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Decline CoD Advanced Warfare ft. Kevin Spacey

Tehdagah

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the few matches I played yesterday in AW were fun as fuck.

Yeah I just played one match. Seems like an improved version of Crysis 3. They picked the best features of Crysis 3's multiplayer and threw out the annoying part. Bunny hopping and aim-down-sight shooting with fast kill time didn't mix well in Crysis 3. In AW they limit your energy so you can't hop much in a duel. In the end it's still classic COD mechanism in a fight: you spot someone first, you win. The exosuit just gives you extra mobility to get better first strike angles. But unlike in Crysis 3, at least the kills are less random.
Sounds neat.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
RPS review:

The Call of Duty games are often best understood not as first-person shooters in the lineage of Half-Life 2 and Halo, but as extensions of light-gun rail shooters. They’re games set in strictly scripted corridors, with one button to pop in and out of cover, one to shoot, and another to reload. That you can move your legs around a bit hardly matters, and taken on these terms, the entries in the series which lean towards boyish action romp are at least lightly entertaining.

Call of Duty: Advanced Warfare resists even these acts of apologia. If the first Crysis game was made by a team of people asking themselves, “How can we create a videogame which approximates the thrilling freedom and power of being a super-suited soldier?”, Advanced Warfare was made by people asking, “How can we create a Call of Duty game that approximates the thrilling freedom and power of playing Crysis?” Much like the metallic ‘exosuits’ that wrap around its grizzled heroes, this is Call of Duty wearing the artificial shell of a more interesting game.

Each mission gives you a different exosuit to use during it, and each exosuit has a different set of three or four powers. That means that across missions you’ll be alternately able to double-jump, magnetically climb metallic surfaces, turn invisible, hover, drag yourself or enemies great distances with a grappling hook, and more. It seems on paper like a genuine attempt to mix up the cover-pop-shoot rhythm of Call of Duty movement from the past ten years, and an opportunity to offer players more freedom as to how they approach different challenges.

Of course, it doesn’t work out that way. To start, the abilities available to you are introduced during a briefly visible pre-mission loading video, and then there’s no way mid-mission to check what you’re currently capable of. This will put you in situations where you attempt to double-jump, only to discover you’re not currently able to even scale shin-high rocks.

Even the powers you do have in any given moment can’t actually be used at any given moment. Your ability to scale vertical walls, for example, only works when the script says it does. The game demands you use it three or four times over the course of the campaign, each time either to reach the roof of a building or clamber over a route-blocking wall. This means that your climbing ability amounts to little more than a ladder and door in thematic clothing.

Almost all of the abilities are like this. Want to turn invisible and sneak close or around your enemies? Then you better wait for the defined stealth mission. The ability to vanish adds nothing as you crouch in bushes or hide behind rocks while enemy patrols drive by, in a poor imitation of Modern Warfare’s first stark, exciting Chernobyl mission. Want to detonate a mute charge and go in silently? Only in the breaching scenarios the level designers have laid out for you.

It is as it ever was, of course. Since Modern Warfare and arguably before, Call of Duty has always been about following the beats laid down for you by its creators, but it’s never felt so jarring. Now that you ostensibly have a toolset which should allow you to pick your own routes, to approach scenarios in your own way as you do in so many other games, being unable to do so feels more than ever like having your robot arms tied behind your back.

The game is consequently at its best in the few instances when it does open up, just a little. There are two later missions which offer you an open space and give you the grappling hook, which is able to rapidly pull you between ledges. In the first mission this is used for stealth, giving you a destination at the other side of a large compound home and leaving you free to sneak your own path across it. In the second, you’ve a number of turrets to destroy in a medium-sized section of city streets, and the grappling hook lets you hurl yourself around above the fray and take those turrets down in an order you choose.

These tantalising glimpses of what Advanced Warfare might have been are all too brief. You’re otherwise reliant on the same sort of scripted missions Call of Duty has always had, in which you push forward against waves of enemies or in which you’re given some briefly usable gizmo. The latter includes a low-flying sniper drone in a mission where you have to provide cover for an advancing team of squad mates operating on the ground. That’s fun, though I feel like I’ve done it before. Elsewhere you’ll pilot hoverbikes, speedboats which can plunge underwater, bulkier mech suits, a tank, and the aforementioned fighter jet. None of these feel good to control, and have only destructive power or extreme brevity to commend them.

