CALL OF DUTY: INFINITE WARFARE

As a vintage title, Call of Duty: Infinite Warfare (CoD: IW) is certainly up to par in terms of quality. With the developer’s careful polish, the game can barely pick out any glaring shortcomings, but at the same time, don’t expect to find any subversive innovation. Its story isn’t exactly uplifting, but it’s not dog-eared either; the various sci-fi settings, while seemingly dazzling, are its most intrinsic gameplay experience is still not much different from the traditional Call of Duty. The aerial combat may be one of the few highlights of the game, but it’s a shame that the game doesn’t go deeper into it. As for the multiplayer mode, it’s nothing new, but I can’t find anything wrong with it either, so I wouldn’t call it an industry benchmark.

This futuristic setting choice is quite ironic: although it focuses on high technology and science fiction, after playing the Three Kingdoms model of Infinite Warfare, you will truly feel the focus of Infinity Ward (developer) on the past.

In the first hour of the game, Infinite Warfare lets you solemnly walk in a corridor filled with the names of the victims of history-this experience is not the same as playing the game for 5 to 7 hours of battle. The second match is also a symbol of the entire game of Infinite Warfare.

But let’s focus on the background first. That sci-fi background makes one of the most suffocating scenes in the series ever-every intricate scene attracts you, from parachuting to the permafrost of Europa, to the boiling gas of Venus, you will see another one gorgeous panorama.

In addition, the linear story path we were tired of was abandoned, and a mass-effect galaxy was used to present a set of side missions across the darkness of the solar system. Many of these missions are better than the missions in the story, and the completion of these missions can also get a set upgrade. They are real rewards.

Despite being controlled within the scope of its developer’s unwillingness to reinvent the wheel, Infinity Ward still produced an exciting and continuingly interesting story. The plot provides us with a simple war story, making the gameplay more innovative. But if the game itself is not fun, all these unique settings will be in vain.

Being able to build equipment based on the weapons acquired and upgrades will help create a Halo-like synergy between single-player and multiplayer games and provide players with a new way to handle tasks are similar to how they play multiplayer online matches.

In other words, being able to pick everything from camouflage to Jackal upgrades while roaming your spaceship feels more valuable than a simple navigation window and perfectly fits its paramilitary settings.

This year’s battle also has some interesting changes. Being able to shoot from the window when fighting in the lunar airfield, it is a very satisfying tactical choice when blocked by the solidarity forces, and the gravity-free battle in the space above the feet-your grappling hook and floating. The combination of bunkers creates an ever-changing battlefield.

When it comes to space, dog fighting is an endless enjoyment. On your jet fighter-style Jackal, you will enjoy an experience that seamlessly integrates complete flight control and on-track settings without sacrificing the player’s agency. As long as you can jump on your aircraft, fly off the earth, and start fighting in the starry sky, you can feel infinite relief, which is also very missed in games such as “Star Wars Battlefront”.

The problem is that although this book has left a deep impression and a high rhythm, none of them feel particularly memorable. The feeling that the boulder-like capital ship was blown up over Geneva should be breathtaking, but we have seen it in games such as the Russian invasion of Modern Warfare 3.

It is strange to acknowledge that the weakest aspect of Infinite Warfare is the online model, consolidating its position as one of the industry’s most successful franchises. But 2016 brought us some of the greatest shooting games in years. In contrast, the over-familiar killing combos and reward badges in Infinite Warfare feel old and stiff. Even something as simple as navigation, which should have been given a high dose of adrenaline due to the introduction of the wall-running feature, feels very cold compared to the same mechanism in the multiplayer game of Titanfall 2.

This reminds us again that although Call of Duty has done a great job, its formula is so strict that few new elements feel so influential. The series may be a faster beast than the Modern Warfare, but it still comes down to your prestige experience before.

This is not to say that this is a bad or broken form of multiplayer. If you still like the online shooting of CoD’s own brand, you will relish the map and mode of the Infinite Warfare.

Fortunately, this year’s cooperation model of the undead-“Space Plants vs. Zombies”, is very different from the old products of the multiplayer brothers. This stunning 80s collage game, set in a space-themed amusement park, is another twisty disrespect, and each map is full of things that need to be found, explored, and poked.

Infinite Warfare proved to be the most schizophrenic work of Call of Duty to date. Its battle is trying to impress people in a genre that has been filled with mind-shocked wonders. The “Plant vs. Zombie” mode continue to prove the cutest feature of the series. Now it needs more than ever to break through itself and become its own independent version.

But the most disappointing part of Infinite Warfare is its multiplayer game. As the bread and butter of CoD’s legacy, Infinite Warfare managed to remove any personality elements added by Treyarch in “Black Ops 3.” Throwing into a weapon variant system that feels unbalanced – as it is seeded in the esports market, this system will almost certainly be adjusted – and multiplayer games are simple and crude.

Of course, Infinity Ward also tried to advance towards the starry sky, but encountered a glass ceiling made by himself along the way.

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