History of Call of Duty ahmet aslanoba
Call of Duty is a first-person shooter video game franchise. The series began on Microsoft Windows, and later expanded to consoles and handhelds. Several spin-off games have been released. The earlier games in the series are set primarily in World War II, including Call of Duty, Call of Duty 2, and Call of Duty 3. Beginning with Call of Duty 4: Modern Warfare, which is set in modern times, the series has shifted focus away from World War II. Modern Warfare, released November 2007, was followed by World at War and Modern Warfare 2. Black Ops, released November 2010, takes place in the Cold War, while Modern Warfare 3, released November 2011, takes place in a near-future setting. Black Ops II, released November 2012, takes place mainly in the year 2025. Call of Duty: Ghosts was released in November 2013. In May 2014, Advanced Warfare was announced. On April 9, 2015, Treyarch announced Black Ops III.
The Call of Duty games are published and owned by Activision. While Infinity Ward is still a developer, Treyarch and Sledgehammer Games also develop several of the titles with the release of the studios' games alternating with each other. Some games have been developed by Gray Matter Interactive, Nokia, Exakt Entertainment, Spark Unlimited, Amaze Entertainment, n-Space, Aspyr, Rebellion Developments, Ideaworks Game Studio, and nStigate Games. The games use a variety of engines, including the id Tech 3, the Treyarch NGL, and the IW engine.
As of April 2015, the Call of Duty series has sold over 175 million copies.[1][2] Sales of all Call of Duty games topped US$10 billion.[3]
Other products in the franchise include a line of action figures designed by Plan-B Toys, a card game created by Upper Deck Company, Mega bloks sets by Mega Brands, and a comic book mini-series published by WildStorm Productions.
CALL OF DUTY 1
Call of Duty is a 2003 first-person shooter video game developed by Infinity Ward and published by Activision. It became the first of many installments in the Call of Duty franchise.[2] The game simulates infantry and combined arms warfare of World War II using a modified version of the id Tech 3 engine built for Quake III: Team Arena. Much of its theme and gameplay is similar to the Medal of Honor series, however Call of Duty showcases multiple viewpoints staged in the British, Canadian, and Soviet theaters of World War II.
The game introduced a new take on AI-controlled allies who support the player during missions and react to situational changes during gameplay. This led to a greater emphasis on squad-based play as opposed to the "lone wolf" approach often portrayed in earlier first-person shooter games. Much of Infinity Ward's development team consisted of members who helped develop Medal of Honor: Allied Assault.
In September 2004, an expansion pack called Call of Duty: United Offensive, which was produced by Activision and developed by Gray Matter Interactive and Pi Studios, was released. On November 10, 2009, the "Hardened" and "Prestige" editions of Call of Duty: Modern Warfare 2 debuted, including redemption codes for the Xbox 360 and PlayStation 3 versions under the title, Call of Duty Classic.[3]
CALL OF DUTY 2
Call of Duty 2 is a 2005 first-person shooter video game and the second installment of the Call of Duty series. It was developed by Infinity Ward and published by Konami in Japan and Activision in the rest of the world. The game was released on October 25, 2005 for Microsoft Windows and on November 22, 2005 as a launch game for the Xbox 360 in Europe, Australia and South America, and later in Japan. Other versions were released on other platforms, including mobile phones as well as Pocket PCs.
The game is set during World War II and the campaign mode is experienced through the perspectives of four soldiers: one in the Red Army, one in the United States Army, and two in the British Army. It contains four individual campaigns, split into three stories, with a total of twenty-seven missions. Activision officially announced the game on April 7, 2005 in a press release. Many features were added and changed from the original Call of Duty. The most notable change is the regenerating health. Additions include an icon that indicates a nearby grenade about to explode.
The game was met with positive reception. Critics praised the game particularly for the graphics, sound and the regenerating health system. As a launch game, the Xbox 360 version sold over 250,000 copies in its first week, and had sold 2 million copies by January 2008. By November 2013, the game had sold 5.9 million copies.
