Call of Duty Playthrough Pt8 – WWII

A second wind special review – Call of Duty

Part eight, WWII

This is it, the final part of FBT’s epic run n’ gun through CoD.

So, full circle. We began in the trenches and that’s where we’ve returned. It’s been an odd playthrough. I always described CoD as a by-the-numbers series, a story-less slog of samey retreads. But I was wrong. Mostly. There are compelling narratives in the series; it’s what drove the MW trilogy just as much as the light-speed firefights, while Black Ops was a master-class in twisting, compelling stories.

Still, later entries like Ghosts and Black Ops II were exactly what I complained about; if you missed the opening titles you’d struggle to say which game you were playing. With the outstanding exception of Advanced Warfare, recent CoD has been exactly what I thought it was – repetitive retreads that only served as multiplayer tutorials. Story matters.

Really though, I originally disliked the modern era because it’s not what we signed up for. I loved the original WW-set CoDs and I’ve been looking forward to WWII all along. WWII must be perfect – modern graphics, classic setting and a more up-to-date handling of the events. This is the game that got me through those reskins – just a few more CoDs and it’s WWII-time I’d tell myself. Here we go! Except … this playthrough is ending on a Rage Quit. Goddamnit Activision.

Private “Red” Daniels signs up for the war to live up to his big brother. Embodying America, Red talks with a farmboy accent and through letters he writes to a sweetheart, we get to hear choice lines like “I hope I make it home for Christmas” and other heavy-hearted and heavy-handed lines about life on the frontlines.

Life on the frontlines is staggeringly uninspired. Every level ends with either ‘we gotta defend this x’ or ‘watch my back while I do y’ and of course, we have to keep back two or three waves before they retreat or someone saves us or they get the engine running or some other prime 2000-era event happens. That’s when you finally reach the end of the levels. They’re not just unfair, they’re not fun. The first, a re-enactment of the opening of Private Ryan (rather than an actual D-Day level) is a misstep – rather than being dumbstruck by the ‘spectacle of war’ we just get killed over and over, the game is gleeful about how impossible it is to survive. For sure, this is what actually happened but since we don’t actually die, just just pop back to our last autosave you end up doing repetitive learning like you did playing games 30 years ago – move here, cross there, die. Okay, move here, cross there, duck here. Yep I’m okay, now … dead. Okay, move here, cross there, duck here … It tries very hard to show the event in intense detail, but you’re not looking at all the work that’s gone into it, you’re just looking for the next auto-save. We’ve already did this 20 years ago, in earlier CoD games, it immediately makes the game feel familiar instead of fresh.

And that sets the tone for the entire game. WWII rehashes the levels, setting, objectives, the entire gameplay from the original. Yet it’s not a reboot it’s a reskin; we’re still doing crappy dated stuff like jumping into a tank and … I’m the driver as well as the gunner? Why am I the only one winning this war?! Okay, but wait, why can’t I turn the turret independently of the tank? That’s basic controls, I’m playing cat and mouse with two Panzer tanks by driving into walls while trying to aim and just getting stuck and killed. This pissed me off 20 years ago, why am I doing it now?

It’s just so old-school; when we face off against Germans with dogs, the woofers only target me, running past my fellow soldiers, and why am I the only one with the explosives to stick on a passing tank, the only one who can collect explosives to take out a pill-box, the only one to use a sniper rifle, the only one who can take out gun emplacements? I get that I’m the player/hero but a little help here chaps? There’s hundreds of G.I.s knocking about, if this is supposed to be about the men of war, the pals at your side as the game demands I consider, why am I winning WWII alone? This is so dated, so tired. The only help comes from fellow soldiers reminding me every two seconds what the mission objective is. I know to shoot the fricking ammo dump, STFU! At least the original CoD has a sense of adventure, of heroism; war really is hell in WWII.

On top of that, health packs return. Very retro and also very annoying because you have to chose to use it, which causes a short QTE of Red self-administering which breaks the action – and he can die while doing it. If you’re going for realism I’m either wounded or critical; if I’m wounded I’d ignore it, if critical I’d just fall down. The replenishing health concept does not suggest our hero is Wolverine, it just takes it as read he’s patching himself up when he can. And since two or three shots puts Red down, you can’t use the old trick of tactically taking hits then recover; you become scared to stick your head out; again, realistic, but boring to play and Red loves a QTE; a nasty Nazi will get the drop on you and you’re furiously mashing a key, then lining up the mouse then hitting a random button to pull out a knife then another to kill him. What the hell? Why? That’s not realistic. No one consciously makes considered decisions in life-or-death situations, it’s automatic or dead. Why am I looking for the Q key?! It completely undermines the supposed realism.

There’s more real-ruining elements; Red’s buddies carry supplies. Health, Ammo, Grenades, etc., which is a nice bros-in-arms thing, but since you need to activate them up close, they have big markers over their heads to spot them and stay in your POV, completely ruining the look. It’s like your squad is running around with balloons. It’s a genuinely beautiful game; there’s not a pixel out of place in the battlefield, it’s unnervingly realistic and the cut-scenes are just extraordinary looking – but what happens in them is very ordinary.

Red is caught between two commanding officers – Lieutenant Turner who believes the men come first, and Sergeant Pierson who thinks only the mission matters. Except, Red’s not really caught between them; this isn’t channelling Platoon, and Red doesn’t get to chose which CO he follows, have his own war experience; he just mumbles something to his sweetheart. We have zero impact and so as a story we just observe it and it’s incredibly derivative of Spielberg’s war era – if it’s not riffing on Private Ryan, it’s wholesale lifting from Band of Brothers. The key element to those men-in-war stories was that those men all had a voice, an opinion, a personal experience; a choice. Red is just an NPC in the cut-scenes – he, and by extension us, isn’t experiencing war, he’s not making decisions he’ll have to live with – he’s just watching it.

Further reducing the emotional impact of Red’s journey is us jumping out of his boots and into others; or in one case, High Heels. As French Resistance soldier Rousseau, we wander a German garrison. It might be grand that we’re playing as a female for a change, but she doesn’t do anything other than sneak and the level is little more than filler – most insultingly, it transpires Rousseau watched her family slaughtered by a Nazi who happens to run this garrison and she gets to kill him in revenge. It would have been far more interesting to see her realise he’s here and you chose to jeopardise the mission to exact her revenge – or not. But, WWII is just by the numbers.

Another missed moment comes when we find German civilians hiding in a hotel we’re supposed to defend. The COs get into an argument about what to do with them and does Red have an opinion? Nope. The decision is made without our input and all Red does is write to his sweetie that tension between the COs is rising. If I was her, my reply would be ‘Dear John … I’m rage quitting you’.

And that Rage Quit eventually arrives. I really wanted to see this through but when I’m bounced into a pilot I just lose it. Everything in WWII has been a frustration up to this point; the tired missions, the lack of interaction or influence, Red’s lack of character, the whole cliche of it all, but this …

It looks fantastic and really tries to bring home to intensity of a dogfight. Except, whereas other CoD games kept flying simple and effective, this is infuriatingly haphazard and fraught. This should be exciting not aggravating. Even if I master the plane, which has the aerodynamics of a 5-year old’s paper plane, I have to avoid hitting our planes, of which there are dozens. And none of them are doing anything to help. Protect the bomber the mission guy yells. Everyone else just pisses off or gets in the way. After hours of struggling I get through it, only to discover yet another squadron approaching. On top of which, this is to provide support to Red’s squad, essentially a reheat of the tank mission. I just hate this game. Rage Quit.

WWII is just a flashy, hollow, lazy game filled with completely outdated levels and basic gameplay; to play it is to be totally at odds with the mini-series cutscenes. I didn’t think it was possible to get WWII so wrong. But the biggest let-down with raging quitting at this stage is I know what follows; a sequence where one of my buddies is captured and taken to a concentration camp. I don’t know if that would wind up coming across as a No Russian moment, but I do know games have matured enough to tackle such troubling subjects. I also know WWII isn’t the game to do it. It’s far too generic to really do such an experience justice; if Red had been involved, if we’d actually had our own war to fight, I might have applauded such a moment. I’ll never know, because I have no intention of playing this again. If CoD wants to step foot in a concentration camp, it needs to put every foot right leading to that moment, and WWII just followed in CoD1’s footsteps.

And so ends my CoD playthrough. It’s been eye-opening, rage-quitting mayhem. I was wrong about much of the modern era; MW as a trilogy is absolutely fantastic; the first Black Ops is one of my new all-time greats, and Advanced Warfare is an absolute blinder. But what marked them out was the story, the reasons for shooting. Whenever CoD slipped into the generic, it was when the story wasn’t compelling enough to drive you forward. With Black Ops IIII multiplayer only, it does seem if as Activision has finally dropped any pretence of the storymode meaning anything to them. I always thought story didn’t matter in CoD either, but this playthrough has proved it’s not a war without a reason.

We’ve answered the call enough times now though. Activision’s duty should be to let Treyarch, Infinity Ward and Sledgehammer loose to create their own franchises; in those later games you get the sense that they want to be doing something else; IW was a prime example. I’d love to see what those devs can do when their tour of duty is up.

After all this, the original still reins in my eyes. It’s one of the exceptions that proves the rule; CoD 1 has no story to speak of, but it’s just a great shooter filled with exciting missions, clear objectives and lets you be a war hero. I know games can’t come close but they can channel the most heroic, selfless elements of war and despite its age, CoD1 came closest to that.

