Call of Duty 4 Review
The Call of Duty series is a benchmark for first-person shooters. The first title refreshed the already-tired World War II setting by added a gripping gameplay-based narrative, while the second was an important launch title for the Xbox 360. The newest chapter in the series, Call of Duty 4, is a new standard for the series and the genre. Set in modern times, the title breaks the mold of previous CoD titles in other ways as well. Most intriguing is its online 'character' development system, which takes some of the great ideas used in Battlefield 2 to the next level. Though the game suffers somewhat from overly-familiar gameplay in the single-player component, you'll probably be too busy gawking at the scenery to care. Read on for my impressions of this extremely attractive series update.
How you accomplish your objective-of-the-moment is going to feel very familiar to anyone that's played a warfare FPS in the last few years. Yourself and a small group of soldiers move through a map, accomplishing minor goals in preparation for a larger set-piece battle near the end of the level. The tried-and-true core of the CoD series remains almost unchanged, and there's nothing wrong with that - because it's fun. Gameplay is tweaked in a few notable ways by the modernization of the setting. You'll occasionally do a stealth-style mission aided by nightvision (obviously absent from WWII), weapons now fire right through walls, and it's no longer a requirement to ditch the terrible American weapons for their superior German equivalents a few seconds into each level. In fact your default assault rifle is quite serviceable, and I found no real need to snag another weapon over the course of the game. Grenades felt a bit sloppier, likely due to their weighing less than WWII potatomashers. Both shooting through walls and tossing grenades back at enemies (another new move) are tactics the terrorists can make use of as well, improving their combat effectiveness. These groundpounding elements are broken up by some very enjoyable rail-shooting sequences. They are welcome diversions when they're injected into the story, with one nightvision-only sequence particularly well done.
For many players, the par-for-the-course gameplay and well-done single player story are just sidelines to this game's best offering: a full melding of RPG sensibilities with online FPS play. Much like the accolades offered in Battlefield 2's online component, Call of Duty 4 features a wealth of medals and awards to be handed out via multiplayer. The difference with CoD 4, though, is that these accolades are wrapped up inside a 'leveling' and 'class' structure, netting you the warfare FPS equivalent of superpowers. The ability for your bullets to pass through walls more easily, a larger inventory, new weapons, and a tweakable 'character class' all lead you through 55 levels of advancement. It's probably one of the most ambitious persistent elements to an FPS yet, and certainly the most advanced to come to a console. I haven't had as much time as I would have liked with this element, but it's quite a sight to behold the first time you enter that part of the game; it's sort of like opening a menu and stumbling into a MMOG hidden inside your FPS.
"Quite a sight" was actually one of the first things I thought when I began playing the game. There's an early level that places you at the far end of a broken and battered highway, raised up above street level. Your vantage point when you first enter the mission has you looking out over the battle-scarred ruins of a city. The terrorists are everywhere, and as a result smoke and anti-aircraft tracers light the sky. There are fires off in the distance, the sound of combat, and the occasional blast of a rocket explosion. It's an amazing image, a centerpiece for the title's visual imagery in the same way the title sequence is a centerpiece for the game's story. The sound in the game is likewise impactful, with 'Saving Private Ryan'-esque head ducks and dodges required by the zip of bullets and whiz of shrapnel. Probably the game's strongest suit, Call of Duty 4's presentation is a masterwork of modern gaming. It's easily one of the most beautiful games I've seen on the 360.
Overall, though I quite like Call of Duty 4, its core gameplay tries very hard to be humble despite the amazing presentation and strongly told tale. The basic, moment-to-moment activities you'll be performing in the game are so rote at this point that it's hard to get overly excited about the experience. When compared with titles like Rainbox Six Vegas, it's also hard to understand why I can't more effectively duck behind cover. In a game ostensibly touting modern military tactics, it's altogether unclear why 'duck' and 'crouch' are my only two real options when avoiding withering enemy fire. Even still, this game is a watershed for the CoD series. It's a breakthrough in technology and story for Infinity Ward, and sets the bar incredibly high for future modern warfare FPS titles. Via the online shooter component the game also has quite a bit of 'replay' value, and is a quality showing in the midst of a very busy holiday gaming season. Call of Duty 4 is worth a look from any fan of the genre, if only for an example of how to tell a story in the midst of a terrible (and timely) war.
