Showing posts with label Activision. Show all posts
Showing posts with label Activision. Show all posts

Tuesday, October 15, 2024

Nonfiction Review: Play Nice: The Rise, Fall, and Future of Blizzard Entertainment by Jason Schreier

From king of the world to a cog in the system, Play Nice blows open Blizzard's rise to fame and its fall from grace

Play Nice, the most recent book from renowned journalist Jason Schreier, says all in the title. The book follows the Blizzard from inception to acquisition to scandal. Though the future for the company is rather uncertain (what with the recent Xbox acquisition), the past holds a lot of dramatic development fuel (at least enough for an almost four-hundred-page book). Though I’ve never been a hardcore Blizzard fan, I’ve sunken many hours into Overwatch and was curious to see how some of their development choices unfolded. Instead, I got a whole lot more that I didn't know I wanted.

Schreier begins with Allen Adham and Mike Morhaime’s (Blizzard’s co-founders) initial foray into the industry and hits on every success, cancellation, and acquisition that comes their way. The industry darlings of the 90s continued to pump out hit after hit after hit. The Warcraft, Diablo, and Starcraft franchises were all massive successes, but the history behind each plays out here. For instance, the Diablo team was originally a separate studio that was brought into the company. Play Nice details how Blizzard’s primary Irvine offices contrasted with the Blizzard North, how the two companies’ ethos were at odds, in some cases, with their newly acquired brethren, and at other times in harmony.

Schreier, to his credit, paints this era of booze-fueled frat fantasy video game development in vivid detail, partly from his own description, but mostly from the quotations he managed to secure from the many past and present Blizzard employees. At times the book gets crass, though that is in line with the content being represented. Schreier’s commentary is often comical. At one point he references a past advertisement/mantra that came into being from a past World of Warcraft customer service call. In the background of the call, a man’s wife claims: “This game is why we don’t have sex anymore.”

But the book covers more than the early days. The transition from fraternity game developer to full-time publicly traded company brings with it many issues. Sometimes the dream of becoming big has an entirely different reality, and Schreier finds quotes to help nail that sentiment. The consistent rotating door of executives, owners, and employees left me (never mind the company) on unstable footing. So many names are introduced and quickly discarded that I had to do a double take (or at least flip a few pages back to see if I was still reading about the same person from a few pages ago). Schreier will build up an employee with a bit of backstory, and then not mention them for a while (or ever again), while others stay in the periphery, bouncing back into view every so often. It’s a bit disorienting, but completely understandable considering the company’s thirty-plus-year history of confusion, success, and most recently, scandal.

As someone who is opposed to CEOs making hundreds of times what their workers make, I found it tough to read about the disgusting practices carried out by Activision and Blizzard’s upper management. Developers found it difficult to live while their bosses made millions of dollars. While Schreier brings in voices from all tiers of development, the main focus, especially later on, comes from those affected by the poor policies implemented to ensure that Blizzard would become a profit-first company (as opposed to their initial player-first mentality). Arbitrary rules put in place would see employees compete in unhealthy ways to keep their jobs. Not to mention, all the time that Blizzard continued to put out hit games with commercial success (including in their early days), their staff was paid less than other studios. To work for Blizzard was its own sort of payment.

One of my main issues with the book is the inconsistent timeline. The book, overall, is chronological, following the earliest days of Blizzard to the recent Microsoft acquisition and layoffs. At some points, however, Schreier goes back in time to discuss other projects and put emphasis on things in a time that I thought I had already moved past. So, like with the many different employees that are mentioned and dropped, I found myself flipping back to make sure I knew where I was chronologically. Again, it's hard to fault Schreier for this, considering the studio had multiple projects in the works, and he tried his best to cover each with their own highlight. Despite some of the timelines coming into conflict, it’s digestible, even if I needed to take a few moments to review my notes. Minus some poor fool pressing Enter and starting a new paragraph instead of the space bar multiple times, another issue I have is how Schreier ends each chapter. Almost every chapter ends with what feels like a dun, dun, dun… To Be Continued. Look, I get it, but the content is interesting enough. It isn't necessary, and eventually comes off as unintentionally comical.