Call of Duty 3 is a 2006 first-person shooter video game developed by Treyarch and published by Activision. It is the third major installment in the Call of Duty video game series. It was released for all seventh-generation home consoles, the PlayStation 3, Wii, and Xbox 360. It was also released on the PlayStation 2 and Xbox.[1]
This game was a launch title for the PlayStation 3 and Wii in North America, Europe and Australia. It was also the only major Call of Duty installment not to be released for personal computer platforms and the only numerical sequel to date to have been a console-exclusive game alongside Call of Duty 2: Big Red One and Call of Duty: Finest Hour. It was also the second installment in the Call of Duty series to be developed by Treyarch after Big Red One.
Call of Duty 4: Modern Warfare
As opposed to earlier games in the Call of Duty series, the game features modern equipment and new features, many exclusive to the multiplayer part of the game, such as "killstreaks"; killing a number of enemies without the player dying in between kills allows access to various assets including airstrikes and helicopter support. A character can be positioned in one of three stances: standing, crouching, or prone, each affecting the character's rate of movement, accuracy, and stealth. Using cover helps the player avoid enemy fire or recover health after taking significant damage. As such, there are no armor or health power ups. When the character has taken damage, the edges of the screen glow red and the character's heartbeat increases. If the character stays out of fire, the character can recover. When the character is within the blast radius of a live grenade, a marker indicates the direction of the grenade, helping the player to either flee or toss it back to the enemy.
World at War is a game in the Call of Duty series,[4] and features a more mature theme than its previous installments.[5] The game is also open-ended, giving the player multiple ways to complete objectives.[6] The gameplay of World at War shares several features with previous iterations of the franchise. Players fight alongside AI-controlled teammates. They help during the game's missions by providing cover fire, shooting down enemies, and clearing rooms for entry.[7]
When playing the Wii version of the game, instead of using a normal controller, such as the ones used by the Xbox 360 and the PlayStation 3, an optional gun-like expansion controller known as the Wii Zapper can be used. The Zapper, or Wii Remote and Nunchuk, can be used to aim at targets to fire at them and simulate marksmanship.[8]
The game's return to World War II-era warfare reintroduces weapons and technology that have been seen in other games in the Call of Duty franchise, including the Thompson submachine gun, the M1 Garand Rifle, the Mosin–Nagant rifle, and the Panzerschreck anti-tank rocket launcher. The player gains access to these over the course of the game, but may only carry up to two weapons in addition to hand grenades. Weapons and ammo from fallen foes or friendlies can be picked up to replace weapons in a player's arsenal. Players can also find weapons with additional attachments, including guns equipped with rifle grenades, telescopic sights, and bayonets.[7]
A character can be positioned in one of three stances: standing, crouching, or prone; each affecting the character's rate of movement, accuracy, and stealth. Using cover helps the player avoid enemy fire or recover health after taking significant damage, as there are no armor or health powerups. When the character has taken damage, the edges of the screen glow red and the character's heartbeat increases. If the character stays out of fire, the character can recover. When the character is within the blast radius of a live grenade, a marker indicates the direction of the grenade, helping the player in deciding whether to flee or throw it back at the enemy.[7]
The single player campaign includes thirteen hidden "death cards", denoted by playing cards attached to makeshift war graves. There is one in each level (barring those that take place in vehicles); collecting them unlocks cheats for Co-op mode, such as reduced enemy endurance and "paintball mode".[9]
Call of Duty: Modern Warfare 2 is a 2009 first-person shooter video game developed by Infinity Ward and published by Activision for Xbox 360, PlayStation 3, and Microsoft Windows. Officially announced on February 11, 2009,[2] the game was released worldwide on November 10, 2009.[3] It is the sixth installment of the Call of Duty series[4] and the direct sequel to Call of Duty 4: Modern Warfare, continuing the same storyline, with Call of Duty: Modern Warfare 3 ending the storyline.[2][5] It was released in conjunction with two other Call of Duty games: Call of Duty: Modern Warfare: Mobilized for the Nintendo DS,[6] and Call of Duty: Modern Warfare: Reflex, a port of Call of Duty 4 adapted by Treyarch for the Wii console.[7] In addition, a comic book series based on one of the game's characters was also produced, entitled Modern Warfare 2: Ghost.[8]
Modern Warfare 2 has been critically acclaimed by various gaming websites, attaining a 94% aggregate score on Metacritic, with praise stemming primarily from its in-depth multiplayer component. Within 24 hours of release, the game sold approximately 4.7 million copies in North America and the United Kingdom.
