but believe me, it was a big concern to us. I'm pretty sure we reduced it down to nil in almost any situation. Except one, where from a plot perspective, it was important for enemies to keep pouring out to get the player to move on.
A lot of people are completists, and they want to kill every enemy before moving on, so we wanted to make sure that there was something for those players as well. Basically, we get it; we get that it's bad gameplay when you show how the engine works to people.
So anywhere that occurred, we tried to reduce it or limit it completely. I can't promise you you're not going to see it, but you're not going to see the clown car effect where thousands of enemies just keep streaming out of a house or something.
'zzo di ponte da attraversare nella campagna americana di United Offensive
