The trade-off you make is that the rewards you get benefit your team more than you directly and are not nearly as powerful as the Assault packages. When you choose Support, your kill reward counter will continue to rise for every kill you get in a game, no matter how much you die. Assault is the old-school way of getting kill rewards, when you die your kill reward counter resets to zero. Of course several new, fun gadgets have been added to the mix, but the biggest difference is your ability to choose from Assault or Support packages. Toys, toys, toys.Ī significant change has also been made to the way killstreak rewards, now called “Strike Packages”, are doled out. Who would have thought that the headset that came with your 360 was good for anything other that performing your rendition of “Chocolate Rain” or yelling homophobic slurs? Apparently, Infinity Ward did, so kudos. Especially compared to Team Deathmatch mode where everybody lone-wolfs it until a clan, who communicates, comes into the room and wipes the floor with everyone. You might not be surprised at all to find out that when most of your teammates are working together in harmony, defending or retrieving a flag is much simpler and infinitely more fun. What this boils down to in the game is that everyone on both teams quickly learns that you win games and get more points by sticking close to your teammates and communicating with your headsets. The idea behind it is simple enough whichever team holds the flag gets double points for kills. Team Defender mode is another fantastic addition. As simple as this sounds, it is a fantastic idea (although, not original) that rewards teams to cooperate and communicate. The new mode, Kill Confirmed, is a great spin on Team Deathmatch in which you score by walking over the dog tag that drops from a kill. My subjective criticism of the maps aside, the multiplayer is more fun than ever. First off, let me get my only criticism of the multiplayer out of the way right now a lot of the maps feel patched together from previous maps while, at the same time, being less memorable. The amount of polish you’ve come to expect from this series shines brighter than ever with this most recent entry. (Campaign verdict: 5/10)Ĭlearly, Infinity Ward knows that their captive audience isn’t buying their games for the campaign, because the multiplayer is fantastic. It’s hard to say the campaign was too short, given its total lack of inspiration to do anything innovative, but I feel that 5 hours (and that’s being generous) is simply too short of a campaign to try to be passing off as a full retail game. Granted, I was playing on normal difficulty, but I also got up several times for lengthy breaks. As for the rest of game, you are basically Bruce Willis and Keanu Reeves combined and can waste an entire platoon of terrorists/communists/whatever with less effort than it would take to fist bump two of your bros.I started playing the campaign at 8:30pm and at 2am I was watching the credits roll. The only real moments of tension in the game occur when you are forced to stick to the shadows and act as though bullets are actually dangerous. Listen up PR guys, Modern Warfare 3’s campaign is not immersive. Despite massive explosions, huge battles and moments where the player is clearly supposed to be struck with horror at how terrifying war is, I was still very aware that I was playing a video game. Never before in a game have I been so overwhelmed by what was happening around me and at the same time under whelmed with what I was actually allowed to do. The biggest problem I had with the campaign is just how spectacularly boring it was. The only thing this game needs is sunglasses on every character. Every time a cut-scene happens in this game, I promise you, some character will deliver a line straight out of CSI: Miami. The scenes you play are a string of vignettes stitched together rather than a cohesive plot for the player to engage with. Modern Warfare 3’s entire story feels more disjointed than a Michael Bay film, from start to finish. Many times during the campaign, I caught myself thinking, “They are clearly trying to evoke, dare I say retread, a particular mission from one of the last two games.” The problem is none of the levels in Modern Warfare 3 are as truly awesome or memorable as anything in the first two Modern Warfare games. What may shock you, however, is how much the entire campaign’s structure feels like Infinity Ward was going down a checklist of set-pieces and scenes that they felt they had to include. It should come as no shock that Modern Warfare 3 hasn’t strayed far from the formula established by its predecessors.
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