Sunday, 16 March 2014

No Holds Barred Review - Call of Duty: Ghosts (PC)



Call of Duty: Ghosts (PC)


            Well it looks like it’s time for me to look at the king of arcade shooters, but is it good or another reminder that Call of Duty’s reign is coming to an end? Only one way to find out I suppose as I once again take on the fierce flames of the FPS genre…


Welcome Ladies and Gentlemen. I’m the Guardian and this is the No Holds Barred review of Infinity Wards newest addition to the Call of Duty franchise – Call of Duty: Ghosts.

            Now for as long as I can remember; Call of Duty’s strength has always been its single player campaign, or at least to me it has, and this rendition in the franchise is no exception and though I personally found the campaign in Ghosts to be quite enjoyable, in that goofily enjoyable/so bad it’s fun sort of way, it also suffers from the usual nonsense that we have all come to expect from the franchise in the form of it’s insane storyline.
           
Braking the story down. All the South American countries have joined forces and become the “Federation” after the worlds energy producing deserts are destroyed in a mass nuclear attack, (though it’s never actually stated in-game why the deserts where destroyed) which is then followed by them using an orbiting American super-weapon above the Earth to severely cripple America, paving the way for a full force invasion.  It’s by this point of the story that I was shaking my head at the sheer madness of it all, and questioning what Deep South fallout shelter they had pulled this xenophobic and clearly insane writing team from. Seriously, out of all the enemy’s they could have picked from, they picked South America. WHY! No seriously, why? I want to know what basis they had for it. Or maybe they just ran out of other countries to set up as the bad guys - it really wouldn’t surprise me if they did. And as for how well they integrated this insane bit of American xenophobia into the gameplay, they didn’t. Actually if it wasn’t for the heavily expositive cut scenes that played in-between chapters I wouldn’t have had a clue of what was happening throughout the game.

While we’re on the matter of things not making sense by the way, I also have to wonder why the Ghosts are called Ghosts. From the into cut scene (which I have to admit, I enjoyed an awful lot and it was really rather good) we see that the Ghosts are a legendary gorilla fighting unit who use stealth and cunning to take out their enemy’s without ever being seen. Too bad nobody told this to Infinity Ward though, as for the vast majority of this game the Ghosts spend their time running through open warzones while shooting everything that moves or driving flaming trucks straight through the front doors of the enemy base. Heck; in that respect the dog is more of a Ghost than the actual Ghosts themselves. The dog levels are the only time where you have to play it stealthy and even then you just spend your time pretending to be a Pokémon, waiting for an unsuspecting solider to walk into the tall grass before you leap at them and rip their throat out.


            Sadly, for all the stupidity of its premise though, the story was actually a lot of fun to play through. This is more than likely helped by the fact that unlike Battlefield 4 the story didn’t shift up its own backside over how “deep” or “meaningful” it was but rather it just takes you on a high octane run through explosions and killing people in a variety of ways. And what would be the complete Call of Duty experience without character death, scripted moments and un-surprising surprise twists galore, with next to all of these so called “surprise twists” being so predictable that even a goldfish would have been able seen them coming. To be fair though; there was one surprise twist that threw me, but that was only because it was so ludicrously stupid and came so far out of nowhere that I half expected Optimus Prime and Mario to suddenly prance across the screen doing the Can-Can! We also see ourselves, once again, in the shoes of a silent protagonist with interchanging silent protagonists throughout the story at random intervals. And yes, once again we find ourselves as a glorified cameraman who’s there to do nothing but watch people talk and shoot at random biddies, though thankfully the game doesn’t try to make you think that you’re the leader of anything (unlike another FPS I recently reviewed) but rather just sticks to the age old trait of barking orders at you and waiting for you to carry them out – and in a few cases, even getting bored of you taking your time and carrying them out for you. It should also be mentioned that if you wish to play a game that allows you to explore, then look elsewhere as Ghosts really is a corridor shooter in every sense of the word, as it seems deviation from the scripted gameplay, room to explore and the choice of optional paths for different avenues of play style are all but the fevered dreams of a lunatic high on a sugar rush – or so it would seem in the mind of Infinity Ward. All in all very much like every other Call of Duty.  
           
Also, on an interesting side note, not all the elements of the Ghosts story line are from the drug ravaged mind of a xenophobic maniac. The big orbital weapon of mass death and destruction, is actually quite plausible and indeed a real thing. Also it’s not a new idea as it was in Black Ops 2 and has been around in the real world for longer than that. To be honest, this really dose point towards the whole, ‘Infinity Ward is running out of ideas’ theory. Now, as much as I want to explain how all this works, it would take me all day to explain it, and this review is going to be long enough as it is. As such I shall leave you in the hands of MatPat of Game Theory to do the explaining for me. Take it away Matt…