Discovering many of the intricacies of not only Blizzard, but Activision, Vivendi, and Davidson & Associates (Blizzard’s original parent company), and how the company and its parent companies work (or don't work) was incredibly insightful. The constant bureaucracy from Blizzard’s owners and eventual erosion of what made the studio unique and successful slowly begins to creep up on you as you read through the book, and it’s quite fascinating to see it unfold. From the sexual assault scandals to poor implementation of morale-destroying policy to leeching almost all creative juice from the teams in favor of profit, Play Nice covers one of most influential video game studios of all time with vivid clarity. Thanks to the many interviews Schreier conducted to make this book, it feels like a triumph for those poorly affected by ABK’s (Activision Blizzard King) harmful policy and in some cases inadequate response to employee grievances. While I think Schreier should have waited a bit longer to see how Microsoft and ABK’s merger plays out over a longer period, the content here is informative and reflective of an ever-changing industry. If one wants insight into how one of the most beloved developers in the world has become a shell of what it once was, this is the best way to do it.


Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.

Wednesday, December 14, 2016

Microreview [video game]: Call of Duty: Infinite Warfare by Infinity Ward

Lost in Space




The further away from modern warfare the Call of Duty series gets, the more I enjoy it. I've had enough modern warfare in my lifetime, but I'm still into pew-pew lasers and cyborgs and space. If Infinity Ward called a modern warfare game "Infinite Warfare", I would cynically roll my eyes and decline because there was a time in my life when I thought war would actually never end. Instead, in this game's context, infinite can mean more than never ending. 

Infinite Warfare is pure power fantasy. You are Nick Reyes, a top gun Naval special forces pilot who's also a skilled infantryman, and, shortly after the plot gets moving, in command of an enormous space battleship, along with the crew of that battleship. A Sparta-esque offworld force attacks Earth, and you're going to make them pay. 

Throughout the 10-ish hour single player campaign, you get the standard Call of Duty FPS experience. There are plenty of small corridors and fast paced first-person shooting that frequently centers around pushing ahead and not looking back. Infinite Warfare adds more lasers and more robots to the previous games, and the shooting still feels good. Environments are amazingly well detailed, which is a touch that fascinates. So much effort goes into making these games look real and look good for a portion of the game a lot of Call of Duty players will never play, and the rest of us will gloss over because it's another hallway on my way to shoot more bad guys. 

What Infinite Warfare adds to this is significant. Instead of being a strict linear progression of levels, between main story missions you can choose to take on side missions. These take two forms; boarding missions and space dogfights. A lot of Infinite Warfare takes place inside the cockpit of a Jackal, a space jet. You'll hop in the Jackal mid-mission to soften up some targets before landing and assaulting them on foot. You'll dogfight enemy Skelters in space over Earth. These aren't on-rails experiences either. You're free to maneuver as you like. There's a lot of hovery movement and plenty of assistance in the controls, but these are fun diversions from the standard Call of Duty gameplay. 

Where the single player campaign suffers is in the narrative. It's just a little too bland and the antagonist adds nothing. Admiral Salen Kotch is played by Kit Harrington and, knowing nothing more about him than he's in the Game of Thrones TV show, I wasn't impressed.  He's no Kevin Spacey, or even a Christopher Meloni as far as Call of Duty antagonists go. It also never feels like Earth is doomed. Here it is, invaded by offworlders, with a supposedly 600:1 ratio of offworld soldiers to Earth soldiers, and yet I'm a single man with a small team and I can wreck their operations more or less with impunity. Black Ops 3 had a better plot, even if it made less sense. 

In a shocking twist, I've also spent a couple of hours playing this game's multiplayer! It's completely incomprehensible as a Call of Duty multiplayer outsider. It gives you a steady drip of experience points and unlocked weaponry, but I can't make heads or tails of optimizing my loadout. I jump in, shoot people, and die almost instantly if I didn't get the drop on them. There are parts of levels that look like they're where two players are supposed to take advantage of wallrunning and doing some real Matrix stuff, but it always ends up that I do the wallrun and the guy on the ground just shoots me off of the wall. There's also a cooperative Zombies in Spaceland mode that throws an 80's coat of paint on the wave based formula. If you're a Call of Duty multiplayer fan, you don't need this review to convince you to play it. The rest of us should consider it a bonus.

What's disappointing to me has been the seemingly oversized backlash against this installment. The debut trailer got much more dislikes on Youtube than likes. Eurogamer has also reported that sales are down ~50% compared to last year's Black Ops 3. This is a bummer, because Infinite Warfare does more and is a more fun game for it. I get the feeling this will do one of two things; cause the next iteration to experiment less and try to get back to the popular formula, or take more risks and try to catch more players by giving us something fresh. I sincerely hope they take more risks, because Infinite Warfare might be my favorite Call of Duty.

