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The music for Call of Duty: World at War was composed by Sean Murray. He had worked with Brian Tuey, Treyarch's audio director, on True Crime: New York City, the sequel to the first True Crime: Streets of LA. Murray said Tuey "knew I would bring a fresh approach to Call of Duty: World at War". Adam Levenson, the audio director of Activision ...
IGN scored Call of Duty: World at War version at 8.3/10, praising elements including a surprising level of complexity for the hardware, "impressive sound production all around", fun gameplay and great multiplayer. Criticism of the game notes some minor glitches and the absence of a way to communicate online. [11]
The gameplay is similar to earlier Call of Duty games; players can carry a total of two guns at one time, as well as grenades. Levels are played with a team of computer-controlled soldiers from both Britain and the U.S., that assist the player by shooting enemies and completing objectives.
The IW engine is a game engine created and developed by Infinity Ward for the Call of Duty series.The engine was originally based on id Tech 3.Aside from Infinity Ward, the engine is also used by other Activision studios working on the series, including primary lead developers Treyarch and Sledgehammer Games, and support studios like Beenox, High Moon Studios, and Raven Software.
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It was a spin-off of the Call of Duty series, and based on the Zombies mode of Call of Duty: World at War. [1] The game was released worldwide for iPhone on November 16, 2009, [2] and for iPad on April 1, 2010. [3] The game allowed for multiplayer cooperative gameplay locally via an ad hoc Wi-Fi or Bluetooth network, or globally via the ...
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Call of Duty: Vanguard; Call of Duty: World at War; Call of Duty: World at War (Nintendo DS) Call of Duty: World at War – Final Fronts; Capcom Arcade Stadium; Carrier Force; Carrier Strike; Combat Flight Simulator 2; Combat Wings; Commandos 2: Men of Courage