Developer: Infinity Ward
Publisher: Activision
Platforms: PC, X360, PS3, PS4, Xbox One
Price: £39.99
Reviewing a Call of Duty game is a little like reviewing your fridge
every twelve months. You know exactly what it does, and while you may
not be able to recall precisely what's inside, you can probably hazard a
fairly accurate guess. You know there's going to be a bottle of milk, a
couple of beers, and a few putrefied mushrooms you should have thrown
out days ago. Occasionally you'll discover some delicious bacon that
you'd forgotten about, but more often it's a pot of low-fat yoghurt
that's been left so long it resembles low-fat cheese, or a box of eggs
that really doesn't need to be in there.
So it's no surprise that, despite advertisement claims of being "The
most ambitious Call of Duty yet." Ghosts is precisely what you'd expect;
a bombastic yet strangely bland campaign dangling off the end of a
beefy yet rote multiplayer mode. It is milk, beer and mushrooms, with a
strong whiff of cheese and only the merest hint of bacon.
In fact, the only truly significant difference between this and the
previous Call of Duty titles is that Ghosts treats itself to a brand new
fridge. Being a cross-generational game, Infinity Ward have finally
decided to upgrade their IW Engine, serving it with all the
technological trimmings. The PC version, which we reviewed, comes
weighed down by a whopping 60-ish Gigabytes of HD textures, while
acronyms such as HBAO and TXAA abound in the graphics options. The
result is that visually Call of Duty now rivals the likes of the
Battlefield and Crysis series'.
The campaign certainly makes the most of this additional graphical
fortitude. Its wildly varying locations are beautifully rendered,
ranging from snow-blasted mountain fortresses, to flooded cities, dense
jungles, dazzling underwater landscapes, and even the vast emptiness of
space. The game's trademark action sequences are also more intense than
ever. Almost every level involves something enormous either crashing,
crumbling, or exploding, flinging PhysX enhanced debris in all
directions like deadly confetti.
Alongside varied settings, each mission brings with it unique weapons or
mechanics. The flooded city, for example, essentially enables you to
use the waist-deep water as cover, helping you avoid the aim of enemy
soldiers, while literally drowning out the sounds of the battle around
you. Another particularly strong mission involves infiltrating a
skyscraper to interrogate a heavily guarded enemy agent, and involves
frequent use of rappel lines. Here you fight horizontally, vertically,
upside-down and inside-out. The underwater and space missions are also
enjoyable. Their slower pace, muted sound and eerie surroundings result
in an experience that is tense rather than intense, and because of this
they're probably the best missions in the entire game.
But the game's strongest feature, variation, is also its biggest
problem. Like all the Call of Duty's over the last four years, the
campaign has a dotted, staccato rhythm that never gives you a chance to
settle. Furthermore, nearly all its more interesting mechanics are
entirely disposable. For example, early in the game you can order your
pet dog Riley to attack enemy soldiers. But Riley is present for three
missions and is never directly involved again. Similarly, one mission
set in a dilapidated stadium features a remote sniper-rifle that can be
accessed and fired from anywhere on the map, but it is only available
for that one mission, which is such an enormous waste.
The result is Ghosts' campaign feels like a series of concept demos for
more interesting games, rather than a cohesive product in its own right.
Of course, what's supposed to be binding everything together is the
gunplay, but as an FPS Call of Duty has become markedly mediocre. It's
the world's most expensive fairground shooting gallery. Both the actions
of the player and the AI are prescribed to the point where you can
spend half the game letting your teammates do all the work for you, and
when you are eventually required to shoot at something, there's nothing
kinetic about it, no challenge beyond how quickly you can knock the
targets down.
These problems have been inherent in Call of Duty for ages, and with
each passing year they become increasingly acute, especially when there
are wonderfully dynamic FPS' like Far Cry 3 around. And it isn't like
there's a compelling story to salvage it either. The setting is
admittedly more interesting, moving away from the grim realities of
Modern Warfare into near-future fantasy where the US is a downtrodden
underdog and so can feasibly be heroic again. But with the exception of
the first three missions, this has zero impact on how the game actually
plays.