Call of Duty Playthrough Pt7 – Infinite Warfare

A second wind special review – Call of Duty

Part seven, infinite warfare

FBT is in space, in the future and infuriated. In space no one can hear you rage quit

So far we’ve beaten Germans, Russians, Japanese, Koreans, Chinese, South and Latin America, Africa and the Middle East plus an AI, technophobes, traitors and miscellaneous; now we’re at war with people who are just unsociable. Getting desperate aren’t we.

In some future or other, humans have colonised the solar system. But the outer planets secede, forming the Settlement Defence Front and become isolationists before declaring war on Earth. I can’t wait for the Battle of Uranus. So who’s going to stop the SDF? Captain Nick Reyes of the United Nations Space Alliance. Unfortunately.

At a 4th July-style celebration, the UNSA decides to put ALL their navy on display. The SDF launches a surprise attack – surprising to everyone but us – and Reyes is forced to assume command of the last Battlestar or something. Dutifully followed about by the far more interesting Lt. Nora Salter, Reyes is a Poundland Shepard; he worries about choices, about losing men, about Earth yet isn’t decisive or a leader; he refuses to accept sacrifice, which surely is the basic understanding of any soldier, even though he’s reminded of it constantly; Nora claims he’s changed since he became captain but literally nothing about him changes. There’s no moral choices that would help Reyes understand and the game removes any responsibility anyway, so anyone who gets killed is someone else’s fault.

If there was ever a CoD crying out for character shifting it’s this one – and not just because of how boring Reyes is; it would make sense for once. We should command as Reyes to get intel and pick missions then play who he sends, letting you decide the tone of the mission and have to accept the risk of sending them. That’s the burden of command. Instead, he insists on leading missions so men don’t die for him – except all the NPCs that is – which makes no sense. Come on, you’re already ripping off Mass Effect 2, just build on it, make it logical. Nora is an Ash knock-off anyway, and we have a Legion.

Ethan, an AI Robot with a mischievous streak; conning Nora into thinking he has a human brain (a simple farmer’s brain at that), convincing Marines he’ll overthrow humanity one day, he’s beyond the call of duty brilliant and the one bright spot in this otherwise dour, dull game; a scene where he and Reyes are ‘spaced’ and there’s no hope for survival is affecting – that I’m sad to see the robot go and not Reyes says everything. I’m gonna be Nora now? Nope, they’re saved! Wait, how?! Anyway, there’s a great recovery in a comment that Ethan had to be prised off Reyes’ body, having protected his captain until he shut down – but Ethan’s only awesome in the cut-scenes and in-game dialogue. He’s criminally underused within the gameplay, just another NPC – at one point he gets described as a ‘stiff metal motherfucker’ but we never see him motherfucking. Half the time I don’t even notice him. How do you rip off every other awesome metal motherfucker in gaming then not utilise them? D0g took down a strider in Episode Two, what does Ethan do in-game? Nothing. I’m joining the geth.

Actually, that’s an insult to the Geth. At least they were sentient. Here, more often than not we’re fighting bland robots programmed by a CoD Zombie. Boring. But then, look who they have for a boss. The SFD is led by a general who is so panto evil he makes Lord Dark Helmet look like a credible threat. Spewing lines like “it’s not enough we break free, we must break them!” it’s hard to imagine the outer planets take him seriously let alone us; he’s played by Kit Harrington so on top of his tantrums, he constantly looks like he’s about to burst into tears. If the SDF are extremists then that needs to be explored, why must they break us? All we get is a laughable, boo-hiss kids tv villain?

So, not wanting to upset anyone, Reyes instigates lots of small, forgettable campaigns; I’m sure they’re effective but I’m bored. Although there’s multiple approaches within the levels, SDF always have all the exits covered so you never feel like you’ve outsmarted them. You’re just going through the motions. Where’s the hail-mary passes, the desperate chances? I thought this was a losing war, most of the time it feels like business as usual. There’s no pressure, no momentum and we have side-missions to further dilute the desperation plus loads of zero-g and flying missions which somehow the game makes mundane. I only do one side mission and that’s because it was set on Uranus. Most of this game feels like padding, and the rest is just watching.

We endlessly watch Reyes open and close doors, get in and out of space ships, travel up and down in elevators; anything to avoid a decision. There’s hours of cut-scenes. The biggest irony here is I wanted a story, and this time I’ve got too much story. The writing, especially around Ethan and Reyes is good but there’s no connection; it falls into the same trap as ME Andromeda, which it’s clearly trying to ape; interesting set-up but no follow-through, missions that don’t mean anything, personal drama you can’t connect to. It does feel like a pilot episode, leaving a lot unsaid so new games can pick up the threads, but there’s nothing to do here, in the now.

There’s huge action moments but they’re all background noise or so derivative you’re taken out of it, shocked at how shameless it is … there is a sequence on an robot-controlled asteroid that’s headed for the sun which is dizzily spinning above our heads. Cool, but … you can only move in the shadows or the sun will burn you … I’m here for Tali, right?

When it’s not ripping off better games it’s stealing from stable-mates. It lifts so much from earlier CoD entries I keep expecting to see Riley float by. This is not how you start a franchise, by cannibalising your own games and stealing from others, and it feels budget and technologically old; NCPs salute the door when I’m already 20 feet into the room, they talk to nothing, get trapped in doorways or ignore enemies in front of them. Reyes often gets stuck or blocked and it crashed regularly, which just made playing it more laborious.

Finally, Reyes puts in motion a plan that fails spectacularly and gets loads more people killed; still, wasn’t his fault and it all worked out so mission accomplished. What a hero. Reyes then watches Rogue One and gets an idea for a one-way mission; problem is we’re not invested in any of the characters – save Ethan – so when Reyes does a sub-Shepard speech about how they have no way out but must succeed for Earth, we’re relieved instead of worried; that means it’s ending soon. As the crew dwindles (mostly via less than subtle examples of sacrifice; will you just learn it already?!) I realise I got all the way through without rage quitting. But I get my moment when it ends on a survivor staring at a memorial wall with all our lost crew names on it. Skip scene, rage quit.

This should be called Derivative Warfare. But the real issue is we’re a spaceman not a soldier and by focusing on command, CoD lost its niche – it’s brilliance wasn’t in the epic setting that a space drama requires or the burden of command, it was the regular grunt in the shit, doing his bit. CoD is a genre unto itself, and this isn’t a CoD game.

It’s almost sad that IW completely failed; this much-vaunted new era of CoD was quietly dropped and the series returned to its roots with WWII. It’s sad because no one else was doing modern warfare anywhere near as well – even games I despised like Black Ops III were still cracking shooters ultimately. Infinite Warfare ruined Modern CoD for everyone.

So the only way forward now is back. With all those advancements, a return to a WWII setting could be the best CoD game since CoD. They can’t mess up WWII can they?

Read FBT’s final CoD review as he plays WWII and ends this mega playthrough.

Call of Duty Playthrough Pt6 – Advanced Warfare

A second wind special review – Call of Duty

Part six, advanced warfare

In this part of Previous Weapon’s CoD playthrough, FBT finally has some fun.

Ignoring all the work to create a US on the backfoot, a cliff-hanger and a dog sidekick, Ghosts was dumped for a new narrative; because Activision think we’ll play anything with CoD stamped on it. If you played Black Ops III then they’re right.

I feel sorry for AW. After WaW, Black Ops II, Ghosts and Black Ops III I’m so sick of CoD I hate it already and I’ve not even installed it yet. Adding ‘warfare’ into the title seems a cynical marketing ploy at best. I have no idea what AW is, but I suspect I’ve already played it.

Holy crap AW is good. Easily the best CoD since MW2 and Black Ops I; in fact, it’s the bastard child of those two. In other words, awesome. It’s not insanely original, but where AW aces it is the story; it feels ripped from near-future front pages. It might be set 30 years on but the way tech and politics are going, this could be 3 days from now; throw in a three-dimensional villain and some insane shooter set-pieces and you’ve got a cracking game. This is the modern CoD I always wanted. Where did this come from?

It’s the 2050s and we’re Mitchell, a Marine busy repelling an attack by North Korea. His best bud sacrifices himself to save us, although we also lose an arm in the process. At the funeral, stubby Mitchell meets his bud’s dad, Irons, who is a private military contractor; since the best the US Marines can offer is a disability claim, Irons gives him a hand – attached to a robotic arm – and a role in his private army for hire. Mitchell also gets various ‘exo suits’ designed for each kind of mission which centre around private contracts and fighting an anti-tech terror group; which governments pay Irons’ company, Atlas to protect them from.

This is genuinely a great game. Like Black Ops, that’s largely down to the story, but like MW, it’s also a real roller-coaster of a shooter and the combination of dizzying fights and deep story keep you glued to it – we assume it’s the Koreans we’re fighting but no; we then think we’re actually up against a techno-terrorist but no, the real enemy is closer to home, and while it’s fairly obvious, the way Atlas grows to become a dominant force is subtle and somehow enticing. Like a Blackwater-style contractor free to act outside government control, Irons ignores the Geneva convention to stop an attack, and when the terrorists are successful it’s Atlas that rolls out aid and support; they become indispensable and eventually a ‘private superpower’, playing a PR battle as much as battling with bullets; they’re friendly, persuasive and have great marketing – you can see why the world loves them more than their own governments, who happily contract them to protect their countries.