Black Ops is a first-person shooter, retaining the same gameplay mechanics as previous Call of Duty titles. The player assumes the role of a foot soldier who can wield various firearms (only two of which can be carried at once), throw grenades and other explosives, and use other equipment as weapons. A player close enough to an enemy can kill with one knife blow. A character can take three stances: standing, crouching or prone. Each affects rate of movement, accuracy, and stealth. The player can drop to the prone stance from the standing stance while running, and can momentarily sprint before having to stop. The screen glows red to indicate damage to a player's health, which regenerates over time. When the character is within the blast radius of a live grenade, an on-screen marker indicates where it is in relation to the player, helping the player to move away or to throw it back. Among the weapons new to the series in Black Ops are crossbows with bolts and explosive ammunition, Dragon's Breath rounds and ballistic knives.
The player assumes the role of various characters during the single-player campaign, changing perspectives throughout the story. The playable characters are special forces operatives conducting black operations behind enemy lines. In this way, the player's characters have their own traits such as voices and shadows.[9] Each mission features a series of objectives that are displayed on the heads-up display, which marks the direction and distance towards and from such objectives as it has been in the earlier versions. The player is accompanied by friendly troops throughout the game. Although primarily a first-person shooter, certain levels feature sequences where the player pilots a Hind helicopter and guides friendly troops from a SR-71 Blackbird reconnaissance aircraft.[18][19][20] The campaign features several scripted cinematic moments. One of them is a bullet time effect during the "Victor Charlie" level, activated when the player fires toward the last enemy of a Viet Cong squad.[21]
As a first in the Call of Duty main series, player characters can now speak during gameplay, whereas in previous installments, primarily those made by Infinity Ward, characters would be silent during gameplay, even if they could speak during cutscenes.
The player assumes the role of various characters during the single player campaign, changing perspectives throughout the progression of the story, which, like its predecessors, is divided into three sets of missions called "Acts". Each mission in an act featuring a series of objectives that are displayed on the heads up display, which marks the direction and distance between such objectives and the player. Damage to the player is shown by the visualization of blood-spatter or red-outs on the screen. The player's health regenerates over time as long as the player character avoids from taking damage for a limited time. Mission objectives vary in their requirements, ranging from having the player arrive at a particular checkpoint, to eliminating enemies in a specified location, to standing their ground against enemy squadrons, directing remote-operated weapons, and planting explosive charges on enemy installations. The player is also accompanied by fellow soldiers who cannot be issued orders. Like its predecessor, the game includes an interactive scene of a terror attack against civilians, which the player is given the option of skipping due to the portrayal of graphic and potentially upsetting content, including harm to children.