The Math

Baseline Assessment: 8/10

Bonuses: +1 mixing up the gameplay with space dogfights

Penalties: -1 antagonist could be largely described as evil floating head

Nerd Coefficient: 8/10 (well worth your time and attention)

***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Reference: Infinity Ward (developer). Call of Duty: Infinite Warfare [Activision, 2016] 

Wednesday, November 30, 2016

Nanoreviews [video games]: Broforce, Slain: Back from Hell, Call of Duty: Black Ops 3


Free Lives. Broforce [Devolver Digital, 2015]

Broforce is a non-stop action platformer in the vein of Contra. It takes all of your favorite action heroes from the last 30 years, gives them copyright non-infringing names (like Brobocop and Rambro), their signature weapon, and sets them loose in a variety of missions with a goal to kill terrorists and that's about it. It's mindless and fun, until you get to some of the more platform heavy levels. That's where the fairly loose controls cause the game to suffer. Otherwise it's fun to pick up and play for 15 minutes just to blow stuff up.

Score: 7/10 


Wolf Brew Games. Slain: Back From Hell [Digirati Distribution, 2016]

Slain: Back From Hell is also an action platformer, though much closer to Castlevania than Contra. It's got a great Gothic atmosphere with everything cast in shadows and dripping blood. It also has a great metal soundtrack, as it's scored by Curt Victor Bryant, formally of Celtic Frost. But above all else, it's a real difficult game! You've got a handful of tools to avoid death and damage, and you better get used to them because it's full of enemies and instant-death traps. Like Broforce, it's not a great game but it's a good time killer in small pieces. I felt like I made more progress by rage quitting and coming back after a day or two than trying to stubbornly push through it.

Score: 7/10



Treyarch. Call of Duty: Black Ops 3 [Activision, 2015]

In Call of Duty: Black Ops 3, you are a straight up cyborg who murders a lot of people and robots for a variety of reasons. I wasn't really into it either, until about halfway through. Then the story takes a real turn for the weird and I got way into that. It's got Christopher Meloni, Katee Sackhoff, Robert Picardo, and other celebrities. I couldn't tell you about the multiplayer or zombies, because I didn't touch those but the single player has enough going on for me. Few games do spectacle like Call of Duty.

Score: 8/10

***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Friday, November 7, 2014

Call of Duty: Advanced Warfare Multiplayer

[Call of Duty: Advanced Warfare, Sledgehammer Games, Activision, 2014]

Wow, that's a long name! 

No wonder people turn to acronyms when talking about most games these days. The names are getting ridiculously long. CoD:AW, tES:S, WoW:WtoLK, FH2, etc. We've even gotten so lazy, or game type titles have gotten so long, that we use acronyms to describe game types like FPS, MMORPG, TPS, and whatever else you can think of. None of this really has much to do with the game itself, it's just an observation I made when I realized it took five seconds every time I typed or spoke the name of this game. It's the same way with movies. The Avengers: Age of Ultron? Seriously? Is that necessary? Wouldn't Avengers 2 suffice? I guess I'm showing my age here by complaining about acronyms, aren't I? I sound like my Grandpa. 


What are you, like forty?

I guess I'm also a hypocrite because I love GRRM's SoIaF:aSoS. Fortunately for me, gaming keeps me young. Without it I'm afraid I'd just be sitting at home, listening to old grunge and indie rock albums from the 90s, complaining about how much better things used to be. Instead, I've managed to retain my sense of childlike wonder as each new generation of console steps up the graphics game and polishes titles to a shiny, impressive state of jaw-dropping wonder. While I've turned into something of a music snob, video games continue to amaze me, and Advanced Warfare is no exception.


Are you ever going to talk about the actual game? 

Yes, eventually. I started writing this week before I had tried out all the multiplayer game types, so that's the place from which those loosely-related opening paragraphs came. I guess I should get to the actual title at some point, though, shouldn't I? Let's start out with the graphics. While Titanfall, Forza Horizon 2, and Destiny have impressive graphics, this is the first game I've played on a next-gen console that really felt like it was starting to maximize the abilities of the console. Take a look at a side-by-side comparison of CoD: Ghosts vs. Advanced Warfare. Even though they're both from an Xbox One, the improvements are starkly evident. 





