
Call of Duty : world at war
3 of 3 people found this review helpful.
After Call of Duty 3, many longtime series fans -- myself included -- were skeptical at the prospect of future Treyarch-developed titles. Call of Duty 3 disappointed a lot of players -- especially when Call of Duty creator Infinity Ward's Call of Duty 4: Modern Warfare came out just a year later and blew it out of the water. Call of Duty 3 didn't bring enough to the franchise to make it feel like much more than a generic retread of Call of Duty 2. This time around, though, Treyarch hits us with a solid game, taking several cues from Modern Warfare and crafting something that manages to stand on its own as the most visceral Call of Duty to date...even if it's still a few paces behind Infinity Ward's offerings.
The war-torn cities of Europe and the jungles of the South Pacific never looked so good: From the between-level loading screens to the actual in-mission visuals, World at War looks well on par with Modern Warfare. Not that I'm surprised, since they share the same engine -- which flexes its power to display lush jungles and destroyed cities, as opposed to shantytowns in a fictional Middle Eastern country. And while this is the best-looking World War II shooter I've ever played, beautiful settings are only a small portion of what makes the game so striking.
To begin with, World at War brings to life elements of WWII that its predecessors left mostly untouched. While enemies died en masse in previous installments, dismemberment and gore were essentially nonexistent. That's no longer the case -- here, legs are severed, men cry out in agony as they reach for lost body parts, and gouts of blood fly as bullets pierce flesh. World at War portrays the horror of WWII more accurately than ever before, and it even comes across as almost too much at times...until you remember that real servicemen actually witnessed similar events. Several other moments stand out beyond basic combat gore; shocking executions (men being set on fire -- ouch), Japanese ambushes, and brutal hand-to-hand battles remind you that WWII wasn't just a glorious victory for the Allies, but also a horrible event that viciously ended many young lives. I find World at War's portrayal mostly respectful (if a little repetitive), and it does a good job of showing just how evil -- and heroic -- humans can be.
The battles in the single-player campaign get pretty bloody, but they engage more than just your gag reflex. Treyarch's crafted levels with plenty of grandiose battle scenes -- like the Russians' siege of Berlin and an assault on a Japanese castle -- whose sheer scales help mask the fact that World at War's an extremely linear shooter. My problem with these levels is the same problem I've had with every other Call of Duty: They're unflinchingly punitive at times. Checkpoints are plentiful (thank the maker!), but that didn't curb my rage when an unstoppable barrage of grenades rained down or when enemies ignored my A.I. allies, despite the fact that they were closer targets. It was like I was wearing some sort of "Screw the Axis" T-shirt, prompting unforeseen anger akin to that of a charging bull to a matador. It really pulls you out of the game when enemies act in ways that just don't make a lick of sense.
While this mode left an indelible presence in my mind, the multiplayer -- against other players, at least -- still isn't good enough to warrant players moving on from Modern Warfare. I can't quite pin down what it is, but as someone who's put hour upon hour in
Review ID: 10000000009822057

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