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amazon Call of Duty Modern Warfare reviews
Modern Warfare – That time of year has arrived, and we’re once again talking about Activision’s promises to Call of Duty 20xx, a series that stigmatizes creative titles and is somewhat haunted with the word “warfare”.
This year, those promises are a bit bolder with Call of Duty: Modern Warfare: no Season Pass, no DLC with new levels, Crossplay, new graphics engine, and the bunker of other things that “elevates” it from its predecessors. “Upgrading” here is bracketed by, Call of Duty: Modern Warfare has to some extent fulfilled those promises.
However, it is quite regrettable that with every step forward, it has two steps back.
If your first question to Call of Duty: Modern Warfare is “how many fan-service does the game have?” then you don’t have to wait until this story is over.
Although the “line between good and evil is blurring” is one of the most popular quotes spewing out from our captain Price, it takes about 30 minutes to figure out which is the righteous side, and the bad guys will always try to prove that they’re “bad” just in case you do not notice. Yes, 12 years after the first Modern Warfare and Infinity Ward re-enact the desire of the vast majority of Call of Duty fans: shooting Russian soldiers is so fun and cool!
A transport of chemical gas to the fictional country Urzikstan failed, prompting CIA officer Alex to request the aid of SAS veteran John Price. The city of London, once again becoming the “punching bag” of the gaming industry, was bombed just 24 hours later. Sergeant Kyle Garrick joins Price and meets with the Urzikstan resistance, albeit headed by Farah Karim. They have a common enemy, it’s … well, guess what?
Because of the discussion about whether Call of Duty: Modern Warfare is propaganda for the US military, according to the writer, is a political topic and everyone knows that video games are toys. Do not be foolish to get involved in politics, so perhaps your focus should be on the way Infinity Ward describes the righteous side and the villain in the game.
But wait, their prejudice is evident in the supposedly dark and brutal segments of the game. In Call of Duty: Modern Warfare, we see the Russian army commit war crimes like a meal, in which civilians eat enough from execution, torture, to bombardment with chemical gas. NPCs in London are a little luckier, they just “eat” stray bullets or explode by some deadly Al-Quatala bombers. Not by Russian soldiers but… you get it.
The game’s definition of “brutal war” seems to be confined only to the number of civilians who died on the screen and the frequency of their screams. This factor would have had a bigger impact if the Call of Duty: Modern Warfare story did not play out at the speed of an X-15 fighter, with more than half of the time revolving around Farah, her past, and Garrick and Price’s five-and-four adventures, and Alex did not have a complete personal storyline.
And the villain? We deal with the leader of the terrorist organization Al-Quatala, “The Wolf” at the beginning. In the middle of the game, the target changed to General Barkov, the general leading the Russian forces invading Uzikstan. But wait, before we chase Barkov we have to hunt down The Butcher, The Wolf’s right-hand man. He shoots a runaway kid, so 100% of the time you have to hate him, even if you’ve only met him once! And Barkov? He was so cruel that… ridiculous from action to gesture, making the scenes that were supposed to be “brutal” turned all too ludicrous! This is the result of bringing a character at sub-boss level only in one Far Cry game as the main boss in another serious-toned game!
The biggest wound in the single-player game of Call of Duty: Modern Warfare, very lucky and also unlucky … is in the ending. The whole last mission “tries” to end the game’s story quickly just to “show off” the fan-service element that Infinity Ward wants to eagerly let players know.
As a result, we are presented with an extremely illogical ending, lacking in emotions, and also trying to make you forget that this is essentially just … the Prologue of a new three-part story. It offers absolutely no satisfaction in terms of content and certainly can’t compare to the moment when we saw off Zakhaev with an M1911 from 12 years ago …
The most unfortunate thing is that if Infinity Ward cares more for the content of Call of Duty: Modern Warfare, goes further with their ambitions, then it could compare to the original Modern Warfare version to be the series’ most outstanding single-player component ever – simply because it does not lack admirable high notes. This series of games has existed for more than 15 years, but perhaps this is the first time that it “bold” to this extent.
We play the role of Farah as a child, witnessing our homeland sinking in gold dust of chemical gas, corpses scattered all the way if they die they will be terminated immediately, if they stay out of range of the gas they are also executed. As Garrick, we infiltrate the London bomber’s apartment behind the cold blue of night-vision goggles. A stray bullet piercing a harmless woman trying to reach a baby in the crib will not force you back to the checkpoint but will give you a moment to think about onions my movement. Even Price broke what we expected of the character model he belonged so far.