Although at times AW feels like it should have come from Ubisoft – we have a grappling hook, stealth around and use a scanner to track people – and it falls into mainstream tropes like skill trees and upgrades, but the missions are never less than insanely good – the pressure is set at MW3-level throughout and at times, the sheer spectacle is exhilarating. We have a running firefight on a freeway – on top of cars like we’re in The Matrix Reloaded; a chase in a submersible speedboat charging through the canals of ‘New Baghdad’ (rebuilt by Atlas…), while even the standard on-foot, close quarter firefights feel fresh and urgent, usually because of the goals; a standout is trying to reach a sniper who has us pinned down. Nothing new there, but it’s done in such an incredibly thrilling way. And part of that is because the future elements are nicely built-in rather than show off; Mitchell’s exo-suits have great backup tech like using a ‘wasp’ drone to cover your pals or Overdrive which gives you a kind of bullet-time edge. I feel like a tech’ed up soldier, the most dangerous dude on the battlefield, not some idiot leaping about like in BOIII.

Of course, Irons is nowhere near as altruistic as he made out and once we suspect, we get fired – and fired at. Hooking up with ‘Sentinels’, a US task force investigating Atlas as their expansion began to worry world leaders, Mitchell and absolute kick-ass side-kick llona look to expose Iron’s end-game, whatever it might be. Controlling the world is not enough?

Irons is arguably the best villain in the entire series. He goes through distinct stages all of which are way better and more refined than all of CoD’s previous gallery of rogues; a grief-driven father angry at government politics and policy; a megalomaniac who positioned himself as a world dictator; and eventually an insane man who has his own idea of how the world should be and who lives in it – he’s a Bond villain, a man with a classically twisted world view who thinks he’s doing the right thing. The scene where he is elected to be on the UN Council and promptly tells them he’s in charge – and asks what they plan on doing about it – is electrifying. How do you stop someone you hired to stop people like him?

It’s good that while Irons has something horrible planned for us, he lets people keep their dignity

The final third, as what’s left of the united nations declares war on Atlas – which is futile since most of the armies are now Atlas armies, is good and just keeps getting better; a fight across the Golden Gate Bridge – as it explodes; fights across sinking battleships, an assault on New Baghdad as Irons demonstrates his final plan – they’re each bigger and better than most CoD endings, but then it switches to a tense corridor-shooter as Mitchell loses his Roboarm and can’t reload, forcing you to pick targets and chance which weapons to pick up – it’s fantastic, the first shooter in ages to actually leave me breathless as each stage up-stages the next. It also ends on a Die Hard nod; can’t get better than that.

The only disappointment is the semi-cliff-hanger ending, that the world is now at war with Atlas – since there’s no AWII it’s a let-down, but more of an ending than Ghosts. The next CoD release was the despicably bad BOIII which just reskins this without the story or effort. It’s horrific yet could have worked as AWII – if that game’s daft AI had been an Irons AI built into Atlas’ systems and it was them we were fighting it could have been a killer sequel. Adding insult to missed opportunities, up next was the embarrassing IW. Yet again, CoD snatches defeat from the jaws of victory. Idiots. Still, AW is a brilliant, brilliant game. For sure, it recycles some elements from what’s gone before, but it’s all so cleverly done. AW proves you don’t have to reinvent the wheel, just find a new way to spin it.

Instead of following up the most original and daring CoD in the last 5 years, Activision decided the space missions in Ghost were the future and claimed, this time, Infinite Warfare would be the start of a new CoD franchise. Third time lucky for a new franchise? Let’s find out.

Check out FBT’s next Call of Duty playthrough as he gets lost in space.

Call of Duty Playthrough Pt5 – Ghosts

A second wind special review – Call of Duty

Part Five, Ghosts

FBT is in the Modern Warfare afterlife with Ghosts

Ghosts is an odd one in the CoD super cannon. Earning its name, it’s as if Ghosts doesn’t exist. It’s the forgotten CoD game, the first chink in Activision’s billion-dollar franchise. It’s hard to understand why though, at least at first. We’re in an entrenched, up-close war set on US soil; deserted old towns repurposed as command posts, decimated ghost cities, an eerie no-man’s land – but once this compelling setting and its backstory is established, Ghosts pulls a u-turn and heads for the comfort of the standard CoD fold.

South American countries form the Federation of the Americas. When the new super-power absorbs Mexico, America Prime pushes back but peace talks avert a full-scale war. Years later, the Feds break the ceasefire by boarding a US missile satellite (US astronauts do not fair well in CoD) and turning it on US cities along the Fed-America border, interrupt Dad telling his lads all about the Ghosts, an elite spec ops group who forced the peace talks and helped avoid the war. Bang up job Dad, we’re running from our own missiles here.

More years later, and between Fed-exico and America is now a demilitarised zone. The lads, Hesh and Logan recon the border with the first CoD character I’ve genuinely cared about, Riley. A dog. They run into a couple of Ghosts and a suitably intense mission follows as the rookies learn how to do things Ghost-style. That is, the same as any other CoD game.

Returning to the base, Hesh and Logan take a knee again. He loves a story does Dad. He’s worse than MW’s Price. Playing as young Dad, we learn about the Ghosts’ original leader Rorke. Left for dead, he was tortured and brainwashed by the Feds and is now a Ghost buster. Dad sends us on a mission to bring Rorke down; just like every other COD where we’re an elite group tasked with stopping the invading forces’ figurehead.

Ghosts is frustrating because there’s two set-ups here and neither are realised – One; we’re Ghosts. As the old man described, we’re guerrilla warfare; it should be us sneaking about making life hell for the Feds, but that doesn’t happen. Two, Rorke should be hunting us not the other way around; he taught us everything we know and ought to be cutting us to pieces; it would have been great to be on the backfoot for once as Rorke cuts us (not dogs) to pieces. Instead, to win the war we have to capture Rorke, a man with a personal mission and an army at his bidding; this is Jnr’s missions in BOII. It’s MW2’s TF141 missions. We’ve done this already and the Ghosts do nothing to justify their reputation; we fight from one end of the level to the other, skip a cut-scene and crack on. This is classic CoD; a reworked story to justify the levels. Spectacular levels that feel very familiar.

To its credit, Ghosts does feature two new sequences, one under water and one in space – we have a Moonraker-style space fight and have to avoid Tiger sharks – not in the same mission, that would be too cool, but they’re the same zero-g experience and there’s not enough of those to make Ghosts stand out. But … while we’re primarily Logan (there’s a couple of character detours which scream padding) we actually get to character-hop into a dog. It works insanely well as Riley sneaks around the camp, ripping out throats and listening in on conversations. It’s something new and fresh – but we only do it once. While he can be directed in firefights, he gets killed so easily you don’t risk it. We should be able to switch into Cujo-mode at any time, get around entrenched troops and pee on them, but it’s just another missed opportunity; Ghost is filled with them. Good boy. Bad game.

Why are we chasing Rorke anyway? He’s just one disgruntled ex-employee who’s been missing for a decade, how critical to the war effort can he be? And when we do capture him he stages a Dark Knight Rises rip-off and escapes; it’s the same story beats we’ve played several times now. Why isn’t this set in the demilitarised zone with us cut off and picked off one by one as Rorke gets his revenge? An intense potboiler like Predator would have been incredible and just what the series needed. Instead we get a low-energy MW clone.

Ghosts is a fair crack; you blow up an oil refinery then have to escape through choking smoke and fire, fight through a decaying Las Vegas and the early mission set in an old football stadium where we remote-snipe and have a running gun battle to reach a helicopter is a great tone-setter, but that isn’t enough anymore. Ghosts isn’t as insulting as the BO sequels but it’s just … a CoD game and what’s frustrating is how close it gets to being something interesting; the space and underwater levels, controlling Riley, the personal plot, the setting, they’re all interesting but frustratingly unrealised. The ending, chasing Rorke on a speeding train where each carriage moves independently making shooting hard and falling off easy is brilliant and what the entire game should have been – personal and desperate. But it’s too little too late.

But the most unforgivable element is the shocking cliffhanger ending. Clearly Activision wanted a new franchise but Ghosts had to follow not only the MW series, but Black Ops as well, two absolute juggernaut franchises and in trying to replicate their success it cancelled itself out. It’s as if Ghosts keeps getting its leash pulled like it’s Riley; every time it leaps forward it gets pulled back and that just exposes how CoD has done the same thing too many times now. I’d rather a patchy, try-something-new shooter than a polished autopilot; I feel like an NPC, just going through the motions. It’s not enough to be effective, it has to innovate.

Ghosts still did huge numbers but critics pointed out the worn nature of the gameplay and so rather than risk a sequel, Activision stuck what could have been a stellar Ghosts II into the Black Ops universe – Black Ops II. Make it the Feds led by a brain-washed Logan instead of Menendez and you’re there. You could even make Mason Snr Ghost Dad to further explore his and Rorke’s past. It would have been gold. Instead, we got a crappy sequel to Black Ops and killer cliff-hanger in Ghosts that went unresolved.

I really wanted to like Ghosts, and at times I was into it, but with that unresolved ending it’s not really worth the effort. Just like Activision did, it’s better to pretend it didn’t happen and keep going. Let’s see how well that worked out for them.

Read the next part in FBT’s increasingly unforgiving CoD playthrough – Advanced Warfare. But is it advancing to the rear?

Wolfenstein

Second Wind

FBT plays Wolfenstein. No, the other one.

This 2009 Wolf effort has seemingly been scrubbed from existence. Maybe because of rights issues; it was released by Activision who own devs Raven, but the franchise is owned by id who were bought by Bethesda; maybe Bethesda wanted it gone so folks wouldn’t confuse it with the reboot; or maybe it’s just not very good. Either way, it’s been MIA since 2014. But I have a copy I don’t remember playing – time to replay Wolfenstein for the first time. Maybe.

