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.

90s FPS vs Reboots – A Blast from the Past Special

On Doom’s 25th Birthday, FBT compares the Doom-era to its reboots in yet another of his excuses to replay old shooters and bitch about new ones.

Happy Birthday Doom! Thanks to you, FPS is one of the most successful genres in gaming. As I’m fond of saying, Doom was gaming’s Jaws moment, the moon landing; it was bigger than inventing the wheel, discovering fire, evolving opposable thumbs. It was the Big Bang of gaming, and I cannot understate this – the Doom era was the Rat Pack to modern FPS’s One Direction.

What became known as the Doom era lasted until Half-Life. Five or so glorious years of carefree shooting. While both Doom and Wolf managed sequels after Half-Life, the era was over – until 2011 when Duke Nukem Forever finally (crash) landed. What followed was a sudden resurgence; between 2013 and 2016 Wolf, Doom, Shadow Warrior and Rise of the Triad were rebooted; I avoided them all as cynical cash-ins on marketable names after the horrible DNF; it ruined it for everyone. But now they’ve transcended their origins to become new franchises. They must be doing something right. Am I being a Doom-era snob?

For me, the only way a reboot is going to work is by recapturing the spirit of the original; it has to take me back to the first time I heard an Imp growl and the hairs stood up on the back of my neck. That’s a tall order for the modern reboots; I have a hairy back now. But, why do the new games have such big reboots to fill? What is it about that era that I hold so dear? Can the original Rat Pack still pack the Vegas Sands or have they been reduced to Cannonball Run II? We all know Doom is the Chairman of the Board, but who is Dean Martin and who’s Peter Lawford? And who from the remakes is Harry Styles and … the other guys?

Dosbox is at the ready and I’m all out of gum.

The Past – Wolfenstein 3D

Like everyone, I was astounded by Wolf wayyy back in 1992 as I mowed down ‘Mutti!’ crying Nazis. But even then it looked a little basic. It was the work of mad genius, but I never felt like I was there. I was exhilarated but I was never in it, never connected to it. It’s the one I went back to the least, quickly overtaken by Doom; I can’t imagine this has aged well at all.

Yeah, this has aged; I want to bang on about the good old days, but this isn’t the good I was hoping for. I’m smiling, I’m enjoying it, but that’s mostly my memories talking, remembering that time – literally, I just remembered I played this on a Time Computers PC.

The missing floors and ceilings, a compromise to keep BJ moving make the game samey and impossible to disappear into; it’s just corridor, room, Nazis, repeat. It’s bright and cartoony, and while levels change, W3D really is a proof-of-concept. FPS had never been done properly before and it feels wrong to moan but Wolf is a tutorial. It’s also over 25 years old and still deserves respect, but that adulation is for what it did for gaming, not what you do in the game.

More than any other Doom-era game though, Wolf kept going. Aside from the sequel, there was Return to Castle Wolfenstein, where BJ goes Call of Duty, followed by Wolfenstein, which no one talks about. Then, the Castle laid dormant until Machine Games moved in.

The Blast – Wolfenstein The New Order

This is what Hollywood calls a Soft Reboot, continuing story elements but resetting the world. Whatever it is, it’s a shame it’s called Wolfenstein. Had it just been The New Order, I might have liked it more. After an opening that sees BJ leaping between crashing planes, getting chased by huge mecha-dogs and taking down Nazis in intense trench fights, our hero takes shrapnel to the head and gets stuck in a locked-in state just long enough for the Nazis to take over. Waking up, BJ regains his considerable strength, links up with the hottie nurse that’s been sponge-bathing him and joins a rebellion in this new world order. I mean, Wolfenstein New Order.

The one thing I can’t get past with W:TNO is BJ’s internal monologue. It’s like listening to Max Payne’s Podcast. BJ never shuts up with his introspective mumbling and now he’s all emotional and awkward? Soft reboot is right. When he gets shot I expect him to shout “I’m a vegan”. BJ should be Austin Powers or Demolition Man, a man out of time but with a unique approach that this new world needs; having BJ on ice for a decade meant W:TNO had an opportunity to explore the differences between the original bad boys of FPS and the modern sensitive heroes. It could have been a great commentary on how shooters have evolved, but instead, BJ is just an arm in a theoretical world run by Nazis. And it’s horrible.

