Call Of Duty 2 finally has the graphics
to match its ambition, enhancing the
gameplay immensely. Even being
shackled to pre-scripting can’t stop this
war from breaking free.
SCORE
11/DEC/05
CLICK ON A THUMBNAIL TO PREVIEW
War is delightful to those
who have not experienced
it,” said beardy Dutch
humanist Erasmus back in the 1500s.
Erasmus didn’t like war back then
because war was ugly, featuring
misshapen heroes wielding sharpened
sticks and peasant children throwing
rocks. War today is now a spectacle,
a form of entertainment. If Erasmus
were alive today and managed to play
Call Of Duty 2, he’d probably start
clawing at the screen in disbelief. The
graphical trickery would be dismissed
as witchcraft and the X360 would be
thrown into a lake to see if it floats or
sinks. Erasmus would be experiencing
war and he would be delighted.
So, why would he be so delighted?
Well, the simple answer is the graphics;
an obvious starting point for this review
and easily COD 2’s trump card. Gaming
snobs have been endlessly chewing over
the gameplay versus graphics debate for
longer than anyone cares to remember,
but COD 2 has given that tedious
argument a loud crack on the backside.
If there’s one thing Infinity Ward has
learned from Call Of Duty, it’s how to
create spectacle. You'll notice straight
away how scarily realistic COD 2 looks.
Having never been to war, by realistic,
we mean that when you go to sleep
at night dreaming of man-versus-man
conflict and those horrendous stories
your grandad told you in-between
mouthfuls of digestive, this is what
war looks like – chaotic, dramatic and
heroic. The bombers soaring overhead,
the mud kicked into the air by hand
grenades, the errant sniper rounds
pinging off the wall behind you – every
war cliché is present, correct and looks
worryingly real. These cheap tricks
to create atmosphere seen in the
predecessor have returned, but they’ve
now been bolstered with a Hollywoodsize
budget to make accountants
sweat. War has always been about
teamwork, and the COD series has the
technological muscle to recreate the
feeling of camaraderie. Now the fear
of slowdown has been banished to the
distant realms of last-gen, you always
have fellow troops fighting by your
side, no matter what else is happening
on screen. When one team-mate
slumps to the ground, another runs in
from the back to take his place. When
you charge off ahead, your men will
follow you. The result is a perpetual
firefight, with an endless cycle of
old soldiers dying and new soldiers
running into the fray. Pardon the cliché,
but it’s total carnage. Gameplay versus
graphics? Sometimes gameplay needs
the graphics to realise its potential.
Cynics be damned. When war
looks this good, it’s hard to resist the
pull and not get drawn in. True, the
emotional draw might not be there,
so you’re not going to burst into
tears when Private Peas takes a sniper
round to the skull, but you are going
to be angry that your decoy taking
fire has died, leaving you exposed and
vulnerable. In short, teamwork matters.
Keeping your fellow soldiers alive is very
important, if only for the selfish reason
of having more bodies drawing fire away
from your exposed ass.
The feeling of war camaraderie is
helped by the soldiers fighting alongside
you doing something to help. You’ll see
them return fire and use melee attacks to
defend their position or mount assaults,
actually killing enemy soldiers and
clearing a path forward. Stand back and
observe and you will see them make a
difference. You’ll feel proud. Then you’ll
run the other way while they’re taking
all the fire.
This brings us onto the gameplay itself.
COD 2 still falls under the FPS banner
and shares its predecessor’s love of
set-piece objectives, such as sniping
mortar teams or using gun turrets to
fend off German counterattacks. The
objectives vary depending on whether
you’re ploughing through the Russian,
British or American campaign, but the
idea is always the same – shoot them
before they shoot you. However, there
are plenty of differences separating this
from the usual run and gun fare. Guns
in World War II weren’t accurate unless
the soldier you were shooting at was
close enough for you to reach out and
poke him in the eye. Therefore, in the
pursuit of realism, you’re not going to
be able to shoot the dots off a die with
any weapon in this particular war. There’s
no crosshair and while stroking the left
shoulder button lets you aim down the
barrel of the gun, it still won’t pack the
military accuracy of modern weaponry.
Throw in the clunky feel of each weapon
and it should be frustrating. It certainly
sounds frustrating. But somehow, it’s
not. There’s no logical explanation as to
why it’s not frustrating. It just works. It
feels right, authentic even. Better than
that is the lack of spinning ammunition
pick-ups floating a few centimetres off
the ground. If you run out of ammo,
you simply grab a rifle from a fallen
soldier and carry on. It feels like you’re
inventing your own solution on the fly
and surviving by the skin of your teeth.