A sequel to Return to Castle Wolfenstein, we’re back in the boots of blonde and blue-eyed BJ, except now he’s a brunette as he’s ‘undercover’. Which lasts roughly 5 seconds before he’s discovered and heroically sinks a Nazi battleship, escaping with a strange medallion. BJ is then sent undercover in a Nazi-controlled mining town where crystals within the medallion are found. Which lasts about 5 seconds before he’s recognised; BJ’s surname is ‘Blast’owitz, he was never going to be a master spy.

Saved by a resistance group, BJ begins doing missions for them while investigating the strange crystals and discovers, via another secret group, that the crystals let the medallion connect to ‘The Black Sun’ alternate universe and focus its energy. BJ must stop the Nazi’s experiments before they weaponise the crystals and use Black Sun to win the war.

The medallion is very handy, granting BJ in-game power-ups; Mire, which slows down time, Shield which reflects attacks and Empower which gives weapons a boost. But the best one, Veil which reveals secrets and lets you pass through walls, is so tightly scripted what seems like a great edge quickly becomes a chore. You can only pass through areas marked with a Sigil and naturally, they’re located only where the game wants you to go. Usually to locked rooms with treasure, or a scripted get-around. Often the only way to proceed is by using Veil so it feels contrived, which makes it less of a cool power-up and more of a lockpick. I wasn’t expecting it to let me leap around the battlefield untethered but – okay, that’s exactly what it should have done.

There’s a strange sense of conflict within Wolf. It looks and feels like a game that has a lot to say but doesn’t, ending up frustratingly unrealised, and it also feels a little old-school. The cut-scenes and plotting jar with the linear, mow-them-all-down tone of the missions, and that’s most evident by the free-roam town we doss about in.

Isenstadt, the town, has two areas each with a resistance base you strike out from. Within those bases you can chat to forgettable characters and pick up missions, several of which can be active at once but the two camps, ‘drive out the Nazis’ and ‘uncover the secrets of the crystals’ don’t converge or conflict so there’s no emotional investment in their plotlines, no final choice for BJ. They don’t even coincide within a location, so Isenstadt ends up like a multiplayer lobby. A really confusing, easy to get lost in lobby with loads of dead-ends, confusing paths and pointless areas. The whole town is one big empty frustration that slows the game to a crawl; I’m too heroic to ask directions, but the marker is no help and neither is the map.

Isenstadt isn’t just a chore to walk through, it’s filled with respawning Nazis. They constantly repopulate, obsessed with finding the world’s worst spy, yet stop shooting if you enter a safe-house then resume when you leave. At the very least we should be either sneaking (like, with a medallion that can let you pass through walls) or killing all witnesses before entering a safe house? At one point we enter a bar and not one Nazi in there reacts – I was literally followed in by Nazis trying to kill me but now they’re all like ‘will ein Pint?’

You can upgrade weapons and the Medallion by using gold and trinkets, but that causes you to waste time searching instead of shooting and Veil just becomes a metal detector. Intel and “Tomes” (from Heretic, why no return to Heretic, Raven?) will unlock some of the upgrades and finding all of them makes upgrades free. I never find them all.

Once you’re finally free of the town, you’re into familiar shooter levels. A hospital, farmlands, mines, a dig, the standard paranormal base filled with freakish experiments, an airfield and a castle (not Wolfenstein), before a zeppelin and a detour into Black Sun which feel very cut-short and reveals nothing about the Medallion. It’s just such an ‘almost’ great game.

Thing is though, it’s a great shooter and loads of fun. The levels, while linear are all epic both to fight through and look at, and once you get your aim in, it settles nicely between modern shooter sensibilities and retro mayhem; there were times when I was just blastowitz’ing everything in sight and loving it. The Nazis are strictly Indiana Jones types and BJ is a bit of an Indy himself, cock-sure and one-liner driven. He can even pick up sledgehammers and axes to throw; that’s never going to get boring. Firefights are given a nice edge by canisters filled with the crystals; shooting them causes Gravity to take a short break which is great, while the medallion’s powers also add levels to the mayhem.

It does show its age occasionally – the Nazis are not as clever as they make out, they’ll yell out my position but not react, shout ‘flank him’ and not move or ‘he’s reloading!’ and not take the opportunity to fire, revealing they’re scripted rather than AI led, including tell-tale signs like sniping one Nazi only for the other to carry on talking like he wasn’t covered in his mate’s brains. But still, I never got bored and they’re varied enough to keep it interesting, going from grunts to SS troops; in one level I sneak into a house at night and get confronted by Nazis in their PJs, which is a different look for the master race.

In later levels we face off against armoured sons-a-bitches, scampering experiments, invisible assassins and a wicked crystal-using Nazi who makes like those twins in the Matrix sequels and is great fun/annoying to fight, especially as they can also pass their powers onto nearby troops. We even have the catsuit-clad female Nazis from Return, which is a welcome sight, as is a Nazi dominatrix complete with whip, while in the Veil there’s odd aphid critters which you can shoot to create electric storms. Pisses them off though, as you’d expect.

All in, it’s a fine shooter, you just get the feeling it was intended to be more; there’s a subplot of not one but two betrayers in Isenstadt and we don’t get involved in that, let alone Black Sun; a big bad from there pops up, makes like the Alien Queen then it’s never mentioned again, and there is a good mini-boss fight where you can only damage them while in the Veil, where it’s revealed they’re actually a monster – but it’s unexplored; is he just an experiment too, or are the Nazi elite actually from another dimension? Wolf just seems headed for something bigger but doesn’t get there, and it’s frustrating because you’re up for it. Maybe it was all being set up for a sequel; if they’d revealed more there might have been one instead of the oh-so-serious second reboot.

Ultimately, Wolf is derivative and half-realised and I can see why it’s forgotten. But I really got into this; Wolf deserved more than just being wiped from alternate history and I won’t forget it this time. I’m brunette BJ all the way. Easily my fave of all the Wolf reboots and it deserves a rediscovery if you can find it. It deserves a Steam sale at least.

2009 | Developer; Raven Software | Publisher; Activision

Platforms; Win, PS3, X360

Call of Duty Playthrough Pt4 – The Black Ops Trilogy

Second Wind Playthrough Special – Call of Duty

Part Four, The Black Ops Trilogy

Yes Russian.

So Modern Warfare as a trilogy was way better than I expected. Somewhere in this seemingly endless playthrough, is the game that turned me against CoD. WaW came close with its by-the-numbers gameplay and lack of story; the only good thing about that game was Reznov, and he’s in Black Ops. If this ruins CoD and Rez I’ll be pissed.

Black Ops I – CIA Operator Mason is strapped to a chair, an unseen interrogator screaming ‘what do the numbers mean’. Told in flashback, BO1’s 60’s real-world conspiracy theory plot sounds like an Oliver Stone movie. Numbers stations, MK Ultra, the Space Race, Nazi Scientists, the Kennedy Assassination, the CIA, the Bay of Pigs – we’re in a 60’s era Assassin’s Creed. I’m looking forward to this. Don’t fuck it up, CoD.

Mason begins his tale as he and fellow Operators Woods and Bowman infiltrate Cuba to assassinate Castro. Starting off easy then. And starting off well. We’ve got detailed cut-scenes, great art design and interesting characters right off the bat. The shooting is similar to MW and the sixties look and weaponry gives it a nice edge; it’s pressured and dramatic, plus I’m gunning for Castro which gives it a realer feel. I’m liking this. I feel a story coming on.

Mason gets captured by Red Army General Dragovich and we find ourselves in a gulag in the midst of a fist fight with an insane Russian demanding we hit him again. That sounds familiar … Reznov! The best thing in WaW is back in action and as insane as ever. Rez has an escape plan in mind. And in Mason’s mind. The two stage a daring and incredibly thrilling escape – we’re unarmed, vastly outnumbered and against the odds, just how Rez likes it. I am in The Great Escape; we’re even on motorbikes like the Cooler King, except while Mason escapes, Reznov doesn’t. Aww man.

Back in the CIA fold, Mason and his handler Hudson meet none other than JFK who gives us an off-the-books mission to kill Dragovich, who has a nerve agent. Red numbers fill the screen and Mason imagines holding a gun to JFK’s head. What the hell was that? Mason begins his private little war while Hudson is tasked with tracking down the nerve agent. It’s really nicely done, with Mason’s black op interfering with Woods and Bowman’s missions. They’re unaware of the depth of Mason’s hatred for Dragovich, but then even Mason’s unaware how deep that hate goes.

Yay! Rez re-escaped to begin his own revenge mission against Dragovich; playing as Rez, we get to see how he wound up in the gulag. He is a bit of a disappointment, I thought it would be like inhabiting a Russian Deadpool but it’s no different. Mason begins going off-mission to follow Rez but within the interrogation sequences we realise things aren’t quite what Mason thinks they are. We blast our way through a mission only for the interrogator to rip Mason’s recollections to pieces. But we just saw it? What do the numbers mean?!

I all-time-great loved this. This isn’t just the best CoD, it’s one of the best shooters I’ve ever played. The levels are all brilliant and never repeat themselves; and that’s because of their contribution to the story. Yes! A CoD with a strong, detailed plot. I knew it! It just gives the levels a grounding not just FPS intensity – Hudson outrunning Spetsnaz soldiers in Hong Kong slums, a detour through Viet Cong tunnels after getting tangled in the Tet Offensive, a mission to disrupt the Russian space race; they all have a narrative impact and intensify Mason’s interrogation – What happened to Mason? By now, even he’s not sure, and neither are we because we’re not just watching or shooting, we’re in it with him.

BO1 is the proof I was looking for; story in an FPS works. That we spend most of our time as Mason adds to the immersion and brilliantly, Hudson’s levels provide a counter-point to Mason’s, revealing more of the conspiracy; exactly how character-hopping should be. Most CoDs feature interchangeable heroes who are a small cog in a big machine, this time it’s all about Mason’s mystery and it makes all the difference.

