Official Transcripts
Thanks to TFS|Offspring for editing and formatting the transcripts!
Participants:
Todd Alderman, MP Lead Designer
Michael Boon, Art Lead
Grant Collier, Studio Head, CEO
Mackey McCandlish, Lead Scripter
Eric Riley, Producer
Vince Zampella, Studio Head, CCO
The room title is now "Official Answer Room - Questions will be answered here".
[Xfire]Frederic: Hi. This is Frederic from Xfire. I would like to thank you all for participating in this chat with the Call of Duty/ Call of Duty 2 developers. Pour les Francais, merci de votre participation. Fur die Deutschen, 'Danke!' :-) etc. We hope you will enjoy this exclusive moment.
[Xfire]Frederic: Hi, Hallo, Bonjour, Hola! This is Frederic from Xfire! Thanks to you all for being with us today for this very exclusive chat with Infinity Ward, the developers of Call of Duty and Call of Duty 2! Please, join me in welcoming the good folks from Infinity Ward!
[Xfire]Frederic: We are going to give you the green light for your questions in a few seconds, after the Infinity Ward people introduce themselves. :-)
iwjrandom: Hey guys, I am Grant, president of Infinity Ward
iwboon: Hi, I'm Boon, Lead Artist on Call of Duty 2, thanks for coming along today :)
[Xfire]Frederic: Meanwhile don’t forget to check out the Call of Duty 2 Single Player demo, the trailer and... GO BUY THIS AWESOME GAME! :-)
iwmackey: Hi I'm Mackey McCandlish, lead scripter at Infinity Ward.
iwriley: Hello, I am Eric, Producer at Infinity Ward.
[Xfire]Frederic: http://www.xfire.com/xf/modules.php?name=XFire&file=cmspage&body=xf_cod2_demo
iwriley: I am here with Todd Alderman, Multiplayer Lead Designer
[Xfire]Frederic: You guys can get started on the questions.
[Xfire]Frederic: Activision and Infinity Ward have generously donated TWENTY copies
of the Collector's Edition of Call of Duty 2! Part of them will be raffled during this event to the
people who ask the best questions!
[Xfire] Xfyre: Question: What makes Call of Duty II better than other World War II Shooters?
Answer: iwjrandom: Infinity Ward focuses on making cinematic First Person Shooters, we try to keep the player immersed at all times
iwjrandom: everything that takes that player out of the gaming in the experience isn't done in Call of Duty
iwjrandom: Call of Duty isn’t a simulation, it gives players the ability to re-live their favorite WWII movies
iwmackey: Question: Where are the nonlinear missions?
Answer: Call of Duty 2 features a wide variety of mission types: Some allow you to complete objectives in any order, others let you pick your ground while you defend against enemies coming from every direction, and yes there are some more traditional missions. However even the more linear style missions offer opportunities to attack your objective from multiple directions. Where you can do the objectives in any order you like, and it plays differently depending on what order you play them. The amount of nonlinearity varies from mission to mission. Non linear means you have multiple simultaneous objectives. It also means being able to choose multiple ways to attack a target.
[Xfire] Xfyre: Question: Will there be classic maps from Call of Duty in Call of Duty 2?
iwriley: Todd: Answer: We've remade 4 favorites from Call of Duty for Call of Duty 2. Carentan, Dawnville, Brecourt, and Railyard. They're all a little bit different, focusing on making the old maps play even better with the new gameplay additions in Call of Duty 2.
[Xfire] Xfyre: Question: How many people worked on Call of Duty 2?
iwjrandom: Answer: In Call of Duty 1, we made the game with 25 people, Call of Duty 2 was close to 75
iwmackey: Question: Which aspects of Call of Duty 2 will encourage players to switch from Call of Duty to Call of Duty 2?
Answer: Smoke grenades, improved netcode, mantling over obstacles, new weapons, and new and improved game modes like CTF and improved HQ.
iwjrandom:
Q-Style: Question: Why do you change the health system in CALL OF DUTY 2 ?
We noticed that in Call of Duty1, people would basically stop playing the game to spend 2-3 minutes to backtrack through the level and play "hide and go seek" with the health packs. This pulled players out of the immersion we have crafted. So for Call of Duty 2, we wanted to eliminate that break with the new health system, now players only have to pull out of the action for a few seconds, patch themselves up, and jump back into the action.
