4. Same Old S***, Just New Set-Pieces
The actual gameplay of the game isnt going to make waves or surprise anyone either. Youre still going to be following around your teammates, mowing down any enemies in the area, and awaiting the next big bombastic interactive moment. I dont believe that every sequel should emphatically reinvent the mechanics or anything so Im not going to berate Ghosts too much here, but I was disappointed in one area. Why is the entire middle of the campaign devoid of anything exciting? I previously touched on this but its again worth mentioning that a majority of the campaign feels like a string of levels constructed without any prior knowledge on how it would actually fit into the grander scheme of things. Its even more apparent when you reflect on how intense and cinematically packed both the beginning and ending string of levels are. The beginning of the campaign involves you entering space, sprinting through a city crumbling away beneath your feet, messing around with your tactically equipped canine companion Riley, and intriguing flashbacks. During the ending sequences you have a full blown shootout in space, control tanks, storm through a train, and more. In both cases youre actually doing things pertinent to the story too which really accentuates your adrenaline. Before moving on, I realize I only briefly mentioned Riley, but thats because despite Infinity Ward pimping the hell out of his involvement throughout E3 and various promotional avenues, hes only in like 5/18 of the games missions. Im not advocating that early on Riley was a game changer, but its disheartening that the one refreshing aspect of the game randomly dissipates not even 1/4th of the way through the game.
Robert Kojder
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I write for WhatCulture (duh) and MammothCinema. Born with Muscular Dystrophy Type 2; lover of film, games, wrestling, and TV.
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