In Advanced Warfare, set 50 years in the future, playable character Private Mitchell sees his ammo count as the player does: via a digital overlay projected onto his gun. Advanced Warfare does exactly the same thing. One of the smartest things about Dead Space was the way it stripped away almost all the heads-up display elements you see in most video games in favour of an augmented reality system that put key information, such as ammo and the map, inside the game world. But to Sledgehammer co-founders Michael Condrey and Glen Schofield, who while at EA-owned studio Visceral created the science-fiction horror series, this doesn't seem like a thing.ĭuring a behind-closed-doors presentation this week I got a good look at Advanced Warfare's campaign and, through that, a sense that some of Dead Space's better ideas have made their way into the first Call of Duty in recent memory made with the luxury of a three-year development period. I detect more than a bit of Dead Space in Call of Duty: Advanced Warfare - and I'm not just talking about the Ishimura reference.