But, outside of these levels, we are stuck in the framework of Call of Duty: Modern Warfare. Back to the first level playing Garrick role-playing in London, if you open fire before the bomb explodes, the game will “kick” you back to the previous checkpoint because you “committed the crime the law of fighting ”. In a scene that interrogates a certain character, you have the opportunity to threaten the life of the innocent – but it is only in the “threat” because the choice of bloodshed will also return…
Although with the status of an extremely proud game of “morally gray”, this game never makes players doubt the heroism of those who are considered heroes. As a result, the “heavyweight” choices that Infinity Ward promises ultimately float like light winds.
Imbalances in focus continue to exist in Call of Duty: Modern Warfare’s mission design. The biggest highlight of the entire game is the [Going Dark] level, which takes Garrick and Price into a raid on Barkov mansion. As the name implies, the gameplay style in this level has a slightly Splinter Cell look combined with the [Liberation] screen in Call of Duty: WWII. The entire light bulb can be shot up, leaving you free to roam the inside of the dark while wiping out the 3 locations assigned by the mission, in the order you want. Go through the front door, through the window, climb onto the roof, sneak through the greenhouse … the degree of freedom this level offers is unbelievable for a Call of Duty game, and it would be a waste not small if it is not repeated and progresses in subsequent titles.
The rest in single-player mode?
In addition to some bright highlights such as Clean House, the first half of The Wolf’s Den, the run-in Going Dark, and the defense of the US embassy in The Embassy, the linear levels of Call of Duty: Modern Warfare place with the rope connected loosely. Bad AI accidentally makes it the easiest Campaign player at Veteran difficulty, and the funniest thing is the abuse of gimmick elements like the AC130 or exploding planes in some early stages, giving the impression that Infinity Ward is trying very hard to keep the player’s focus instead of believing in traditional gunfights …
And that sums up the campaign play of Call of Duty: Modern Warfare – a game with great ambitions, but in the end, it is done in the dark,
What the hell is going on with Spec Ops in Call of Duty: Modern Warfare?
If you remember the collaborative play that appeared in Modern Warfare 2 and 3, they are linear missions with their content and moderate length, mostly taking locations in the single-player and variation. So that each screen has its character. For example, Overwatch in Modern Warfare 2 places one player behind the AC130 gun, assisting the other to reach the target on the ground. Their replay value is not high compared to Zombies, but in general, they provide quite interesting “if” scenarios alongside the main storyline.
Spec Ops in Call of Duty: Modern Warfare… is not a traditional Spec Ops. It only owns exactly one screen, called Safeguard “classic screen”, but in fact, it is more like Survival defense over the turn. The main content is in the four parts of Operation, in which players are dropped on a large map and perform very basic tasks that the game sets, such as destroying or rescuing targets. The Crosswind game screen is slightly different when it allows the player to penetrate a cargo ship that is quite similar to the Mile High Club.
I have a hard time finding any bright spot about Spec Ops. In this mode, you and the other three people will be “spun like a cricket” through missions that are not specified, such as carrying NPCs on the shoulders, but the game doesn’t even notice where the gathering point is. Enemies appear innocent from all four directions, sometimes behind or right next to you, along with the increase in health over time and up to a certain point, 15 rounds of an AR gun is not enough to take down an ordinary soldier. And that is not to mention the system of the temporary store (checkpoint) that works based on emotion.
where can you get a Call of Duty Modern Warfare online
Call of Duty: Modern Warfare – PlayStation 4: Buy it now
Call of Duty: Modern Warfare (Xbox One): Buy it now
Call of Duty Modern Warfare Collection – Xbox 360: Buy it now
Xbox One – Call of Duty: Modern Warfare – [PAL EU – NO NTSC]: Buy it now
This game has absolutely no flow or reason for players to invest time in it, except for the requirement to unlock some characters in Multiplayer. The experience points obtained from Spec Ops “drip like water”, they have no rewards, no mechanism to support teammates, and above all, the large screen design does not help anything act of “releasing” the enemy like a storm.
And that sums up the Spec Ops game of Call of Duty: Modern Warfare – one that lacks serious investment, lacks logic, and lacks a reason to exist.
And here, Multiplayer, the “core” part of Call of Duty, the reason that 90% of people come to this series. Because fight each other with the “hitmaker” is never old.
… And also (not) surprised that it continues to make so many blunders!
Call of Duty: Modern Warfare has been out for almost two weeks and perhaps no one is unaware of the super bad status of the levels in the Multiplayer game. Have you heard of Gustav Cannon’s illustrious reputation in WWII, a level with such a great advantage position that you have a vision down to 80% of the rest of the map? Infinity Ward succeeded in recreating that non-contact feature with the Euphrates Bridge, in which the gun base was replaced by a long bridge, the team that took the bridge, the other team could only cry.
