Thank the gods, a developer that is smart enough to reuse an existing engine and add enhancements to it instead of re-writing their own in a 2-year dev cycle and having the game suffer all sorts of hickups because of it.
Treyarch, the badasses behind Call of Duty 5, are working together with Activision and bringing the movie tie-in Quantum of Solace to gamers of the work this November. Normally a movie tie-in game means some sort of bullshit attempt at a jump/run-n-gun game, fortunately it looks like Treyarch re-used the Call of Duty 4 engine (The one they were already enhancing for Call of Duty 5) to do the new Bond game, getting them off the ground almost immediately with the title and explains why the screenshots we’ve seen for the game so far look abnormally good given it’s a movie tie-in game, which normally looks like garbage.
I’d suggest giving the dev diary video a quick peak, there is a lot of gameplay in there showing off some high fidelity work by both Treyarch and Activision as well as some new tweaks to the Call of Duty 4 engine like better AI and a cover system (I also noticed some kick ass water effects in there to towards the end):



September 11th, 2008 at 10:04 pm
That is looking really good and fun. I’m defiantly going to have to check it out. The cove system looks good, but how easy is it to get in/out of cover I wonder?
September 12th, 2008 at 7:12 am
Good Q Jig, that can totally make or break a cover system (how you engage/disengage)… I still think Rainbow Six Vegas had one of the best cover systems, there were others that were pretty good to varying degrees, but I find that the *explicit* control over me locking onto something or not is really satisfying and doesn’t result in frustrating moments where you auto-lock onto something on accident when you diddn’t intend to (e.g. in Gears of War, the last level, fighting Raam, trying to run away from him and locking onto cover right at his feet… so nerve-racking)
September 12th, 2008 at 7:57 am
Yeah, the cover system in RSV/RSV2 is pretty much my favorite. I can get use to the ones like Gears and GRAW where you “stick” to things and then “unstick” from them, but it tends to frustrate me after a while.