Scenes like infiltrating a concentration camp just feel … off for a game that originally ended with us fighting Hitler in a mecha suit. People in fly-infested bunks, emaciated and crying for food isn’t Wolf – a scene in a cattle-train with screaming people bound for the camp while catching a glimpse of an uber-bitch Nazi holding a baby by its ankles and brandishing a whip is a grave moment – but nevermind ‘cos BJ’s dual-wielding machine guns, piloting mechas and popping into space; is this a Tarantino-style revenge shooter or Schindler’s List The Video Game? Early on our hero takes a chainsaw to a tight-lipped Nazi and that’s fine, but when BJ falls asleep and dreams an original level I’m reminded of why I’m supposed to be here – fun. There’s not much of that in this new world.

W:TNO is, actually, an incredible game. Its compelling stuff and there’s some great characterisation; BJ and the nurse have an awkward romance (and some hefty sex-scenes) and the resistance are all believable. But it’s not Wolf – even though I was unimpressed with W3D and this is immeasurably a better game, it’s Wolf in-name-only.

The Past – Doom

To explain the effect Doom had on me; Doom was the game that got me back into gaming after I discovered girls instead. Doom is better than girls, that’s how influential it was.

Still, eventually I got bored with it. I started to find the levels wearying, the designs too stark once the initial shock wore off – it was the Clones’ fault. Blood, with its storyline and style, Duke and SW with their humour and self-awareness, Doom started to feel samey. But after all the clones I replayed it and … whoa. This is FPS. I gave up on girls all over again.

I can bitch about the blocky creatures, the repetitive art design, the never-changing slog to find keys but the thing is … the levels are timed to the pixel like some satanic ballet; every single creature is a classic, the art design is perfect, and it’s never dull finding keys – seeing that end-board with the location replaced with a red splash; I did that. Every now and then a level reminds me of some 1990s song, tv show or hangover, but Doom is so well judged I forget I’m playing something 25 years old. Rather than become cute like Wolf, it’s still an intimidating, dangerous game. This is how you do it.

That ‘Doom feeling’ isn’t in its dark corridors; it’s something you get while playing. id knew they were on to something and it’s that enthusiasm you feel, it’s still palatable now. It’s somehow got charisma. See, Chairman of the Board.

I should follow with Doom 3, as it was a ‘soft reboot’ but I don’t want to. DOOM 2016 was the real reboot, it promised to recapture that Doom feeling. Let’s see if it’s better than Girls.

The Blast – DOOM

The reboot is 68Gb; the original was 28mb – I have mp3’s bigger than that. Surely, with that much weight to it, with this legacy to emulate, it’s a better game experience? Nope.

It does look so real it makes you feel uneasy – but weird uncanny-valley realism doesn’t make a scary game; it’s urgent and shouty, the creatures so busy posturing that it becomes a grind. Doom was a moshpit – DOOM is commuting in rush-hour. It’s a punishing game but missing the recklessness, the way the original would hype you up enough to consider punching a Hell Knight. By missing the sense of excitement, fun, the sheer bravado of the original it’s just a by the numbers shooter, closer to CoD Zombie than Doom. You just spend all the time surviving arena battles and that wasn’t where the original’s intensity came from.

Further missing the point of the original, in firefights we have ‘glory kills’ where a dazed imp or whatever can be brutally killed up close during a QTE. Meh. Half the time you’re so swamped you can’t reach the downed guy anyway and an incessant glowing and flashing is just annoying. Doomguy didn’t have time for this kind of crap and it gets worse – the original has secrets but this time Doomguy is also hunting for fricking collectables as well as suit upgrades, and weapons can be improved by completing challenges; Doomguy didn’t need those, he already was the best. He was John Maclane, John Spartan, John Matrix, John Rambo, John Wick. Not John from accounting who needs all the help he can get. How do you misjudge a character who didn’t even have any characterisation?

Doom was the daddy of shooters; DOOM is doing a dad dance. There’s nothing new here; this is not the good-old-days and it’s not giving the modern era a kick in the ass the way Doom did. This isn’t a reboot of the original, it’s a reboot of the original’s reputation. It’s just marketing. It’s infuriating – so much so, my original playthrough ended in a rage quit and so did this replay. The biggest mistake though is unlocking a classic-era level. That’s just triggering me to go back to the original again. I should have played Doom 3.

The Past – Rise of the Triad

I was not a fan of RotT when it came out. The cheap-looking digitised effects, the blocky movement of the enemies, and the basic level design – plus, we’re assaulting an enemy base, why has it got coins floating everywhere – and platforming?! This is a First Person Shooter not First Person Mario. RotT felt like a thrown together cash-in clone.