Picadilly, the avenue leading to the circus of the same name in London, was pristine from the campaign play with the “mustache” on both sides of the revival slightly punctured. Result? We have a map with extremely “freak” uneven long and short views, a tunnel built up … for nothing, a shop with a second floor looking directly at the B and C flags, and both of the respawn positions were sparsely resurrected to a worrying level.
The levels that are considered “okay” are not “good” 100% in certain modes. St Petrograd in Search and Destroy mode for some reason places the attacker team on the A-bomb closer to the defending team. Arklov Peak, the only 10vs10 level that I consider “playable” is quite boring in the Headquarters, except for the HQ location at the barn. Rammaza’s B flag in the domination mode flaunts like Victoria’s Secrets model.
In the more than 20 hours spent on Multiplayer, for me, Hackney Yard and Gun Runner are only two acceptable levels – a sign of bad for a game with only six 6vs6 and 3 levels 10vs10 play.
Besides the layout design, there are two other reasons why the gameplay in Call of Duty: Modern Warfare becomes “extreme” in the true sense.
The first is the issue of … image rendering. The state-of-the-art graphics technology helps the game achieve real-life visual quality, which means that it also comes with the “not allowed” consequences in a multiplayer game. As a result, dark spaces become too dark, and also because the character model does not have a few bright lights on the body like in Black Ops 4, finding enemies on the screen is sometimes harder than digging for gold. Do not feel weird if you find out that you can see an enemy because… their names are on your head, not because you see the enemy’s body first.
However, Infinity Ward is quite clever when it comes to making the player’s character shout “CONTACT !!!”, even when you open your eyes and still can’t see the enemy. This function would have been more useful if… the enemy couldn’t hear it.
The display problem extends to both environment and lighting. The Hill level of the Gunfight mode has a high density of flying grass and is also very helpful for the sneaking arms. On the other hand, sunlight from sunset at St. Petrograd will blow your eyes away if you turn the camera to the West in the wrong direction.
The second problem is the frequency of resurrection. Unexpectedly, Call of Duty: World War II was officially overtaken by Modern Warfare as “the most pirated revival mechanism in the series” within two years. Once again mentioning Piccadilly, this cursed play probably requires a virgin’s blood sacrifice to be resurrected. The Euphrates Bridge has a perfect layout as mentioned above, in which the team that sweeps the other side will be revived… right below the bridge, not from the original resurrection position.
This game also has the phenomenon of reviving an odd player at the starting point of the enemy team but has no intention of bringing the rest of the team to. Enemies suddenly appear right behind you? Get used to that.
After all, I keep returning to Call of Duty: Modern Warfare every night. That is probably a testament to the respectable quality of the game’s gameplay.
“Subtle” is perhaps not enough to describe the weight in the game’s gunfights. Every loud echo of each bullet escaped the barrel, each clink of the shell hit the ground, each chunk of smoke violently poured out of the gun, each violent jerk through each trigger. All create a unique shooting feeling in the entire history of Call of Duty, in which you can feel the passionate love of Infinity Ward for the art of shooting in this game.
That love continues to find a new stop in the Gunsmith system.
Maximum 5 accessories for a gun, each weapon has its level of up to 70 with an endless number of accessories. Despite possessing such several “terrorists”, the game shows the use and weaknesses of each part intuitively, enough for the player to understand what face he will face when deciding to attach each piece of iron on your weapon: an AR gun without a stock will have a faster turn-on time thanks to its lightweight, but unstable recoil, large-diameter bullets will deal more damage but the bullet speed is slow. More, the grainy leather covering the handle of the gun will provide a more stable aim, but reduce movement speed while aiming.
The multiplayer portion of Call of Duty: Modern Warfare has a lot of problems. 6vs6 had rogue map problem, 10vs10 same problem plus time … boring walk (because their size suggests they were probably designed for 20vs20, not 10vs10), and Ground War 32vs32 continued to be chaotic but empty battles. So, why do not you opt for a slightly more modest game mode – Gunfight, for example?
Yes, this little 2vs2 mode accidentally became the brightest player in Call of Duty: Modern Warfare’s Multiplayer. Random weapons are even for all four players, meaning you don’t have to deal with the M4 + 725 combo that’s been terrorizing the spirit of the community in recent days. Small maps are designed for high-speed combat, meaning you don’t need to sigh while jogging between levels that are oversized compared to necessary. The 2vs2 formula is effective with “a lot of risks” gameplay, fair and no less dramatic in Gunfight.