BO1’s characterisation even extends to the NPCs; Rez is great as always, but Bowman and Woods (who has a great scene where, as POWs he and Mason are forced to play Russian Roulette and he screams “you can’t kill me!” before pulling the trigger) are believable allies, while Hudson is untrustworthy and likeable at the same time, constantly hidden behind his mirrored Aviators and stoic look.

B1I isn’t CoD with a sixties soundtrack; it’s so removed from their standard structure it’s almost a lie to call it CoD. No other CoD game digs this heavily into a character, gets inside his head – although it’s fairly crowded in there – or gets invested in a storyline. I can’t believe BO is part of the CoD assembly line. How can BOII top this?

Black Ops II shapes up to be an exploration of the Cold War, regime changes and meddling in the Middle East. But, BOII’s secret mission is to see the franchise back in the CoD fold.

So Woods survived BO1. His death, along with Bowman’s was caused by Mason’s obsessive quest for Dragovich; their deaths were on him and their sacrifices meant something. Is Bowman going to pop up complaining of a headache? Turns out Woods withstood the grenades, ended up in the Hanoi Hilton, escaped then got captured again – where he survived for weeks with no food or water. He wasn’t kidding when he said ‘you can’t kill me’.

Meanwhile, Mason had a child. And we have two plot lines; Mason Snr and Mason Jnr – Snr goes Rambo Part II to rescue POW Mason from a jungle, then Rambo III in Afghanistan before turning his attention to Panama. Meanwhile, Jnr is after terrorist Menendez, who in Snr’s timeline was a drug and gun peddler. Snr gamely shot him in the eye and Woods accidently blew up his sister, giving him the myopic focus to turn his criminal empire into an anti-US terrorist group and seeks revenge against the BO boys. It might be a subtle nod to how America creates its enemies, but BOII doesn’t really explore that – let alone BO1.

Apart from a Rez cameo that makes no sense and a red numbers moment, there’s nothing of BO1 here. Snr’s not a man with a mystery anymore or even on a Black Op; we’re in Afghanistan but avoid any of the obvious implications there, and we tangle with General Noriega but he’s just part of Menendez’s plan; it’s frustrating, all the more so because Jnr’s mission has no intrigue or conspiracy. It’s two separate games bound by the now standard sneering CoD villain who wants to trigger a war. Only the accent separates him from Makarov, Shephard or even Dragovich. I can feel CoD slipping into the generic.

As a shooter it’s great though, particularly in Jnr’s section; a fight through a flooded city avoiding drones, a hectic Humvee chase, a showdown in a floating hotel, burning Michael Rooker’s face off – or not; Black Ops now comes with moral choices. Choices that affect outcomes? How does that work with dual timelines? It doesn’t.

The whole concept is squandered – Snr’s timeline doesn’t alter Jnr’s narrative while in the future the choices just impact how well we do in the final battle – but you can’t anticipate or understand those choices so they’re not tactical, it’s coin flipping. Most insultingly, we play as Menendez – he’s been causing as much pain and destruction as possible and now we decide if he has a conscience? And then it makes no real difference anyway.

The main reason your choices don’t really have an impact is the Strike Missions. A sub-section of the future timeline, you can command bots, drones and men in battles against Menendez’s invasions. I ignore all of them because they’re terrible and not what I signed up for, but they have huge impact on how the final battle plays out. It just doesn’t make sense for Jnr to be pissing about playing Command and Conquer.

I really enjoyed BOII as a shooter but the irony here is there’s too much story. Snr has no real impact or narrative other than being messed about by Menendez and is effectively another CoD character-hop to provide filler. This is all about Jnr, and his story is standard CoD chase the bad guy stuff that comes across as a warm-up for the next wave of CoD. Woods, who in Snr’s timeline got shotgunned twice and left to bleed out (but of course survived) tells Jnr about Snr’s missions but we don’t gain any insight or edge on Menendez by listening to Grandpa Simpson-Woods when it should be choices we make as Snr alter the cut-scenes and how Jnr can operate.

In fact, BOII’s future section would have made a great Ghosts II – just change Menendez to a brain-washed Logan and it would have worked insanely well. If BOII had just stuck to Mason’s murky missions in the Middle East or putting Noriega in power it would have worked fine too. Instead, BOII is classic FPS; you’re skipping cut-scenes and enjoying the spectacle. I ended up with the worst possible ending and didn’t really care.

Still, I wanted story and there is one, and for the first time it was one we could influence. That’s something at least. Let’s see how BOIII handles my natural aptitude for bad choices.

Black Ops III – It’s 40 years later not that it matters, and we’re fighting the Common Defense Pact for earth’s resources, which doesn’t matter. My BOII choices didn’t matter either; BOIII ignores everything we did. What was the point of all that? WHAT THE HELL IS THIS?! It’s my first CoD rage quit.

Our Hero gets graphically ripped apart by robots from Infinite Warfare while trying to rescue a Prime Minster from the tutorial in Advanced Warfare. Rebuilt with cybernetics, Our Hero learns Cyber Ops from Robo-CO Taylor within a simulation of recent battles; we can use augmentations and are able to run along walls and make huge leaps; but not in originality.

Oh, here’s something new; you get upgrades to your suit that allows you to shoot secondary weapons out of your fingers – like fire and little bugs; or as I like to call them, PLASMIDS. The only game BOIII doesn’t rip off is BO.

Our pal Hendricks also goes along with cyber augmentation and together we become the last kids picked in PE. Hendricks and Hero are like some Cannon Films rip-off, Robotcop and we behave just like regular troops. Why am I in a specialist team if we’re not assigned to anything special? We’re supposedly doing wetwork but all we do is get dropped off and fight through a standard CoD level. Except this time, we can’t pick up other weapons; no more scrounging for a replacement, hazarding a shotgun over a sniper rifle, getting suspicious when you see RPGs just lying around. You get a loadout at mission start and stick with it. The Plasmids don’t change things up enough and half the time I forget I have them.

What’s frustrating is BOIII has a story and it has huge potential; it’s Robocop meets Vanilla Sky and it could have worked brilliantly if better developed – or been a great Advanced Warfare sequel (it’s basically AW reskinned); make the CDP into Atlas and the AI into Irons and drop the crappy end twist and it would have been awesome. A real frustration is we’re battling a Triad group who are pissy with the US after Nova-6, the gas from BO1 was released in China – by the CIA. You set that up then just ignore it? That’s Black Ops! Why aren’t we following that plot? Why isn’t Woods involved? The guy’s like Keith Richards, he’s bound to still be alive. So frustrating. Instead, we’re in every other CoD game we’ve played. It’s like the game refuses to be original even with all this story potential.

I’ve found the game that ruined CoD for me. No wonder I didn’t remember it, it’s every game I’ve already played, it’s the worst of CoD. But what really gets me to rage quit level is it’s unconnected to Black Ops I or II; Activision slapped Black Ops on this for the marquee value and that makes it the most cynical game I’ve ever played; Rage Quit.

How did we get from JFK to this? The series goes from a deep, complex, thrilling adventure to the most the basest level to ensure sales, plundering every ‘in’ thing to maximise the chance idiots like me will buy it and play mindlessly. The trilogy could have been a dark, mature series exploring patriotism; aka power. There are so many real covert and corrupt ops the BO sequels could have plundered; Oliver North appeared as himself in BOII – how do you not build on that?!

I don’t think I’ve ever been through so many gaming emotions – from a new GOAT game to a rage quit. Black Ops 1 should be considered alongside Half-Life, Bioshock, Mass Effect 2; it needs to be played. BOII and BOIII need to be redacted.

Up next, FBT chases Ghosts.

Carmageddon Max Damage

a rage quit review

Carmageddon is FBT’s Spirit Animal. The reboot puts it down.

In the late nineties, there was a new breed of unapologetic video games; they didn’t signal the end times as the media and parents feared, they did something better – agitated the bland gaming landscape and forced it to grow up, get good. And now, yet again, the game industry has become corporate, cautious, careful. While most games from that original era sold out or burnt out, we have the return of the baddest of them all – the first game to be banned by the BBFC, the game that sent the Daily Mail into meltdown, the game that let you run over pedestrians – Carmageddon. When Carmageddon Regeneration was announced I was more than a little excited. Time to kick modern gaming in the cunning stunt.

I was more than a little disappointed when C:R was released. I couldn’t quite put my finger on it but it was … meh. How could Carma be meh? Everything was there yet my beloved free-roaming, ped-killing, opponent-exploding Die Anna had become … inoffensive. I got bored. Bored! The power-ups were cartoony, the level design dull, the cars lacked that oomph, even the peds seemed indifferent to being run over. The original was Never Mind the Bollocks, this was Flogging a Dead Horse. I didn’t Rage Quit, I just got fed up and never went back. Until I saw Carmageddon Max Damage. A second chance. I was buying this.

Yes, I was stupid enough to buy the Carma Reboot twice. Max Damage is the premium version of Kickstarter’s Regeneration. Damnit. Is this karma for liking what the Daily Mail called a ‘sick death game’? Let’s see if Max Damage hits the spot.

The cars are all there, and the first track is the original’s Maim Street. Get in. I chose my beloved Die Anna, rev the Hawk and aim for the flag-waving guy. As I sail over the first hill, ready to become death … it feels a bit pointless. I’m having an existential crisis. Was the Daily Mail right? Have I become so desensitised that I’m unmoved when I run over a cheerleader? Have the past 20 years of ultra-violence been a gaming form of Ludovico? I look for Anna’s grinning face. Having a compatriot to all this mayhem will bring me back – no in-game Anna? Whoa. I hit the handbrake to swerve into the Peds. The car comes to a slow stop like I just performed an emergency brake in my driving test. The Peds all saunter off. Okay. Time for extreme measures.