It’s not got any better. There are some advancements like character selection and enemies faking their deaths or begging for their lives while bleeding out, but the world looks cheap and digitised like an arcade rail shooter. There’s an interesting deviation when it comes to weapons though – you get infinite bullets and dual-wielding and alternative explosive/magic weapons instead of an arsenal, but it feels easy – endless bullets or rockets; more than a match for what I’m facing. Traps, trampolines and floating coins mostly.

About the only fun I have in this game is watching the enemies fall into their own traps. Why is this castle so insanely dangerous? The trampolines let you propel yourself forward or back but rather than a new shooter mechanic it’s only there to collect more of those bloody coins. There’s power-ups but in Doom they’d give you health bumps, invincibility or let you punch like a rocket, here we can turn into a dog. It’s bordering on a kid’s shooter.

I had it mind RotT was a subtle parody but it’s not, it’s just childish and not in a juvenile way like Lo-Wang’s antics. It’s just horrible. It’s not a clone – because it’s nothing like Doom. For the first time I’m actually hoping the reboot strays from its source material.

The Blast – Rise of the Triad

Well, this follows the original pretty closely. Great. The one time I wanted it to deviate … And then … this is a contender for best reboot of the bunch. RotT is the only one to actually remind me of the era; it captures that wild attitude, the unexpected mayhem.

There’s so much carnage to be had, but rather than DOOM’s scraps or Wolf’s atrocities, this is just mad fun. The weaponry works better this time and even the traps, as nonsensical as ever, are fun to navigate and trick baddies into. It’s no longer a kid’s game, it’s a big kid’s game. This is what I remembered. I’m having the same fun I had 20yrs ago.

RotT has really pulled out all the stops – not to reinvent the genre but celebrate it. It doesn’t have any of Wolf or DOOM’s big-budget shininess or epic-ness, and maybe that’s why it’s so good. It’s bolted together, low-fi, smoothed over and a bit cheeky – I’m gonna go play it again. This feels weird but, a reboot wins this round?

The Past – Duke Nukem 3D

Doom might have been the biggest and best, but it was unrelatable; a nameless arm that was knee deep in the dead? Doom gave FPS a reputation, but Duke gave it a personality. I loved Duke. To me he was a perfect parody/love-poem to the Arnie and Sly heroes of the 80s meets Roger Moore-era Bond. And his game was equally awesome. Freed of Dungeons, Castles and Hell, Duke shot through recognisable locations filled with interactive stuff while spouting movie quotes and quips, and women swooned. He was my hero.

DN3D has so much going on unlike the minimalist Doom (or the cluttered RotT); I’m having a great time drinking from toilets, using jet-packs and air-vents, and playing with myself in a time when men were men and women were strippers. Oh.

Admittedly, the flashing strippers and porno theatre feel little schoolboy ‘look, boobs’ now but Duke does tip the strippers and doesn’t make lewd comments – if you shoot them Aliens appear to kick your ass, and it’s not like DN3D created strippers or porn theatres. Not the strongest argument and I’m just trying to convince myself but perhaps Duke isn’t all bad. But that unfortunate element aside, it’s fun to inhabit a super-cool ultra-hero, modern games don’t really do this anymore. Come on!

Thing is, DN3D’s distractions hide a fairly generic shooter and that really comes to the fore once we leave earth for a space station. Away from a real world you realise level design is not 3DR’s strength and they covered it with novelties; aside from the interactions, Duke did have the most varied weapons – who can forget shrinking and stomping enemies? And you never get over the first time he finishes that space boss, pulls down his pants and takes out the newspaper … Still smirking like a schoolboy. But as a shooter, it’s not that cool.

DN3D is great fun but it isn’t up there with Doom’s experience. It’s a bit of a Michael Bay game, shouting without saying anything, but it was a real leap forward for FPS, environment-wise and Duke is still my hero. He needs some sensitivity training, but still. And then …

The Blast – Duke Nukem Forever

Duke Nukem Forever will go down in history for many reasons. Okay two reasons; it’s huge development cycle and being irredeemably shit. Those alien bastards.

The only possible defence you could mount for DNF is its satire; if you’re offended by it, you’re the joke. There are elements that bolster that argument; scenes, references, dialogue and bits of silliness clearly send up Duke and his reputation but you can’t just go ‘it’s parody’ and excuse a level where we search a strip club for a vibrator to have sex with a stripper. Or the “Alien Abortion” game. Or the Glory Hole. Or the twins Duke is dating. Or that sequence. I’ll get to it later (and not much further).