While the first is an impressive facial re-creation, the second could easily be mistaken for a scene from House of Cards. That's probably due to the programmers using the same facial re-creation technology that James Cameron is using in the second Avatar film. In fact, when I first started the campaign I literally thought that they were using video for the cutscene instead of computer-generated imagery. The facial creases, shadowing, hair, and eyes are the closest thing to actual high definition video that I have ever seen in a game. That fact made the multiplayer take a while to get used to when I first started. Game mechanics aside, and they are deep, the visuals made it so I often found myself so engrossed in the environment that my character ended up suffering the consequences by paying for it with his or her life because I was busy just staring in amazement at the detail in the surrounding area. 

Graphic distractions


The gameplay is some of the most fast-paced I've ever encountered. Some games cause a frantic panic response by simply overwhelming you with an unbeatable number of enemies. While Advanced Warfare has Exo Survival, a style of game that is reminiscent of Gears of War's Horde mode where wave after wave of increasingly large and difficult enemies assault your four-man team, it doesn't rely on such tactics to ratchet up your stress level in the normal multiplayer modes. Instead, it uses a brand-new type of maneuvering to take the game's speed up a notch (or three) over previous iterations of Call of Duty and other similar titles. It takes quite a bit of getting used to, and although I'm not some sort of special forces killing machine, I have played every Call of Duty title since 2, Halos 2-Reach, Titanfall, and (I'm somewhat embarrassed to admit) well over 100 hours of Crucible in Destiny, so I know my way around a multiplayer controller scheme. It's rare that I have to go into an options menu and check out the button scheme in order to figure out how to manipulate a game's protagonist. I can do that on my own 99% of the time. However, I've found myself returning to the Options menu repeatedly because there are so many facets to the character controls that keeping them straight requires more instant recall than any other game I've come across. 


Much of this difficulty is due to the addition of two gameplay mechanics: Exo Abilities and Boost/Dodge jumps. These abilities are both thanks to your Exoskelaton, a sort of super-soldier suit that allows not only special powers like cloaking and extremely fast movement, but also mid-air directional changes that would make Superman jealous. Boost jumps have been oft-maligned as a simple copy of the mechanic in the wildly successful Titanfall title of earlier this year. Although they're probably a bit too similar for me to completely chalk it up to coincidence and ignore the likelihood that Sledgehammer Games didn't, at the very least, have the nearly 1 billion units that the previous blockbuster title's release had cleared in under a month at the forefront of their consciousness when making some of their gameplay mechanic decisions. However, there are some distinct differences between the two. 



First and foremost, Titanfall's boost is about three times more powerful. The boost in Advanced Warfare only adds about six feet to your original jump, whereas the one in Titanfall takes you nearly thirty feet into the air. The other main difference is that there's a secondary boost (called a "dodge") in Call of Duty. It won't add to your altitude, but you can change direction in mid-air. It offers a shorter trajectory correction that pushes you forward, backward, right, or left. This little option has saved my bacon a bunch of times already, not to mention that the two boosts have sped up the overall gameplay in CoD multiplayer considerably. Call of Duty's multiplayers were already a bit above my head in terms of the number of people playing who seem to not only have no need of sleep, but no need of a job, family, or any of the other normal life obligations that should keep any average person from playing the game 24/7. I may not be the best gamer in the world, but my 44,095-point Xbox Live gamer score belies the fact that I'm, at the bare minimum, a competent player. And yet these guys just annihilate me like I'm a blind, deaf, and dumb 2-year-old with no thumbs. It's embarrassing, to be entirely honest. 


The Exo Abilities are basically just bonus effects that slightly aid your character in several different ways. The shield has been pretty useless for me so far. You have to have it aimed directly at an opponent for it to stop their fire, and I have enough trouble just pointing my laser-sighter machine gun at people. I can't be bothered to move a riot shield around 120 degrees to try in vain to save my worthless life. By the time I get it anywhere near the path of the bullets, I'm already dead. Overclock allows you to run at a heightened rate of speed. It's somewhat useful except for the fact that a simple jump and secondary boost does a better job of moving you along and it is more effective at moving you out of the firing line in the process. Exo Stim is supposed to give your character extra health points, but if it does they aren't enough to keep me from inevitable massacre. I'd need at least two or three of these at a time to make a noticeable difference in my kill/death ratio. The cloak is actually fairly useful at distance, but if an enemy is anywhere near you, you just look like translucent rainbow jelly. Exo Mute silences your movements, thereby making you harder to spot on enemy radar. I have yet to open up the Hover, Ping, or Trophy System Exo Abilities, but it's pretty obvious that Hover allows you to remain in the air for a longer period. Ping shows enemy Exo movement like Stim and Hover. The Trophy System is a passive aid that destroys up to two enemy projectiles when they come in close proximity to your character. 