            As far as the graphics for the game are concerned, they’re pretty mediocre. Even pushing the graphical settings up as far as they would go didn’t make too much of a difference in my opinion as they still looked more than a couple of years out of date. The textures and environmental effects are of the same ilk as well I’m afraid. They’re not bad, but not particular breath taking ether. If anything, I’d say they are simply there to do a default job, and that’s all. That’s not to say the graphics shouldn’t go without a bit of praise though, as the maps are of a nice design and the environments are quite nice to look at - if you slow down a bit to observer them for that is. Two great examples of this are the space and underwater levels of the campaign, as these really did make me pause and give a slight nod to the art team for the work they did. As for the textures, they look a bit more defined on PC over the Xbox 360 and Xbox One versions, and animations play a touch smoother - not sure about PS3 and PS4 though but I can assume much of the same. Even with that said however, I still maintain that the graphics look older than they should. Also, before I move off from the graphics, I just wanted to mention the cutscenes which, for some odd reason, where make in a style more a kin to wax dummies melting with occasional satellite images thrown in rather than a briefing for a mission. Lastly, specifically for the PC copies of the game, Infinity Ward are still adamantly against fitting a proper Field of View setting into their games. You can only set the FoV to a maximum of 80FoV without the use of third party software, though good luck using said software now; as Infinity Ward have set up an anti-cheating system which means you can no longer use said software without risk of getting your account suspended or banned permanently.
           

            Sound wise, we see a continuation of Infinity Wards tradition of releasing epic soundtracks, and though none of them compare to the amazing ‘Extraction Point’ from MW2 (or any of the amazing soundtrack from MW2 now that I think about it), it is still enjoyable and reflects well on the few truly epic moments of the campaign. In terms of the rest of the game sounds, the sound assets are well done, and sound as they should but the ambient sounds however seem to be a bit lacking at times in the multiplayer which leaves the world feeling a bit dead. Other than that though, the sound work on the game is fine.
           
As for the gameplay for Ghosts, that can be summed up very easily. Have you played a Call of Duty game within the last 7 years? If yes, then you know exactly how Ghosts plays. If no, then you just made my job harder so thanks. The gameplay of Ghosts is good for the most part, it is still king of the arcade shooters, and the gunplay is still as strong as ever, with a fair choice of weapons. As for the gadgets, you only get to use then once in the campaign before they get shoved back into the toy box until the next play through. There is also a variety of kill streak perks in the multiplayer, which a player may unlock depending on the amount of kills they have got in a row. As for bugs and glitches, short of some balancing issues and the continual problem of spawn killing (though by this point I think CoD will never get rid of its spawn killing ways) I haven’t come across any bugs or glitches which is good, and quite surprising, though I am reviewing Ghosts quite late on so for all I know all the bugs have been patched (or I’m just really lucky) which would be a nice change of pace considering its EA counterpart is still being patched, even to this very day. Lastly, I also want take note that the vehicle mechanics for this game came straights out of wonderland itself, as the tanks feel like they’re on magic carpets and helicopters like they’re on puppet strings. On the other hand however; who plays Call of Duty for realism.


            Lastly, it’s time to look at the multiplayer aspect of Ghosts, or at least focus on it as I’ve already mentioned it multiply times throughout this review already. With 15 maps plus the 4 DLC maps that have already been released at the time of this review, and 3 more DLC map packs on the way, there’s no shortage of maps to play, learn and explore. Ghosts also hosts 14 multiplayer game modes plus normal play and hardcore multiplayer matches available, as well as a new 4-player Co-Op mode called Extinction, which is basically Zombies and consists of 3 original maps and uses aliens rather than zombies. From what I’ve played of it, it’s an okay mode but not as fun as Zombies in my opinion. As for the main multiplayer, there isn’t much more for me to say that I haven’t already said earlier on in this review. The gameplay is that of the games that came before it, there is a fair choice of class customization with a fair selection of weapons and perks, the graphics are mediocre at best and sound is lacking at times with sound assets that do their job well. As for map design, some of the maps are fun to play but more than a few can be blatantly exploited with spawn killing, and across map sniping which leads me to believe that the weapons aren’t the only parts of the game that are in need of some balancing. Lastly, Infinity Ward have also changed the HUD slightly as it now give out the players Kill/Death count in the top right corner of the screen, in an almost League of Legends style, which I really do like.

            Well there you have it Ladies and Gentlemen. For all my complaints about this game, I really did have fun playing through the story. Insane it may be, but to me it was just a fun run around and a nice change of pace, plus it kept me entertained which is always a good thing in my books. Sadly that experience was tarnished by the games ending though. As for the main ending itself, it was brilliant all the way to the credits. And then the Epilogue played, and I nearly put my foot though the screen. Sad to say but it really is a case of a fun thing ending really badly, not to mention the blatant sequel baiting in the worst possible way. The really, really, stupid way.

            Now, when all things are considered and all is said and done, I must take pause and consider all I have said here before I hand down my final verdict upon this game. For all its stupidity and xenophobic attitude, as well as constrained gameplay and its heavily scripted nature, I had a lot of fun playing though this games single player. I also enjoyed my time in the multiplayer, and though Extinction was nothing more than a lacklustre attempt as Zombies, it was some innovation and as such should be taken into account. With all this and more in mind I can finally conclude this, Call of Duty: Ghosts is a mediocre game that continues to beat a tired trend for the chance to get a quick buck, but at the same time it was fun and surprisingly enjoyable to play, though it in no way is it deserving of its AAA price tag when we consider what we got. As such I give Call of Duty: Ghosts a solid…

5/10 – Average



And with that Ladies and Gentlemen, I am the Guardian and I thank you dearly for reading. Goodbye and be safe.