As a game it sucks. It’s graphically uneven and for every fun sequence like a shrunken Duke navigating the Duke Burger there’s dated, uninspired levels – and that doesn’t mean DNF is the throwback I’ve been looking for because they’re either confusingly non-linear or rail-shooter straight with crappy scripted sequences. It’s like playing Steam on shuffle.

Duke is the worst victim though. It’s either mocking him or deifying him and when we meet his incestuous, maybe underage twin girlfriends we don’t think ‘rock n roll’ we think Duke’s a groomer. He’s arrogant now rather than cool and whereas his ego was justified in the original and even a little playful, now he’s just a dumb, misogynistic jock dickhead rewarded for deeply unpleasant behaviour. Thanks DNF, you made me dislike Duke.

So, I reach the infamous level. An Alien nest, where Duke gamely kills women before aliens can burst out of them – fine, that’s in the original and makes some sort of sci-fi horror sense. Except in the original they were cocooned and muttering Aliens’ ‘Kill me’; here they’re topless hotties and that’s not all that’s on display. Duke finds random boob growths in the walls and can give them a hearty slap for a reward – while saying “strange silicon lifeform”. It’s not juvenile, it’s not commentary, it’s just … embarrassing. But then Duke finds his girlfriends, similarly cocooned. As they beg forgiveness for being raped and make abortion jokes, Duke quips ‘looks like you’re … fucked’ – No Duke, you are. Fuck this. Rage Quit.

I don’t get how this happened. More so than BJ, Duke would have been an ideal character to parody moral-choice worrying lead characters, and it’s so offensive I want to believe that was the intent. But without some context, some wit, this is up there with Custer’s Revenge.

The Past – Shadow Warrior

Shadow Warrior wasn’t a Doom clone it was a Duke clone. FPS was moving fast and SW was an innovator at the time. But in retrospect, Lo-Wang was a backwards move.

Lo-Wang is not Duke. We could forgive Duke as he was riffing off the macho alpha males of cinema, but Lo-Wang is a misogynistic asshole. Terrible dad-jokes, repetitive lines (“Time to get erased hehehehe”) and some of the creepiest reactions to female NCPs this side of Benny Hill’s Madcap Chase, Lo-Wang is more No-Wang. There’s moments like a showering woman returns his flirt with machine-gun fire but mostly he’s cornering static buxom anime girls and making sexual overtures that would make Austin Powers blush. It’s clear 3DR were trying to be controversial for controversy’s sake after the accusations levelled at Duke and when he’s not being creepy he’s tittering at everything; we’re playing the class clown here. When you want a silent hero it’s not a good sign.

The game itself is a mixed bag. The levels are a lot richer and have greater depth than Duke’s, with recognisable locations and Japanese imagery, but there’s a lot of backtracking and the fights are boring and repetitive. It’s got no direction, no urgency and Lo-Wang’s clowning doesn’t cover the faults the way Duke’s cool did. There’s some major improvements though; 3D creatures, vehicles, multi-depth design, alt fire and puzzles; all of it wasted on an uninspired game and a git of a hero. Modernising a guy who should be on the sex-offenders list is going to be a tall order. Lo-Wang Forever?

The Blast – Shadow Warrior

Setting itself up as a prequel, Young-Lo-Wang is a cocky henchman ordered to get an ancient katana for his boss’ collection, but the deal goes south when a horde of demons storm the place. A spirit called Hoji explains the katana is no ordinary sword – it can slay immortal beings who rule the demons, making the sword’s master their master … Hoji agrees to help YLW claim the sword in return for a favour, and we’re off.

It’s a master-stroke setting this before the original; freeing itself of LW’s past (future) misdeeds, SW succeeds in making YLW palatable; he is full of himself and during the game develops his recognisable persona and look but leaves the perving behind. He’s a really fun, brash character and the dynamic with Hoji, a trickster-like spirit is great. This is damn good. Where it’s less damn good is in the fighting. Guys, you rebooted the wrong game.

YLW walks into an area, then hordes of creatures pour out of everywhere. Once clear, the exit opens. This is Serious Sam. It is all in good fun, and the battles are frenetic, set in intricate and clever levels (not that you get a second’s breath to consider anything tactical), and it looks amazing, but it’s exhausting and not really the style of the Doom era shooters. I know I bitched about the original having dull fights but now you’re just being silly.

