It’s no stretch to say I wouldn’t possess the privilege of getting this job with out Vince Zampella. Name of Obligation 4: Trendy Warfare modified the way in which I performed video games, interacted with them as a part of a group, and made me suppose deeper about degree and mission design than I had as much as that time in my life. I used to be fifteen upon its launch in 2007, and, though I had loved enjoying video games all through my childhood up till then, nothing had a stranglehold on me fairly just like the rhythmic nature of the unique Trendy Warfare’s multiplayer. For hours on finish, I’d run across the tight hallways of Vacant’s disused workplace block with a shotgun or sit cowardly ready at one finish of Crossfire, hoping somebody ran throughout my sniper-scoped view. You see, I had additionally been firmly rooted in single-player till now, rising up on a combination of level and click on adventures and Grand Theft Auto (at far too early an age), however it was COD 4 that opened my eyes to this complete different facet of gaming that I’ve grown to like within the years since. 1000’s of hours of my life have now been misplaced to Name of Obligation, Rainbow Six Siege, and Overwatch, and I’ve Vince Zampella to thank for that.
In fact, nobody man makes a sport of the dimensions of Name of Obligation by themselves, however there’s no denying the impression that Zampella had on that exact collection and the shooter style generally over the previous 20 years. Lengthy earlier than Trendy Warfare, unbeknownst to me, he had been shaping my online game tastes for years. A lead designer of Medal of Honor: Allied Assault, he helmed EA’s signature WW2 shooter at a time when cinematic aspirations had been a comparatively new concept within the medium. Taking cues from Steven Spielberg’s Saving Non-public Ryan, I’ll always remember the primary time I performed by its phenomenal Normandy touchdown sequence on Omaha Seaside and the way it evokes the fear of that state of affairs to full impact.
That philosophy would then be translated to the collection with which Zampella will all the time be synonymous: Name of Obligation (which, in Zampella’s personal hilariously blunt phrases, solely exists as a result of “EA had been dicks”). Its early entries had been improbable, with 2 being a specific favorite of mine again in 2005. I’d all the time had a fascination with this era in time, with my dad subjecting me to many, many WW2 movies as a baby — The Nice Escape, The Longest Day, The Dambusters, A Bridge Too Far. I’d sit down in entrance of all of them on a Sunday afternoon (at, once more, seemingly far too younger an age), so it was solely pure that after I reached my teenagers, I’d need to expertise these battles and behind-enemy-lines missions for myself.
I’ll admit, then, that I used to be sceptical about Name of Obligation 4: Trendy Warfare within the run-up to its launch. I’m somebody who is of course cautious of change, and I used to be hesitant to commerce in my trusty M1 Garand for an M16. I couldn’t have been extra flawed, although, as it will nearly immediately turn into my favorite shooter marketing campaign I’ve ever performed — with Titanfall 2, a later Zampella challenge, the one one to run it shut. The best way it took these movie-like aspirations into the current day was beautiful, turning its lens from the likes of these movies my father confirmed me to discoveries of my very own, comparable to Ridley Scott’s Black Hawk Down and Physique of Lies. The best way it positioned you within the motion was not like something I’d performed up till then, with the exhilarating opening to Crew Expendable and the explosive crescendo of Shock and Awe simply two of its many highlights.
After which, in fact, there’s All Ghillied Up, which turns every of the marketing campaign’s concepts on its head at its midway level, in what remains to be to today one in all video gaming’s most iconic ranges. It’s no hyperbole to say that this is among the missions that opened my eyes to what goes into online game design and what’s attainable when concepts are taken out of the field and given the liberty to be constructed upon. It’s such a fragile, balanced piece of labor that runs like clockwork, even whenever you attempt to mess with its programs, that I couldn’t assist however take into consideration the way it was constructed. The stealthy crawl for a haunting Pripyat is a masterclass in degree design, and credit score has to go to Zampella, who was Studio Head at developer Infinity Ward on the time, for encouraging and incubating such creativity.
Trendy Warfare’s marketing campaign is a landmark in its personal proper (amongst many different achievements, it’s additionally received one of the crucial memorable blockbuster sequences in gaming historical past), however whenever you additionally add to it, maybe probably the most revolutionary multiplayer shooter pre-Fortnite, a bundle that might set the stage for a collection to take over the world, is born. Name of Obligation 4’s multiplayer is the primary time I can keep in mind participating with video video games on-line to an ideal extent. For my sins, I didn’t personal an Xbox on the time, so I used to be late to the Halo social gathering. As an alternative, Trendy Warfare was my gateway into this world, as I started to vacuum up something I may to get higher on the sport, and watch clips at a ability degree I knew in my coronary heart I may by no means attain. I’d search for meta builds, which felt like a novelty on the time, and have interaction with wikis and guides on websites like IGN at a time after I had zero aspirations of at some point being somebody who would pen phrases there myself. The straightforward however efficient loop of Trendy Warfare’s multiplayer opened my eyes to all of this, with its moreish loop of levelling up weapons and unlocking attachments, solely to status and do it yet again, filling most of my after-school evenings. I merely couldn’t cease enjoying, and didn’t need to, both.
Zampella’s affect on me would ring on lengthy after his time on Name of Obligation was carried out, although. After forming Respawn, his work on Titanfall noticed its 2016 sequel attain, and a few would argue possibly even eclipse, the heights of Trendy Warfare’s marketing campaign. The fluidity of its motion, the damaging pleasure of piloting its many mechs, and, in fact, the extent design of the likes of Impact and Trigger and Into the Abyss are all-timers with regards to single-player shooters. From that universe, Apex Legends would type. Nonetheless, my battle royale of alternative captures that Titanfall mobility and combines it with a punchiness to its arsenal of weapons that few can match. After which there’s Star Wars. 2023’s Jedi: Survivor is one in all my favorite video games to return out in recent times, and fulfilled the promise of its authentic to improbable impact, making me really feel like I used to be enjoying a brand new Star Wars movie, very similar to the unique trilogy my dad additionally used to point out me as a child in between these WW2 epics. By the way, I had been floating the thought of replaying Survivor round in my head over the Christmas break. I now know, I undoubtedly will probably be.
As I stated earlier, nobody individual makes a sport of the dimensions Vince Zampella could be part of creating by themselves. However there’s simply no denying the impression that the legendary Name of Obligation, Battlefield, Medal of Honor, Titanfall, and Star Wars Jedi developer had on video video games within the twenty first century. Not solely a pioneer with regards to first-person shooters, however his drive to persistently create cinematic experiences is one which has permeated by the medium for many years now. On a private degree, I’m extremely grateful. Not solely as a result of many of those video games have been a few of my favourites to play all through my life, however as a result of if it wasn’t for a way way more engaged they made me in them, I seemingly wouldn’t be fortunate sufficient to get pleasure from writing about them for a residing. To Vince, I say thanks. I’ll by no means have gotten to satisfy you, however I’ve cherished enjoying the video games you helped create drastically, as I do know so many tens of millions of others have too.
Simon Cardy is a Senior Editor at IGN who can primarily be discovered skulking round open world video games, indulging in Korean cinema, or despairing on the state of Tottenham Hotspur and the New York Jets. Observe him on Bluesky at @cardy.bsky.social.