Call of Duty: Black Ops II is a first-person shooter video game, developed by Treyarch and published by Activision (Square Enix for Japan). It was released on November 13, 2012 for Microsoft Windows, PlayStation 3, and Xbox 360 and on November 18, 2012 in North America, November 30, 2012 in Europe and Australia for the Wii U.[4][5][6] Black Ops II is the ninth game in the Call of Duty franchise of video games and a sequel to the 2010 game Call of Duty: Black Ops. The game was launched at 16,000 stores worldwide at midnight on November 13, 2012.[8]
Black Ops II is the first game in the Call of Duty franchise to feature future warfare technology and the first to present branching storylines driven by player choice as well as selecting weapons before starting story mode missions. It also offers a 3D display option.[9] A corresponding game, Call of Duty: Black Ops: Declassified, was released simultaneously on the PlayStation Vita. Within 24 hours of going on sale, the game grossed over $500 million.[10] It had remained the largest entertainment launch of all time until September 2013, when Take-Two announced that Grand Theft Auto V had grossed $800 million in its first day of release.[11] It went on to sell 7.5 million copies in the U.S. in November 2012, making it the highest grossing game of the month.[12]
The game is the first in the series to feature significant elements of nonlinear gameplay, most notably multiple endings.[13] A sequel, Call of Duty: Black Ops III, was released in 2015.[14]
Call of Duty GHOSTS
Call of Duty: Ghosts is a 2013 first-person shooter video game developed by Infinity Ward, with assistance from Raven Software, Neversoft and Certain Affinity. Published by Activision, it is the tenth primary installment in the Call of Duty series and the sixth developed by Infinity Ward. The video game was released for Microsoft Windows, PlayStation 3, Xbox 360, and Wii U on November 5, 2013, with Treyarch handling the port for the Wii U. The game was released with the launch of next-generation consoles PlayStation 4 and Xbox One.
Ghosts received positive reviews from critics, with most praising its multiplayer gameplay and introduction of the new game mode Extinction, but criticizing it for its single-player campaign, rehashing of familiar concepts, general lack of innovation, and storyline ending.
Advanced Warfare, like the other Call of Duty titles, is presented in a first-person shooter perspective. The game features several significant changes; unlike other installments, Advanced Warfare does not use a traditional heads-up display (HUD); instead, all information is relayed to the player via holographic projections from the weapon equipped.[6] The general gunplay remains unchanged, apart from new mechanics, such as 'Exo' movements. These Exo movements are performed from the Exoskeleton, which can boost, dash, and sky jump.[7] The game is the first in the Call of Duty series that allows the player to choose differing types of conventional weaponry; for example, the game features regular conventional firearms, but the player can choose to use laser or directed energy weaponry, both of which have differing attributes.[8] In addition to Exo movements, the game features different Exo abilities, such as Exo Cloak, which allows players to turn transparent for stealth for a period of time.[9]
BLACK OPS 3
On October 27, 2065, the Player and their partner, Jacob Hendricks, infiltrate a base in Ethiopia to rescue hostages from the tyrannical NRC, assisted by Commander John Taylor and his team of cybernetically enhanced soldiers. The rescue is successful, but the Player is critically wounded, necessitating the installation of cybernetic enhancements to save their life. The Player is also given a Direct Neural Interface (DNI) to control their cybernetics and directly communicate with machines. While undergoing surgery, the Player is given virtual training in their DNI from Taylor and his team; Sebastian Diaz, Sarah Hall, and Peter Maretti. Hendricks decides to undergo cybernetic enhancements as well.
Five years later, the Player and Hendricks are put under the command of CIA Agent Rachel Kane and tasked with investigating a CIA black site in Singapore that has gone quiet. They find that the site has been attacked by the 54 Immortals, Singapore's most powerful criminal organization. Recovering the site's stolen data, the Player, Hendricks, and Kane find out that Taylor and his team were responsible for the attack on the site. They go to investigate the last location Taylor's team visited: the Coalescence Corporation in Singapore, which had been destroyed ten years prior in a mysterious explosion that killed 300,000 people.
The Player and Hendricks discover a secret CIA lab under the building, and are forced to kill Diaz, who was wired in to the facility's computer systems. Hendricks connects to Diaz's DNI to find information, and discovers Taylor is trying to find the survivors of the Singapore explosion. Taylor then publicly releases the locations of every CIA safe house in the world. While Hendricks distrusts Kane, the Player, refusing to abandon her, defies Kane's orders and rescues her from the 54 Immortals in the Singapore safe zone by killing Immortals' leader, Goh Xiulan.
The team then heads to Egypt to find Dr. Yousef Salim, one of the two survivors of the explosion. Salim reveals that he had worked on a secret project involving illegal DNI experiments on humans, and that his job was to comfort emotionally unstable humans by using a calming exercise involving imagining a frozen forest. Taylor and his team then capture Salim and execute him after interrogation. With the help of the Egyptian Army, the Player, Hendricks, and Kane chase after Taylor, killing Hall and Maretti in the process.
