Activision pretty much has
the monopoly on Xbox 360
WWII first-person shooters,
with next-gen versions of both Medal
Of Honor and Brothers In Arms still
waiting in the wings. With this in
mind it wouldn’t be that surprising if
the publisher rush-released a sub-par
follow-up to the smash hit Call Of
Duty 2. Thankfully the team isn’t as
cynical as that and have ensured that
this sequel is well worth your time.
The development reins may have
been handed over to Treyarch (who,
don’t forget, were behind Call Of
Duty: Big Red One) but the love is
most definitely still there. With this
change of developer come a few
changes to the game itself – some
good, some not so good. It’s clear to
see by looking around these pages
that Treyarch has done an amazing
job with the visuals. It has taken what
Infinity Ward started with and upped
the ante considerably. Everything
from clothing to blades of grass looks
stunning and runs as smoothly as,
well, a very smooth thing smothered
in Vaseline.
Is there any limit to level sizes with
this increase in graphical prowess,
though? Not one bit. Some of the
missions are so long, by the time
you reach the end you will have
forgotten where you started, such is
the wealth of locations and scenery
changes. This is made more surprising
by the fact that the entire game is
set in France. It centres around the
Normandy break-out after D-day
and traces the troop movements of
the American, British, Canadian and
Polish armies as each closes in around
the occupying Nazi forces. This is
quite unusual for a World War II FPS
and a bold move for Treyarch to limit
itself to one country over a relatively
short period of time. There is not
even any time for a season change
so we can perhaps experience some
snowy landscapes. If you really sit
back and think about it you may miss
all the globetrotting that previous
iterations have offered, but this new
approach does almost give you a
sense of actually achieving something
towards the war. Many of the levels
also give you options with either
a choice of objectives or different
routes to take. This feature certainly
makes Call Of Duty 3 a slightly less
linear experience and ups the replay
value considerably, too.
The approach to the storyline also draws
you into proceedings. Each mission is
bookended by cut-scenes that reveal
a little about the characters and the
situation. While well done, they do
feel a little superfluous and never really
achieve much emotional attachment.
If the storyline didn’t put you in the
boots of four different soldiers during
the course of the game then perhaps
some form of attachment could have
been formed, but as it stands they serve
as little more than an annoyance. The
reason for this annoyance? Well, they
are absolutely impossible to skip – if you
are replaying a mission you still have
to sit through the same, sometimes
lengthy, cut-scenes all over again.
Call Of Duty 3 also lets you save your
progress at the checkpoints that are
littered throughout each mission. Reload
that mission and you will still have to
sit through the cut-scene all over again,
even though you are midway through it.
Whether this was a conscious decision
by Treyarch, we don’t know, but it sure
is an irritating one.