Answer: iwmackey: Not only that, but quick regeneration also allows us to make the autosaves much more aggressive, because we don't have to worry about autosaving with the player at 5% health.
iwmackey: Which further serves to keep the action moving forwards.
iwriley: Todd: The regeneration was a big new feature for Call of Duty 2. We were a bit hesitant to try it in MP, but after doing so and making slight modifications to it (i.e. regenerate time) we found that it fit well and made the MP experience even more intense and fun.
iwvince: Questions about the health system: We changed the health system to keep the game more immersive and remove the health pack hunting from the game. The new health system feels good and works very well in MP. It was certainly not done to 'cater to noobs and campers'.
iwboon: Question: "What kind of research was done to make this realistic and genuine to the real war?"
Answer: We
have a lot of sources. First off, there
are several people on the team who've been making WWII games for over 6 years
now. We also sent teams to
iwmackey: Question: Did you go to Fullsail? What college did you go to?
Answer: I
went to the
iwboon: re the question about colleges - we have at least 3 Full Sail graduates here. Chance (animator), Mo and Brian (designer/scripters)
iwriley: Todd: Question: I just want to see them change the engine to allow two types of multiplayer. Let the realism be a server setting you can turn on or off, like it used to be with mods and such.
iwriley: Answer: We want to make sure that when people join servers they are expecting the same type of core gameplay that was designed to make the game consistent and fun. We have support for modded servers so the community can make new content and changes that alter the game. Players have the option to join modded servers to find a different gameplay experience.
iwmackey: Question: Why have you decided to create a Call of Duty engine rather than adopt an already produced one? How does it affect gameplay and also system requirements?
Answer: By creating our own engine, we were able to make it do exactly what we wanted it to. None of the engine's power is wasted on features that don't make for a better WWII game. It also gave us the flexibility to make dramatic changes when necessary. As for system requirements, Call of Duty 2 is very adaptable and performs well on a wide range of systems,
iwriley: Todd: Question: Why was Harbor taken out of the Multiplayer mode? It was easily, by far, the most popular MP map.
Answer: We chose 4 Call of Duty 1 favorites that fit well into the gameplay of Call of Duty 2 MP. Harbor wasn't necessarily at the top of the list, but we'd love to see the mod community take some more Call of Duty1 maps and port them over.
iwboon: Question: Is there a linux dedicated server?
Answer: We have a linux server in test right now. Actually I've seen one with people
playing on it today. It still has some bugs though, so it's not ready for full release yet
iwriley: Todd: QUESTION: Name ONE new feature that will be found in Multiplayer CALL
OF DUTY 2-that you believe will be the most noticeable.
ANSWER: I think that the weapon balance is a big distinguishing factor for MP. All the weapons were altered specifically for MP to create an intense, competitive, and balanced experience. The way weapons feel and react is very unique in Call of Duty 2 MP.
iwvince: For all the questions about add-ons: We *just* finished this game, there aren't any solid plans for an add-on at the moment.
iwmackey: QUESTION: We enjoyed the original Call Of Duty's AI, but what can we expect to see the AI in CALL OF DUTY 2 do differently?
ANSWER: The Call of Duty 2 AI is much more aggressive. The AI will move in on your position, and if you hide, they'll throw grenades to flush you out. A big improvement over Call of Duty1 is that the AI will now use suppression fire on your position, and they'll setup portable MG42s so they can pelt you from where you least expect it. We've also made improvements on how the AI respond to being shot.
iwboon: QUESTION: HOW MANY POLYGONS ARE THE CHARACTERS AND VEHICLES MADE UP OF?
Answer: They in-game models are up to around 8,000 triangles, plus normal maps
iwriley: Question - DID YOU GET FIRST HAND KNOWLEDGE FROM INDIVIDUALS THAT WERE IN THE WAR FOR SPECIFIC DETAILS ON MISSIONS AND AREAS WHERE THE GAME TAKES PLACE?
Answer: We received first hand knowledge from Military Advisors and a WWII veteran Len Lomell who actually climbed the cliffs of Pointe Du Hoc and found the guns in town. He has a great interview in the Collector's Edition of the game it is a very powerful piece.
iwboon: Question: hey Infinity Ward Team what was your most favorite part to do in the game?
Answer: My favorite part is always releasing the game to the public, and seeing what they think of it. So far it looks like everyone likes it :)
iwmackey: Question: Why did you choose not to use a ragdoll physics engine in CALL OF DUTY 2? It seems almost a given that the top FPS games will have it anymore.