- Title:Call of Duty 4: Modern Combat
- Developer/Publisher: Infinity Ward/Activision
- System: 360 (PC, PS3)
- Genre: First-Person Shooter
- Score: 3/5: This game is par for the course in many ways, but is likely to be a classic for the genre. Any gamer might enjoy renting it.
How you accomplish your objective-of-the-moment is going to feel very familiar to anyone that's played a warfare FPS in the last few years. Yourself and a small group of soldiers move through a map, accomplishing minor goals in preparation for a larger set-piece battle near the end of the level. The tried-and-true core of the CoD series remains almost unchanged, and there's nothing wrong with that - because it's fun. Gameplay is tweaked in a few notable ways by the modernization of the setting. You'll occasionally do a stealth-style mission aided by nightvision (obviously absent from WWII), weapons now fire right through walls, and it's no longer a requirement to ditch the terrible American weapons for their superior German equivalents a few seconds into each level. In fact your default assault rifle is quite serviceable, and I found no real need to snag another weapon over the course of the game. Grenades felt a bit sloppier, likely due to their weighing less than WWII potatomashers. Both shooting through walls and tossing grenades back at enemies (another new move) are tactics the terrorists can make use of as well, improving their combat effectiveness. These groundpounding elements are broken up by some very enjoyable rail-shooting sequences. They are welcome diversions when they're injected into the story, with one nightvision-only sequence particularly well done.
For many players, the par-for-the-course gameplay and well-done single player story are just sidelines to this game's best offering: a full melding of RPG sensibilities with online FPS play. Much like the accolades offered in Battlefield 2's online component, Call of Duty 4 features a wealth of medals and awards to be handed out via multiplayer. The difference with CoD 4, though, is that these accolades are wrapped up inside a 'leveling' and 'class' structure, netting you the warfare FPS equivalent of superpowers. The ability for your bullets to pass through walls more easily, a larger inventory, new weapons, and a tweakable 'character class' all lead you through 55 levels of advancement. It's probably one of the most ambitious persistent elements to an FPS yet, and certainly the most advanced to come to a console. I haven't had as much time as I would have liked with this element, but it's quite a sight to behold the first time you enter that part of the game; it's sort of like opening a menu and stumbling into a MMOG hidden inside your FPS.
"Quite a sight" was actually one of the first things I thought when I began playing the game. There's an early level that places you at the far end of a broken and battered highway, raised up above street level. Your vantage point when you first enter the mission has you looking out over the battle-scarred ruins of a city. The terrorists are everywhere, and as a result smoke and anti-aircraft tracers light the sky. There are fires off in the distance, the sound of combat, and the occasional blast of a rocket explosion. It's an amazing image, a centerpiece for the title's visual imagery in the same way the title sequence is a centerpiece for the game's story. The sound in the game is likewise impactful, with 'Saving Private Ryan'-esque head ducks and dodges required by the zip of bullets and whiz of shrapnel. Probably the game's strongest suit, Call of Duty 4's presentation is a masterwork of modern gaming. It's easily one of the most beautiful games I've seen on the 360.
Overall, though I quite like Call of Duty 4, its core gameplay tries very hard to be humble despite the amazing presentation and strongly told tale. The basic, moment-to-moment activities you'll be performing in the game are so rote at this point that it's hard to get overly excited about the experience. When compared with titles like Rainbox Six Vegas, it's also hard to understand why I can't more effectively duck behind cover. In a game ostensibly touting modern military tactics, it's altogether unclear why 'duck' and 'crouch' are my only two real options when avoiding withering enemy fire. Even still, this game is a watershed for the CoD series. It's a breakthrough in technology and story for Infinity Ward, and sets the bar incredibly high for future modern warfare FPS titles. Via the online shooter component the game also has quite a bit of 'replay' value, and is a quality showing in the midst of a very busy holiday gaming season. Call of Duty 4 is worth a look from any fan of the genre, if only for an example of how to tell a story in the midst of a terrible (and timely) war.
And thank goodness for that. The last thing I want in a CoD sequel is innovation. Give me more of the same, but prettier and with new stuff. Innovation is for non-sequels, IMHO.
Repetition is not ALWAYS a bad thing.
All of the Call Of Duty games feature a familiar type of gameplay... but the fact is that the creators of the games have gotten this down to a science... and have repeatedly(!) created a very immersive gameplay experience. Because every level and game are slightly different, and have their own perks, COD has not devolved into a mindless rehash, but has rather brought an opportunity to purchase a title that has a good chance of being as enjoyable as the last, with a non-existent learning curve.
