Call Of Duty World At War 2 For Xbox 360
System: X360, PS3, PC, Wii, PS2, DS | Review Rating Legend | |
Dev: Treyarch | 1.0 - 1.9 = Avoid | 4.0 - 4.4 = Great |
Pub: Activision | 2.0 - 2.4 = Poor | 4.5 - 4.9 = Must Buy |
Release: Nov. 11, 2008 | 2.5 - 2.9 = Average | 5.0 = The Best |
Players: 1-18 | 3.0 - 3.4 = Fair | |
ESRB Rating: Mature | 3.5 - 3.9 = Good |
Call of Duty: World at War introduces co-operative play, bringing fresh meaning to the 'No One Fights Alone' mantra with up to four-players online for Xbox 360, PS3 and PC, or two-player local.
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- Product description Call of Duty: World at War from Activision for the Xbox 360 completely changes the rules of engagement by redefining World War II gameplay. In this edition, players are thrust into the final, tension-filled battles against a new, ferocious enemy in the most dangerous and suspenseful action ever seen in a WWII title.
If you're reading this article, you're likely already familiar with the competitive online multiplayer features because of the hours you've logged in Call of Duty 4 (or those logged in World at War's Multiplayer Beta). Veterans of Modern Warfare can hop right into World at War's multiplayer mode and feel right at home. Many of the conventions established by Infinity Ward, including acquiring experience, weapons, perks, and ranks, Create-a-Class, as well as Kill-Streak Rewards are all present.
There are 65 ranks in all, and a ton of weapons and abilities (including the flamethrower) to be unlocked. There are even a bunch of weapon-specific challenges that can be opened up, which lead to big experience point bonuses as well as the ability to unlock Achievements or Trophies depending upon which console you play on. The Kill-Streak Rewards include 'Recon Plane' (after three consecutive kills), 'Artillery Strike' (after five consecutive kills), and 'Unleash the Dogs' (after seven consecutive kills). These rewards are fun to use and can increase point totals in a hurry.
The maps are all really fun and varied. Like in Solo Campaign, they take advantage of differing abilities and builds (load-outs) depending on the size, scope, and layout of the map. In all, there are ten multiplayer modes to choose from, including Team Deathmatch, Free-for-All, Sabotage, Search and Destroy, Capture the Flag, Domination, War, Headquarters, and Hardcore Team Deathmatch and Free-for-All (more or less one-shot-kill modes). All these classic modes are well-known, play well, and offer something for everyone.
All is not rosy with the Multiplayer mode, however. Kill-Streak Rewards are too powerful and stay with you after you die. Achieving five kills is challenging but certainly attainable. As such, lots of players will be unleashing overly-intense mortar strikes and the resulting series of 'earthquaking' death is annoying. Once you've gotten five kills, getting seven is a no brainer, especially with a well-placed artillery strike. Moreover, because rewards don't disappear after death, players are best served to hold onto the reward until they die. When they respawn, they can then 'Unleash the Dogs' and have their puppies take out another seven victims, restoring the power and fueling a vicious cycle of broken mayhem. Players should lose the reward if they're killed; use it or lose it, I say!
Fortunately, a patch has been developed by Treyarch that addresses the overpowered artillery strike and a number of map hole exploits found in the beta on day one, so the retail online game should be quite smooth. Also, Activision and Treyarch are committed to supporting the game going forward, so that game-breaking problems will be fixed in a timely fashion. However, I fear Kill-Streak Rewards will always mar the experience; aren't skillfully placed headshots rewarding enough? Who needs dog and mortar kills anyway?
Rounding things out for World at War are the silky controls and beautiful, powerful presentation. Upon picking up the controller, FPS fans will immediately feel comfortable with the responsive setup. Also, controls nicely mimic the weapon you have in your possession. For instance, the vibrations, firing rate, and reload times all feel realistic. Also, cooking off grenades, steadying a sniper shot, driving tanks, etc. is a breeze. Players used to CoD 3 or CoD 4 won't miss a beat when picking up World at War, and FPS fans at-large will have no problem adjusting.
Because World at War uses the Call of Duty 4: Modern Warfare engine developed by Infinity Ward, the game looks fantastic. The environments, animations, explosions, particle effects, and framerate are all very solid. A lot of care went into making this game shine. You can tell that time was well spent tweaking and detailing the game's visuals rather than creating another functioning engine. Not to be outdone, the sound effects and voice work are also outstanding, especially the voice acting. Kiefer Sutherland and Gary Oldman take on the roles of Sgt. Roebuck and Sgt. Reznov, your commanding officers in both theatres of war, and their voices truly exude talent. Also, the ambient comments made by your foes and allies during cutscenes and battle are stellar. There is somewhat of a dip during multiplayer, however, as commentary becomes painfully repetitive and mute-worthy. On the whole, the presentation in World at War is on par with that of Modern Warfare; in other words, very good.
Treyarch did a remarkable job of breathing new life into the WWII shooter. They followed the conventions outlined by Infinity Ward to a tee and, as a result, created a shooter that is every bit as good as last year's entry. Of course, there isn't a whole lot of innovation this time around, but the increased Multiplayer options, new settings, and great enemy A.I. should more than satisfy all but the most jaded Infinity Ward fanboys.