Still, kudos to the devs for keeping LW recognisable but respectable – without turning him into BJ’s mumbling softie. But like Wolf, it’s as modern as they come; YLW has skill trees, special moves, magical abilities and uses money to upgrade weapons – but it is reminiscent of the original where it counts, and of all the reboots, this might be the best ‘reimagining’.

A Blast from the Past?

So are the originals still better? Yes … but … maybe the 90s FPS era isn’t quite as bullet-proof as I remembered. Still, did the era need rebooting?

No. They didn’t add anything, let alone took you back to the era and made you realise what’s missing in modern FPS. But the bigger issue is their success encourages the industry to keep looking back not forward. We need new, imaginative FPS experiences not reheats; if they keep punting new titles masquerading as our heroes we won’t see original, forward-thinking games like Mass Effect or Bioshock anymore; how long before their publishers decide to reboot them rather than chance something as untested as they were on release? DOOM has a sequel incoming and Lo-Wang returned; Wolf got a sequel, with a third announced; Wolfenstein Youngblood, which is a spin-off … when will it end?! The industry needs to find new ways to shoot people.

Thankfully, Redneck Rampage, Blood and Heretic were spared reboots, so they can remain perfect in my mind; otherwise my steadfast belief that the Doom era was the best time in gaming would be seriously shaken by some of those replays … but it was the best time and the innovation, the energy, the originality is still there. The Doom era was basic, but it was more than the sum of its (gibbed) parts.

What I loved most about this old vs new playthrough was the reboots that got closest to that era, RotT and SW both came from indie outfits; just like id and 3DR were. They weren’t developers under the watchful and marketable eye of major publishers, they were gamers making games for gamers. SW and RotT reminded me of when we’d excitedly type ‘doom.exe’ into DOS and that’s what I was looking for. Those guys should have rebooted Duke (ironically, RotT’s devs started out remaking DN3D before Gearbox put the kybosh on them); anyone who can make Lo-Wang less reprehensible could reign in Duke without neutering him. Shake it, baby!

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 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?

Call of Duty Playthrough Pt I – Call of Duty I & II

A second wind special review – Call of Duty

Part One, Call of Duty I & II

In this mega playthrough, FBT signs up for no less than 13 tours of duty

It seems as if Call of Duty has always been here. Since 2003 there’s been 14 main games plus some 10 spin-offs. But to me, there’s only ever been one CoD game. And I don’t mean one so good it eclipses the rest, I mean they’re all the same. Since Modern Warfare, CoD has been the same game rebadged, the story-mode reduced to a tutorial for the multiplayer. I could read the review of a CoD game and think “Haven’t I played that already?” Now Activision has finally dropped the pretence with Black Ops IIII; it’s multiplayer only. Those Fortnite band-wagon-jumping sellouts.

While I had no intention of playing BOIIII even if it had a story-mode, it got me thinking. Is story really that important once you get a gun in your hand? It’s the story that drives you through Bioshock but who cares when there’s a Big Daddy charging, while Doom has less of a plot than porn but I never complained about that. Do I really care why or what I’m shooting once the cut-scene ends? If I’m honest, for all my bleating on about immersion I am a fan of the ‘skip scene’ button. Is story really important if the shooting’s good enough?

What better series to test that theory than CoD? If I play enough plotless CoDs and enjoy them for what they are, I’ll accept story doesn’t matter; Private FBT reporting for duty, sir.

CoD I – This is it, where it all started. Released in 2003, it looks it, and plays it. Running on the good old Quake III engine, we’re in classic pre-Half Life 2 mode. After a now-quaint tutorial mission we’re split across three campaigns; as a US private clearing Germans out of towns and taking out anti-aircraft guns and emplacements, a Soviet solider doing basically the same but with NPCs calling me comrade instead and as a British chap doing sabotage and intelligence gathering. By clearing towns and taking out emplacements.

The add-on for CoD I, United Offensive is more of the same, but works well because we stay within single short campaigns. We battle through the Bastogne conflict before a plane gunner gets shot down and must escape occupied territory then make a last-stand as a Soviet solider holds a town until his pals with tanks can arrive. UO is actually a great little add-on, full of action and nice moments.