Are they being original with every iteration? Certainly not. But they've provided enough of a variety of environments, stories, and settings, that COD is still enjoyable, years after the first one revolutionized the WWII FPS arena.
Got my copy of CoD4 yesterday. Gorgeous game, but knew that from the demo. Gameplay is pretty typical I think - actually comes pretty natural. Comparing multiplayer to BF2 or BF2142...just different. CoD4 seems a bit quicker paced. Understandable, since there are no vehicles in CoD4, therefore, the maps were made smaller. Vehicles - FPS players seem to either love them or hate them. I think in the BF series, esp. 2142, they did a good job of varying strengths and weakness in the vehicles. Allowed for wide variety of tactics. And the maps in 2142, esp. Titan mode lent themselves to interesting strategies. The round or two of multiplayer CoD4 last night - first impressions...very good. Quicker action, but still (at least the map type we were in, Sabotage I think) playing as a squad makes a difference. All in all - a very good purchase for a FPS fan - not a replacement for 2142, but a good change of pace.
Its not that visuals aren't a good thing, but if game developers are going to put more time into a game, I rather it be developing gameplay than making it look nicer. Doom 3 was a very pretty game, but it got boring very quickly. Prey wasn't revolutionary in anyway when it came to graphics, but boy was that a fun game. But I guess thats the name of the game; if video games came out that had excellent gameplay, then people might keep playing those same games for years, without putting their money into the next really pretty game. Counterstrike is a perfect example of this, not pretty by any means, but it still has one of the largest, if not the largest, fanbase out of any games. This is why I've shied away from buying games anymore unless they are really the talk of the town. Gimme an emulator and General Chaos over Call of Duty X. Now get off my lawn!
Despite agreeing with the general statement, I'll have to say:
"In this case, not correct".
What the review has totally failed to mention is the sheer intensity of the combat in this iteration. I've played CoD1 and 2, and 3 was god-awful. Now *that* was totally no innovation, same game as before, with shaded and bump-mapped graphics.
In Call of Duty 4, the best rough description I can give for the combat is that "there's shit flying EVERYWHERE". From the smoke to the flames heat effect, HDR (eye brightness adjustment) exploding cars, tracer bullets, laser beams (w/ Night Vision), the debris, all the bullet marks, a copious number of corpses left around, the really neat depth-of-field as you aim down the ironsights, etc... All of this contributes so that despite that, intrinsically, nothing here is *revolutionary*, it is a culmination of all the good stuff from before, which only happens because Infinity Ward built such a great (and fast!) graphics engine. It's very *evolutionary*, and has a good amount of little touches. The story, all the character voicings, the immediate briefing-to-mission fades, the "mini-missions" (one of the coolest things EVER is the mission where you're shooting shit below from an AC-130 plane), and so on. The combat system has some minor changes. Now you usually have 2 or 3 paths to pick to get to your target, and many larger locations present additional strategic challenges. There are also some new weapons, like Claymores and C4 for snipers (the sniping mission in Prypiat is one of the coolest).
Oh, did I mention the engine is FAST? Probably one of the fastest engines ever written, in terms of "prettiness/speed ratio". It's just "another FPS", sure, that's a fact, but it's also by far one of the best. Played Crysis, next to this it's just "pretty, but meh".
I think you summed it up. Not terribly new gameplay. but an excellent environment. It tops my list of military games and i've played the whole series. The Ac-130 level was real enough that I got a bit squeamish playing it! As they say if a game feels too short it's usually because you had a lot of fun playing it.
Inane Comments are Generously Disregarded
Nah - maybe 4/5 or 4.5/5. There are a number of aspects of this FPS that set it apart from others:
1 Physics. In the first level you are on a ship, as you walk around, run, and aim, you have to compensate for the roll of the ship. This is one of the first examples of this I've seen - it was a great effect and I'm pretty sure not super easy to do.
Bullet penetration through "soft" targets such as walls is really realistic - it also makes you re-think what "cover" really is.
2 Sneak. In most games of this genere it's kill or be killed. Taking a page out of metal gear solid, there are some levels where sneaking can keep you from getting into a fight - especially as a sniper.