I can't emphasize enough the speed of this game. I've probably been dying every 5-10 seconds on average. That's a bit much, even for an older gentleman like myself. The leaders who come in first place are still posting 10-15 deaths per five-minute match. Everything happens so fast compared to even the quickest of online multiplayers. On the one hand, it's a bit aggravating. On the other, it keeps you on your toes and you certainly don't get bored easily. The addition of the Boost/Dodge abilities can keep you alive when you would have easily been dogmeat in previous iterations of CoD, when used correctly. The Exo Abilities, while not the overpowering advantage that a Titan gives you over a Pilot, add just enough of an edge to help you eek out an extra kill here and there. They did a fantastic job of adding a plethora of new mechanics without completely changing up the basic way the game is played. While Titanfall and Destiny felt like totally new ways to go about the online multiplayer experience, there's something familiar about Advanced Warfare. It's like they just gave Modern Warfare 3 a healthy dose of steroids and some technological doo-dads and sent it on its way. It is certainly quicker and more stressful than any of the previous Modern Warfare games, but it isn't a complete deviation from the formula that has proven so successful over the years. I guess what I'm trying to say is they did just enough tinkering to make it feel fresh without going overboard and turning it into a completely different game. I, for one, am pleased with the outcome. 

Multiplayer Modes


First, let me get my complaints out of the way so we can get to the good stuff. I only have one strong one, and that is the elimination of Squad Modes. I was so glad when Ghosts came up with this co-operative multiplayer mode that allowed you to take on artificial intelligence with your fellow gamers rather than always facing down enemies that seemed to have been trained by R. Lee Ermey himself. I enjoyed being more evenly matched against my foes rather than feeling like I did when I was 12 and that dude who always played as Guile in Street Fighter 2 showed up at the arcade because I knew I wouldn't be winning any more matches after that. Without Squad Mode, it seems like there's always a "Ranger98" or "Seal85" who is obviously current or recently retired special forces member there to take me out from some ridiculously long distance with a shot I couldn't make by accident if I had 100 tries at it. 


Okay, enough complaining. The ability to customize your characters for your specific style of play is unprecedented. You have 13 points to spend on various perks any way you see fit. You can choose to go the Rennaissance Man route like I did and try to get a little of everything, or you can focus solely on your weapons or Exo powers and really max them out. This really is a multiplayer gamer's dream year's cap of perfection so I'll stop ruining it by acting like a baby because I suck at the stuff. Here are the offerings in Advanced Warfare

Same old, same old


Many a CoD veteran will be glad to see that lots of their old favorites have returned to the multiplayer mode list. Standards like Team Deathmatch, Domination, Kill Confirmed, Search and Rescue, and Capture the Flag are back and better than ever. For the uninitiated, Domination requires you to capture and hold one of three points around the map for as long as you can. The team that holds the most points the longest wins. Kill confirmed requires you to pick up a pair of dog tags that appears where a recently dispatched enemy met his or her untimely end. Grab the tags and you will get the full 100 points of XP gained from a normal kill in other games. Allow a member from the other team to beat you to the tags and you only get half the points a kill would normally bring. Search and Rescue is similar except for the not-so-minor detail that if you happen to be the unlucky chump that gets dispatched, you'd better pray one of your teammates gets to your tags first or you'll be watching the rest of the round from the sidelines. I didn't especially care for this game mode because, as I'm sure you've guessed, I spent a LOT of time in "Spectator Mode," watching other gamers run around the map while my sad ghost was powerless to do a thing. Capture the Flag and Team Deathmatch are pretty self-explanatory. If you don't know what they are by now, I'm afraid there's nothing I can do for you except hope your mom lets you out of the basement sometime this decade. 

New and unique

Although Advanced Warfare contained a majority of game modes that have been tried and true in everything from Halo 2 to the first Modern Warfare, it was some new twists on old modes and other never-before-seen game types that make this Call of Duty look and feel like something you haven't seen a dozen times before. 