The enemy is the EVIL Federation, who are EVIL because they're South
American, and South America is the wrong America. They do EVIL things
like torture people to breaking point and have vast spy networks, which
the USA would never do. Opposing them are the Ghosts, a mythical special
forces group who are all that stand between the Federation and the
destruction of the USA. Except, that is, for the USA's massive army
which abruptly pops up from time to time to blow the absolute shit out
of the Federation, undermining the entire concept of the US being the
underdogs.
Worse, the Ghosts are the series' least interesting protagonists yet;
robotic Tier One operatives whose only defining characteristic seems to
be an irresistible urge to die in the most noble fashion possible. They
wouldn't go out to do the grocery shopping unless there was an
opportunity to sacrifice themselves for the sake of the vegetable aisle.
Furthermore, the plot twists are entirely predictable, and the primary
antagonist is strangely one-dimensional despite the effort made to
explain his reasons for being EVIL.
That's the campaign, fleeting moments of ingenuity strung together by
numbing spectacle and stagnant shooting. The multiplayer is better,
although still a long way from the strongest entry in the franchise. Its
small maps and low player numbers can't compete with the scope and
scale of the Battlefield series, so it attempts to offer variety
instead.
It succeeds to some extent, with a wide array of game modes on offer,
although they use the same maps and aren't vastly divergent from one
another. Alongside staples such as Team Deathmatch are modes like Search
and Rescue, which apes Counter-Stirke in its one life, rounds-based
structure. The twist is that you can collect the dog-tags of fallen
comrades to respawn them. More compelling is Hunted, in which everyone
starts with only a pistol, and both teams must scramble for ammo crates
dotted around the map which provide randomly generated weapons. Both
modes provide a more thoughtful, less frantic experience, which is
something you may not expect from a Call of Duty game, and is all the
better for it.
The maps are fairly well designed, the twisting streets of the various
urban maps such as Warhawk and Stormfront allow for plenty of
opportunities to ambush and be ambushed. Although they're all
intelligently laid out, only a couple stand out conceptually. Whiteout
is a rocky arctic fishing village strewn with wooden shacks and
labyrinthine cave networks. But by far the most impressive is
Stonehaven, set in a sprawling ruined castle surrounded by undulating
moorland dotted with little farmsteads. It's stunningly designed, but
its open nature could easily become a sniper infested hellhole.
There are a couple of other unique modes worth mentioning. Squads is a
curious hybrid of single, cooperative and multiplayer gaming. Characters
levelled up in multiplayer are arranged into AI teams which can then be
led into battle against other Squads in a variety of scenarios. But the
weirdest of all is Extinction, which tasks you with eliminating a race
of alien creatures that look like a cross between a dog and a beetle, by
shoving an automatic drill into hives dotted around the map and
defending it while it drills stuff. While certainly novel, it pales in
comparison to the fantastic Spec Ops Mode of Modern Warfare 2.
Ghosts' multiplayer has plenty to keep you occupied, but none of it is
radically new or particularly gripping. Compared to the epic,
multi-tiered combat of the Battlefield series, or even the more gritty,
tactical conflicts featured in Tripwire's Pacific World War II game
Rising Storm, Ghosts is seriously lagging behind. It's also worth noting
we experienced a couple of distracting glitches, specifically an issue
with crackling sound that would intermittently occur when launching the
game, and some rather unsightly flickering shadows on a few of the
multiplayer maps.
Ghosts is an appropriate title for the latest entry in this tired
franchise. It bears the shape and structure of the Call of Duty games
we're familiar with, and does occasionally reach those same highs. But
it's a pale imitation of former glories, a shadow blasted into a wall
after an atomic explosion, futilely struggling to escape as it treads
the same ground over and over. It desperately needs something new to
invigorate it, or an exorcism so this tortured soul can finally be laid
to rest.
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