Answer: It's a tough balancing act but we ultimately felt that the AI look more believable when they're doing things that ragdoll has yet to demonstrate, like guys clutching their side as they go down, or trying to crawl one last inch before they perish. A well crafted death looks more cinematic than one that has been computer generated.
iwboon:|: Quesiton: How long did it take to make CALL OF DUTY 2? And when did you begin development?
Answer: We started work as soon as we finished Call of Duty 1, so the total time is approximately 2 years.
iwriley: Todd: Question: What made you decide to add the shotgun to the game?
Answer: We wanted to add a little flavor to MP by adding a few new weapons for MP only. The Shotgun is a new class of weapon, so all factions have it. It adds a new dimension to close quarters combat. Fighting in the interiors with a shotgun is a completely satisfying experience.
iwvince: Question: why are the sounds so realistic?
Answer: We use actual recordings of the weapons, using a dozen microphones. We also had great audio talent working on the game.
iwmackey: The sounds are realistic because they're the sounds of the real weapons,
recorded out in the
iwboon: QUESTION: WHY DID U DECIDE TO IMPLEMENT AMERICAN WEAPONS ON THE BRITISH SIDE?
Answer: The Allied forces shared resources a lot during WWII. The British (and even Russian) forces used American weapons and equipment, and sometimes vice versa too. There are a few places in Call of Duty 2 where British forces really did use US weapons, and we included that in the game because it is accurate.
iwmackey: Question: What was the most complicated part of developing Call of Duty 2? Answer: Most likely it was the beach scene of Pointe Du Hoc. It has some of the most dense action ever encountered in a game before, with guys scaling cliffs, tons of soldiers running amok, and amazing effects. Getting guys, and especially the player, climbing cliffs was a unique challenge but it all comes together quite nicely in the game.
iwjrandom: QUESTION: What would you say is the most important responsibility in creating Call of duty 2?
ANSWER: We wanted to make sure that players had the same great gameplay experience that they had in Call of Duty1, while giving more choice to the player, improved visuals (by a big factor), and the most challenging AI (yet balanced for difficulty levels) we have done to date.
iwboon: Question: I was lucky enough to visit E3 2005, and one of the highlights was your presentation there. On that note, did you guys begin to get anxious, and/or nervous the closer you got towards showing off your wonderful game on the show floor? And how did it feel to see gamers and the media's reactions to your hard work and dedication?
Answer: Yeah E3 is always really scary for me. We are very anxious about the response to the game, and our goal is always to blow people away. We have a lot of late nights, and play-throughs where we change and tune things so that the game is as good as possible. When people see the game and tell you it's great, that's the best part of making the game, so in the end, E3 is always really fun.
iwmackey: Question: Will the mapping application look / function similar to the original
CoDRadiant?
Answer: Radiant has evolved with the rest of the engine, as it is now DX9 powered and has improved in a number of ways. Undo is nice and reliable now, decals show up in the proper order, and we have these really cool things called "prefabs" that let you load a map inside a map. Radiant is altogether a lot better now!
iwvince: Question: How much time was spent making this historically accurate, and how was it done.
Answer: We work really hard to make sure things look and feel very authentic. We work with military advisors, historical advisors and use the authentic items as reference wherever possible. We have authentic WWII uniforms and weapons. We visit museums all over the world for reference on larger vehicles.
iwboon: Quick Question: Do you guys play Call of Duty MP too? If so, how often and to what extent?
Answer: AFAIK about half of IW is online playing right now
iwriley: Q: The battle-chatter system seems like the coolest addition to the Call of Duty franchise. Can you say a little bit on how it works, and how this system was "born".
Answer: The
iwriley: Todd: Question: Has the left-lean glitch been fixed in Call of Duty 2, so that it doesn't cause the type of exploit issue that was seen during the competitive play of Call of Duty, as well as United Offensive?
Answer: Yes, the left lean issue was resolved in Call of Duty 2, as well as some other minor glitches from Call of Duty 1.
iwmackey: Question: How long did you work on the AI? And what were some of the major issues you had with it?
Answer: Development of the AI was ongoing throughout the entire project. One of the biggest challenges was compensating for the new player health system. If we made the AI too random, then they might fail to ever kill the player due to his health coming back, but if we made the AI hit too much, then it would feel cheap and you'd die too fast on the easier difficulty levels. It was a tough balance…
iwboon: QUESTION: Is the new graphics engine allowing you guys to put more polygons in objects or is it only making bump and detail maps better?