Hardpoint


Although Hardpoint isn't a new game mode, the way it's handled is somewhat of a change from the traditional multiplayer game. As in Domination, your team is required to capture and hold a specific spot or "hardpoint" on the map. However, instead of three there is only a single spot and it is constantly moving. In my short experience with the game, I'd say the hardpoint makes at least five moves throughout the 5-7 minute long game. You can have your entire team strategically placed around a solidly held hardpoint, only to have it disappear and return somewhere completely across the map. This manages to keep complete dominance from occurring as can often happen with 2 of the 3 zones of control in Domination. This seemingly small and obvious shift in the pattern of play makes all the difference in this being just another retread and it being a new and exciting way to approach the game's multiplayer. 

Uplink


This is where the game really shines, in this writer's humble opinion. Among the new types of multiplayer mode is a highly enjoyable game titled Uplink. It's essentially Capture the Flag with some futuristic and sport-like twists in the game mechanic. One of your team members has to grab a module and carry it across the map to a satellite uplink module. It's kind of like a cross between rugby and football with lots of bullets thrown in for good measure. This was clearly the biggest change in the multiplayer game modes and felt at times like more of a sports game than an FPS competition. Of course, the other team is constantly trying to take out your ball carrier with heavy machine guns and energy weapons, but other than that it had all the makings of some sort of future-ball sport match.  

Momentum



I'll be honest. I didn't enjoy this game mode as much as many of the others. It is also similar to Capture the Flag, but in it there are multiple flags and your team gains momentum (and XP) the more flags you carry to their final destination. The problem that I had with it was that I seemed to die with more frequency in this mode than any other, for some reason. I'm guessing it was the close proximity of both teams to the flag points that made that happen, but that's a regular component in most of the games where something needs to be captured and held or delivered. It also could have been that this was the final game mode I attempted and it was after midnight, so all of the kids had gone to bed and the only players that were left online were the hardcores who spend 40-50 hours per week at one online multiplayer title or another. Whatever the reason, I had trouble lasting more than five seconds with any given life and the constancy of my demise was rather frustrating. That said, the idea behind Momentum is a good one and I will definitely be giving it another chance during the light of day when the overall player skill level dips a bit more with a higher population of average FPS gamers like myself online. 

Maps




So far, Advanced Warfare is limited to four maps in its multiplayer modes, but what maps! They're large, contain a plethora of unique elements like sniping spots and close quarters combat areas, and they had sometimes as many as four or five levels on which battle takes place. With the addition of the Exoskelaton suits and their aid in three-dimensional movement, this felt every bit as widely traversable an environment as Titanfall and its parkour-like wall-running warriors. While none of the maps were quite as big as the ones in that other jet-pack toting multiplayer hit, they never felt small or confined due to the wide array of vertically varied areas that you were able to traverse. As I learn the maps more closely, as is inevitable in all multiplayers, they could begin to feel a bit more confining and limited, but in my first few days with the game I never felt like I'd run out of places to go. As a matter of fact, I only ran into the "end" of a map on a few occasions, and even then there were always at least two or three choices of where to head next so I never felt cornered in by limitations in the environment. 


 A brief summation for the gamer nation

I'll admit, I was skeptical about this game when I picked it up. I was actually planning to review Shadow of Mordor this week but it turned out to be too long to finish (as many RPGs do), so I made the decision on-the-fly to cover the multiplayer aspects of the latest in this, the most popular war simulating FPS in history. Looking back on that decision, I have no regrets. I had enough time to give each game mode its due without selling any of them short on time and I enjoyed the heck out of the experience, to boot! This isn't just the next Call of Duty game. It's a radical shift in how the franchise looks at its most popular of offerings, the multiplayer modes, and Sledgehammer's first foray into the CoD universe has most definitely thrown down the gauntlet to Treyarch and Infiniti Ward, the other two companies in Activision's new three-year development cycle for the series. I look forward to many more hours enjoying this title's unique game modes, including its fascinating take on the not-so-traditional war multiplayer.


The Math

Objective Score: 9/10

Bonuses: +1 for taking some real chances in the way they approached what has become a somewhat formulaic and predictable gaming format with only cosmetic changes being made to what was essentially the same game. Now let's hope they've taken the same approach to the campaign!

Penalties: -1 for all the dying. I mean, come on, every 5-10 seconds? I know I'm not a multiplayer super-hero who spent time in the special forces and uses actual military tactics in the game, but that's still a pretty excessive rate of frequency of death, and I'm not exactly a noob at this sort of thing, either. 

Nerd Coefficient: 9/10. Very high quality. A standout in its category. 

See our scoring system here.