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Ghosts In-Depth Review

Discussion in 'Call of Duty: Ghosts' started by Toxic34, Nov 14, 2017.

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  1. Toxic34

    Toxic34 Recruit

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    As the final game released under the original two-year development plan, and the first title available for Xbox One and PS4, Ghosts was intended to really wow the crowds and bring quite a lot of excitement, as well as serve as a great way to commemorate the series' 10th anniversary (hence the Care Package porta-potties that boast that is is "#1 in in #2 since 2003."). As we know, Ghosts was the first title where people really began to complain, say that everything was becoming formulaic and predictable, and that "it's time for a new direction." But still, as of this date, the game has ended up selling 25-30 million copies, an amazing success by any standard, and sold 19 million by February 2014.

    While much of the disparate elements were as impeccable crafted as always, especially concerning the new elements (introduction of sliding, underwater and space combat, dog melees), the one element that proved to be underwhelming was the antagonist. Rorke is little more than a glorified bounty hunter, still only at the beck and call of the real antagonist, the currrent leadership of the Federation. Much more should've been done in this regard. In addition, the fact that the game ends on a clear sequel-baited moment only makes it all the more irritating. With people left hanging over what happens next, it can't help but feel like an athlete warming up, being forced to cool down because there is no race, and then made to run it anyways without the proper groove. I would like to know what happens next, what the Federation leaders plan to do and what their motivations are, and more into the background of the Tel Aviv War and how the Federation came to be.

    In time, I hope that Infinity Ward does something about this. The inclusion and reference to the Extinction mode in the Infinite Warfare Zombies story gives me reason to think that they haven't completely abandoned it.
     

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