I find the stadium and the electro-bastard ray is where I left it; but taking out the NFL teams and the crowds isn’t doing it either so I decide to get into it with the other cars to see if that livens things up, but it takes an age to find them let alone get into a fight, and I don’t get that screaming, out of control feel as I pootle along – you used to build up insane speed, bounce, careen, flip out of the map, land on a passing grandad or take out an opponent by accident; it was raucous, unruly, exhilarating, and Die Anna would woo-hoo along with you. Now neither of us are.

It’s a very empty game and nothing much happens by accident, but the problem is the original Carma’s attitude has become part of free-roam driving the same way Doom’s once dizzying action and grisly violence are embedded in modern FPS. Saint’s Row already aces this. It’s not dated, it’s just not necessary. But it’s not just an age thing. It’s also a not-very-good-thing.

The levels are boring to drive about in – they’re fun-looking, like the Area51 or the reworked classic levels, but miss that gritty, grimy feel; they’re much bigger and expansive than the original but that makes them less intense, unfocused. You don’t have those death-runs, those games of chicken. They’re also cluttered and uneven, causing the car to bounce around and that’s when it really starts to grate.

The Eagle and Hawk always felt like they wanted to get away from you in the original, and they were sturdy enough to let them. But now, with their wafer-thin build, they handle like they’re filled with helium. There’s no torque or grip, no sense of weight; how did a game released in 1997 better realise banger cars than the remake 20yrs later? You’re forever missing targets and sticking the corners, never just taking off. Getting a powerup requires a careful three-point-turn. Suddenly I’m being … careful. Still, we’ve still peds to kill. Well, no, because the cars have the turning circle of an oil tanker and alongside the ‘careful now’ handbrake you can’t lob the car about and catch peds on the fly – it’s rare see grandad fly off the bonnet in C:MD. On top of that, and this is a real Rage Quit moment …. it’s not about running people over anymore. Yes, a Carma game that’s not all about running people over. Did the Daily Mail develop this?

To have any real chance of progressing you have to play challenge missions; reach a ped or location first, destroy the most cars – basically all the stuff that requires precision driving and responsive cars. Great. All that happens is an opponent, who is a precision driver in a responsive car, reaches the goal first and the new target is halfway across a map that isn’t much fun to drive across and you’ll get beaten to anyway. FFS. What else?

In the original, you got money in-game and the time you finished with was converted into more to spend on car improvements. Now it’s transformed into XP which unlocks the levels, while upgrades are purchased with coins hidden in the game. Coins?! I’m Die Anna not Mario. I’m on a treasure hunt?! Plus, in the original, unlocked improvements could be attached to any car you stole. Coins upgrade cars individually now, which is a waste because most of the opponent’s cars handle worse than the Eagle. That it, can I quit now?

Thanks to the crappy cars and uneven levels, when you do get a Power-Up it’s over before you’ve had a chance at some fun, and the actionable powerups are no better. Because Anna is seemingly in a neck-support (understandable) you can’t aim them, only fire from the bonnet of your impossible to manoeuvre car. Why can’t I free-look/aim!? And the reward bonuses are thin on the ground, as if the game’s less aware of your actions; ‘Nice Shot, Sir!’ is a rarity no matter what you send flying into Peds, while ‘milk it’ pops up every time I hit a cow and ‘recycled!’ gets yelled when I knock a ped off a bike. I get it. And “wrecked’em” wasn’t funny the first time, let alone on every opponent kill, in every level, every time.

That’s it, I can’t take anymore. They got running over people wrong? They had two goes at this! Modern gaming can relax, this isn’t going to shake things up like the original did, even when you have the option to run over a man in a wheelchair – outrageous! Nope. Maybe in 1997 but now its desperate. I’ve done worse in better games that didn’t depend on outrage to be relevant. I would consider myself immature, juvenile, a man-child at a push but this just doesn’t work anymore as a concept, and as a driver game it’s pretty poor; the original still works because it’s a better game and because I remember when it was wrong. I love a throwback, a retro, a return, but if you’re going to return, have something to say. Something other than “I was in the war!” and think that’s still funny. It’s not Rage Quit, it’s Age Quit.

2015 Regeneration | 2016 Max Damage

Developer / Publisher Stainless Games

Platforms; Win (Steam/GOG)

Call of Duty Playthrough Pt3 – World at War

Second Wind Playthrough Special – Call of Duty

Part Three, World At War

In his next tour of duty, FBT is at war with himself.

I originally disliked the Modern Warfare trilogy; not because it was crap, but because it was so successful it decoyed the series away from its roots. It was because of MW we had to suffer endless re-treads as the series settled into being a multiplayer with a story-mode for a tutorial. But, on a replay MW turned out to be an awesome series … so WaW should be the ultimate FBT shooter – modern game, classic era.

WaW is … off somehow. I should be loving this, it’s what I kept banging on about as true CoD; I expected a 1940s-set Modern Warfare but instead it’s the original CoD with better graphics. Isn’t that exactly what I wanted? Turns out, no. I’m impossible to please.

WaW’s first order of business is to bring home the horror of war – it opens with a fellow grunt getting his eye burnt out with a cigarette. Soon after, we call in an air-strike to soften up the Japanese -as standard- but when we pass through we encounter dazed and injured troops wandering and dying. Shots cause bodyparts to tear off, they don’t die straight away and there’s blood and pain everywhere. This is not a fun Boys Own Adventure game, and I can’t quite work out if that’s a good thing or not.

We’re split between two events and two soldiers – Private Miller, who’s fighting in the Pacific theatre against ‘banzai!’ screaming Japanese, and a Soviet campaign where Dimitri battles brutal Nazis on the way to Berlin. We do switch out of the two leads occasionally, into aircraft gunmen cutting down ships and planes. They’re solid enough diversions, but this is what I moan about when I say CoD does too many character switches for no reason, they’re pure padding that adds nothing. It’s like the cutaway gags in a Family Guy episode.

Miller’s levels are exhilarating at first. Idyllic islands ruined by war, a lot of effort has gone into making it as immersive as possible; that is, horrible. The Japanese leap out of the tall grass, from foxholes and out of the trees screaming with bayonets at the ready as we pick through hidden pillboxes and booby-traps. Throughout Miller’s levels there’s an intensity, and it’s most intense when it’s quiet … then suddenly ‘banzai!’ and they’re everywhere. Miller’s missions are about digging out an entrenched and fearless army refusing to surrender, while the US’s response is typically US; kill ‘em all. And that quickly gets tiresome, so much killing.

WaW is very CoD I, but it feels oddly tired. Then again, what else can a war shooter do? And that’s the problem. WaW can’t change its setting but it could add depth, even some flair; in many ways the original CoD did this better, it found ways with the limited tech and setting to make events thrilling, here there’s no limitations but nothing else, just a faithful recreation like you’re playing one of those war re-enactments on The History Channel and it feels flat as a game, and dated as a shooter. What’s missing is a personal story.

You’d expect then, that if the American campaign with its change of scenery didn’t get much of a rise out of me, the Soviet missions where we fight through farmyards and villages as we push through to Berlin wouldn’t keep my attention either. This we have done before. But we’ve never done it with Gary Oldman.

Oldman plays Reznov, a wounded sniper. We first meet lying under dozens of dead soldiers after a German attack cut us to pieces. Rez hands me his sniper rifle and the two of us scramble through a bombed out, occupied city – but Rez isn’t looking for an escape, he wants to put a bullet in the head of the General responsible for those atrocities and leads us into the Germans rather than away from them. The mad bastard.

Rez is certifiable and the best companion in the entire series. He is committed only to mayhem, to causing as much bloodshed as possible. He’s this charismatic, Rasputin-like character who demands everyone die for the motherland; it’s like being partnered with The Joker, what insane plan is he going to come up with next? Every two minutes he’s screaming about killing, telling everyone the overwhelming odds are fine since they’ll be dead soon anyway so might as well take some of them with us. At one point he takes someone’s diary off them, telling them it’s a waste of time since they won’t get to finish it. As you battle through levels all you hear is Rez yelling that we’re not killing enough Germans. Must try harder. He’s like some office manager who’s been on too many Inspire and Influence courses and had a breakdown. Where’s the cover sheet for your TPS report?!

Rez is just awesome and somehow this digital character actually does get your blood boiling. Kill more Germans! He’s a very subtle manipulator; once we’ve survived a few rounds with him, he rewards us with a ride on a tank rather than walking with the grunts, then points us out to them saying they could get a ride if they fought as well as us – you catch him telling new recruits of the legend of Dimitri, using you to inspire more young men to run towards the bullets. Late in the game he makes us decide if we should show compassion by gunning down German prisoners or let them get set on fire. Either option seems to please him. He’s that mate that suggests a swift half after work then you wake up in Faliraki with a new tattoo. I don’t think I’ve had a better sidekick. Most don’t usually encourage me to die though.

Dimitri’s missions are, on the face of them, very generic. We even get a standard tank piloting mission. But they’re insanely intense, a real scramble. This is the push to Berlin of course, the last Nazi stronghold so you’d expect some resistance but we’re so against-the-odds it doesn’t seem fair. But then we do have Rez on our side. Seeing him slaughtering everything as he goes inspires you to just go ‘fuck it, no one lives forever’. The level design is beautiful though. I really am storming the Reichstag.