On the face of it, CoD I is just a regular post-Doom shooter that happens to be in a war setting – hold this area, rout troops, knock out AA Guns, find the documents, and lots of ‘isn’t there anyone else who can do this’ like suddenly being in control of tanks or being the only one who can snipe. Why are all FPS heroes odd-job men? There’s zero story beyond mission objectives, but CoD I has one important edge over other shooters of the era; watching old war films on a Sunday afternoon with your grandad.

CoD I is pure old war movies; The Damn Busters, The Longest Day, A Bridge Too Far – it’s not about historical accuracy it’s about good old heroic grit and exciting set-pieces; we’re sent in cars to deliver messages while Germans try to take us out, firing bazookas at Germans on motorbikes, blowing up bridges, taking out Stukas, liberating soldiers from prison camps, sneaking onboard German boats, desperate last stands; we even have a mission at the dam the bouncing bombs took out. It just feels like we’re in an old war movie rather than war itself; I might be playing multiple characters, but I’m John Wayne.

I don’t get behind any of the characters or really understand half of what we’re doing, and the missions are compartmentalised with no bearing on each other; we’re just fighting through levels not a story. But I didn’t actually miss a story because I’m having a lot of fun. Almost every mission had a nice bit of adventure to it that I got caught up in and happily went along with. CoD I, Story 0. Maybe porn had the right idea.

CoD II – The first thing you notice about CoD II is how more advanced it is to CoD I. It’s almost unrecognisable from CoD I to look at; and to play it’s almost unrecognisable too.

There’s a lot of advancement here – our silent heroes have consistent comrades that actually stick out from the other NPCs charging about, health packs have been replaced with replenishing health and the Germans are a lot more tactical and aggressive. The levels have great complexity and detail for the age – Germans emerge from smoke drifting up from explosions, there’s splinters and debris and the weapons have a meaty, realistic feel. It’s got a nice desperate panic to it. CoD II is a huge improvement. But it’s not nearly as much fun.

The British campaign is set in Africa where we’re putting down overwhelming German odds – early on it’s like we’ve wandered into Serious Sam as dozens of them rush the town we’re attempting to hold. The American campaign, which includes an element of storming Normandy on D-Day is more close-quarter re-enactments while the Soviet missions are often desperate skirmishes trying to push out embedded Germans. Again, there’s no story to speak of, just more real-world battles to act out, but without that derring-do that CoD I had, it’s lost that flair, the war-movie feel. There’s a nice Soviet level where we infiltrate a factory via steam-pipes which the Germans shoot at if they hear us, but in the open you notice the repetitiveness of it, that we’re largely confined to arenas where Germans respawn until we fulfil the same parameters over and over. How many emplacements do the Germans have?

It is action-packed but it gets a bit wearisome, especially when it falls back on Odd-Job Man so often; guess who’s the only one who can attach sticky bombs to tanks? I get that I’m here to be the hero, but I don’t feel like a hero. We just shoot. We’re interchangeable and there’s no personal story – we’re also jumping into another soldier on occasion, which is a first. And unfortunately, not a last. I’m surprised; I held the originals up as brilliant games that the MW ruined, but CoDII has all the makings of what irritated me about CoD. Still, it’s a bloody good shooter; as soon as I got my orders I was off and gunning. It’s just missing that Guns of Navarone tone. It’s missing a story, a purpose.

Both CoD I & II were good shooters and I did get caught up in the events, but I’m still not convinced there’s no need for a narrative in FPS. The war had one, but I didn’t. Maybe that’s part of the issue for CoD’s setting; no one person won the war, it’s not like CoD could have taken the Wolfenstein route and had a boss battle with a chain-gun wielding Hitler. It just never felt personal, like I was building towards something; every character ended just how they began. Then again, most shooters pre-Half-Life 2 were exactly the same so maybe it’s the era not the games. So what’s Modern Warfare’s excuse?

Next week, read part two of FBT’s call of duty playthrough as he signs up for The Modern Warfare Trilogy; a war that hasn’t happened. Yet. That will take some explaining surely…

Spec Ops The Line

A SECOND WIND REVIEW

FBT is In The Shit in The Line.

Released in 2012, The Line quickly disappeared, buried under a year-long march of AAA sequels and derided by critics for its generic CoD clone game play. While some praise was given for its plotting, it was seen as a cynical attempt by 2K to use an aging franchise (the last Spec Ops was in 2002) to enter Call of Duty territory. The Line was completely ignored by gamers. So why re-up now?

