Review: Call of Duty: World at War

"Ah, just hanging around, I see." "That's sick, Captain, he's dead."

After the brilliance of Call of Duty 4: Modern Warfare, the decision to roll back the series to a World War II setting for World at War was about as welcome as a grenade in an exhaust pipe. Having played through World at War I’m happy to announce that while still a decent entry in the series, my initial scepticism toward it is well founded.

World at War throws you into the heat of conflict in two intertwining campaigns – as Private Miller during the USA’s battle for the Pacific and Private Petrenko on the Russian Army’s march toward Berlin. The action is typical Call of Duty with intense missions, stunning set pieces and the largest, deadliest game of hot potato you’ll ever experience. However, it isn’t all familiar territory. Developers Treyarch have clearly tried to make the game as unique as possible: the grassy islands of the Pacific are new to the series and the Japanese a ferocious adversary, with more banzai charges and underground ambushes than you can shake a Molotov at.
In tandem with this particularly brutal conflict, the game differs in another important sense. The Call of Duty series has always emphasised action while minimising gratuitous violence. World at War changes this with considerably more detached limbs and charred corpses than its predecessors. While it certainly makes the combat more visceral, it’s something of an acquired taste. At times it feels as if the series has grown up, handing you some uncomfortable and disturbing moral choices. Yet in other instances, the game has simply dyed its hair black and had its lip pierced.

The hit-and-miss nature of the violence marks something of a trend in World at War. While the Pacific campaign has some stellar moments such as an assault on a heavily fortified hilltop, it is let down by unimaginative level design. Moreover, the combination of a flamethrower and the bizarre enemy tactic of running directly into it make dispatching enemies all too easy, making the missions repetitive as a result.
Somewhat ironically it’s the more traditional Russian campaign that contains the most exhilarating levels, including the hunt for a German officer in bomb-battered Stalingrad. Despite the blatant Enemy at the Gates rip-off (you start off hiding in a crumbling stone fountain) there are enough fantastic set pieces in this one level to make it feel like a game in itself. Unfortunately, in a recurring theme, this brilliance is counterbalanced by a execrable tank mission which feels more tacked-on than the plot of a porn film.

Treyarch have also included a cooperative mode and a level that involves four players defending themselves against waves of Nazi-zombies, suspiciously similar to a certain other game involving a team of four players defending themselves against waves of non-Nazi-zombies, demanding teamwork to avoid being ‘left for dead’. Both could be derided as gimmicks, but they are enjoyable enough.

World at War is another bombastic ride through the heavily trodden path of the Second World War and a worthy addition to the Call of Duty canon. It is not, however, the stride forward that Modern Warfare was. The setting is simply too well covered to allow enough opportunity for originality and for every pleasure it provides, there are seventeen suicidal Japanese soldiers just desperate to cuddle the business end of your flamethrower.After the brilliance of Call of Duty: Modern Warfare, the decision to roll back the series to a World War II setting for World at War was about as welcome as a grenade in an exhaust pipe. Having played through World at War I’m happy to announce that while still a decent entry in the series, my initial scepticism toward it is well founded.

Left 4 Dead Review

This moment. Is GLORIOUS.

Anything can be made entertaining by adding a zombie holocaust. Charlie Brooker’s recent Big Brother parody Dead Set showed us that. Likewise, a game’s fun doubles with the inclusion of a cooperative mode. So any game including cooperative brain-munching fun should be a success from the get go.

Indeed, Left 4 Dead could have been a zombie-themed chat room and it still would have been fun. Try to type anything in game, however, and you’ll discover the reason for the game’s title: it is a terrifying, exhilarating, utterly bonkers chunk of multiplayer mayhem.

The premise is simple: survive. With sparsely scattered safe rooms the only place to hide, everywhere else is infested with the speedy, hive-minded ‘Infected’. Your objective is to get from one safe room to the next without being chewed on or mashed into a small red puddle.

Left 4 Dead’s presentation is immediately striking. The Infected are fantastically realised, shambling about and fighting one another until they become alerted to your presence and they sprint head-on at you, arms flailing and teeth bared. Ambient music alters depending on the dangers ahead: aside from adding to the tension, it’s particularly helpful when a large horde of Infected is approaching as it gives a fleeting moment for players to form a defence before they are slaughtered.

Dynamic sound is part of a larger mechanic assessing the progress of the players, constantly throwing up new obstacles in an attempt to catch them off-guard like a sudden rush of zombies or unleashing one of the Special Infected. These are five boss-like zombies; Hunters leap about like a cat with its arse on fire, while the lumbering bag of sinew that is the Tank will drain your health bar faster than bank share prices if you get too close.
Everything in Left 4 Dead is geared towards teamwork. When a player runs out of health they are incapacitated, and must be helped to their feet by a teammate before they bleed to death. Certain situations require organisation in order to succeed, particularly the final battles. One scenario saw my team awaiting rescue at a riverside cabin, when an enormous horde swarmed in from all directions. Hastily, we retreated to the top floor.