Answer: It's a little of both. I guess we can have more polygons really because people have faster computers than they did 2 years ago, but the new engine does seem a little faster to me too. The new Call of Duty 2 engine does have a lot of features that the Call of Duty 1 engine didn't, like support for normal, spec and detail maps. We've also put a lot of work into making the art itself better than it has ever been in the past, and I think that's made a lot of difference too.
iwvince: Question: What would be your suggestion for computer specifications based on running Call of Duty 2 in DirectX 9 Mode?
Answer: CALL OF DUTY 2 is built to take advantage of currently available hardware. As such, it can be pretty taxing. The better the system you have the better the game will play. It will scale down well for lower systems, but you will lose some of the enhancements. As an example: I run an Athlon 64 3500 with a 7800 GTX and have no problems with performance.
iwjrandom: Question: How come you can no longer cook grenades?
Cooking grenades was very usefull in UO for clearing out a room where a sniper might be.
Answer: Through extensive internal playtesting, we had people who became so good at "cooking" that would only be used for air bursting in opponents faces. That made grenades unbalanced and they no longer fit their historical roll in WWII.
iwmackey: Question: Where did you start scripting? were you involved in MOH Scripting as that is where i started? Where would you say is the best beginning point?
Answer: It would be fair to say I started with QuakeC (in Quake1), because that was kind of like script. My first professional scripting was on Medal of Honor: Allied Assault. That's not a bad place to learn the ins and outs. The best way to learn Call of Duty style scripting is to get some standard C experience, because it works a lot like C. Having C experience is a good start.
iwboon: Question: I'm 15 and would like to become a game developer, how could I go about doing that, working for Infinity Ward or a similar company?
Answer: I
can answer your question as an artist from outside the
iwriley: Question - Why was Call of Duty 2 released on CD and not on DVD which seems to be the more efficient manner?
Answer: The game is released on both CD and DVD. In order to ensure it can be played by the largest audience possible. There is also a DVD Collector's Edition version of the game.
iwriley: Question: Why is
Answer: The game was shipped day and date in
iwvince: Question: Why was Call of Duty 2 released on CD and not on DVD which seems to be the more efficient manner?
Answer: Not everyone has a DVD drive yet. We have a DVD collector's versions. Hopefully we can switch to DVD only in the near future.
iwvince: Question: The demo version seemed to be quite shaky but the retail version has been patched up, what was changed to create a smoother gameplay?
Answer: The demo was built from a beta version of the game, so we could get it out to people before the game was finished.
iwboon: Question: I found out how to enable shadows in the SP demo, using DX9 and the CVAR "sc_enable". Are shadows able to be rendered in Multiplayer? If so, will there be a server side CVAR to configure these on and off?
Answer: Yes, the rendering engine is the same in SP and MP. Shadows are enabled by default for some graphics cards, and not for others.
iwriley: Question: Is CALL OF DUTY 2 in stores in
Answer: The European versions of the game are complete, however, we can not confirm the actual release dates, that would depend on the local distributors. Keep in contact with your local game store, they will have the exact dates.
iwboon: Question: Will diff. MP characters have different uniforms?
Answer: Yes, different characters in MP have different uniforms.
iwmackey: Question: How scripted are your teammates during the battles. like will they more or less always act the same at each certain battles, or did you basically set the waypoints for them to get to this one spot and they act somewhat on their own realistically trying to get to the one point?
Answer: Your squad mates are smart enough to go where they're needed most. They're a big part of the cinematic feel of the game so we don't let them get left behind. The underlying AI of Call of Duty 2 is smart and able
iwjrandom: Question: I really wanted to know how this health regeneration system will work for Call of Duty 2 multiplayer? Thanks.
Answer: Yes, but trust us, it is well balanced and keeps the action moving. Follow up, players can back away from the fight, take a breather, then jump
back in.
iwboon: QUESTION: What was the most complicated part of developing Call of Duty 2 and why?
Answer: The Pointe du Hoc level was the most complicated section of the game to make, because it has so many things we haven't done before. For the art dept, learning how to make really effective and beautiful normal maps was a also big challenge early on.
iwriley: Todd: Question - Will Call of Duty 2 have anti-cheat protection?
Answer: The shipping game has Pure servers and Killcam, which helps reduce and spot any cheating. We'll review the process and monitor the game to see if there is any need for added support. If anything were to arise, we will address the issues to keep the game cheat-free, fun, and competitive.
iwboon: re anti-cheat - We're keeping an eye on that. We have 2 petitions here from Call of Duty 1 - the first petition is begging us to add Punkbuster. The second petition is from after we added PB, and it's begging us to remove it.
iwriley: Question: Did you guys look into anything to do with online co-op? If not will there be any chance of having online coop in future Call Of Duty games?
