We had high hopes for Call Of Duty’s
return to the loving arms of Infinity
Ward and we don’t feel let down one
iota; Modern Warfare is an outstanding
addition to the series.
SCORE
06/DEC/07
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CALL OF DUTY 4 VIDEO
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It’s fair to say that there are high
hopes for this fourth instalment.
Having passed the baton to
Treyarch for the third in the series,
Infinity Ward has – since before, during
and beyond the entire development
cycle of number three – been working
on this fourth generation, and, being
back with the series’ original developers,
the air is thick with expectation for the
company to deliver. BIG.
This is the first in the series that’s
moved away from its World War II
origins. Reasoning, no doubt, that
there’s probably a statistic out there
regarding the number of WWII games
in existence reaching from here to the
moon when laid end to end – and
that’s just the ones with the word ‘Of’
in the middle of the title. But Infinity
Ward’s previous Call Of Duty titles have
somehow stood out from the gazillion
other WWII experiences that were,
essentially, attempting to do exactly the
same thing. Why?
The very essence of a Call Of Duty
title is variety. Shooters, WWII or
otherwise, often suffer from what we
like to call ‘corridor fatigue’. It basically
describes games that pretty much nail
everything right from the get-go, but
then, maybe even conscious of their
own brilliance, force the player to repeat
whatever they’re doing right for the
next ten hours or so. In short, corridor
fatigue is categorised by the growing
sensation that a shooter you were
enjoying at one point is now hinting
that your initial confidence may have
been misplaced and, in actual fact,
might be a bit shit. Many are the greats
that have succumbed to this maxim,
but Call Of Duty (except for number
three – sorry three, you just weren’t
up to scratch, no hard feelings and all
that, old boy) has always managed to
avoid it. Call Of Duty 4, like its Infinity
Ward predecessors, very rarely has
you doing the same thing twice in
succession. Basic corridor levels are
never followed by more basic corridor
levels, sniping never follows sniping
and tank-busting… well… you get
the point. It seems so desperately
simple; make every level an experience
(an episode, if you will), one that is
unrecognisable from any of the others
while maintaining the ethos of flow.
It staggers us just how many shooters
cock it up where COD4 makes it all look
oh-so easy.
Apart from mixing things up nicely,
COD4 also has a very distinctive ‘feel’
to it. Things seem solid. It’s an illusion
that’s surprisingly difficult to carry off,
requiring lighting, physics, animation
and sound design to all come together
to complement and enhance one
another. And how right it all is. The
moment in which that first round
leaves your M4A1 assault rifle, you just
know that you’re in for a good time.
The steadiness of the weapons during
volleys of fire is also very welcome.
Unlike many others, the game credits
the player with having arms that are
made of actual man-muscle and not
of the rubbery cheese we often see
in other games that causes even short
burst recoil to send your bullets helterskeltering
off into the bumpiece of a
nearby comrade.
Solidity is a word that was
rolling around in our heads stoically
throughout our playthrough.
Environments, vehicles, enemies and
even vegetation each have their own
characteristics both visually and physically.
And there’s just so god-damned much of
it. It blew our minds just how much these
environmental elements interact with you
– with the devastation you’re causing,
with the enemy AI and even with the
wind. What’s more, they’re so well
executed that they go almost entirely
unnoticed as separate elements unto
themselves coalesce to create the greater
whole. Unnoticed, that is, until the game
decides it’s time for you to use one or
more of these elements during a mission
and another weaves itself seamlessly into
the gameplay.
As has become standard practice for
a Call Of Duty title, the game begins
with training. As usual, this is pulled off
spectacularly by not only introducing
you to who you are but also to the
other main characters, the setting, the
beginnings of the story and to your
various weapons and how they’re
operated. All of this in a ten-minute
shooting range and assault-course
sequence. Impressive. The assault course,
even if you partition it as a standalone
game, is bags of fun: drop down the zipline,
take up position one, shoot targets,
move to position two, throw flashbang,
breach, clear. Feeling especially pleased
with ourselves – specifically with how we
managed to cook the back of our retinas
with our own flashbang – we made it to
the finish in just under a minute, which,
our CO had pre-warned us, was within
acceptable limits for a pass. The smiles
quickly drained from our faces, however,
when we were told that Corporal Bastard
(which we’ve decided to call him) holds
the record, at a quite ludicrously quick 19
seconds. We could have continued to the
start of the first mission at this point, but
X360 never shies away from a challenge
– especially not from Corporal Bastard
– so instead we spent the next 30
minutes shaving seconds from our best
time. In the absence of a giant ‘S’ on our
shirt, though, we never did get close to
19 seconds. However, we did manage to
flashbang ourselves in the face enough
times to come away from the experience
with a glowing perma-tan. Think David
Dickinson in a flak jacket. Actually, don’t
think that.
Previous Call Of Duty titles have split the
player between several different factions
throughout their campaigns. This one is
only different in that you’ll be taking part
in the military actions of a mere two –
The United States Marine Corps (USMC)
and, at last, the Special Air Service (SAS).
