Call of Duty: Modern Warfare analysis, the fps of our lives returns

Call of Duty
Written by Kamran Haider

Modern Warfare is Call of Duty’s last chance to recover a community of fans that began to look the other way. It is a return to the origins, a careful review of the concepts that made this franchise great, both in the campaign and in the multiplayer. If you miss one of the fps with which many grew up, we recommend that you stay and accompany me in this analysis. Maybe this is your reason for returning to CoD.

What are you looking for in a Call of Duty? A film experience of the Hollywood scale? Multiplayer clashes to unleash your aggressiveness and test your agility? Rewarding casualties with which to govern the game? Yes, surely this sounds like CoD; but it is also likely that after the last installments you have lost some interest in the saga. You didn’t want to jump through the walls, nobody asked you if you needed a battle royale mode, and what about the zombies? Nor is it that I gave you some and some special illusion … You liked the crude and claustrophobic confrontation of the first Modern Warfare, and you still do not forget those scenes that made you wonder why it was so cheap to shoot so far, of those levels that you They made you feel in a warlike conflict whose outcome seemed in your hands.

Infinity Ward, with its Call of Duty: Modern Warfare, wants to restore faith in the franchise. Go back to the roots with a title trying to dodge the tricks of fashion, reflecting on what made Call of Duty great, developing an interesting campaign, a solid and broad multiplayer and unifying the experience for all players equally: no passes Seasonal, paid maps, exclusive game modes … What’s more, CoD MW has joined the character’s progression between all modes, including the campaign and, eye, venture to offer cross-game between consoles and PC; something that, apart from the control imbalances that it propitiates, works perfectly at the technical level (or at least it happened in the analysis event).

Modern Warfare, an international conflict from the intimate

Before talking about the multiplayer section in this analysis, let’s focus on the Call of Duty: Modern Warfare campaign. This is something you will want to do in your case (play the campaign first, go), because Modern Warfare returns the narrative center to four well-defined characters. Gone are the intricate international intrigues, those weavings of the script that ended up causing that by the end of the story we did not know who the good ones were, who the bad guys and everything became a mindless training for the multiplayer. It is true that on this occasion there are also several entities in conflict and that being bad and good is very relative, but the important thing is that we see the conflict from two fronts, controllingSergeant Garrick and Alex (yes, Alex dry), and accompanying us with the charismatic Farah and the tremendously attractive Captain Price .

Dodge, any spoiler to just get in position and let them roll if you decide to meddle in this war story. Everything takes place in the context of a subsidiary war between the US and its allies, and Russia and theirs. No one says anything about Syria here, but the heart of the matter takes place in the fictional country of Urzikstan. Infinity Ward had the touch of contacting war correspondents and veterans to bring their history as truthfully as possible, but in order to maneuver creatively, he decided to take his story out of the real historical framework.

However, having, on the one hand, a more intimate contact with the main characters, and on the other that more solid anchorage in a real event, the experience is closer. There are situations designed to get us morally involved with our cause and we feel attached to the characters, but also others that make us wonder how many bullets we shoot and why. While it is true – without going into details – that many of these scenes that we live give us a sense of déjà vu, and not just the scenes: there are levels that remind us of some of the most memorable confrontations of the franchise. And the end of the game … Well, I recommend you keep your eyes wide open at the end of the campaign.

The campaign is very entertaining.

The more tactical night levels shine with their own light.

The best way to define my impression of the Call of Duty Modern Warfare campaign would be to say that I want to play it again, especially to relive many of the 11 episodes that make up its journey. They shine with their own light the night levels, more tactical, in which we work hitting the shoulder of Captain Price, and above all a certain level that has made us miss a Splinter Cell; another that will make you remember that Pripyat with love; another in which we can almost hear on the radio how soldier Ramirez is dizzy… In short, it is a solid and entertaining campaign that is worth playing. Before moving on to the multiplayer, let’s make a stop at the technical and control innovations because after all, they affect the overall gaming experience.

Let’s get to the point: the new Call of Duty animations are furious. It is one of the best entrance doors for what Modern Warfare offers. There are titles, such as Destiny, that catch only by his gunplay proposal, and the one that concerns us goes down that road with violent shots, exaggerated reloads and, eye, a sound section that accompanies everything with an extra dose of thunder and earthquakes. To this is added an acoustic system that, according to the study, is the equivalent of raytracing in sound. The result is the feeling that the screen vibrates and that our ears feel in war. It is true, on the other hand, that they will need to tune the envelope system to represent more faithfully if the enemy steps come from the floor above or below, or from behind, but for now, we can be happy.

In another order of things, the movement system maintains the tactic of slipping from other titles, and although discarding the crazy jumps and the races on the wall adds novelties that bring density to the tactical layer: in Modern Warfare we have doors – yes, Doors! – and the possibility of leaning on corners and surfaces. These two elements can radically change the way we move through maps, especially in the multi. On the one hand, being able to open and close doors allows us to create artificial defenses on the fly and cover our position, but on the other, we can also open them slowly or with one blow to create various attack options.

Now add the possibility of supporting you in corners, windows or parapets. In case you have not played the beta or do not feel like reviewing the videos, we could define it as the translation of the coverage system of a Gears of War in the first person. Being close to an interactive surface, we can press the corresponding button to place ourselves so that we can barely see each other and we have a surface to aim in a stable way. This is great in itself if we cover each corner, of course, but even if we are running around dodging bullets it is possible to reach a parapet, slide and end up covered with the weapon prepared to return the bullets.Modern Warfare

The multiplayer fight suits all tastes

But let’s get into the multiplayer. With the guidelines that I have been giving you and the beta phase, you can imagine what this is about, right? Infinity Ward has built a style of crude and modern combat – but not futuristic – on maps of the most varied, but designed to provide a less obvious development of clashes, bottlenecks, hot spots … I mean, mainly, to the medium-sized maps, ideal for Team deathmatch modes, because then we have the small maps designed for the 2 against 2 of the Shooting mode, the huge ones designed for Terrestrial War and the gigantic ones for the Operations cooperative… which I will talk about below.

