Showing posts with label Call of Duty. Show all posts
Showing posts with label Call of Duty. Show all posts

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.  

Friday, June 27, 2014

Wolfenstein - The New Order

[Wolfenstein - The New Order, Bethesda Softworks, Machinegames, 2014]

A classic re-visited

The New Order is the latest in a series that goes back to 1981. Unfortunately, even though I owned a Commodore 64, I didn't play Castle Wolfenstein. It was available on the early system, among others. My first initiation with this classic was with Wolfenstein 3D on my little IBM PC in 1992. In it, you play as Captain B.J Blazkowicz, captured by the Nazis and trying to escape from one of their castles. It was available as shareware (a free game, for those of you born after 1977 unlike me) and is generally credited with being one of the first games to popularize the first-person shooter genre.


I spent weeks, neigh months playing this literal game-changer. It was my original experience with the first-person shooter and my memories are fond, to say the least. Therefore, you can understand why I was noticeably reticent when I heard that they were re-vamping the series yet again. A version of the series came out for the XBox 360 and PlayStation 2 in 2009 to mediocre reviews that generally left fans looking for more. That's why when a new version came out for the XBox One, I had my doubts. That said, I was generally pleased with the result. For one thing, Bethesda Softworks took the reigns. The publishers of personal favorites Fallout and The Elder Scrolls helped to put my mind at ease. For another, the premise is scrumptiously crunchable. It takes place in an alternate universe in which the Nazis won World War II by nuking the U.S. Who couldn't get just a little bit excited about this Tarantino-esque re-writing of history with twinges of childhood nostalgia thrown in for good measure? Only a true Nazi, that's who!


what kind of world did hitler create?

Hitler created a pretty awful place to live, to literally no one's surprise. It's mostly concrete and the Beatles sing neo-nazi ditties because it was that or go to the death camps. When returning as B.J. Blazkowicz, you have been in a coma for over 14 years. You went into the coma in 1946 and didn't come out again until 1960 when the asylum you've been living in is being "liquidated." The kindly old doctor and his wife were killed along with the rest of the patients. The only survivors are their daughter and Blazkowicz, who conveniently wakes up just in time to kill a few Nazis, save her life, and escape. 


You have to be able to suspend a little disbelief to enjoy this one, like forgetting that people who have been in comas for fourteen years can't walk, much less snap necks and fire automatic shotguns within minutes of waking up. However, if you can perform this minor feat of mental gymnastics, you're in for a good time. You eventually meet up with the resistance and take the fight to the Nazis and General "Deathshead" Strasse.


A good multiplayer decision

With nearly everything coming out these days having one including games that probably shouldn't like Grand Theft Auto and Red Dead Redemption, it is refreshing to see a game choose to put all of their effort into creating a quality singly player instead of spending time and effort to make a mediocre and unecessary multiplayer component. According to senior gameplay designer Andreas Öjerfors, the game doesn't contain a multiplayer due to a desire to create the best single player experience possible. "If we could take every bit of energy and sweat the studio has and pour all that into the single-player campaign, it gives us the resources to make something very, very cool, compared to if we would also have to divert some of our resources to making multiplayer." 



In my humble opinion, not enough games make this tough decision today. I realize that the replay-ability rises considerably when companies take this step, but not every game is designed for a multiplayer experience. In the aforementioned Grand Theft Auto, we all played the game with the same single character(s). It simply makes no sense for us all to take the protagonist(s) into a multiplayer game. The math just doesn't work. Even with number five's three main characters, it still felt awkward. With games like Call of Duty and Titanfall that have chosen up front to be multiplayer games, I say run with it. However, there are plenty of titles out there that have a multiplayer that feels tacked on. With these games, they should have just focused their time and energy on the campaign. Instead, you end up with two halves that don't make a whole and a game that feels unfinished. Sometimes adding a multiplayer just because you can takes away from the overall experience and simply shouldn't happen. 


the meat and potatoes



This game was a whole lot of fun. I don't see it winning any Game of the Year awards, but that doesn't mean it wasn't worth picking up. The gameplay is solid. The graphics are impressive, if not mind-blowing. The alternate-history aspect of the story line is intriguing. All-in-all, this is a really good game. I won't go so far as to call it great, but I have trouble when trying to find any flaws in this one. Give it a look. You won't find a reason to be disappointed. 

the math

Objective Score: 7/10

Bonuses: +1 for the use of an alternate universe where the Nazis won WWII. Re-writing history is a winning proposition as proved by Inglorious Basterds.

