Call of Duty Modern Warfare’s Gunfight and NVG are refreshing additions to the multiplayer

Call of Duty Modern Warfare's Gunfight

Call of Duty Modern Warfare’s campaign, that line is chemical weapons. It’s a safe line to draw; people are largely in agreement that chemical weapons are beyond horrific. But there are other horrors of war, some of which Modern Warfare depicts, starkly, in strong but uncomfortable missions. Just when it could really make a point about any other aspect of modern war, it pulls back. Modern Warfare makes old observations and presents them with new flourishes. Those new flourishes do make for a good campaign and solid multiplayer. But it’s when Modern Warfare asks you to think harder that it falls short.



In one of the game’s most distressing levels, you play Farah, a young girl in a fictional war-torn Middle Eastern country as she hides from both a Russian terrorist and the deadly gas his cohorts have unleashed on her town. To escape, you have to kill a man twice your size with his own gun. It’s a deeply uncomfortable experience. But the flashback serves to illustrate why Farah, now the leader of a group of freedom fighters, refuses to use chemical weapons or associate with anyone who does. It is a hard line she won’t cross, even though she’s had to face a lot of ugliness in the course of defending her country. A returning face from the original Modern Warfare and undeniably a problematic fave, Captain Price is the seasoned badass who takes the lead in most Garrick missions. Early levels with Price are among the best. As a rash and impatient Garrick, you follow Price’s directions in order to save as many people as possible from terrorists–though more than once that means watching as innocent people die while you wait to make the best possible move. These missions range from large-scale, high-octane firefights to a carefully planned raid on a terrorist hideout with less than a dozen enemies total. You direct a woman through an embassy under siege using security cameras to make sure her path is clear. You quietly search a compound for an enemy using night vision goggles as Price watches overhead, shooting out lights to keep you hidden. Price guides you through the different approaches you need for each mission, and his mentorship–both in the mechanical skills you need to be successful and the hard choices you have to make along the way–makes these missions memorable. While Alex’s missions don’t stick out quite as much in a gameplay sense, he gets a sniping level reminiscent of the original Modern Warfare’s “All Ghillied Up”–though with more enemies–and otherwise a few cool gadgets. His dynamic with Farah is strong, though. He follows Farah’s lead on her turf and on her terms because he believes in the cause, and they share mutual respect. I already liked and respected Farah without that context, and despite some questionable decisions, I liked each of the main characters and their small but crucial differences in working toward the same goals. Farah and Alex are principled, whereas Garrick and Price are results-driven. Alex goes so far as to disobey orders in favor of doing what’s right, and when he’s told that would be illegal, he responds, “I’m pretty sure everything we do is illegal.” To Alex, it’s a criticism; to Price and Garrick, it’s an excuse. That tension builds up over the course of the campaign, and because the characters are likable, it’s easy to at least consider each one’s view of what’s right. But in the end, all you get is a vague “we all did what we had to do” sentiment rather than anything more substantial or interesting. Quite a bit of what you had to do–as Garrick, as Alex, and as Farah–was unpleasant or distressing, but the questions raised by your actions aren’t interrogated further, especially the questionable side of Price’s approach. Modern Warfare’s ending isn’t bad, but it is a safe one, leaving you to think on the harder questions yourself.

Outside of any thematic contradictions, Modern Warfare’s multiplayer is up to par, with a variety of game types for different kinds of players. Across all the modes, maps move away from the obvious three-lane structure in favor of nooks, crannies, and tons of cover; there’s generally a balance of close-quarters and long-range approaches. The standard, highly customizable toolkit for your chosen loadouts returns, with a good selection of perks to suit different game types and playstyles. Modern Warfare largely stays within the strong foundations of Call of Duty multiplayer without pushing them much, with the exception of the excellent Realism mode. Undeniably the highlight of Modern Warfare’s multiplayer, Realism mode is somewhere between the familiar Core and Hardcore modes, bridging the gulf between them. Oddly enough, in a mode called “Realism,” you can take more damage than in Hardcore, and your health regenerates like it does in Core. But Realism removes the HUD entirely, going beyond Hardcore to strip out the kill feed on top of everything else. In order to confirm a kill, you have to listen for the sound effect that plays upon death, and you also have to listen for NPCs over the comms alerting you to available killstreaks and enemy intel. It’s a fantastic balance for those who want more of a chance to survive a scrap, rather than dying in one or two shots like in Hardcore, but with the rest of the challenge intact. It’s a smart, satisfying evolution, and as a stubborn Hardcore-only player, it’s one I could see myself playing exclusively going forward. Spec Ops is the mode I’ve had the least experience with, though it’s not one I particularly want to play much more of. On paper, it’s a co-op mode where you and a team complete a set of objectives and are rewarded with some story. You can choose one of several roles at the onset, each with its own ultimate ability–there’s a medic, for instance, that can revive fallen teammates–and as a group, you have to work together to overcome enemies while gaining intel, heading to specific objective points, and so on. In practice, my team of four could barely complete a handful of the objectives on both of the missions we attempted. This was largely due to frustrating enemy spawning–enemies seem to generate endlessly from all directions, and it’s all too easy to get overwhelmed by them. To add insult to injury, there are also no clear waves. It’s just enemies, from everywhere, at all times. After struggling to fight them off, reviving each other was we each inevitably died, we would end up running out of ammo and dying for good.

#CallOfDutyModernWarfareGunfight, #xgamezones

Please subscribe and like us in our youtube channel!
www.youtube.com/channel/xgamezones

Please follow and like us on facebook!
https://www.facebook.com/zgamezones

#BaldurGateIAndII, #xgamezones

Please subscribe and like us in our youtube channel!
www.youtube.com/channel/xgamezones

Please follow and like us on facebook!
https://www.facebook.com/zgamezones