3. Played It Before Game Mechanics
The left-trigger-aim/right-trigger-shoot template is about as popular as Gears of Wars roadie-run and accompanying stop n pop cover system. The reason for both of these is that theyre incredibly easy to play, assuring the vast majority of any targeted demographic feel somewhat secure taking headshots within hours, rather than fumbling around with grenade types or knifing their teammates by accident. Again, this is what Call of Duty is, becoming a tried and true method of game design in the process, but would it be too much to ask for something other than minor tweaks being applied to the core gameplay mechanics every year? The counterpoint would surely be Gears of War Judgments remixing of the controls, the enactment of which played hell with their online fanbase, so much so that Judgment is barely talked about in the wider Gears canon. Call of Duty would do well to implement its attempts at story progression in a more meaningful way, as well as making something like the canine-accompanying sections in Ghosts available at all times. Instead (without delving into spoilers), what we have are sections where the game presents you with a narrative choice, only for you to go a certain way and face a reload state, as oppose to a continuation of where you thought the game might go.