Penalties: -1 for the need to suspend your disbelief on a regular basis. Once or twice is okay. Every two minutes is a bit much. 

Nerd Coefficient: 7/10 A mostly enjoyable experience.

Monday, March 24, 2014

Titanfall

[Titanfall, Respawn Entertainment, Electronic Arts, 2014]

Can it save the Xbox One?

Microsoft is banking on Titanfall, big time. This is the first truly fresh release on their new flagship console with expectations that couldn't be higher. Forza 5, Call of Duty, and Assassin's Creed are all either ports from the 360 versions and/or extensions of existing series. The next Halo won't be out until Christmas and Gears of War is at least two years out. The Xbox One has been lagging in sales compared to the PS4 of late and the kids at Bill Gates' house are REALLY hoping this game turns things around. It may not be the complete game-changer that Microsoft is looking for, but it's definitely a step in the right direction. 


What it gets right, it gets very right!


This game is REALLY fun. Don't get me wrong. I've been completely addicted to it despite some drawbacks. The gameplay is totally new, and that's tough to do in today's world of a plethora of developers and distribution companies. Everybody is looking for the next big thing...and Microsoft found it. The standard FPS portion is a bit like Call of Duty mixed with Halo and given a healthy dose of steroids. Your character's ability to wall-walk combined with his or her mini-jetpack help create entirely ways to move around the map. Add to that the Titans and this is clearly different from anything that has come before it. 


For the uninitiated, Titanfall is a first-person shooter that takes place in the future. The IMC is the government entity being challenged by rebels called the Militia. First, you play through the campaign from the side of the IMC. There are nine maps. Once you've finished those, you switch and play the same nine maps from the Militia side. The only real difference between the "campaign" and "classic" multiplayer game types are voiceovers that precede each mission and some short cutscenes. As an IMC pilot, you are fighting for Vice Admiral Graves. He's your standard military man looking to put down the rebellion whose control is taken over early on in the game by former IMC mutineer James MacAllen. He and Graves used to fight side-by-side before he went rogue. There really wasn't much to the story, to be honest. That's pretty much it. They had little bylines for each map, like taking down a fuel depot or destroying a spaceship while it was in dock, but the gist of the plot line can be summed up in a few sentences.


Gameplay

The best part of Titanfall is easy to identify...it's the gameplay. Movement is like a combination of parkour with jetpacks. You can run on walls, jump off, land and run on opposing walls, then fly through the air using your booster pack to get 30-40 feet up in the air. It's an entirely new type of mechanic unlike anything I've ever played before. Then there are the Titans... 


There are three types: the Atlas being a middle-of-the-road mech, the Stryder that is more nimble but can take less damage, and the Ogre that serves as a tank with massive protection. Every three minutes you are blessed from above with one of these giant killing machines, literally. The are deployed from space and come falling down from the sky, thus the game's name. You can climb into the huge robot and take personal control or choose "follow" or "guard" mode where AI takes over for the Titan and it will either follow and protect you or engage the enemy on its own, garnering you substantial XP as long as it survives. Personally, I've played about half the game each way. Sometimes I'm on a hot streak with my pilot and I just let my Titan wander off on its own to kill at will. Other times I prefer to climb in and put my personal touch on the giant's attacks. 

There are some missing components

My main complaint with Titanfall is the lack of a single player campaign. I guess I'm stuck expecting the standard format like Call of Duty and Mass Effect 3 where there are both single player campaign and multiplayer choices for the gamer. Here, there's not much difference between the two except for the voiceovers before you start a mission. The voiceovers could have used a little help from Bioware because they leave a lot to be desired. They aren't terrible, but they aren't as good as they should be, especially considering the relatively small number required for the so-called "campaign" mode. 