Maybe it’s because we’re Brits ourselves
that we had a distinct preference as to
which force we preferred playing as.
Either that or it’s that the SAS seem
to use actual tactical voice comms,
which are a big help in overcoming
overwhelming odds. The USMC, on the
other hand, prefer to spend a majority
of its time saying ‘oorah’ in a variety of
shouts, whispers and intonations; the
difference, at times, is quite comical.
The SAS and the USMC, being a Special
Forces unit and a bog-standard mobile
infantry division respectively, have very
different ways of tackling a situation;
moreover, the situations that they’ll find
themselves in are wholly different. For
example, the SAS will usually undertake
stealthy, snipe-type missions, whereas
the members of the USMC (oorah) will
more often than not find themselves in
loud, brash assaults – the two disparate
styles of battle assisting even further in
staving off the dreaded corridor fatigue.
Oo. Rah.
The game’s plot revolves around a
coup d’état somewhere in the Middle
East. As is usual in these situations, the
radical new government’s first port of
call is to acquire WMDs. After all, what
self-respecting military regime wouldn’t
want the world’s superpowers coming
down on them like a ton of exploding
bricks within minutes of taking power?
Meanwhile, somewhere in Russia,
shady Mafia-type characters are making
shady deals with even shadier buyers
of ‘shadioactive’ materials, which,
without intervention, are going to come
together in one, very large, ‘mushroomic’
display. The SAS will be spending a vast
majority of their time in Russia, while
the Americans (oorah) prefer to duke it
out in the Middle East. We don’t want
to give too much away here, as the
course of the plot defines the types of
missions you’ll be undertaking and vice
versa, but suffice to say that there are
some beautifully orchestrated surprises
awaiting you, such as when you find
yourself pinned… No. Must. Resist.
There are a wealth of differences in
evidence as a result of the series’ shift
from WWII to present day. From little
differences, such as the language used
by the cast (oorah), through to a far
more significant change: the move to
bleeding-edge military hardware. You’ve
probably already seen all the new subs,
assault rifles, side arms and rocketpropelled
varieties of collateral murder in
other games, but there are a few notable
exceptions and a caveat. The caveat is
that while you’ve most likely handled
some of these weapons before in the
likes of GRAW and Rainbow Six Vegas,
you’ve never felt them in quite the same
way. We’ve already alluded to this earlier
on in the review, but the bottom line is
you haven’t fired a gun until you’ve fired
it in COD4. A bold statement, but we
challenge you to pick up a pad, pick up
a gun, whack the volume up and tell us
we’re wrong. We won’t be receiving any
letters. As for the exceptions, well…
Available to you on a couple of
different missions was our personal
favourite, the Javelin. Far and away from
its track-and-field namesake, the Javelin
could most accurately be described as an
over-the-shoulder cruise missile launcher.
Ever seen footage in which a Tomahawk
is being launched from a battleship? If
you have, you may remember that the
projectile itself launches out and then
up, performing an almost comical rightangle
turn some way away from its
launcher; the Javelin does the same. It’s
been designed specifically to take out
tanks and other impregnable vehicles.
Tanks, as you may or may not know,
are heavily armoured from all sides to
prevent attempts to separate them into
their component parts with said armour
angled so that any side-on, rocketpropelled
attacks will simply glance off
into a nearby cow (moorah). With this
in mind, the Javelin launches itself to
a height of approximately ‘very high’
(this is right on the cusp of the Earth’s
alongwayup-o-sphere), before pulling a
complete 180 and nose-diving at seven
times the speed of ‘very fast’ directly
into the soft topside shell of an awaiting
enemy tank. COD4 gives you all kinds
of stats about the weapons you’re
using, some even having a dollar price
per round. This being the case, even
more satisfaction is to be gained from
knowing that each of these tank-busting
projectiles costs a massive ‘$very dear’.
So, by now, you’ll be on the same
page as the score and probably
wondering what it’s all about. After all,
haven’t we just espoused the game’s
perfection? So where’s the 10?! Well,
quite apart from the fact that no
game is perfect, COD4 does have one
nagging flaw that grates just enough
throughout to knock it off its potential
‘Legendary’ spot. It’s the enemies, you
see; they’re all very clever and the AI
is good and everything works and all
that, but they’re infinite. As in previous
Call Of Duty games, if you stay in one
place an infinite amount of soldiers will
just keep pouring forth from unseen
spawn-mist, the game instead relying
on what boils down to a leap of faith to
take up the next cover position and gain
some ground. There’s nothing actually
wrong with the system, but there’s
nothing right with it either. Often your
progress will be held up, not because
you haven’t single-handedly dished out
a headshot to every single member of
the Russian separatist army five times
over, but because you haven’t stood on
an arbitrary and invisible marker that tells
the game to stop the onslaught for a
minute and move the enemy back a bit.
Don’t get us wrong, this game is bloody
marvellous, but we’d rather have a finite
number of enemies if it’s all the same to
you. Look out for our online review next
issue but, in the meantime, two words…
buy it!
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