WaW is bland, but it also feels very much like Activision closing the door on WWII; we’re playing through two key moments that brought down both the German and Japanese sides, there’s a sense of closure – but much to my surprise, it’s the first fail during this playthrough – no plot beyond setting each level’s scene and objectives, it’s repetitive and it commits the cardinal sin; it re-treads – we stormed the Reichstag in CoD 1. There’s too many shifts into padding characters, no connection with the leads; Rez aside, this is the CoD I grumble about. Thanks to MW’s tour-de-force, I’m more excited to see what the future holds.

Up next is the Black Ops trilogy, is that going to be more MW excitement or where CoD settled into its rinse and repeat release cycle? At least Rez is in it.

Read the next part of FBT’s CoD Playthrough as he tackles the 60s, JFK and the (welcome) return of Rez in Black Ops.

Call of Duty Playthrough Pt 2 – Modern Warfare Trilogy

Second Wind Playthrough Special – Call of Duty

Part Two, The Modern Warfare Trilogy

FBT leaps into the future, when he thinks CoD went a bit shit. Is Modern life rubbish?

CoD I & II thankfully are still great games. I can’t see why Activision shifted away from the era so quickly – I missed out on CoDIII so maybe the setting was getting a little tired, but still; was creating an entirely fictious war in a modern setting wrong or brave? Surely that means a story is key here? I’m playing all those CoD’s to prove story matters in FPS; if you’re going to invent a something you’d better convince me it’s worth fighting for. For me, MW signalled the beginning of the same old experience rehashed over and over. Not that I’m pre-judging it or anything. Let’s get this crap over with.

MW 1 – Whinging before I’ve even clicked on ‘new game’ is text-book pre-judging but the one thing I’m not looking forward to is CoDs multiple perspectives. I want a constant hero I could get behind, not interchangeable arms that exposed how repetitive CoD was. If they provided an alternative take or showed the impact of our actions that would be something, but they’re not different perspectives just different angles – just once I’d like a CoD character to be an innocent bystander trying to escape the madness. Surprisingly then, MW1 does exactly that, as we play the President of Iraqistan or somewhere. Only able to move my head, the about-to-be-new president Al-Fulani shoots me in it; well that was a unique perspective.

The oil-rich country with a new US-hating dictator worries the West; when an SAS team uncovers a connection between Ultranationalists within the Russian Government and Iraqistan – a nuclear weapon – the US invades Iraqistan while the SAS contend with the Ultranationalists who have provoked a civil war in Russia. Holy shit, that’s a story.

The US invasion levels are basically Black Hawk Down the video game. It’s extremely jingoistic fighting as ‘Jackson’ through the streets of Iraqistan but like all good propaganda, I’m swept up and killing with glee as we seek to dispose Al-Fulani; Go Democracy! If I wanted a subtle comment on US war policy I’d have played Homefront or The Line – which I have, and they’re thought-provoking. This isn’t, but it’s hella fun.

The SAS missions, playing as ‘Soap’ are a lot more pressured and stealth based; I seem to spend a lot of time staring at the backside of Price, my commanding officer as we go prone and wiggle about disrupting the Ultranationalists plans with zero presence. Except, I keep swapping a silenced peashooter for a sexier looking local’s gun … I’m less SAS more SASS but luckily, I’m forgiven when I ‘go loud’; you just get yelled at by Price. If you make it.

Flipping between gung-ho and go-quietly can be jarring, as are the occasional shifts into entirely different characters, usually observing or supporting, but it’s not as disruptive as I thought. Because I don’t care about them. And this gets hammered home during the push on Al-Fulani’s stronghold. It’s a huge, exhilarating level, playing as a chopper gunner clearing a path as Jackson fights through the streets, until Al-Fulani detonates the bomb … Jackson succumbs to the blast and it’s a shock. Heroes don’t die. But then I realise Jackson isn’t a hero in the same way a game’s hero usually is; he didn’t do anything heroic, didn’t have a boss fight with Al-Fulani, he was just a grunt – no offence. But, within seconds I’ve forgotten all about Jackson – it’s just another mission end. On with the show.

Some levels are real standouts, like a flashback to Price on a mission in the ruins of Chernobyl – which punctuates a brilliant level where we’re in a running battle while waiting for extraction. That’s a typical shooter mission but the terrain is complex and it’s tough as hell. It could have been avoided if Price hadn’t made us all listen to story time while the enemies closed in, but I wanted context … The US missions, while essentially all the same are always just the right side of ‘shit that was close’. A desperate rush to save the pilot of a Black Hawk down is great, as is the SAS’s final run to stop the Ultranationalists. I keep expecting this to get samey but it doesn’t. MW1 is great. It’s an intense shooter and a pretty good story-arc. What’s going on here?

I think MW2 might be the most conflicted game I’ve played. On the one hand it’s an absolute master-class in intensive, urgent shooters. But it’s also a victim of its own success. This is the game the rest of the CoDs tries to beat, it’s here that I see almost every other game in the CoD series. This is the template, this is the game we’ve been playing ever since.

The SAS chaps are now ‘Task Force 141’, led by Soap, who is a lot more capable than he was in MW1. Because I’m not playing him; instead I’m ‘Roach’, and I’m Private Allen from the Rangers, who’s abilities during an insurgency put-down in Afghanistan gets him assigned to a special mission. I wonder what that can be?

It might have something to do with Makarov, the Ultranationalists’ new leader who gets the Russian people riled up about the West and eventually provokes war. We’re splitting our time between Roach, as the TF141 try to scupper Markov and now Ramirez, an Army Ranger fighting on US soil as the Russians invade. While TF141’s missions are a bit more urgent this time around, and take up the bulk of MW2, Ramirez’s stuff is actually a lot more interesting. Fighting around American Suburbia when the Russkies invade just makes for a more refreshing landscape and a more relatable fight than MW1’s Desert Storm or even Soap’s tail-chasing here. So if I’m now Ramirez, where’s Allen? What’s he got up to?

Allen was embedded with Makarov’s men and enters a busy airport – where they slaughter everyone before Allen is left for dead so the US is blamed. As a catalyst, ‘No Russian’ is one of gaming’s greatest scenes; a mature, serious look at extremists and how they manipulate fear and anger. It’s grotesque and shocking – exactly how it should be, except for the fact we’re a willing participant in it.

The game asks if you want to skip it, but you don’t, and Activision claimed you can just observe but that’s not true. You’re in a running fight against SWAT teams, and trying to get past them using only defensive moves is impossible; no matter how hard I tried, I couldn’t stay innocent.

The most unpalatable part is that we don’t understand why Allen went along with it. This is where story is critical. We’ve not gained any insight into him or his mission – there’s undercover and then there’s complicit. It makes no sense Allen would let this happen; he goes from tutorial to terrorist, was he turned by Makarov? It may be critical to the plot that I’m a patsy but if I have control, I should have turned the gun on Makarov. Why didn’t I? Only a story can explain – and justify – this. But I’m forced to go along with the atrocity with no context and that makes it uncomfortable. A cut-scene would have done.

Although it’s not made clear, the most likely candidate for Allen being exposed is General Shephard. We discover his duplicity too late of course, after watching him immolate Roach; Shep wanted revenge for the loss of his men in MW1. Which is lame, a typical action-movie cheat like they needed a twist at the end. He wants revenge for his men dying by provoking a world war? But then, massacres aside, MW2 isn’t really concerned with complexity. It’s a Boy’s Own Adventure just like CoD I. And what an adventure.

MW2 is epic; there’s not one duff level, not one draggy mission. There’s a great stand-out early on, a fight in a fast food shop – what could be more American than defending junk food? While MW1 recalled CNN’s Desert Storm coverage, MW2 does go Michael Bay; there’s even a The Rock nod where we fight in a shower room after storming an Alcatraz, and Rodriguez’s missions end with us lighting flares to stop a bombing run.

As a story it does the job; just interesting enough to push us through the levels. The narrative is a bit convoluted though, if we had a chance to stop and think about it; the most jarring is where we go to rescue Price from a Russian prison. I just don’t get why we hadn’t bothered to get him before now, why Soap never questioned his disappearance. It’s not even explored. Why he’s needed isn’t clear either, other than he’s the one guy Makarov is afraid of. No explanation why, Soap’s the one who shot his boss in MW1 and Price doesn’t have any info that really helps bring him down yet he suspects Shephard; but doesn’t warn TF141 of his suspicions until it’s too late. I’ve just been set on fire Price, anything you’d like to share?

Price decoys us to a submarine and fires it’s nuclear weapon so the EMP downs the Russian attack force – a stunning move – but it was a ground war anyway and kills untold numbers of US troops and a passing astronaut. It’s a pretty extreme way to level the playing field. It does give the marines a chance to take back Washington in one of the best running gun battles of the entire series, but still. Price takes being disavowed to extremes.

MW2 is a cracking shooter. But is it a good story? Yeah-no. Plot-wise we’re just chasing Makarov about, and the No Russian scene was crying out for backstory – without it, the threadbare story’s just an excuse for all the shooting. If MW1 was how wars start, this was war where the why no longer matters. Let’s see if MW3 has a happy ending.

MW3 picks up with the Russia-US war in full swing; we’re looking at WWIII and the only guys able to stop it are a disavowed SAS Captain, his critically injured pal and a Russian loyalist. Sure there’ll be some US Grunt who gets sacrificed too; I won’t get too attached to him.