Not only that, but your success or failure in a mission has no bearing on the outcome of the game. Win or lose the match, the game continues on with the missions as if you were successful. I guess that taking into account the fact that the whole campaign is just a modified multiplayer game this makes sense because it could take a while to finish the campaign if you were dependent upon your teammates' abilities to clear a level, but it draws away from the sense of accomplishment you get when normally finishing a level.


Break it on down!

Despite my complaints, this really is a treat to play. I tend to lean toward story-driven games so the bare bones campaign left me feeling somewhat empty, but the fantastic mechanics and graphics more than make up for it. I hope that this, like many series before it, grow into a full-fledged, multiple-game epic in the same vein as Halo or Metal Gear. I absolutely love playing it. I was just looking for a bit more, to be honest. Maybe all of the hype and buildup led me to believe this would be the next Gears (or God) of War. It certainly has the potential to become everything those games are and more, but it needs a bigger, better backstory. One of the reasons Halo has been so successful is the completeness of the universe. I hope that Titanfall 2 builds on the skeleton of a plot that this game provides. It already has the gameplay down perfectly. Now it just needs a universe to inhabit. 


The Math

Objective Score: 8/10. It would've been a 9 if it just had even the most slightly serviceable story. 

Bonuses: +1 for the biggest improvement in unique and fluid gameplay mechanics I've seen since Nintendo went from a two-button layout to the six-button SNES controller.

Penalties: -1 for a nearly complete lack of plot. I almost would have preferred they simply leave out the Graves/MacAllen story and just include a few more multiplayer modes. 

Nerd Coefficient: 8/10. Well worth your time and attention. 

Friday, January 31, 2014

Call of Duty: Ghosts - Multiplayer

Call of Duty: Ghosts [Infiniti Ward, Activision, 2013]

Another One? How many of these are they going to make?

Yes, it's another Call of Duty game. I know it seems like every time you turn around there's a new one, but that's probably because three of the top ten selling games of all time come from this franchise. For the purposes of this review, I've decided to focus on the multiplayer aspects and leave the campaign for another day. When it comes to online play, I'm something of a loner. 90% of the time I play with friends online or I don't play at all. The last game that got me to spend a significant amount of time playing online with strangers was Mass Effect 3, and it came out in March of 2012. I'm not exactly the world's biggest multiplayer buff, so that's why it's something of an event when a game rolls around that grabs me like this one has. 



There are three types of online play in Ghosts. The third is called Extinction and only allows one or two player games. Infiniti Ward and Activision have planned four downloadable content packages. Each will come with one of four parts of the Extinction campaign. I gave the online portion a try, both alone and with a friend, and was summarily annihilated. I may give the campaign a shot if I decide to purchase the Season Pass, which gives access to all multiplayer maps along with the Extinction story line, but for now this game is simply above my head and won't get much attention here. Sorry. 


Instead, I've decided to focus on the two main multiplayer modes, regular and squads. The regular multiplayer mode includes thirteen game types. I will cover each in detail and let you know how I fared. New to the franchise is Squads, a game mode that motivates players to create multiple playable characters instead of focusing on a single multiplayer avatar. First, I'll go through the multiplayer game modes and then get to Squads. Suffice it to say I believe Squads is a fantastic addition to an already full multiplayer palette. 


Multiplayer


Dogs

Let's just get this one out of the way here. There have been a lot of people online complaining about the addition of dogs to the multiplayer games. If you get a killstreak of five (or four with the right perk) you get a canine companion. The dog warns you of nearby enemies with a fearsome growl. It can take out bad guys that are in your vicinity who are focused on you, to the detriment of their throats. It can even avenge your death by killing your murderer after you die. I can't argue that it unbalances the game a bit, making the player with a dog much more dangerous than one without. That said, it's no more random than the helicopter or missile strike, raining down death from on high without so much as a button mash from the player who earned the killstreak. 