Connecting to Hall's DNI, the Player discovers that Taylor and his team were infected by Corvus, a gestalt intelligence created during the secret CIA experiments to contain and monitor the thoughts of DNI users that ended up causing the Singapore explosion. Corvus' influence eventually turned Taylor and his team mad, making them obsessed with finding the frozen forest, which Corvus is determined to prove is a real place. The Player realizes that both they and Hendricks are infected with Corvus after interfacing with Hall and Diaz respectively, and it is only a matter of time before they fall under its control as well. The Player and Hendricks pursue and confront Taylor in Cairo. Taylor manages to resist Corvus and tear his DNI out to avoid killing the Player, but is then killed by Hendricks. Succumbing to Corvus, Hendricks abandons the Player and heads to Zürich to interrogate Sebastian Krueger, the manager of the CIA experiments in Singapore.
The Player and Kane head to Zurich to stop Corvus, fighting through drone forces controlled by an infected Hendricks and eventually reaching Zurich's Coalescence Corporation's headquarters. However, once inside, Corvus kills Kane by using Nova 6, the same unidentified gas that caused the Singapore disaster five years earlier. The Player continues on and confronts Hendricks, who is holding Krueger hostage. Hendricks kills Krueger after an unsuccessful interrogation.
In order to stop Corvus' infection, the Player kills Hendricks and then tries to kill themselves, but ends up inside a simulated frozen forest created within their DNI. Corvus tries to manipulate the Player into staying in the forest, created by a guilt-ridden Corvus after the Singapore explosion as a way for DNI users to live on after death, but a determined Player refuses. Taylor, also present after resisting Corvus and becoming a glitch in Corvus' programming, reunites with the Player, explaining that the only way for the Player to defeat Corvus for good is to purge their DNI. The Player almost succumbs to Corvus' last-ditch effort to control them, but Taylor helps the Player fight through Corvus' illusory forces. The Player then purges their DNI and sacrifices themselves to erase Corvus. As they exit the Zurich headquarters, a ZSF soldier helping survivors asks for the Player's name; the Player responds "Taylor."
According to the briefings shown before each mission, the Player actually died after succumbing due to complications during their cybernetics surgery. As they lay dying on the operating table, they lived out a simulation in their DNI, based on Taylor's experience of he and Hendricks tracking down a black ops unit led by Dylan Stone (who went rogue after discovering the CIA black site).
Infinite Warfare is set in the distant future, after Earth has been stripped of its natural resources as a result of population growth and industrial expansion, prompting the nations of the world to unite together and form the United Nations Space Alliance (UNSA), a political organization that handles matters related to trade, travel, land claims and all efforts relating to human space colonization. The residents of Earth rely on colonies established elsewhere in the Solar System in order to mine planets and asteroids for resources. The value of these outposts, however, attracts militant radicals who seek to control them; an action which could place the countries of Earth in a very unfavorable position. In response, the UNSA is defended by the Solar Associated Treaty Organization (SATO), a coordinated military structure that defends Earth and the UNSA's holdings.[9] However, prior to the events of the game, a new hostile faction emerges, known as the Settlement Defense Front (SDF), which consists of insurgents that broke away from the United Nations Space Alliance during a war of secession. Following years of a troubled stalemate with the Front, relations have deteriorated to a point where the entire Solar System is poised on the brink of war. By the events of the game, the Settlement Defense Front declares war on the UNSA and launches a surprise attack on Geneva, severely weakening SATO's forces on Earth. As the commander of the UNSA Warship Retribution, Captain Nick Reyes (Brian Bloom), a Tier 1 Special Operations pilot of the Special Combat Air Recon (SCAR), is tasked to lead a crew to defeat the Settlement Defense Front on Earth, as well as journey to outer space and across other planets in the system using space-based fighter craft, referred to as Jackals, to stop the Front from taking over the entire Solar System.[9]