Clipped of its ability to be considered willfully simplistic, where does that leave Advanced Warfare? Common wisdom suggests the strict linearity of Call of Duty is because it’s aiming for a more mainstream audience, the kind which might find itself overwhelmed by more open games. But if anything, the necessary adherence to a creator’s script makes Advanced Warfare frustrating, as it misleads with cutscenes and mid-mission dialogue that suggests your goal is one thing when progression actually depends on some as-yet untriggered event. Also Grand Theft Auto V seems fairly popular, and that’s not exactly a simple game.

[...] Perhaps it’s less to do with target audience and more to do with what’s feasible within budget and time constraints. Call of Duty demands a yearly sacrifice and now has three main studios and umpteen satellite companies responsible for the development task, which would seem to demand a limited scope were it not that other series were already crafting vast, open worlds at the same grim, efficient rate.

Maybe – shock, horror – it’s just that people like this kind of thing. Under certain circumstances, if approached from certain angles, I can enjoy this kind of thing.

But I do not particularly enjoy this particular thing. Witnessing Advanced Warfare in its gamesuit made from chopped-up pieces of better games, it’s easy to picture the series as a Pinocchio aching to be a real boy, but the sympathy you feel in light of its efforts does little to quell your instinct to escape.
 
Unwanted

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Lyric Suite

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So wait, that press F thing for respect is actually in the game? Like, wow.
 

kingcomrade

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It's unfortunate they didn't make is a God of War style extended boss kill QTE event. You try to pay your respects, but then you stumble and must mash Space to regain your balance
 

sexbad?

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Codex USB, 2014
This is not about cod 11 but still about cod:
7R3n792.jpg
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
CoD fanboys on the Codex.

Go figure.

Watch the review until the end.
 
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Astral Rag

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call-of-booty.jpg

:lol:


It's good to see that the adult movie industry still has that creative spark. AAA™ gaming companies could learn a thing or two from these people.
 
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Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.eurogamer.net/articles/2014-11-10-call-of-duty-advanced-warfare-review

For fans wanting to know if Advanced Warfare is an improvement on the rather flaccid Ghosts, the answer is yes - though not by as much as you might hope. It feels like a more coherent package, with only a rote co-op survival mode to bridge the gap between solo and multiplayer, but the knowledge that another game will be along in exactly 12 months, offering yet another cautious remix of the same basic mechanics, isn't the promise it used to be.

Advanced Warfare, then, is everything you expect from Call of Duty. It's polished, and loud, and bombastic, and as a result it ticks the boxes needed to satisfy the brand's fans. But it's also derivative and unwilling to move away from the safety of formula, except in surface ways. It's certainly not a bad game, at least in terms of core mechanics and functionality, but in terms of praise it only ever feels "good enough" rather than just "good".

The big questions hanging over the series remain, and will continue to do so until the campaigns abandon their stifling linearity, and the multiplayer introduces ideas that can genuinely be called new, not just new to Call of Duty.

Advanced Warfare isn't the game to answer those questions. Much like the soldiers that populate its fiction, what strengths it has come from the technology bolted to the surface while what's inside looks more fragile and vulnerable than ever.

7 / 10
 

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Finished...

God, what the fuck is with CoD games and obnoxious cunts shouting at you all the fucking time? "Open the door!" "Open the door already!"

Also, the plot was even more retarded than usual. Blow up a bridge in SJW Francisco and the entire world unites against you... LOL!

Sci-Fi gimmics were cool, too bad they ended up in a CoD game.
 

chestburster

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Messages
711
Multiplayer is fun as hell, now that they've finally patched the stuttering issue. Double jumping and air dash like it's in 1999.

Anyone who bitches and moans about the decline of AAA multiplayer shooter but doesn't give this a try, is a hypocrite. This game is the single biggest :incline: of multiplayer in the last seven years.
 

Metro

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Messages
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Don't forget Evolve, breh!
 

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