If you don't like it, shoot the dog first. The owner may get you, but at least that smelly mutt won't be there to save him the next time you meet. In short, I like the dogs. They're the first killstreak reward that I've felt has a real impact on the game. They may not be 100% fair, but what in life is? Get used to it and earn your own puppy if they irk you so much. You'll find life is a lot easier with a dog around. 

Team Deathmatch

Ah, the old classic. This game pits between eight and twelve players against one another in a team competition. Each team is placed on opposing sides of the map and you do your best to end up with the most kills. For anyone that has played Call of Duty multiplayer before, this one doesn't require much explanation. If memory serves, Call of Duty 4: Modern Warfare was the first to feature online multiplayer and Team Deathmatch was included in the game types. 


Gun Game

Gun game is a recent addition to the list of multiplayer options along with Hunted: Free-for-All. In it, you are rewarded for each weapon kill with a gun upgrade. Each melee kill will earn you a gun demotion. What I particularly liked about this game mode was that you don't lose your promotion once earned. I was killed within milliseconds of offing an enemy and retained the shotgun I'd earned before death after re-spawning. I fully expected to be returned to the handgun I'd started the game using, but luckily someone at Infiniti Ward had their thinking cap on and I held onto the twelve gauge. Like its fellow new game, this mode is a free-for-all fight where everyone is your enemy. No team play here. It supports between four and eight players.


Cranked

This is one of the more heart-pounding games included in the multiplayer oeuvre. Cranked is essentially Team Deathmatch with a twist. Teams of four to six players are pitted against each other, but once you achieve a kill you have thirty seconds to get another one or you will explode. Once you've killed an opponent, you are blessed with various perks including faster reloads and movement. What you end up with is a bunch of people covering the map at a dead sprint trying to find someone else to off before they detonate. Initially I found this game mode to be a bit annoying, especially when I was unable to find anyone to shoot at, but once I got used to it I felt it was the best way to get your heart rate up that I can think of while remaining firmly planted with your butt on the couch.

Blitz

This is essentially capture the flag with guns. Each team has an orange flag circle like the one pictured above. It's near the spawn point for the team. After you've captured the flag (reached the orange circle) eight times, the teams switch sides. You have to start from the opposite side of the map and capture the flag that used to be yours. This is a pretty basic game, but still one of my favorites. It deters camping. Campers are people who find a single spot on the map and don't move, usually sniping enemies without being detectable due to their out-of-the-way positions. They are among the most despised of multiplayer gamers.


Octane

Search and Rescue

In this game mode, two teams of four to six players are pitted against each other in a battle to either protect or destroy a target. One team member picks up a bomb and must carry it to the target, place it, then wait thirty seconds for it to detonate. If the bomb carrier is killed or the bomb is defused, the destroying team loses and the protectors win. If the bomb goes off, the protectors lose and the destroyers win. If a team member is killed, they may be revived by other team members. Dog tags appear where you died and can be retrieved by your teammates in order to bring on your re-spawn. If the opposing team gets to them first, you have to wait until the next round before re-joining the game. Whichever team wins the best five out of eight rounds wins the game.

Search and Destroy

This game mode is the same as Search and Rescue without the option to re-spawn. Once you've been killed, you have to wait for the next round to start before you can play again. This is definitely an interesting game mode. I didn't spend a ton of time on it, but what I did was enjoyable. You also either play as the destroyers or the defenders in a best of eight matchup. There are two bombs on the map. As destroyers, your job is to find and destroy one of these bombs with a small explosive device before it can be disarmed by the other team. Defenders/protectors must try their darndest to keep the bombs from going off. The one problem I found with this game is that nobody uses their headsets and it requires coordination. You need to protect the bomb once it's been armed, but some guys just took off like they were in a plain, old deathmatch. When that happened, we lost. When my team worked together and all guarded the target, we won. This is definitely one of the games that requires more strategy than the rest.

Infected

This was one of the more fascinating game types. A team of up to 16 players all starts together. One player is chosen at random to become "The Infected." It is their job to infect other players, who then become infected and take on the remaining Ghost soldiers. The game ends when either all the infected are killed or all of the soldiers are infected. It's certainly morbid, but was a blast to play. The only game with more suspense was Cranked. Hiding from infected soldiers is one thing. Knowing you're about to explode is a bit more stress-inducing.


