The remarkable thing about the experience is how unified it feels, in contrast to many modern games there is a sense of continuity in what happens on screen. There are no real time jumps, no protagonist switches (outside the prolog) or "in the meantime" cutscenes. This makes the plot pretty gripping :nod: since you are never taken out of it, whatever the quality of the script may be. Instead of the usual "appearing somewhere in the level and action ensuses" you actually reach that level in some way, usually by flying there. This is an extreme contrast to how CoD worked in the past, especially the more recent games and it is pretty brilliant. Even the briefings are now sensibly integrated, no bodiless more voices. It is also toned down a lot in the blockbuster department, there are less absurd set-pieces and what is there makes more sense. Plot-wise, this game is definitely new material. Less clever than some predecessors but much more coherent. Some logic holes of course, but it is still CoD.
1. Why are we unable to jam the signal to achieve the same effect?
2. Why is it necessary to transport this thing across a warzone in order to deactivate it?
3. Why, when the inevitable happens and the convoy transporting the MacGuffin is attacked, does noone take steps to deactivate it?
4. Why is the backdoor the bad guys wanted to use in the campaign's opening to destroy the AA defences still open?
5. Why are our forces able to evacuate Geneva prior to the expected fleet assault, but not able to get the important people out of the Pentagon-equivalent?
Seems pretty standard in terms of previous CoD games as far as weird plot devices go
I don't expect to be immersed in the world of CoD, let alone to have a plot that entirely makes sense. In the words of a few people, CoD strives to never let narrative be told without the presence of things exploding
That being said, Infinite Warfare is actually enticing to me because spaaaaaaaace
Also congratulations to Infinity ward for managing to release a space dogfight and FPS SP campaign in 2 years, certain developers would like to know your secret :^)The people at Infinity Ward don't understand game development.
I kinda have to disagree here. The fact that there are no narrative breaks was a major downside for me: If we accept the game as presented as reality, then we have to conclude that the entire plot happens over the course of less than a day, with Awesome McHeroface never once stopping being awesome to sleep, or eat, or do normal human being stuff. While on some level, this falls into "Acceptable breaks from reality" territory, I found it to be rather immersion breaking. I do like the seamless briefings, and the way the whole "choose mission, choose loadout, hear briefing, do mission, do aftermath" works though.
Yes, plot-wise, this is at least coherent. But I do think the script is unbelievably clumsy in places: Out of the blue, we are at one point told of the existence of a MacGuffin. Said MacGuffin, if it stops doing its thing, will call down the might of the colonial fleet onto Geneva. In the final act of the campaign, a plan is hatched to stop said macguffin, and bring down the enemy fleet into the firing envelope of Earth's air defence systems.
This is bull**** on so many levels.
10 hours sounds good for a CoD campaign but it's definitely not worth 60€ for the campaign alone and I have 0 interest in CoD MP. Though if they really did make a somewhat decent SP campaign I might but it for 25 or less once I can.As a side note, CoD operates on a three year cycle (http://www.pcgamer.com/call-of-duty-switches-to-3-year-development-cycle-next-game-from-sledgehammer/) now.
Also congratulations to Infinity ward for managing to release a space dogfight and FPS SP campaign in 2 years, certain developers would like to know your secret :^)
Black Ops 3 has superb multiplayer whereas this game's multi is a grey-washed laggy ****show. Thus the hate.This, plus them locking the MW Remastered version to only be available with certain special editions of IW probably soured a lot of people who didn't want "space bull****" in their manshoots.
Played the game. Didn't like it much.QuoteThe remarkable thing about the experience is how unified it feels, in contrast to many modern games there is a sense of continuity in what happens on screen. There are no real time jumps, no protagonist switches (outside the prolog) or "in the meantime" cutscenes. This makes the plot pretty gripping :nod: since you are never taken out of it, whatever the quality of the script may be. Instead of the usual "appearing somewhere in the level and action ensuses" you actually reach that level in some way, usually by flying there. This is an extreme contrast to how CoD worked in the past, especially the more recent games and it is pretty brilliant. Even the briefings are now sensibly integrated, no bodiless more voices. It is also toned down a lot in the blockbuster department, there are less absurd set-pieces and what is there makes more sense. Plot-wise, this game is definitely new material. Less clever than some predecessors but much more coherent. Some logic holes of course, but it is still CoD.
I kinda have to disagree here. The fact that there are no narrative breaks was a major downside for me: If we accept the game as presented as reality, then we have to conclude that the entire plot happens over the course of less than a day, with Awesome McHeroface never once stopping being awesome to sleep, or eat, or do normal human being stuff. While on some level, this falls into "Acceptable breaks from reality" territory, I found it to be rather immersion breaking. I do like the seamless briefings, and the way the whole "choose mission, choose loadout, hear briefing, do mission, do aftermath" works though.
Yes, plot-wise, this is at least coherent. But I do think the script is unbelievably clumsy in places: Out of the blue, we are at one point told of the existence of a MacGuffin. Said MacGuffin, if it stops doing its thing, will call down the might of the colonial fleet onto Geneva. In the final act of the campaign, a plan is hatched to stop said macguffin, and bring down the enemy fleet into the firing envelope of Earth's air defence systems.
This is bull**** on so many levels.
1. Why are we unable to jam the signal to achieve the same effect?
2. Why is it necessary to transport this thing across a warzone in order to deactivate it?
3. Why, when the inevitable happens and the convoy transporting the MacGuffin is attacked, does noone take steps to deactivate it?
4. Why is the backdoor the bad guys wanted to use in the campaign's opening to destroy the AA defences still open?
5. Why are our forces able to evacuate Geneva prior to the expected fleet assault, but not able to get the important people out of the Pentagon-equivalent?
Yes, the campaign does interesting things and bring you to interesting places to shoot boring people. But this sort of stupidity, in what is one of the main setpiece missions of the campaign, is unforgiveable to me.