Returning to the concept of traditional maps, they seem classic, but shortly after starting to travel, they begin to smell new, with designs that leave behind the approach of three lanes to fill with dead angles, dead ends, roads that become on slopes and windows from which to dominate squares. I do not forget the possibility of opening and closing doors when saying that the pace of the game has changed with the new CoD. Without losing the frantic experience, we do see ourselves reducing the number of actions to focus our attention on every corner and every movement. Another detail that I like is the return of death streaks, of course.

If we leave the common modes of Team deathmatch or Domination, we find a good collection of tactical modes such as Headquarters, which proposes us to control an area of ​​the map that moves; and Cyber ​​Attack, which is a race to pick up and plant an electromagnetic charge in the enemy data center. For these modes, the improvements (called Field upgrades) that we can assign to our character to launch ammunition boxes, deploy barricades or launch a drone to mark enemies are especially good.

In addition to solid and broad, the multiplayer unifies the experience for all players alike

Shooting I love it. We propose to pair with a friend or a friend to face another couple of unconscious with a random arsenal on small maps. They are rounds so fast that we are forced to kill the enemy in less than 40 seconds. Failure to do so, the system itself forces things, either by planting a flag that gives victory to the first to touch it or by automatically choosing a winner according to the total life of each team. It’s a great way to have a good time without spending a lot of time, or to train with new weapons, of course.

On the other hand, we have night combat and realism modes, which eat any interface trace to offer the crudest and intuitive version of combat. These game modes make the experience a chaotic and very wild issue in which we feel more attached than ever to the confrontation. We say goodbye to the minimaps, the information about the number of bullets … and we even run out of the holographic peephole in the case of night mode. These rules force us to rethink our style of play, looking for a more stealthy and intelligent approach to each encounter, trying to be smarter or smarter than the enemies.

On the other side of the spectrum, we have the Terrestrial War mode, which is the closest to the mass modes we know of the Battlefields. In this mode, in which the control of zones prevails, apart from adding the huge amount of players per game, vehicles, large buildings, high areas suitable for snipers and very open spaces come into play. Taking another step we find the Cooperative Operations. This is the idea of ​​Infinity Ward to create a multiplayer mode with hints of history. It shows a brief introduction to give context and we are released on a large map with up to three more players.

What should we do? Going completing the objectives, which can be hacking computers, activating consoles or killing enemies by moving, yes, all over a large map, on foot or by vehicle. The premise of Operations is good, but at the moment of truth, it has been difficult for me to be comfortable because of a constant reappearance of enemies from all over. Perhaps if they adjust the balance of the game, it is possible to outline a way that can provide good fun for teams of players. Of course, we can not forget the return of Spec Ops, which returns to work with its approach to hordes with up to four players.

CoD collects the technical advances of the end of generation

I could not leave here without mentioning the excellent technical work of Infinity Ward. First, by carrying out a cross-game that works with all multiplayer modes except competitive ones, and that puts any player on any platform face to face. It is in our hand to decide if we want to meet players who use another method of control, of course, but the interesting thing is that Modern Warfare is built so that any style of play has its place and not only depend on the skill (or advantage) of our mouse).

Second, in regards to the visual section, the first thing that attracts attention is the level of optimization that the game offers on all platforms, but the undeniable thing is that it is graphically expressed freely with a powerful graphics engine that shines especially in the Lighting section and special effects. Yes, in PC the raytracing is especially notable , but even the console versions leave a very surprising imprint on our retinas: it shows that we are at the end of the generation, and although where it shines most is in the campaign mode, if the graphics are important for you or you, you can breathe calmly, because in that section the game meets without problems.

The technical work of Infinity Ward in this Call of Duty is excellent.

Third, the excellent sound work is undeniable, both purely technical, which we see reflected in the obsessively faithful recreation of each sound emitted by the weapons, of each step and of Every explosion It goes without saying that all this acoustic roundness ends up making our experience in the game very immersive. The music is not particularly noteworthy, and sometimes we forget that it exists, but what does bring integers to the experience is dubbing and acting work (which is also evident from the capture of movements). Unfortunately, since I played my game in an event dedicated to analysis, I couldn’t hear the dubbing in Spanish.

Recommended: Medievil, remake and resurrection analysis on PS4 of a PlayStation classic


Call of Duty: Modern Warfare has in its hand that an entire community regain faith in the franchise and that those who one day left will return. I feel that it falters in the most open multiplayer modes that, perhaps due to lack of work or lack of perspective, seem less to me… fun; without more, but in the most intimate ways, it is blunt and wildly entertaining. The campaign is solid and interesting, fun, and although it is true that it does not reinvent the wheel, it becomes necessary and worthy of a second round. After all … it is difficult not to value something that we had been missing for so long. We speak of a consistent title, with a reason for being beyond the need to “be present when they got ready.” Come for the campaign or come without fear of exchanging lead to the multi: you will find one more excuse to stay.

  • The campaign regains the focus of attention with an interesting and fun story
  • It is excellent in visual, sound and especially in the animations section
  • The multiplayer is varied but recovers the center of the most aggressive and tactical action
  • The cross-game gives vertigo, but it is a welcome feature that works
  • Nostalgia may not let us see that the campaign does not innovate so much
  • Ground War, Operations … MW loses strength in larger multi modes
  • We wonder how far the campaign might have gone from not being such a large franchise

About the author

Kamran Haider

Leave a Comment