Kill Confirmed

This was my favorite new game type. Two teams of four to six players face off in a team deathmatch, but again, with a twist. Once you kill an enemy, dog tags appear above their corpse. You only get half of the points for killing the enemy. You gain the other half by picking up the dog tags before anyone else can. When you (or a teammate) pick up the dog tags, you get an extra +50 points and an infinitely pleasing, "Kill Confirmed," message. If you are killed before you can get the tags or if an enemy player picks them up first, you miss out on the fifty XP and are informed that you've had your "Kill Denied." I don't know if it was the endorphin rush I got from having my kill confirmed or just the extra spin on the old standard deathmatch, but this was easily my favorite of the game modes.

Overlord

Domination

Blitz is fairly similar to this game mode, but instead of having a single flag for each team to protect, there are three flags (see map above) and neither team can claim ownership of any of them without a little work. Flags A, B, and C have to be earned by standing within a few feet of them for ten seconds without getting killed. Possession can change hands multiple times during the game. The team that racks up the most time of possession eventually wins, but not before a plethora of carnage and death-dealing takes place. 


Hunted: Free-for-All

This game mode is exactly the same as its original "free-for-all" namesake, with a minor alteration. Instead of choosing your loadout, you're forced to start with a pistol and work your way up to more sophisticated weapons, either by catching them in weapon drops or taking them off the corpses of your enemies. This makes for a frightening first few seconds as you wait for a decent gun to fall from the sky, pray you can take out a better-prepared foe, or accept death's cold embrace. As the name suggests, it's every man (or woman) for himself. This game mode was added after the release along with Gun Game and I, for one, am REALLY glad that it was.

Free for All

This is one of the original game types and the name says it all. Up to eight players at a time are dropped into a map and the one that racks up the most kills wins. It sounds simple enough, and it is probably the easiest of the game modes to master. Even in Team Deathmatch I often find myself firing off a few rounds at a teammate from time to time before I realize they're an ally. In Free for All, if it moves, kill it! Thankfully they've made it so people can't come into this game in a party. In earlier versions people could turn this game into Team Deathmatch by bringing their pre-generated party into the game, giving those who were playing on their own a severe disadvantage.

Tremor

Team Tactical

This game mode is designed for small groups of up to four friends to play together. You can play nearly any of the other game modes with your party including Blitz, Domination, Kill Confirmed, and both Search games. If you aren't allowed to play a game type with your party in normal mode, then this is the place to do it. 

Ground War

Large matches are the name of the game in Ground War. Teams of between six and nine players each take part in various game modes in much larger battles. The maps are still the same, so expect a lot of death in this somewhat cramped mode. A full game consists of eighteen players where most are limited to twelve, so things can get a bit tight. However, if non-stop action is what you're looking for, then look no further. I got a bit annoyed at the fact that none of my lives seemed to last more than ten seconds, but on the flip side, I certainly didn't lack for targets or enemies. With that many people populating a map you don't have to wander very far to find someone to kill, or that wants to kill you. 


Squads

The Squads game modes are a new addition to the Call of Duty franchise and probably my favorite part of the entire game. Whereas previous CoD games rewarded focus on a single multiplayer character, giving bonuses to those who "prestige" or maximize one character's XP, Squads mode encourages building multiple character types and learning how to play in different ways. You create your own squad of up to ten different players. It would behoove you to create varying types, e.g. a tank, a sniper, a stealth fighter, etc. That way, when your squad is facing off against another, you don't have six of the same exact character. 

The thing is, you have to actually play with each of the character types in order to level them up. It does you little good to have a level 60 badass if the rest of your squad are lowly level ones. I usually play a run-and-gun style where my action of choice is to spray-and-pray. This works best with a tank or a well-rounded character with an accurate automatic rifle. Due to the need for a sniper and a stealthish fighter, I had to expand my personal style of play to build a decent squad. In the past, I never really learned any of the maps well enough to know the good sniping spots. In Squads mode, I didn't have a choice. If I wanted a halfway decent sniper on my team, I had to create one myself. 


