|System: X360, PS3, PC||Review Rating Legend|
|Dev: Infinity Ward||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Activision||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Nov. 5, 2007||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1-16||3.0 - 3.4 = Fair|
|ESRB Rating: Mature||3.5 - 3.9 = Good|
by D'Marcus Beatty
The Call of Duty franchise has always been at the forefront of FPSes. The series has revamped and vastly improved the WWII shooter gameplay that was becoming stagnant when Call of Duty arrived on the scene.
However, there is only so much that anyone can do with the overfilled WWII shooter genre, so Activision and Infinity Ward wisely chose to set the next Call of Duty in the modern age, opening up many new possibilities for gameplay and infusing a freshness in the series that other WWII shooters need. The result is nothing less than stellar; Call of Duty 4 is currently one of the best shooters on the market and quite possibly a frontrunner for FPS of the year if they can edge out a certain helmeted Spartan.
Call of Duty 4: Modern Warfare takes the CoD series and places it firmly into modern times. You get the opportunity to play as three different individuals as you attempt to save the world from the threat of Middle Eastern militants that have allied with Russians. The game bounces you between the three protagonists to show you the whole story, and even sometimes briefly places you in the shoes of other individuals to enhance the storytelling experience. A couple of these sequences, where you merely view the proceedings and don't engage in combat, were particularly exhilarating and really evinced the ugly truth of war to me. It is difficult to explain without a spoiler, but some of these sequences make you examine your own mortality in a way that few videogames, with infinite lives and the ability to continue, have done before. Each stage is preceded by military satellite program that tells you whom you're playing as, although many players won't pay attention and will probably assume that they are playing as the same person until, at least a crucial story element occurs. The storyline in CoD4 is well done and is generally better implemented than the average FPS, as the tale is given to the player but not forced down their throats. Of course, the majority of gamers aren't going to pay much attention to the storyline anyway, and as with most FPS games, it isn't essential to understand what is happening to enjoy the game, although it can enrich the experience.
In each scenario, you will play as part of a team, although your team size will vary. There will be occasions where it is only you and another team member and there will be times where you are part of a platoon. Each stage gives you objectives that are altered on the fly as circumstances change. You are a member of the team, so you'll be taking orders throughout the game, although you do have a limited amount of freedom in how to do so, since the stages mostly seem to be fairly open. You won't be shoehorned into a specific route, as you can make your way through multiple buildings or wide open spaces to get to your objectives. A compass on your HUD displays the location of your goal, and your team is constantly barking updates, telling you where to find enemies and what you should be doing, should you get lost. This system works surprisingly well too. Your teammates will yell out the location of snipers and enemies, telling you where they're located. Sometimes they'll cry out "To the south", so that you'll only have to check your compass and fire in that direction, and sometimes they'll use the "o'clock" method, but as long as you haven't wandered off, it is easy to find what your allies are pointing you towards.
You'll also find yourself completing objectives beyond simple squad based combat. Your character may be manning a helicopter turret, rushing to rescue the pilot of a downed aircraft before enemies converge on their position, or carrying an injured commanding officer to safety, pausing at times to place him in strategic locations. There is such a wide variety of weapons and scenarios that you never feel as if you are trudging through a mission just to get to the next checkpoint, since nearly every moment of the game is intense in its own way.
Visually, Call of Duty 4 looks incredible. The environments and character models are all impressive, and there is a real sense of presence to everything. However, as good as the environment and people look, there are a few flaws. The objects lack interactivity with the player and his allies, so there isn't a great deal of destructibility despite the fact that you can fire through thin enough walls and obstacles. Water is nearly unaffected by any passage through it, so don't expect to see any realistic splashing when your party rushes through a small stream. Also, if you stay strained on a certain area, killing foes as they approach, you'll notice the same animations, such as a rushed crouch behind an obstacle. Also, there are moments where it is really difficult to tell whether the person in your sights is a friend or foe. Night vision goggles segments can be really conducive to friendly fire. While the game does color your reticule to distinguish between friend and foe and a name icon pops up whenever your reticule rests over an ally, these aids don't translate over to certain weapons when you character has to use the weapon's sight to aim or the character you're targeting is a distance away. At close range, you can't even fire at allies, since the game disables the ability whenever the ally's name is displayed, but at longer distances, you might find yourself crippling members of your team. However, these are minor complaints and are barely noticeable amid the frenetic gameplay and otherwise great visuals.