You soon learn to mix and match your
weapons to the situation – the Kar98’s
long reload times makes it suicide in
close encounters, while the trench gun
encourages pointing and mock laughter
from distant enemies. There’s a logical
coherence to COD 2, where everything
makes sense and feels just as you would
expect a real war to feel.
Grenades now play a much bigger
role when fighting for survival. The Xbox
360 pads have four shoulder buttons
rather than the two of old. This means
Infinity Ward has found room to slot two
grenade buttons. Without descending
into GameFAQs speak, this means you
can tap the shoulder button to throw a
grenade. Without any convoluted menus,
43 button pressures and an unwieldy
inventory to wade through, you’re more
inclined to use grenades and with a
healthy amount of explosives found
throughout each level – again, by raiding
the dead bodies of fallen soldiers – you’ll
quickly settle into the habit of throwing
a grenade, then using the ensuing
explosion to take advantage of your
enemy’s confusion. Fortunately, there’s
a grenade indicator showing you where
nearby grenades have fallen, giving you
a fair chance to scarper when the odd
potato masher is thrown back at you.
That’s one shoulder button explained.
The other? Smoke grenades. These are
essentially get-out-of-jail-free cards, with
the smoke working as a shield to storm
any tricky gun turrets. You start the level
with four and these usually have to last
until the closing cut-scene. It keeps the
pace from sticking and stops the blood
from boiling. The smoke effects look
absolutely fantastic too. It’s one of the
rare occasions where a developer can
justifiably wave his arms about shouting
“volumetric fog!” without being laughed
at. Yet another example, we’re afraid,
of graphics enhancing gameplay. Fellow
developers watch and learn.
Best of all is the new health system.
This genuinely makes a difference to the
way the game is played. Previously in
COD, you had to memorise the locations
of past health packs and whenever
your health hits critical levels, spend
ten minutes backtracking to find them.
Funnily enough, digging around rubble
trying to find the last health pack only
to die anyway wasn’t fun. Now in COD
2 though, when you’re in trouble, you
just hide somewhere and then rest up.
It's as easy as that. There’s no permanent
damage for taking fire, so all you have
to do is take cover somewhere and wait
for the action to calm down. Your health
is indicated by how hard your character
is breathing, an easy-to-understand
system. As soon as you hear your soldier
puffing and wheezing away like Ron
Jeremy at work, you know it’s time to
take a breather from the action and
hide. Remember that hiding from the
action while your fellow troops die isn’t
cowardly, in COD 2 it’s known as reevaluating
the situation and is perfectly
acceptable gameplay.
If there’s one thing Infinity Ward hasn’t
learnt since COD, it’s how to disguise
pre-scripting. Once you slow down
and start examining the chaotic scene
around you, you can clearly see the
seams holding the war machine together.
As with the previous COD, there’s an
irritating reliance on certain characters
surviving no matter what, so they can
give the orders/blow up the wall/perform
arbitrary pre-scripted events later in
the level. Take American squad leader
Sergeant Randall. He needs to stay alive
to kick down some of the doors in the
small French town of Caen, a job you’re
apparently ill-equipped to do yourself.
He can take tank shells in the face with
the only side effect being that he has to
shake off the cobwebs.
Sergeant Randall secretly activating
God mode when no one was looking
isn’t an isolated incident either. The
enemy soldier who accidentally blows
up the gate blocking your progress
can’t be killed. You can only pick up the
Panzerschreck when the ‘destroy tank’
objective rolls around. You have to wait
for Captain Price to blow up the door
to the bunker, even though you have
your own explosives. You also realise the
freedom you initially think you’ve been
granted isn’t actually there either. Broken
rubble seals off alleyways, minefields
usher you towards the trenches in open
desert and impossible inclines create
valleys in muddy fields.
COD 2 hasn’t fallen into the runningdown-
a-corridor-in-a-single-file trap as
badly as the Medal Of Honor series has
done, but it is clear that you’re being
pulled through the one obvious route
available. This is classic funnel-neck level
design, which is technical beanpole
speak for “it’s a bit linear.” You’ll hit
every set piece from the level beginning
to end and you’ll feel like a bystander
on a rollercoaster, joining the dots as
you complete your objectives. Like a
rollercoaster, it’s spectacular and it’s fun
but you never feel in control.
Inevitably, some people will say COD 2
is exactly the same depiction of war that
we saw on the last round of consoles,
bar the Xbox 360 paint job and more
men on screen. Some people will say
that when you scratch away the paint,
you can see flickers of a last-gen game
dressed up in next-gen graphics. That’s
missing the point – COD 2 is proof
of how graphics can enhance the
gameplay, ramming home the point
that THIS IS WAR until you feel violated,
ill and homesick like those fighting on
the frontline. Then again, some people
have not yet experienced this particular
war. As Erasmus might say, they’ll be
delighted if they do.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson