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Ifafudafi
November 13th, 2009, 08:26 PM
I figured that since this game is kind of big, I'd go ahead and do a full-out review for you guys. Yes, I'm reviewing the 360 version. No, I don't want to be lynched, thankyouverymuch.

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So, Modern Warfare 2. Rather than waste time by filling lines with general introduction, as you'll have to have been living under a sunken bridge to not have heard something about it, I'll get straight to the fun part. As Infinity Ward has divided the game into three "pillars," I'll cover all three individually and then deal with generic stuff like graphics afterwards.



Campaign! (Call of Duty 4 spoilers here.)


After the awesomeness that was Call of Duty 4, and subsequently, everything we saw from gameplay previews and trailers, it seemed as if the only way to go was up. Now don't get me wrong, it's still a buttload of fun and miles better than pretty much every other FPS on the market, but numerous head-banging story decisions and, if anything, a little decay of interest in the new modern setting really detracts from what could have been mind blowing.

On the story side, we pick up 5 years after Call of Duty 4. Turns out that killing Zakhaev did more harm then good; you've essentially turned him into a martyr for the Russian rebellion, and now a new guy, Makarov, has taken up the reins and made things even worse; eventually, he gets the Russians riled up enough to commence a direct attack on U.S. soil. The path up to that point and beyond starts out interesting, but then throws all logic out the window and falls into a bunch of action movie cliches and out-of-nowhere betrayals. As great as they are at orchestrating jaw-dropping intensity, Infinity Ward really just doesn't seem to grasp the nuances of good storytelling. Characters get very little (if any) motivational backstory, development, and such; the plot, already thin enough to almost fall apart, is told almost entirely through scattered pieces of dialouge and mission loading screens. Quite a few "you-are-there" sequences, a la CoD4's nuke scene, come in to play, but this time to little effect. While I'll be the first to support this kind of storytelling, there's little storytelling going on in any of these scenes; it seems as if Infinity Ward said "hey, people liked this kind of scene! Let's do it ten more times! That should be ten times the praise!" Instead, it causes the sequences to lose their sudden impact; not only do none of them cover scenes with the same weight, the sheer freshness of the scene has quickly worn off.

In short, the story is underdeveloped, cliched, and a general mess. I hope to god IW can salvage this for the inevitable sequel.

However, there's also the part where you actually, you know, play the game, and I'm happy to say that this is still mind-blowing. Every mission has at least one "HOLY FUCKING SHIT" moment, and many have several. Combat is fast, frantic, and yet fluid. A much wider variety of weapons and equipment come into play, with pretty much every new mission introducing a new toy to play with, keeping the experience fresh throughout. Infinitely respawning enemies are all but gone, and your allies will take a bit more initiative to move forward. At times, the pacing does drag slightly as you mow through terrorists seemingly for the sake of reaching the next checkpoint, but by the time you notice that, another brilliant set piece is just around the corner. Like before, the gameplay styles alternate between methodical covert-ops with the British and all out urban warfare with the Americans, and both are handled expertly, transitioning smoothly enough so as to not overwhelm the player while differing enough to keep them from being bored. However, while there are many more great, great moments, none of those moments quite match the best ones from CoD4. The Sniper mission with Captian MacMillain still proudly holds its place twenty miles above the rest. And yes, it's short. Personally, I completed the campaign on Hardened in about 6-7 hours, and I'm sure Veteran adds another hour or two. Ordinarily I'd complain more, but it's more as if the game takes all the awesome and packs it into a short time, rather than spreading it out thin over a longer game.

Basically, IW takes everything that was wrong with CoD4's Campaign and fixes it, while amping up the good things four times over, but loses some of the first game's spectacle in the process.



Spec-Ops!


Any self-respecting CoD4 player knows and remembers the Mile High Club epilogue. Well, take that, add in a bunch of similar missions, allow 2-player cooperative play, and a couple of liters of awesome and you get Modern Warfare 2's Spec-Ops mode. Rather than having a cooperative campaign, you'll simply play through areas taken from campaign maps, hunting down bad guys, securing intel, defusing bombs, and the like. Oh, and all the awesome ideas Infinity Ward couldn't fit into the storyline go here, too. As you complete missions on varying difficulties, you gain "stars" as a reward, and unlock new missions. But is it any fun?

While I'm tempted to just say "Hell yeah!" and move on, it bears some explanation. First of all, you're either going to play this with a partner and love it or play it by yourself and hate it. Co-op is a must here, as it adds a whole new dimension to the traditional MW gameplay. Assuming you do so, you'll have a blast; while most of the environments are lifted from the Campaign, they get new objectives and modified layouts, freshening up the experience just enough. Additionally, you'll get some truly creative (somewhat) original segments. For example, you probably remember the AC-130 mission from CoD4. Well, it's back in Spec-Ops, except now, you've got one player actually on the ground while the other has to man the gunship and play escort-man. And yes, it's awesome.

As gameplay is pretty much identical to the Campaign (minus the jaw-dropping set pieces,) I won't go over that again, although you do get the added layer of tacticality a second player brings to the mix.

So yeah, so long as you've got some other asshole with you, Spec-Ops can easily stand on its own with the other two modes.



Multiplayer!


And now the reason this game's going to sell so many fucking copies to so many fucking twelve-year-olds. CoD4's multiplayer, as you likely know, was a surprise hit, bringing both the addictive "kill dudes -> unlock shit -> shit lets you kill more dudes -> more shit gets unlocked" ideology and the brillaint perk system to multiplayer shooters, while seamlessly translating the high-octane intensity of the Campaign. Now, I'll just go ahead and say that the multiplayer is by far the best part of this package, and potentially makes MW2 the best multiplayer shooter I've ever played. Ever.

So, as a likely CoD4 player, you know the basic drill. Choose your weapons, choose your perks, choose your attachments, shoot some kids in the face. This time around though, everything is more balanced than the latest Starcraft patch; Martyrdom and Juggernaut have been reduced to secondary "death" perks, used as a means to get sagging players back into their groove; grenades are much easier to avoid/throw back, and tons of other grenade-replacing options (such as the always-fun throwing knife) ensure that you'll spend less time worrying about that damn grey icon on your HUD and more time splattering adolescent brains over the walls. There are buttloads of more weapons, and even more new attachments... Which now have their own upgrade systems. Doing well with a red dot sight earns you a holographic reflex sight, for instance. In a similar vein, using a perk well will give you a "pro" verison of the perk, adding a secondary function. These improvments are minor enough that they don't give veteran players an advantage, but noticeable enough that it gives you yet another extra drive to keep playing, upping the MUST-GET-MORE-STUFF addiction factor another couple hundred times. And then there's the laundry list of new kill-streak rewards; no, none of them are more overpowered than the rest, and I have yet to see a nuke.

Standard gameplay is still fast and frantic. Guns hit what they're aiming at and hit hard. The weakest guns won't take more than 10 bullets to down an enemy, and even spray-n'-pray machine pistols have near pinpoint accuracy. Any time you're not shooting at someone, chances are you're either reloading, being shot yourself, or being flanked (and subsequently shot.) Yet, it never gets overwhelming; you always know where you're going, what you're doing, what you're shooting at, and so on.

In essence, it creates its own unique gameplay style away from the ROCKETLAUNCHERRUSH of Halo, the vehicular dominance of Battlefield, the mad rocket-jumping of Unreal, and the exhausting tacticality of Rainbow Six. It's twice as fun and twice as balanced as CoD4.


And to briefly cover everything else, the graphics are far better than most shooters on the market and still run at an unwavering 60 frames per second throughout. Explosions are bigger, shiny stuff is shinier, textures are sharper, draw distances are expanded, and such; I rarely found an instance where I was openly critiquing the visuals. Sound design shows a similar level of polish. Few games have the kind of audio which manages to successfully replicate the chaos going on here, yet you can still easily identify distinct sounds; guns pop and crack ceaselessly, grenades clink ominously to their resting places, superior officers bark order after order, and when a rare silence falls, the tension is unbeatable. Brilliance through and through.



So whether you'll enjoy Modern Warfare 2 depends on what you're buying it for. If you just want the Campaign, you'll love the gameplay, but the story will leave you scratching your head, and it still can't hold a candle to the original MW. If you're in it for Spec-Ops and multiplayer, though, this is easily the hands-down unbeatable shooter package for this year and is worth your $60 bucks ten times over. Let's just hope the series doesn't suffer from Halo syndrome and completely lose touch with it's campaign mode, though.


Now allow me to cover some of the controversy real quick. The much publicized airport mission gave me mixed feelings. As it stands, it seems quite unnecessary, but had IW given the story a little more love, I think, in context, it could have been much more powerful.


As for the PC... Well, if I was getting it for PC, I'd be angry as hell, so allow me to simply say I support you guys. Stick it to the man.

E: Polar said I could make a new thread btw

StankBacon
November 13th, 2009, 10:24 PM
never heard of this game.

paladin
November 14th, 2009, 12:53 AM
Call of Duty 4 2?

Rook
November 14th, 2009, 12:56 AM
What happened to call of duty 7-41?

paladin
November 14th, 2009, 01:02 AM
lol what?

=sw=warlord
November 14th, 2009, 07:37 AM
Ifafudafi has just inadvertantly given us the meaning of life.
Thank's for all the fish.

CN3089
November 15th, 2009, 09:14 AM
In short, the story is underdeveloped, cliched, and a general mess. I hope to god IW can salvage this for the inevitable sequel.

the campaign is in fact a work of subversive genius that incisively deconstructs US attitudes toward war and military hegemony.

the overall plot line is incomprehensible gibberish about a war-hungry demented patriot general and nuclear weapons and russia and and and and. the plot is intended to be nonsense as to better reflect the average american's understanding of the realities of the causes of warfare and the nature of security in the international system.

the individual levels themselves are vignettes that riff upon various facets of american military-industrial psyche. we are told that the first level of the game takes place in afghanistan and focuses on the exploits of army rangers hoouh, and yet anyone who is familiar with generation kill will recognise the scenario immediately as a playable version of the scene where the us marines contend with snipers and mortar teams while trying to take control of a key bridge into baghdad. the environment and architecture are far more reminiscent of baghdad than kabul and extensive use is made of references to generation kill, such as radio jargon like "oscar mike" as well as visual references such as tubs of chewing tobacco promently placed in the squad's humvees.

while this could all be easily dismissed as overenthusiastic homage by an unsophisticated and juvenile design team, the player does so at the detriment of their understanding of the deeper commentary the developers try to convey. america is engaged in two protracted nation building exercises in arab nations where civilian insurgency has inflicted substantial losses on the us military, a military that for each branch has a preponderance of specialist and special forces groups each with their own similar, but distinct cultures and lore. what this level represents is a glimpse at the world through american eyes, a snapshot of the national psyche where iraq and afghanistan have literally become one and the same, where military cultures overlap to form a single jargon-spewing, gun-toting, hyper-masculine gestalt.

Consider also the mission Wolverines! where the us army marine rangers find themselves tasked with the defence of a series of fast food and convenience stores against waves of Russian invaders. what we see here is an admission of what americans struggle to deny; that ultimately when the us goes to war, it does so in defence of corporate and not national interests. likewise, the choice of foe in a vaguely defined russian threat is likewise instructive: these villains are soviets in all but name and represent the deep-seated american fear of corporate dominance being eroded by crypto-socialism. in subsequent levels set stateside, the american suburbs are used as set piece for house-to-house fighting, but never with the intent of protecting private property or rescuing civilians. contrasted with the exhortations to defend the burger town and taco place what emerges is a scornful critique of the conflation of the defence of america with the defence of commerce in a security paradigm where the citizenry are represented by empty houses stacked with expensive goods.

these are the two most immediate areas where the real "plot" of modern warfare 2 reveals itself. subsequent playthroughs may be required before i am able to present further detailed analysis but i warmly invite you all to share your own observations and critique.

MetKiller Joe
November 15th, 2009, 02:10 PM
Are you an English/Lit major?

Ganon
November 15th, 2009, 02:57 PM
I gave him some lessons on being a good poster

paladin
November 16th, 2009, 04:21 AM
the campaign is in fact a work of subversive genius that incisively deconstructs US attitudes toward war and military hegemony.

the overall plot line is incomprehensible gibberish about a war-hungry demented patriot general and nuclear weapons and russia and and and and. the plot is intended to be nonsense as to better reflect the average american's understanding of the realities of the causes of warfare and the nature of security in the international system.

the individual levels themselves are vignettes that riff upon various facets of american military-industrial psyche. we are told that the first level of the game takes place in afghanistan and focuses on the exploits of army rangers hoouh, and yet anyone who is familiar with generation kill will recognise the scenario immediately as a playable version of the scene where the us marines contend with snipers and mortar teams while trying to take control of a key bridge into baghdad. the environment and architecture are far more reminiscent of baghdad than kabul and extensive use is made of references to generation kill, such as radio jargon like "oscar mike" as well as visual references such as tubs of chewing tobacco promently placed in the squad's humvees.

while this could all be easily dismissed as overenthusiastic homage by an unsophisticated and juvenile design team, the player does so at the detriment of their understanding of the deeper commentary the developers try to convey. america is engaged in two protracted nation building exercises in arab nations where civilian insurgency has inflicted substantial losses on the us military, a military that for each branch has a preponderance of specialist and special forces groups each with their own similar, but distinct cultures and lore. what this level represents is a glimpse at the world through american eyes, a snapshot of the national psyche where iraq and afghanistan have literally become one and the same, where military cultures overlap to form a single jargon-spewing, gun-toting, hyper-masculine gestalt.

Consider also the mission Wolverines! where the us army marine rangers find themselves tasked with the defence of a series of fast food and convenience stores against waves of Russian invaders. what we see here is an admission of what americans struggle to deny; that ultimately when the us goes to war, it does so in defence of corporate and not national interests. likewise, the choice of foe in a vaguely defined russian threat is likewise instructive: these villains are soviets in all but name and represent the deep-seated american fear of corporate dominance being eroded by crypto-socialism. in subsequent levels set stateside, the american suburbs are used as set piece for house-to-house fighting, but never with the intent of protecting private property or rescuing civilians. contrasted with the exhortations to defend the burger town and taco place what emerges is a scornful critique of the conflation of the defence of america with the defence of commerce in a security paradigm where the citizenry are represented by empty houses stacked with expensive goods.

these are the two most immediate areas where the real "plot" of modern warfare 2 reveals itself. subsequent playthroughs may be required before i am able to present further detailed analysis but i warmly invite you all to share your own observations and critique.

we're oscar mike yo...

PenGuin1362
November 18th, 2009, 12:02 AM
I honestly loved the story line, not nearly as much as the first one, but I enjoyed it. It just moved far to quickly with little character development. Unfortunately it took me a few days to finally understand some plot twists

I didn't understand why Shepard needed to kill off task force 141 but finally I understand that once he killed them off, he could blame the nuke launch completely on the Russians, therefore getting more patriotic support and volunteers for the war.

Honestly though, I feel that the multiplayer maps are just too much of a cluster fuck. Everything feels like china town. The last game always had like one main path with 3 or 4 sub paths around it. The maps in this game have a million interconnecting paths and the capability to get to almost every second floor/roof. The game play literally turns into a mess.

Donut
November 18th, 2009, 11:24 PM
fuck skyline. seriously, people can get up on top of the fucking cielings and snipe everybody without ever blowing their cover. i just played a match where they had a guy in the corner of the room, 2 guys on the ceiling, another guy camping the stairs (who i belive may have been lag switching because he took down 3 guys and his killcam never showed him being hit). we went like 1200 to 7500. this game has far too many camper friendly spots. like, ones that dont even make sense. how the hell did the guy get on the cieling? :saddowns:

t3h m00kz
November 19th, 2009, 03:18 AM
So far I'm not very impressed with the campaign. It feels the same as MW1. I'll be honest I'm kind of lost as to who's who so far, I haven't really been paying attention.

I'm noticing some fucked up hitbox issues. While using the thermal sniper on the level where you're on top of the restaurant, there was an enemy down by a car in the parking lot, no more than 50 yards away. I aimed and fired. I know for a fact my crosshair was in the white and the shot should have hit him in the back. I jumped down and ran past, only to have him kill me.

paladin
November 19th, 2009, 05:39 AM
fuck skyline. seriously, people can get up on top of the fucking cielings and snipe everybody without ever blowing their cover. i just played a match where they had a guy in the corner of the room, 2 guys on the ceiling, another guy camping the stairs (who i belive may have been lag switching because he took down 3 guys and his killcam never showed him being hit). we went like 1200 to 7500. this game has far too many camper friendly spots. like, ones that dont even make sense. how the hell did the guy get on the cieling? :saddowns:

Opposite side of the Helicopter pad, climb up on the tower with the big gas tank. Look out over the edge and jump onto he suspended platform. Run across and jump onto the crane. Run up the crane towards the building. Jump off the crane on the a ledge/window-washer thing. Jump through window onto ledge.

Ill admit, I go up there a lot; and it is cheap. But from the inside, you are actually really vulnerable.

annihilation
November 19th, 2009, 11:07 AM
Did anyone else find this game very similar to Army of Two?

Pooky
November 19th, 2009, 11:37 AM
Honestly though, I feel that the multiplayer maps are just too much of a cluster fuck. Everything feels like china town. The last game always had like one main path with 3 or 4 sub paths around it. The maps in this game have a million interconnecting paths and the capability to get to almost every second floor/roof. The game play literally turns into a mess.
I hated it at first too, but before long you start to realise that the whole point is to force teamwork. You and your team have to move together and cover eachother if you don't want to get shot in the back. As long as you've got buddies you can communicate with, it's a nice change from the 'everyone's a rambo' MW1 style maps.

Really though, if you can't stand the ceaseless chaotic camping clusterfuck that is Team Deathmatch, go play some of the objective modes. Hardcore TDM and S&D were all I played in MW1, but in this game I find that the objective games like Domination or Demolition tend to be a lot more focused and entertaining. The map design makes a big difference in here, since defending teams can't just go to the same unassailable corners and camp in them each and every time. All the multiple pathways and swiss cheese buildings make the matches a lot more varied and unpredictable.

TL;DR if you don't like MW2 TDM, try the objective game modes instead.

paladin
November 19th, 2009, 07:26 PM
Headquarters ftw. I just got 11k xp without challenges

thehoodedsmack
November 27th, 2009, 09:01 PM
I wish I had done more research into this game. I had never bought the original, but today I tried the multiplayer for the first time with a group of friends. We loved it, and decided to get our Xboxes together and buy more copies for system-link. Well FML, the game only allows one player per Xbox on system-link. Awesome.