When it comes to the Task Force 141 missions, we’re primarily in the boots of Yuri, starting with helping Price get a critically wounded Soap out the town they’re holed up in when Makarov’s team descend. It’s a decent little re-entry into the MW world as we’re heavily outnumbered and gun our way to an extraction point; this time though, Yuri has control of a remote-controlled mini-tank, kinda like one of those sit-on lawnmowers with a mini-gun attached. It’s fun but an example of CoD shifting away from the men vs men tone and into tech. And that’s about as critical as I can get about MW3 … I was all set to dislike MW3; this must be the one that started my CoD Clone rants, right? Wrong; my enjoyment never dropped below ‘shit this is good’.

While TF141 makes their escape, we pop over to the US to see how the invasion is going. We’re Delta Force Op ‘Frost’ (real name Derek). Again, it’s another solid tooth-and-nail firefight through Wall Street to knock out the Russian’s comms, leading to a helicopter firefight before we stop off to turn a Russian subs’ missiles on the rest of their approaching fleet, which forces the Russian withdrawal from US soil. Not bad for an opening mission. Go Frost! No, no, I can’t get invested in you, you’re going to die.

MW3 doesn’t deserve to be this good. Each mission is desperate and often futile – the teams fail as often as they succeed and for most of it Makarov has the upper hand which gets you riled up and focused. War is hell. TF141 blazes through Sierra Leone and Somalia trying to avert Makarov dragging the other nations into a full-scale war – via chemical warfare. When we miss the shipment, it’s actually nerve-wracking. Nerve-gas wracking.

It’s then that we hit one of the best missions of the series; a SAS team fighting through the London underground trying to stop one of the dirty bombs. London looks just how the Americans imagine it but despite playing chicken with a tube train, we’re unsuccessful and the bomb is detonated – which we see through the video camera of a dad filming his family. It’s a now-standard CoD controversy scene but unlike No Russian which forced you to contribute to the horror, this you just watch in horror as your daughter chases pigeons towards the van. Kaboom. This is how you do controversy. And plotting.

With the world now at war after the bombs went off around the world, Frost and the Deltas war through Germany and France (knocking down the Eiffel Tower while they’re at it) while TF141 tries to get to Markov. It’s all so desperate you’re almost yelling ‘No!’ when it switches between characters; you’re behind those guys, you want to see the war ended, Makarov dead. We’re doing it for that little girl. When TF141 and Deltas team up for an against-the-odds mission to recover the Russian president you’re totally up for it, and when Price and Yuri stage a personal revenge attack on a Dubai hotel, you’re practically cheering.

The game just really wants you to lose your shit while playing. Even the jumps into secondary characters are stellar – besides the London sequence, there’s exhilarating mini-levels like Makarov’s capture of the president in mid-air resulting in a zero-g gunfight; it’s an all-out, balls-out shooter. TF141’s missions play like the Bank Heist in Heat while Frost’s are every war film you’ve ever watched. Buildings collapse on top of us, tanks roll over us, planes crash on us, everyone’s yelling, everything’s exploding, it’s exhaustingly intense. It’s not art, but MW3 is awesome. It’s a fitting end to what you realise is Price’s trilogy. He deserves that cigar.

And Frost survived! Where is he? The one time a character survives and what, did he just sleep in and miss the Deltas’ final mission?! I took a moment to work out how many arms I’d played in MW that didn’t make it. I lost count.

I’m man enough to admit when I’m wrong. I finally ‘got’ MW when played as one game. There’s just enough story to keep you invested – in fact, we’re playing the story instead of the characters. They each play a part, and while all the missions in MW could be played on shuffle and you’d not notice, what MW is saying is who or where doesn’t matter, only the mission. You just Ooh Rah and dig in; it’s all the same once a shot is fired.

Another aspect I dismissed but now realise works, is how rail-shooter linear CoD is. It is a locked down, forward-push game but as I ran down dead-ends, into houses, into grenades, I realised it doesn’t feel like you’re being herded. It’s not about the route, it’s about having the wit and awareness to stay calm while holy hell is exploding around you.

The last criticism I had of the modern era was that it was modern; but freed of the WWII setting, MW doesn’t get weighed down trying to lend some gravitas to the fact we’re playing for fun what men actually died doing. It has parallels with Desert Storm and Gulf War II but lets me play as a modern soldier in a realistic yet entertaining way. I’ve run out of excuses; I love MW. Shit.

Question now is, if MW does everything right, where did CoD go wrong? I swear my belief that CoD recycles itself must have come from somewhere. Ironic then, that the next game is World at War, a post MW1 return to the trenches. Is that going to reset my historical love?

Check out the third part of FBT’s CoD playthrough as he returns to WWII; but will it seem dated now he’s modernised?

Hard Reset

A Rage Quit Review

FBT gets his retro-on with this Quake-era throwback. And throws it back.

Set in a cyberpunk world and harking back to the Quake era, Hard Reset is one of those games described as ‘over the top’ and ‘old school’. It’s so old-school and over-the-top that you buy it for a while, before realising what’s missing from the good old days is a good game.

The year is … oh who cares. Our hero, Fletcher is a grunt working for a private security firm in a dystopian Mega City One. Fletch is assigned to investigate something and discovers sentient machines are attacking the city. Or they’ve been attacking for years, I don’t know. All of this is half-heartedly explained during static Max Payne style cut-scenes where people growl and grumble about the state of the world and you stop listening. I think there’s a mad scientist involved, or he might not be; if it was being a parody or a self-referencing homage I’d be into it, but it comes across as serious so it falls into the trap of feeling dated rather than retro, which is hard to come back from. Instead of reminding me of the classic FPS shooter era, it’s making me want to go back and play it, which is a very different reaction.

Unlike classic era shooters, Fletch only has two weapons at his disposal, one firing shells and the other an energy weapon – it’s actually quite nifty; you unlock upgrades as you go, getting multiple attachments that alter their firepower or change it to shotgun, grenades, electro-arcs, EMP blasts, all sorts. Except … it gets insanely frustrating in-game swapping to the other weapon with one key, then cycling through its options with another, trying to find the shotgun or whatever you need; it’s not until I played this game that I realised how much you rely on visual cues to know which weapon you’ve brought up – I don’t have time to read the HUD, it should be obvious but the amount of times I think I have the shotgun and I have the grenade launcher instead. You can guess how that ended.

The world does look really good – it’s run down, rainy and neon with huge buildings bearing down on you. It feels enclosed but although we’re working our way through alleyways, corridors and warehouses it’s not rail-shooter linear. There’s lots of exploring, basic puzzles and doing things that unlock things. And they always unleash lots of metal things to shoot. Lots of them.

Fighting robots has never been interesting. But this game adds a level to them – annoying. Every shooter starts you off small, gives you opponents that quickly become easy before retiring them for the big-boys. But Hard Reset loves these little guys on two legs and a buzzsaw for a nose, and they just run and leap at you like crappy little Skag pups. They suck like the frogs in Daikatana, constantly getting in the way. And then it’s bigger robots and there’s so many and they’re all firing at you and there’s strobes and tracers and the screen shakes when you get hit and turns red and eventually it’s like looking through one of those kaleidoscopes kids had in the 70s. It just gives you a headache. There’s no intensity just confusion.

Even games like Doom were better paced and those games knew to pummel you then reward you; HR just tires you out, you just stop and hold down fire. You’re so blinded and swamped you don’t have time for any flair, for clever attacks, to get lucky, to be heroic … you’re just cornered and unable to swap weapons or attachments because letting up on the fire-button means death. It’s not unbalanced, it’s just no fun. Borderlands (the yardstick for unfair) at least gave you special powers and insane weaponry to go down fighting with, and it made the firefights thrilling; you knew you were walking into certain death so took that attitude with you – the other yardstick of ‘calm down’ was Serious Sam, and that was just so ridiculous you enjoyed the scrap, but in HR you’re facing off with some dangerous robot yet what kills you is one of those fricking BB8 buzzsaw bugs cutting you off at the ankles, and it gets annoying.

We’ve got all the classic shooter era elements here – hidden areas, explosive barrels, ammo lying around, and nice environmental options like explosive cars, vending machines that electrocute robots when shot and other elements that give you in-battle options but they so rarely come together and half the time take you out. No battle is hard-won or leaves you feeling bloody but victorious, and you tend to be fighting waves which just doesn’t do anything to draw you in, make you suck it up and dive back into the fray. When I reach an obvious arena area, I kinda sigh, double-check I have shotgun settings on and wait for the buzz-kills. Combined with the irritating story and cheap cut-scenes, what could have been an energetic underground bullet-brawl just becomes a slog.

Realistically, Hard Reset is a showcase for FWH’s engine, Roadhog and to put it mildly, it’s a killer engine. The world looks fantastic, it’s detailed, fast, and it handles all the crap flying about effortlessly; I never had a judder or frame-drop. It’s a solid engine. Just a boring game built on it. Thankfully, Flying Wild Hog excelled themselves next time around with the Shadow Warrior reboot, which is a beautiful game to look at and play.

Eventually, I lose it when I keep getting killed during a mini-boss battle with a buzz-saw robot dispenser machine. What the hell? Oh sod this. All it’s doing is reminding me the Classic Shooter era ended for a reason. Rage Quit.

It is a pure shooter and that’s great, as is the fact that it came from an indie developer, but they should know what makes a shooter tick isn’t the basics, it’s the spirit, the experience, the feeling of victory. Because there’s a lack of self-awareness it all feels dated and frustrating. It’s one of those B-Side shooter-clones you played at the time thinking you were getting another Quake but instead you never finished it. It’s a shame but I get the feeling I’ll forget all about Hard Reset soon enough.

2011 | Developer/Publisher Flying Wild Hog

Platforms; Win/Steam 2011 | PS4 & X0 2016 (Redux version)