Answer: There are no coop features in the game. There is team based play in PC as well as X360, which also supports live, system link and split screen.
iwboon:: My question : what snack did u people eat the most while making Call of Duty 2 ?
Answer: We have a lot of snacks here in the office...maybe too many...a lot of people got fat while making Call of Duty 2, since we didn't go outside very much... Personally I ate a lot of Snickers bars, and drank a lot of apple juice.
iwvince: Question: What snack did you eat the most?
Answer: We have a wall of snacks at the office that gets demolished very quickly. That would be a hard question to answer for the whole group. We eat a lot.
iwmackey: JambaJuice FTW
iwvince: The kitchen is mostly used for playing Street Fighter. ;)
iwmackey: Question: When you just started making the game, was the storyline based on true events that happened in real life or you just made them up as you were going along?
Answer: We read lots of WWII books, watch movies, and speak with military advisors and re-enactors. The content of Call of Duty 2 is based directly off the actual events of the war. Some of the missions feature recreations of specific battles, such as the Battle of El Alamein and of course Pointe du Hoc.
iwriley: Todd: Question: Is there any new voice commands in multiplayer mode for Call of Duty Two?
Answer: Call of Duty 2 features Voice over IP built-in. So now, all you need is a microphone and you can communicate directly with your teammates. The voice quality is very clear and the feature is extremely useful. We also have the quick chat feature that allows users without mics to verbally communicate with their team at the touch of a button.
iwriley: Todd: Question: Is the grenade indicator in MP?
Answer: Yes it is. The grenade indicator has a double function in MP. It tells the player where the grenade is and can also be used to flush a player out of a hiding spot. When you chunk a grenade to your enemy, he sees the indicator; he's going to run out while you wait to mow him down.
iwriley: Question: Xbox 360 playable with PC?
Answer: The Xbox360 and PC clients are not compatible with each other. That is not currently possible for any PC and X360 project.
iwmackey: QUESTION: About the scene "Pont-De-Hoc', do you think this scene truly
portrays the frantic heroism of that day? Sort of like how Saving Private Ryan
so vividly portrayed the actual beach head,
Answer: Our
recreation of Pointe du Hoc is bar none the most
realistic, authentic, and intense portrayal of that event that has ever been
brought to a game. It closely follows the events of the day, as they occurred.
The terrain is based on photo source that we went out to
iwboon: Question: Why did you guys change the sounds of the weapons and in call of duty 2 compared to call of duty, also the ammo capacity?
Answer: We changed the sounds to make them better, and to make it easier to tell one gun from another via its sound. The ammo capacity of the Thompson depends on where it is used, as different magazines were developed at different times during the war.
iwvince: Just for those who missed it: We just finished this game, we are not talking about expansions or CALL OF DUTY3 yet. Enjoy this one for a while. =)
iwriley: Todd: Question: With such an advanced graphics engine and VoIP, how are you guys going to reduce lag when in multiplayer?
Answer: We went through painstaking lengths to make sure that the new features like VOIP didn't affect pings. We focused on improving the net Call of Duty to assure a smooth gameplay experience.
iwjrandom: QUESTION: What about campers how are you combating them?
ANSWER: Via "Killcam", players will be able to see where a camper was perched. There are always multiply avenues with which to flank a camper and get your revenge. Smoke grenades also give players the ability to use "portable concealment", which they can us to avoid a pesky sniper.
iwriley: Todd: Question: What game modes are there for MP?
Answer: Deathmatch, Team Deathmatch, Capture the Flag, Search and Destroy, and Headquarters.
iwmackey: Question: What did you like the most about making Call Of Duty 2?
Answer: Getting to work with such an awesome team.
iwriley: Todd: Question: What is 'Squad Warfare'?
Answer: Squad Warfare is a new game type that we created that focused on organized squad gameplay in Multiplayer. Due to time constraints, we didn't feel comfortable in sacrificing the rest of MP to make sure Squad Warfare was something we were completely happy with. The gametype is very interesting and is something that we have on the backburner in looking at in the future.
iwvince: Question: Was it purely a coincidence that the Call of Duty 2 demo was released the same exact day as Day of Defeat: Source? Inquiring minds must know!!!