This funnelled the Infected through a narrow stairwell into which we threw pipe bombs and Molotov cocktails. This strategy worked well until a Tank smashed through a window and swiftly redecorated the cabin with our various body parts.

Working together with three close friends is when Left 4 Dead is at its best. In contrast the solo experience, while perfectly playable, just isn’t as much fun. This is in part because the computer-controlled Survivors are even more brain-dead than the zombies, often lagging behind and getting stuck in the scenery. They are decent enough shots, but the experience just isn’t the same without three friends by your side swearing hysterically. A special mention should be given to the insane ‘Versus’ mode, pitching the four Survivors against four players controlling the Special Infected. The result is a mad dash to each safe room as the Survivors try to avoid the carefully planned ambushes of the Infected. This extra mode adds significantly to the lifespan of the game, though bizarrely only two of the game’s five campaigns can be played in Versus mode.

Left 4 Dead makes you feel like part of a world gone horribly wrong. This idea is epitomised in the graffiti of other survivors scribbled inside the safe rooms. One amusing scrawl stated ‘we are the real monsters,’ beneath which was inscribed ‘you are a real moron.’ At its putrid heart, Left 4 Dead is simple, messy fun. Rife with comical moments whether intentional or player-created, often while knee-deep in the dead, Left 4 Dead is the twisted paragon of cooperative gaming.

Far Cry 2 Review

If ever an explosion could be described as "lovely"

It’s a curious fact that most protagonists in first-person shooters possess incredible telekinetic abilities, but use them solely to open doors. Even in Half-Life, gates swing open hauntingly with a push of the Action button. So imagine my surprise when, on encountering a door in Far Cry 2, my character actually bothered to use his hands. In fact, he uses his hands for many things: repairing a vehicle when it is damaged, un-jamming rusty firearms, picking up ammo and performing grisly ad-hoc surgery on himself when wounded. Far Cry 2 embraces ‘first person’ like no game before.

The plot kicks off after a taxi ride during which you are introduced to the joys of malaria, waking in the presence of the Jackal. A notorious arms dealer supporting civil war in the game’s fictional African setting, he is the quintessential nasty chap your character has been contracted to kill. After a brief rant, the Jackal leaves you to succumb to your illness. At this point you gain full control of your character and, after acquiring some anti-malarials, are free to explore the world. It’s an impressive world, albeit the brownest ever conceived. The environments are remarkably diverse, ranging from steamy swamps to grasslands and eerily silent deserts. It merits exploration encouraged by the countless diamonds (the game’s currency) hidden throughout the world.

Don’t get complacent though: an army of multinational mercenaries lurks behind every zebra. Fortunately there’s an impressive armoury at your disposal ranging from rifles to rockets and allowing plenty of opportunity to develop your own playing style. You can only carry a maximum of three weapons so selecting the right tool for the job, whether it’s blowing up a convoy or assassinating a king, is often the key to success.
Should you somehow select a mortar where a pistol would be more appropriate, fear not. After choosing a character at the start of the game, the others become your squad mates. If your face gets shot off during an assignment, they will happily come and stick it on again. They also provide alternative objectives to missions, often more entertaining than the mission itself. Completing a secondary goal results in upgrades to safe houses dotted around the map.

The sheer number of novelties in Far Cry 2 is difficult to take in, but there are some very strange problems. Take the health system for example: a light wound requires a shot of painkillers to keep you going, while serious injury means hiding somewhere in order to reattach a limb or remove a bullet. It’s a clever system, but I eventually realised that drinking bottled water also replenishes any lost health. It’s an inclusion that is completely at odds with the game – a swig of Volvic simply isn’t going to help when you’ve accidentally fired a rocket into your foot.

The enemies are unsophisticated and overly aggressive to the point where they will attempt to run your heavily armed Jeep off the road with a hatchback. The storyline is disconnected, and aligning yourself with a particular faction makes no difference to the game whatsoever. Finally, the primary and secondary ‘buddy’ missions all follow a similar formula, with side objectives shallower than Tom Cruise’s paddling pool.

Having said that, Far Cry 2 can be sublime. One time while raiding an airfield, a stray shotgun blast hit a nearby oil tank and the ensuing explosion knocked me unconscious. My buddy arrived and dragged me from the flames. In doing so, she was seriously burned and collapsed near the rapidly approaching blaze.

I attempted to heal her but having already used my final syrette, my choice was reduced to abandoning her or quickly dispatching her with my pistol. I chose the latter. What is incredible about this incident is that potentially, it might never have happened: the game hands over so much control that a less inquisitive player could miss out on half the action without noticing.

Far Cry 2’s admirable ambition comes at the cost of depth and several notable flaws. However when all the tricks and nuances meld together, it transforms into a highly entertaining experience. Now if you’ll excuse me, I’ve got a bullet to pull out of my leg.

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