“The key was in the very, very, very beginning, I had to set a tone,” Alavi says. For a series that had trained players to shoot at targets with impunity, All Ghillied Up would demand that players move their finger off the trigger. And to achieve that, Alavi would have to pick apart the very fundamentals of Call of Duty. In direct contrast to Alavi’s previous work, the explosive cargo ship-sinking Crew Expendable, this was going to be the series’ first genuine stealth level. You're about to take a shot, and the bush turns to you and goes, hold up,’” recalls Alavi. “He's like, ‘You're walking in a field, you come up to a bush and you see two guys past the bush and you raise your gun. Thankfully, Fukuda had a killer pitch that would convince Alavi to take on the project. And I was finishing up cargo ship and couldn't find anybody who wanted to make this level.” “I always liked the more bombastic missions and this was the opposite of that. “Nobody thought it was cool, including myself,” says Mohammad Alavi, former Infinity Ward member and designer of All Ghillied Up. However, not everyone at the studio was as enthusiastic about the idea as Fukuda was. Inspired by fellow designer Mackey McCandlish’s suggestion of a mission set in Pripyat, Fukuda realised that the location’s abandoned buildings, rusted fairground rides, and overgrown fields provided the perfect setting for snipers draped in ghillie suits. The idea for All Ghillied Up was first imagined by Steve Fukuda, one of Modern Warfare’s four lead designers. It’s a design that, back in 2007, was worlds apart from anything Call of Duty had ever done before. But before they can set up their sniper nest, the duo must first work their way through a number of stealth-driven gameplay sequences in order to cross the enemy-occupied town. There they must assassinate Imran Zakhaev, a Russian arms dealer and Modern Warfare’s shadowy antagonist. Told through flashback, the mission’s events see a young Price and his superior, Captain MacMillan, head to the ruins of Pripyat, the Ukrainian city devastated by the Chernobyl disaster. But it’s Modern Warfare’s thirteenth mission that would truly change the series forever.Īll Ghillied Up puts players into the boots of John Price, the moustachioed SAS captain who until this moment was only ever a non-player character. The first clear example of this comes with Death From Above, a chillingly detached aerial mission witnessed entirely through the monochrome targeting display of an AC-130 gunship. By filtering the story through a more cinematic lens, the studio was able to shift the atmosphere of the campaign from mission to mission. But by Call of Duty 4, Infinity Ward was exploring new methods with which to deliver its trademark intensity. Developer Infinity Ward built its first game in the Quake 3 Arena engine, and it’s not hard to see traces of Quake bleeding through in those rapid-paced 1940s shootouts. With his insight, we examine how All Ghillied Up makes use of custom artificial intelligence, combat puzzles, and tense scripted sequences to create a heart-stopping mission behind enemy lines.įor the first few games in the series, Call of Duty was pretty much all action, all of the time. To find out how All Ghillied Up was put together IGN spoke to designer Mohammad Alavi, who created the mission alongside colleagues at Infinity Ward. Its Metal Gear Solid-inspired stealth sensibilities mark a significant shift in gears not just for Modern Warfare’s story, but the entire Call of Duty franchise. Unfolding amongst the ghostly remains of post-Chernobyl Pripyat, All Ghillied Up is a sniper mission that embraces patience and precision.
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