3 There is one level entitled "Death from above" where you are a gunner on an AC-130. The level was very easy - but the dialog from the "crew" of the Spectre was really cool. When you scan over an area where there are bad guys the spotter will say "Get those guys" or "Yeah take them out". In some cases it's difficult to see because of cover and things - so the added verbal confirmation that you are about to kill the right guys was really impressive.
4 The enviroments flowed well.
5 Online play is challenging and engagning with a wide range of matches and game play, some lag though and "replay" is not always what you "saw" right before you died.
6 Wide range of weapons
7 Air support, UAV, and Helicopters as added bonuses for killing streaks
A FPS is an FPS but CoD 4 has really pushed the state of the art - you have to play with your eyes and ears not some crazy HUD that will always tell you where the bad guys are. There is the element of "maybe i can get that guy through a wall" - in a way this game redefines "cover" for the FPS genere. I also like the fact that dying is easy enough - it's not like it take a clip to take you down, three bullet strikes in a row is about all you can take.
Also, in the second to last level in the missle silo - there is a computer that looks remarkable like J.O.S.H.U.A. of war games. Mad props to the designers for including that.
Overall - a ton of fun to play.
Hoorah.
I think it's a better game than you give it credit for. The single player was extremely fun, far over and above the average game, and the multiplayer has enough grip to it it's above average too. I'm not going to go into details because, frankly, I can't be bothered (Maybe it's good for lazy gamers, who knows), but it's definitely worth 4/5, at least.
-- Lattyware (www.lattyware.co.uk)
As others have stated, I don't really understand what the problem is if a game has good graphics, good gameplay, but doesn't do anything new. Much like Gears of War, the graphics are a major part of what make COD4 so immersive and so good...the action in the game is downright intense, the sound is fantastic (definately one to put the stereo up to 11 for) and the story is engrossing. The game is a bit short for my tastes (10-15 hours is the sweet spot for shooters, IMO) but what is there is still great.
Liek others have said, a game doesn't have to be original or super innovative to be a great game...with COD4, it's clear to me that the team focused on multiplayer moreso than single player (hence the "lacking" single player campaign). While I personally would choose gameplay over graphics, in some cases the graphics directly impact the gameplay.
Or would you prefer Ace Combat 6 to have the same graphics as the old 5 1/4" floppy game MiG-29?
Living With a Nerd
I've played a lot of FPS games, and this is the first ever to give me nightmares.
The realistic graphics, and human enemies take things to a whole new level.
Video games now have the power to move people emotionally even more than film can.
I've only played the demo, but I will be getting the game for PC later on tonight.
/. crowd has with super snazzy graphics is that games with great graphics are often poorly done in other areas, simply because the game studio concentrated only on graphics and not other (more important) game mechanics, and as a result the game becomes generally un-fun and disappointing. IMHO, from what I've seen, CoD4 is not one of those games--I do think it's going to be a very fun, compelling game, and the graphics, sound and play do make it an immersing experience.
Here's my perspective: I'm an FPS hog, but have never laid my hands on a CoD game prior to starting the demo. Basically, I've been playing Battlefield 2, 2142, Day of Defeat, Counterstrike, America's Army and some other recent title for a while. I recently upgraded my gaming computer and haven't laid my hands on a lot of the shiny, newer FPS games.
I'm all for improved graphics, if it adds to atmosphere. The thing with CoD4 is that it's got a metric assload of atmosphere. After an hour of messing around with the various difficulty levels in the demo and trying stuff out, I got a little motion sick, to be honest. I mean, I didn't have run to the bathroom to retch, but it's the closest I think I've ever come to that due to motion related stuff, and I do not get sick on planes, boats, or anything else, even if I'm watching someone empty their stomach--probably due to my love of FPSs.
If someone strapped a high def camera to a soldier's helmet and put him in a similar situation, I imagine the result would be pretty close to what you see in the game play. My second run the next day didn't hit me that way, but it's still pretty powerful. Actually, the detail in the game isn't all that noticeable when you're running and gunning.
Sure, if you sit there and look around, it's pretty stunning; but if you sit there, you and your squad are dead! For the most part, the game keeps you going pretty much constantly. One cool thing I noticed in the demo is how an overhead illuminating flare is used to light up the battlefield in the last encounter of the demo. I mean, it looked pretty freaking good, created shadows all over the place, etc. Likewise, the night vision segment was really good, and it just feels real unlike it does in most other games.
I think a problem the
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