Six months earlier, the UAE was hit by the worst sandstorm in history and the 33rd Battalion, led by Colonel Konrad, diverted against orders to aid in evacuating the populace after the region was declared a no-man’s-land. The 33rd were never heard from again. Suddenly a brief, repeating radio message from Konrad gets through the lingering storm, detailing that the mission had failed and the losses were ‘too many’. Then we’re dropped into the middle of a mid-air helicopter fight – at first it appears part of the flashback but it isn’t and it’s a frantic scramble for the fire button as helicopters try to blow us out of the sandy sky. It’s an insane, exhilarating opener as we fight around skyscrapers and building sites until suddenly, with only a cut to black and ‘earlier’ to indicate all that is to come, we fade up on one part Fallout, one part Mad Max; we’re in the boots of Captain Walker, who leads Lugo and Adams, delta operators sent into the remains of Dubai to recon and report the fate of the 33rd. As we walk, complaining about the sun, sand and shit detail we’ve landed, the tops of Dubai skyscrapers shimmer in the heat, half buried in the sand. Based on that opener, I guess the Deltas do more than just recon and report.

We pick our way through the ruined city and the bodies of those caught in the storm, the team bantering about the pointlessness of confirming what’s very clear – everybody’s dead. Then we discover not quite everyone. A bunch of locals appear brandishing weapons. It escalates, Walker fires, all hell breaks loose. Fairly typical Call of Duty hell. We’re shouting recognisable orders, killing bad guys in a well staged, frantic but typical gunfight. So far, so CoD and sand-swept Dubai is like a gaudy ghost town; ornate and stylised, one minute we’re in dark, body-strewn mausoleum-like shopping malls buried under sand, the next we’re picking our way from roofs to sand dunes – it’s really good, disorientating level design; when you get chance to stop and look around that is; The firefights are unforgiving, reaching an intensity on a par with Heat’s bank shootout. One wrong move, one falter and Walker’s down. There’s a standout early on where there’s guys on multiple levels of a building and I’m being flanked and then a sandstorm rolls in and I realise we’re on the glass roof of a building and the hail of bullets are weakening it. But The Line feels similar to CoD and others – It all merges.

As we push on, what happened comes to light. The 33rd‘s evac failed catastrophically and thousands were lost to the sand. Riots and panic swelled and Konrad declared martial law to wait it out. But the storm didn’t end and Konrad seemed to shift from saviour to dictator. A splinter group of 33rd attempted a coup with little success while the locals banded into a resistance – added to the mix was the CIA, who’ve covertly entered Dubai to cover up Konrad’s little fiefdom. The 33rd think we’re with the CIA, so we have no choice but to return their fire too and push on for answers. But before we reach Konrad it gets much worse, as The Line attempts to steal CoD’s crown with its very own ‘No Russian’ mission.

Walker discovers a ‘white phosphorous’ mortar, and to the disgust of his teammates, turns it on a group of patrolling 33rd between them and Konrad. The result is devastating and sickening. While The Line’s No Russian moment could be dismissed as a cynical move – and most reviews felt it was just that – it has more weight than any contentious moment in CoD; the scene changes everything, including the characters and it’s never forgotten. Walker starts to show signs of stress and it’s interesting to inhabit a character who might be cracking; usually that’s left up to your followers while you stoically press on, if it has any real impact on you at all.

Things continue to get worse for Delta. Pulled into the CIA’s private little war we doom the refugees, the 33rd – and ourselves, before eventually reaching Radioman, a DJ we’ve been hearing who, when he’s not extolling Konrad’s actions is feeding the 33rd info on our movements and laying traps for the CIA. By now we don’t have the patience for him and we leave the radio tower with Konrad’s position. It’s personal now. Where early on, Walker professionally barked out orders now he’s screaming for the team to kill the fuckers and swearing revenge on Konrad, who just goads Walker while setting him impossible choices to prove Walker’s not the soldier Konrad is.

At last we reach Konrad’s compound and the ending is reminiscent of Bioshock’s Ryan encounter. It’s a wordy, head-spinning boss-fight as Konrad and Walker face up to their actions. As the final twists and choices play out, the true brutality of war – not what men do, but what they tell themselves in order to do it – is explored. As bad as they are, those choices feel chillingly, horribly right no matter which you pick. What the hell did I just play?

For two thirds we’re just playing CoD:Dubai but that other third, that 33rd … did I just play an anti-war shooter? The ending is definitive but when we caught up with the Helicopter fight from the start, Walker yelled “This isn’t right, we did this already”. Walker got Deja-vu? Time for some of my own. I’m going to cross the line again.