Answer: Yes, it really was a coincidence.
iwboon: Question: What kind of programs and computers(name of parts) did you use to create Call of Duty 2?
Answer: The artists mostly used Maya and Photoshop. Designers used CoD2Radiant. Our computers are from all over, with a lot of different parts.
iwmackey: Question: Have any of you on the IW team ever considered stepping foot into the competitive Call of Duty United Offensive/Call of Duty 2 world? And if so, why not come join us at TWL? :)
Answer: In Call of Duty1 6 of us played competitively for a time, using Ventrilo to coordinate. We did a bunch of 6v6 SD matches. You really have to take your game up a notch to compete with the hardcore players, but it’s worth it for the experience of learning what really works.
iwjrandom: QUESTION: Call of Duty 2 seems a bit silly on Deathmatch (Germans shooting Germans)what do u think?
ANSWER: Deathmatch is mainly included for small games, people who want to play with just a few of their friends.
iwmackey: Question: How do you access the console?
Answer: Press SHIFT - Tilde to bring down the whole console.
Iwjrandom: Question: What kind of music do all of you 133333333337 people listen to?
Answer: Last music I heard Mackey listening to was the William Shatner version of Pulp's "Common People"
iwvince: Question: What have you guys tried to add, next to better graphics, to make the game more realistic compared to Call of Duty 1?
Answer: The new f/x system is awesome. The battle chatter system adds a lot to the game. The new AI is fantastic.
iwjrandom: QUESTION: What Kind Of Music Do You 1337 People Listen ???
ANSWER: I like to listen to "angry white boy music", like Mudvayne, Mushroomhead, Disturbed, Dope, etc.
iwboon: Last music I heard Mackey listening to was the William Shatner version of Pulp's "Common People"
iwvince: Question: I'd come up with a cheesy cheer for the IW staff, but I'm just not good for that kind of thing.
Answer: Aww, come on...
iwriley: Question: Does IW plan of having a match with community members such as they did with CallofDuty.org?
Answer: We will have community frag events in the future. More on that to come later…
iwboon: QUESTION: Where is your main location, where does most of the Call of Dutying and testing go on?
Answer: We're
in
iwjrandom: Thanks guys for having us, it was a pleasure to answer your questions.
iwriley: Todd, I and all of Infinity Ward thank you!
[Xfire] Xfyre: Now, the time you’ve all been waiting for…the raffle!
[Xfire] Xfyre: First up - Majoralvarado!
[Xfire] Xfyre: Second up.....Zimnick!
[Xfire] Xfyre: Third up....Know!
[Xfire] Xfyre: er
[Xfire] Xfyre: Knox
[Xfire] Xfyre: :P
[Xfire] Xfyre: Fourth up.....Lordesson!
[Xfire] Xfyre: Fifth up: Soda!
[Xfire] Xfyre: SIXTH UP: Spikeandvashss!
[Xfire] Xfyre: SEVENTH- Speedrunner!
[Xfire] Xfyre: EIGHTH: The Cone Zone!
[Xfire] Xfyre: NINTH UP: Dieguito15!
[Xfire] Xfyre: and TENTH.....Sugarcult!
iwriley: Remember all, there were only six of us from Infinity Ward here today, but there were over 65 of us involved in making Call of Duty 2. We can't wait to share with them all your thoughts and comments. Again, thank you all and enjoy the game. We definitely enjoyed making it!
iwboon: Thanks everyone, it was a pleasure chatting to you all :)
[Xfire] Xfyre: Congrats to all the winners :) :) :)
[Xfire] Frederic: On behalf of the whole Xfire community, I would like to thank Infinity
Ward and Activision for making this event possible!
[Xfire] Frederic: Congratulations on the release of Call of Duty 2!!!
[Xfire] Xfyre: There will be 10 more copies that will be raffled off over email
[Xfire] Frederic: Thanks for all the Xfire users for their support and participation during the event!
[Xfire] Xfyre: The winners of those will receive notification within 24 hours
[Xfire] Frederic: We are looking forward to seeing you play Call of Duty 2 on Xfire! :-)
[Xfire] Xfyre: For the winners now....PLEASE SEND ME A MESSAGE SO I CAN GET
YOUR CONTACT INFO
[Xfire] Frederic: Join us next week for a chat with Cryptic Studios:
[Xfire] Frederic:
http://www.xfire.com/xf/modules.php?name=XFire&file=cmspage&body=xf_devchat_cryptic