By Jonathan Marx
CCC Editor / News Director
Treyarch made great use of the Call of Duty 4 engine, and the distinct environments are awesome!
Exactly what you'd expect from a AAA shooter.
The aural presentation is great, especially the voice acting performances by Kiefer Sutherland and Gary Oldman. Only the repetitive multiplayer commentary grates.
Between Solo, Cooperative, and Multiplayer modes of play, you'll be playing this title till Infinity Ward kicks out the entry in the Call of Duty line.
Not an average. See Rating legend above for a final score breakdown.
Game Features:
System: X360, PS3, PC, Wii, PS2, DS | Review Rating Legend | |
Dev: Treyarch | 1.0 - 1.9 = Avoid | 4.0 - 4.4 = Great |
Pub: Activision | 2.0 - 2.4 = Poor | 4.5 - 4.9 = Must Buy |
Release: Nov. 11, 2008 | 2.5 - 2.9 = Average | 5.0 = The Best |
Players: 1-18 | 3.0 - 3.4 = Fair | |
ESRB Rating: Mature | 3.5 - 3.9 = Good |
October 9, 2008 - After the juggernaut that was Call of Duty 4: Modern Warfare, it wasn’t surprising that the announcement of Call of Duty: World at War met with such reluctance. Many fans feared that since the game was going back to World War II and being developed by Treyarch, as opposed to Infinity Ward, it would be a step backwards for the series. If the multiplayer I had a chance to experience is any indication of what we can expect from World at War, Call of Duty fans should fear no longer.
Rather than reinventing the wheel, World at War takes everything that players loved about Modern Warfare’s multiplayer and even adds a shiny rim and a slick spinner. The perks are back with some new additions, including shades, which reduces the blurring and blinding effect caused by flares, and gas masks, which help better protect the player from chemical-based weapons. The perks are earned in the same fashion as in Modern Warfare, gaining experience from your online prowess, moving up in military rank, and receiving a perk when you do so.
With the new vehicles such as tanks that come with a secondary gunner seat that players can take advantage of in multiplayer, there are also some new vehicle perks as well. The one I was able to utilize was water cooler, which made the tank’s mounted machine gun take longer to overheat. These tanks can definitely turn the tide of most battles, as they are heavily armored and pack some serious firepower. They can also be incredibly difficult to take down, requiring quite a few rockets and sticky grenades to make a dent in its armor.
Also on display was a new play mode called War. In this mode, there are points on the map that need to be captured one at a time by your team. Of course, the other team is attempting to do the same, so these capture points end up being a mass grave for both teams. Whenever a team successfully captures a point, the momentum of the match turns in their favor, making capturing the next point quicker and easier for that team. This momentum is an interesting addition, but it did tend to make these matches incredibly one-sided. I suppose if you had a skilled team of friends working together, it would be possible to come back from a deficit, but with a bunch of strangers it seemed incredibly futile. Almost every match was won by the team that was able to capture the first point on the map.
The maps in World at War are also well-constructed and varied, ranging from bombed out cities to a hut-filled village on the edge of the ocean. The latter map was called Makin, and it offered an interesting backdrop for capture the flag. When playing in Makin, there were several out-of-the-way courses one could take to sneak up on their opponent’s flag. On one side was the ocean, which could be traversed with players walking under the supports of the overhead huts. The other side was made up of some jungle paths that provided excellent cover, making survival and stealth much easier.
Call Of Duty Ww2 Xbox One
As in Modern Warfare, World at War also rewards players who manage to go on kill streaks. After three kills in a row, players will get a recon plane, five will net you an artillery strike, and seven gets you one of the funniest and most interesting things I’ve seen in a multiplayer game. As soon as you’ve scored your seventh kill in a row, players will hear Gary Oldman scream “Unleash the dogs.” When this occurs it means you now have a pack of vicious dogs that will seek out and attack your enemies. There aren’t many things funnier than sneaking your way to an opponent’s flag and having experience points constantly popping up in your window from team Cujo’s handiwork.
Perhaps the biggest surprise to come out of my time with World at War was its competitive co-op mode. In this mode, players will need to work together, all the while competing against one another for the high score. As a four person team, players will make their way through levels from the campaign, getting points for killing enemies and healing teammates. When you are mortally wounded in this mode, you will lose points and have a limited amount of time in which a teammate can save your life. If a teammate fails to heal you before you bleed out, your team will have to restart from your last checkpoint. The balance that this mode strikes between working together and competing is interesting to say the least and really has me excited to play through the game in this mode once it is released.
You will definitely need to function as a team to survive, as levels like the one I experienced, entitled Relentless, certainly lived up to its name. In Relentless, players are frequently pinned down behind cover, as seemingly endless hordes of Japanese soldiers rush and attack you from every direction. While playing this level there was nary a moment in which I wasn’t firing, reloading, healing a teammate, or bleeding out waiting for a helping hand and a healing touch.
Although World at War takes Call of Duty back to World War II, it still manages to feel different than pre-Modern Warfare Call of Duty titles. Besides being set in the Pacific Theater, much of this is thanks to Treyarch borrowing from what Call of Duty 4 did right and improving upon it as well. Even with the game’s older weapons and setting, fans of Modern Warfare’s multiplayer should definitely give this game a try when it is released this November. It may be World War II again, but it is far from the same old Call of Duty.
By Adam Brown
CCC Staff Contributor
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