Critics of The Line complained the ending meant zero replay value, but on an immediate replay, now aware of what’s coming I start to notice clues. And they’re everywhere. The Line is one of the most subversive games I’ve ever played. As I battle through the firefights, pondering how cliché they are, how daftly extreme, Walker’s opening line about having done this already suddenly makes sense (least to me); we have done this already – The Line is a parody, a commentary and criticism of modern tactical shooters, of their repetitiveness and cynical realism (it’s okay to shoot them, they’re ‘extremists’). The Nazi shooters were palatable for obvious reasons, as are the sci-fi, zombie, horror games but the Modern era is just … The Line took that a step further into satire and has me shooting US Troops – Walker’s doing it without orders but I didn’t even question it.

Walker insists Konrad, his hero and mentor, will have the answers – therefore we’re justified in any action we take that gets us that truth. That’s a typical CoD trope if ever I heard one – But Walker doesn’t need answers, he’s not been ordered to get any. The White Phosphorous, the CIA’s plan, killing hundreds of US troops, dooming the refugees, Walker didn’t need to do any of it but we go along because it’s how we expect our shooter hero to behave, that the end will justify the means, but it really hits home during the confrontation with the Radioman; I realise this time it’s his directions the 33rd had been responding to not Konrad. Was he taking orders from him or acting out his own war fantasy? Was he brainwashed by Konrad’s rhetoric? We’ll never know because Walker doesn’t ask; I realise now the Radioman could have been forced to stand down the 33rd and stopped this. It’s as if Walker allowed it to happen so he could continue his personal mission, wanting to stop Konrad the old-fashioned way.

As I reach the final push, Walker’s hallucinations take on an almost unbearable level of intensity. First time they were arty distractionsbut now knowing the ending they really hit home, representing Walker’s mind breaking as it tries to reconcile what we’ve done. You just want him to stop but it won’t; The Line stays firmly in the now; there’s no cut scenes, none of the mission complete or v/o explaining the battlefield before deployment; we’re never removed from the event, it’s oppressive and real-time and you can’t stop. Even the loading screens, traditionally where you pick up useless info like how to crouch instead update you on the futility of Walker’s actions – and his failures. Repeating the ending with its various choices doesn’t really offer any catharsis. It’s all bad after what we did, but despite being totally aware of what’s going to happen, I’m still shell-shocked by what The Line put me through even if ‘we did this already’.

The Line is obviously Apocalypse Now the Video Game, complete with Walker living through Willard’s descent, Konrad (being a reference to Joseph Conrad) going native and the Radioman filling in for Dennis Hopper but it’s more than that; The Line is parodying me as much as the genre; I’m listed as a guest star in the castlist. There’s a scene where Delta is surrounded by furious refugees. First play, I aimed at them and they backed off. This time, I pulled the trigger … and the game awards me an achievement for it. If that’s not a comment on shooters, shoot me.

Even 2K fell for the cover art. They forced in a multiplayer option exposing their CoD-Franchise expectations but seeing Multiplayer in the menu now, it’s like a delicious in-joke worthy of Tyler Durden; a meta-comment on the shooter genre, how do you deathmatch The Line? 2K expected Saving Private Ryan and got Three Kings. It’s a credit to Yager that they managed to keep The Line’s satire and horrors intact; the choices we make are never good; we don’t have a Paragon option – it’s all Renegade. A Good Ending where White Saviour Walker leads a bunch of grateful refugees to safety would have completely undone what the game is saying and I’m amazed that didn’t end up a 2K-enforced option, a more palatable marketing angle.

The Line tanked on release; to be fair though, it must have been an impossible game to market; How do you sell a shooter that’s anti-war and takes sly digs at the gamer? How do you differentiate The Line without spoiling it? It’s a shame that The Line didn’t at least develop a cult following. It should have been Nevermind to CoD MW’s Use Your Illusion, exposed military FPS’s ego and cock-rock pretensions but instead we got more of the same old. The Line made me realise it’s iffy to be re-enacting realistic modern warfare as entertainment. Too soon. Much of it is open to interpretation (I could be wrong about the Deja-vu line) and that alone elevates it beyond any typical follow-orders war shooter. But it doesn’t elevate the genre, it turns a mirror on it, and on us gamers who want it to be real, just not real-real. Not white-phosphorus real. The Line is the definitive present-day war shooter.

Developer | Yager Development | Publisher 2K Games | 2012

platforms; Win | X360 | PS3