Call of Duty:  Gadget Warfare
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Call of Duty: Gadget Warfare

If the Call of Duty franchise has been one thing over the last decade, it’s predictable. Though each new iteration makes certain tweaks, the look and feel of games has been consistent. Which makes the disclaimer that pops up when you start the game all the more interesting. It basically states (I’m paraphrasing) that after 3 years of development, Call of Duty: AW is making the most significant gameplay departure in the last 10 years. It’s like they’re bracing players in advance for what is to come.


What they’re referring to, of course, is the exo-suit. Conceptually, the suit is a stripped down mech frame that offers some new twists on gameplay. Future soldiers don these steel exo-skeletons for advantages in battle, or to compensate for the loss of a limb (as in the case of Mitchell, our protagonist). The most striking feature of the exo-suit, however, is a sort of double-jump jet boost similar to the one used in Titanfall or Destiny. From their outward physical appearance, these suits don’t seem to offer much protection, and look more like the braces kids used to wear when suffering from the effects of polio or spina bifida. But hey, at least they turn you into the Terminator when it comes to breaching doors.

While playing through the campaign, it struck me just how little I actually had to use the suit from a mobility standpoint. In 95% of situations, good old fashioned cover seemed to do the trick just as well. What the suit does offer, though, is a host of other abilities such as having the ability to “stim” yourself when taking damage, or to slow down time (don’t ask) to make enemies easier to shoot. And while all of this is moderately entertaining, it is indeed a departure for CoD game. If ever a design decision was destined to further separate the Battlefield and CoD camps, this is it

Graphically, the game looks fantastic, perhaps even edging out Battlefield 4 and The Last of Us in terms of photorealistic facial detail. Kevin Spacy and the other actors who donated their likeness look almost mirror perfect, save for a slightly ruddy, washed out texture that betrays the CGI effects. Many of the cutscenes that occur between, and quite often, during chapters take on the look of a Michael Bay movie. Even a hardcore cynic has to admit, this is eye candy at its best. My only complaint is that some of the dark scenes which are meant to highlight new grenades and scopes that “light up” enemies with an infrared effect, can be hard to navigate with such low light levels.  Sound is another highlight, and Advanced Warfare features an incredibly dynamic field. LFEs pound the room relentlessly, emitting even from gunfire and voices on the battlefield. Placement is tight, and listening to sound cues can actually help you survive.

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Where the game starts to bog down is when there is a fusion of cinematics with gameplay. As with any good action film, elements such as camera angle can be essential to setting the scene, and CoD: AW attempts to control this aspect of the on-screen visuals far too often, taking it out of the hands of players. They compensate with a series of QTEs that simulate the feeling that you are driving the action, whereas in fact you are simply reacting to it with a series of button presses. While this is not new to action games, I continue to hold out hope that developers will stop relying on it as such a crutch.

The A.I. is another source of disappointment. Certainly, it can be argued that CoD has always had some pretty dense cannon fodder in its games. But considering that Forza 5 developed “driveatar” tech to the point where race drivers would behave just like people on your friends list, there’s really no excuse for modern games to use this tired approach to A.I. In this regard, AW seems like a step backward from last year’s Ghosts, which featured a squad mode where enemy A.I. took on tendencies of real players, such as hopping, flopping, and corner camping. To see this franchise regress back to a point where each set piece is a gauntlet of pop-up targets and a hail of gunfire is disappointing.

Even my own squadmates served no real purpose, other than to advance the action. The task of taking down our entire front line opposition always fell to me, even to a point where my mates would simply post up against a wall, ignoring a clear and obvious shot, until I came forward and cleared the way for them. At one point, one of my squadmates actually ran PAST an advancing A.I. soldier, both ignoring the other, so I could take the shot. Now, I realize that the franchise has always been about multiplayer, but that level of poor design in the campaign is unforgivable.

It seems to me that the campaign is mostly a tutorial that immerses you in all the new gameplay features, teaching you how to use them effectively in multiplayer. Veterans of MP will find all the familiar tropes and a progression structure not unlike the one used in Black Ops II. You start with some basic modes open, and unlock more as you level up. Your choice of classes starts with a few pre-set builds designed to make you competitive even when you are just beginning. Custom load-outs are available, but they’re mostly useless at first, since none of the good perks are unlocked.

CoD dual chain gun

Gameplay in multiplayer is certain to undergo an evolution of sorts with this game, since the jump boost adds an intangible that hasn’t been present before. There have always been players who like to do the Halo bunny-hop when they seen an enemy, or perhaps flop themselves prone to the ground in a way that threatens all future child-bearing potential. But now, the already frenetic playstyle of CoD is sure to get even more vertical because of people rocket jumping to dodge bullets, or find high ground.

Exo-suit abilities also add a new spin into the mix, allowing people to forego the use of grenades for things like shields or a temporary speed boost. Whether or not this adds any controllable tactical advantage in games remains to be seen. The core gameplay is still about little more than gun variety and perks that complement an individual playstyle.To be sure, though, multiplayer will definitely reward the players with the best reflexes.

A few hours into the Call of Duty: Advanced Warfare campaign it occurred to me that, in a world where futuristic war toys like these were actually real, a person might be forgiven for thinking that this game is actually a corporate promotional video and tech demo. So prominent is the display of newfangled mechanics that there are actually moments where you feel you’re in a rail shooter. Anyone who buys CoD each year and generally likes the campaign will in all likelihood enjoy CoD: AW. It’s slick and cinematic, and mostly mindless fun that looks great as a showpiece game. It’s just not as innovative as the game brochures led us to believe, but after all, when are they? If you like the idea of a little bit of pew-pew sprinkled into your CoD, then look no further. MP can be derivative in the way it shakes up elements of Titanfall with traditional CoD gameplay, offering mixed results. It won’t win GOTY, with a fanbase like this, it never has to.  AW offers a nice glimpse of what current gen systems are capable of, but not much else. While some players will embrace it, others may find themselves missing some of their older CoD titles.

Reviewed on:  Xbox One

7

Good

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