Call of Duty World at war demo
Friday 24 July 2009 ◷ 19:29
I still don't like this kind of game. But that won't stop me from ranting about it. So it looks good. Explosions and smoke and fire and everything make it some experience. But it's totally not attached. It could be that the sound is flat so it just doesn't work. The problem with a controller as opposed to a keyboard and mouse is that you can't quickly look around, so it's pretty essential that you can rely on what you hear around you, and that's just not happening here. And combat is just moving a point around and pushing a button when something that moves and might be the enemy is on that point. It might be a realistic POV but I still have the feeling it is aimed to much at gamers wanting higher resolution than their opponents just to be able to see some pixels move and shoot it before they do. Because there are no pedestrians. It's just your crew and the enemy that move, and the rest is a static map. And how your crew moves is a mystery. It lacks total background on how many there are and how insignificant one of them dying is. So instead of thinking about what would be a good approach it's just moving in and killing until you get killed, repeatedly. And since it's all pretty linear it just seems like a very elaborate arcade shooter. And what is the point of realism if that means you need an extra granade danger indicator because it's near impossible to see or hear the granades being thrown at you? And you can see into the jungle, but there are invisible walls that keep you out, so nothing surprising can happen. Shouldn't they just give up trying to create a first person battlefield simulator that should be cool or something?
If in a game I can't just grab a car, drive to Alderney, grab a helicopter and get creative with finishing missions, yeah, there's to much of a duty in it to be fun. If AWOL isn't part of the game, I don't play.