Once you've created a respectable squad, you can take it online and face off against friends or other random online adversaries to test your mettle. This is when having a complete and well-rounded team is vital. If you have nothing but tanks, a team with a quality sniper will lay waste to your tough guys one after the other as they cross the map in a vain attempt to reach a target. While you can only control one of your squad members at a time, Infiniti Ward has done a fantastic job with the artificial intelligence, making Squads mode the most enjoyable experience of all the CoD: Ghosts offerings. 

Squad Assault

This mode can be played alone or with friends. You take your squad (and as many as five friends if they want to join) up against the squad of another online player. Any remaining slots are filled out with AI. The game modes vary and can include Team Deathmatch, Cranked, Blitz, Kill Confirmed, and Domination. As was stated above, the more complete your squad, the better you'll do. If you've been focusing on a single character in multiplayer you probably won't stand a chance. If, however, you've got five or six characters with decent levels, you might just win this thing. 


Squad vs. Squad

As the name implies, this game mode is a single player's squad versus another's. You take your squad up against another player's squad and may the best person win. As mentioned before, you'll want a well-rounded squad to counter what the other guy is going to throw at you. Filling up your team with only snipers or tanks is the surest way to guarantee a loss. 

Safeguard

Horde mode from Gears of War is the closest thing I can think of to Safeguard. Hordes of increasing size and difficulty are sent at your squad until they manage to kill off all six members in a single round. You can choose to play 20, 40, or an infinite number of rounds. I was only able to make it to Round 9 when I tried this mode, but that was pretty good, in my opinion. Once they busted out the riot shields and dogs I didn't stand much of a chance. Of course, I played this before I'd built up much of a squad. I'd like to try it again now that five of my six characters are leveled in the double digits. 


Wargame

And finally, there's Wargame. This teams the character of your choice up with five other gamers against a team of six AI. You are able to vary the difficulty, which is good for an old fart like myself who seems to run into nothing but ninjas and actual Spec Ops warriors when he plays regular multiplayer. On Recruit level the AI will actually run right by you on occasion. It was a bit too easy, even for me. However, Regular level presented a decent challenge without my dying every four seconds and always ending up at the bottom of the leaderboard. It's a nice way to hone your skills in a cooperative environment without having to learn to swim by simply being dropped into the deep end of the pool. I highly recommend that anyone new to Call of Duty multiplayer start here for a bit of practice before venturing out into the real world of Team Deathmatch or Free-for-All. 



So, In Summation...

Wow! That was a long post, wasn't it? Sorry about that. I had to cover all 17 game types so I won't bore you further with a huge summary. Let's just say I'm hooked. For all the complaining that fanboys have done about the addition of dogs to the multiplayer, I'm loving this iteration of Call of Duty. I normally stick to the campaign, but this multiplayer is so good I haven't even finished it yet. I usually get massacred when I put my toe into the pool of CoD or Halo multiplayer matches, but with the ability to practice in Squad mode I've managed to get good enough to actually live longer than ten seconds on occasion. If you, like me, have mostly avoided online multiplayer because those darn eight-year-olds are just too good, maybe it's time to give them another try. With so many options, you're bound to find something you like here in Call of Duty: Ghosts. 

Baseline Assessment: 8/10

Bonuses: +1 for the addition of Squads mode. Not only does it encourage learning multiple types of gameplay strategies, but it allows us old timers to catch up to the young'uns if we're willing to put in the time to build a decent squad. 

Penalties: -1 for making me spend half as much again as the game costs for all the multiplayer maps and Extinction. I'm glad they've added a new story line to the DLC, but it irks me that I have to spend close to $100 in order to get the entire game. 

Nerd Coefficient: 8/10. Well worth your time and attention. 

See here for our scoring system. 

POSTED BY: Brad Epperley--Video game addict who recognizes that the first step to recovery is to admit you have a problem, Nerds of a Feather contributor since 2012.