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Current flyer Walmart - Valid from 06.10 to 07.11 - Page nb 11

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Flyer Walmart 06.10.2022 - 07.11.2022
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animated in-game sequences with facial details, lighting and completely decked-out gear. Pushing narrative moments to a high level of fidelity allows the player to get to know exactly who these characters are. There’s one line that Alejandro says during a mission that makes me so excited to fight alongside someone of his calibre. It is literally one word, but the tenacity and grit captured in his dialogue delivery are just so good. The Task Force 141 team is also brought up to this level, and each member has their moments to shine. As for the mission they’re undertaking? You'll have to play and find out for yourself. Candice Harris, Senior Producer Modern Warfare II looks to be building upon the Modern Warfare 2019 engine while also taking the sound, lighting and graphics to the next level. We've already seen the vastly improved water physics and how it adds to the immersion; what are other elements of the updated engine that fans should get excited about? Since we finished the last game, we’ve worked at improving weapon handling and feel. We’ve added multiple levels of subtle motion to the weapon, the camera, the arms and the hands. They all flow together as the player runs, turns, mantles and reloads to give the handling a real- istic, organic feel. And when you fire, all of those systems come together to provide an intensely natural feel while at the same time maintaining pinpoint bullet accuracy and hit detection. Along with that, we’ve improved weapon audio. We’ve improved how we store and manage our audio data, which has given us the freedom to allow every weapon to have a unique audio signature. It’s exciting to experience how this impacts gameplay, where a veteran player can identify a weapon solely from its audio report. This is especially impactful in large-map modes when every shot can mean win or lose. In addition, our sound system is now physically based, meaning the sound reacts realistically to the geometry separating the source and the listener. Did a shot come from the window of a house or the open ridge? You'll be able to hear the difference. We have also added a ton of new gameplay to our vehicles. It was a goal to improve the richness of our vehicle experience and to make them a gameplay tool, not just a means of transporta- tion. So, beyond making them more fun to drive and diversifying their feel across the range of vehicles, we also added several new gameplay mechanics. You can now lean out of windows and fire in a 360-degree arc—both passengers and drivers—making any vehicle trip a much more exciting experience. You can climb onto the roofs of vehicles. You can dive from moving vehicles. Damage to vehicles is location-based, and damage to different parts will impact how the vehicle handles. We also put significant technology improvements into how we manage world data, which has allowed us to make a Warzone map that is denser and richer in content than ever before. Dan Nelson, Chief Technology Officer

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animated in-game sequences with facial details, lighting and completely decked-out gear. Pushing narrative moments to a high level of fidelity allows the player to get to know exactly who these characters are. There’s one line that Alejandro says during a mission that makes me so excited to fight alongside someone of his calibre. It is literally one word, but the tenacity and grit captured in his dialogue delivery are just so good. The Task Force 141 team is also brought up to this level, and each member has their moments to shine. As for the mission they’re undertaking? You'll have to play and find out for yourself. Candice Harris, Senior Producer Modern Warfare II looks to be building upon the Modern Warfare 2019 engine while also taking the sound, lighting and graphics to the next level. We've already seen the vastly improved water physics and how it adds to the immersion; what are other elements of the updated engine that fans should get excited about? Since we finished the last game, we’ve worked at improving weapon handling and feel. We’ve added multiple levels of subtle motion to the weapon, the camera, the arms and the hands. They all flow together as the player runs, turns, mantles and reloads to give the handling a real- istic, organic feel. And when you fire, all of those systems come together to provide an intensely natural feel while at the same time maintaining pinpoint bullet accuracy and hit detection. Along with that, we’ve improved weapon audio. We’ve improved how we store and manage our audio data, which has given us the freedom to allow every weapon to have a unique audio signature. It’s exciting to experience how this impacts gameplay, where a veteran player can identify a weapon solely from its audio report. This is especially impactful in large-map modes when every shot can mean win or lose. In addition, our sound system is now physically based, meaning the sound reacts realistically to the geometry separating the source and the listener. Did a shot come from the window of a house or the open ridge? You'll be able to hear the difference. We have also added a ton of new gameplay to our vehicles. It was a goal to improve the richness of our vehicle experience and to make them a gameplay tool, not just a means of transporta- tion. So, beyond making them more fun to drive and diversifying their feel across the range of vehicles, we also added several new gameplay mechanics. You can now lean out of windows and fire in a 360-degree arc—both passengers and drivers—making any vehicle trip a much more exciting experience. You can climb onto the roofs of vehicles. You can dive from moving vehicles. Damage to vehicles is location-based, and damage to different parts will impact how the vehicle handles. We also put significant technology improvements into how we manage world data, which has allowed us to make a Warzone map that is denser and richer in content than ever before. Dan Nelson, Chief Technology Officer
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