After playing the first Call of Duty demo I was certainly interested in
playing the complete game to see if they could live up to the expectation of
immersiveness generated by the demo. And when the second demo was released, the
desire to play the full game got even higher.
After Activision sent us our press copy, I spent an entire weekend playing
through the entire single player campaign. There are 24 single player levels,
mostly based around the typical FPS fodder of move forward, shoot some bad guys,
move forward again. Call of Duty adds a couple of new dimensions to this formula
though.
The first, and most obvious (as it's mentioned on the box) is the concept of
teamwork. Call of Duty's single player missions rely very heavily of scripted
sequences and non player characters. For the most part you are playing the role
of just another member of the squad, and have to provide covering fire whilst
other members of your team perform various tasks to complete the level
objective.
During the various levels you will also be given orders and objectives by
ranking officers on your squad, from placing explosives on Anti-Aircraft gun
batteries to providing cover fire using a fixed emplacement machine gun.
If you have played the two demos that have been released you will be aware
that the first has you attacking a town, and the second has you defending it
from a counter-attack. This sort of event happens a few times throughout the
game, from first attacking then defending a bridge as a British soldier, to
perhaps the most intense couple of levels in the game.
Playing as a Russian soldier you are part of a squad that has to attack and
secure a building. This is a difficult level (and comes very late in the game),
and once you have completed the mission - which does involve working through the
building floor by floor killing enemies - the next level has you defending the
building from counter-attack.
During this sequence you have a number of objectives to complete, including
using anti-tank machine guns to physically defending each floor from attacking
German soldiers whilst waiting for a timer to count down to when reinforcements
arrive (which also signals the end of the level).
AI
It is unfortunate that this area quickly becomes one of the failings when it
comes to providing the promised immersiveness. Whilst the enemy AI is very good,
and the AI of your team-mates is equally good at following the game script, it
rapidly becomes apparent that despite the promises of fantastic team play in the
single player game, the enemy AI is totally focussed on the player, often to the
exclusion of the scripted NPCs.
It's hard to notice unless you move away from the scripted path, but once you
do it become extremely clear - and extremely frustrating. To give you an
example, during one mission (British soldier in Norway) my character was coming
under extremely heavy fire from a machine gun. The objective was to use a bren
gun to provide covering fire to the rest of the squad.
Well, being the inquisitive sort of bloke I am I moved around a bit, and
noticed that my entire squad was kneeling in the direct line of the machine gun
fire blithely ignoring it - mostly as the enemy AI was focussed on me and was
tracking my movements.
You start to notice it more in some of the later levels when you start
noticing enemy characters automatically targeting you when they run in to a
room, ignoring the NPC team mate who's shooting them, or when you peer around a
corner and watch an enemy immediately target you to the exclusion of everything
else.
As large portions of the single player game are scripted, it is easy to force
errors in the scripting, even to the point of watching five enemy NPCs run
straight past three of my team mates in their rush to get to the specific room I
was in.
It's not all bad though - the amount of work that has gone in to recreating
some very famous sequences from history (and probably more familiar to people
who have seen Band of Brothers and Enemy at the Gates) is quite amazing. The gun
emplacement sequence from Band of Brothers is recreated fairly well early on in
the game, however it is the siege of Stalingrad that is the most impressive.
If you've ever seen the movie Enemy at the Gates, you will instantly
recognise the river crossing from the early part of the movie. In Call
of Duty this sequence is recreated, placing you as a player
inside one of the boats crossing the river. If you make it to the other side
(there's a place you have to duck - which is your only option at that point - or
you will die), you are scripted through another sequence and given 5 rounds of
rifle ammunition. The rest of the level involves staying alive and completing a
couple of objectives without actually having a weapon.
The attention to detail in the atmosphere in this game is absolutely
stunning, right down to a section where as a Russian soldier moving
through the sewers under Stalingrad, at one point you come to a section where
the roof is exposed and you suddenly see hordes of German soldiers jumping over
the gap.
The inclusion of several different types of level (such as the one where you
are the passenger in a jeep flying through the countryside or the one where you
take control of a tank) makes a change from the normal fare in these sorts of
games, though I wonder if the package as a whole has the strength to stand the
test of time.
The single player experience is an amazing one - the first time. The second
time is not as interesting, even on a much higher difficulty, since you already
know what's going to happen, when it's going to happen, and how you can trigger
scripted sequences. You find yourself trying to move outside the bounds of the
linear game, and the edges start to show.
Co-op and Multiplayer
This game screams out for a co-operative mode, however the developers have
stated that to patch the game to include a co-operative mode would take as long
to create as the original game itself. This is a real shame, as it places the
game squarely back in the same place as Return to Castle Wolfenstein or
Medal of
Honour - it's now a first person shooter with a multiplayer component. There's
nothing original in that, and the multiplayer experience is essentially the same
as RTCW or MoH, except that in each round if you die, you have to wait out the
round until you can respawn.
So I guess it's sort of like RTCW crossed with CounterStrike.
Summary
Overall this is certainly a game worth playing through at least once. I've
not covered the usual bits and pieces you would find in a review of a game like
this (weapons, graphics, sound and so forth) as these are all top-notch - but
then you would expect that from a modern game built on the Quake 3 engine.
However it is precisely because of the quality of these areas that you are drawn
to the inadequacies of the scripted parts, and you very quickly notice just how
linear the game is, with absolutely no scope for doing anything except playing
through exactly intended.
I know it's a harsh criticism, however in a game like this the trick is not
to make it non-linear (which would defeat the purpose of the single player game
telling an interconnected story over a series of levels) but to hide the fact it
is so linear from the player so effectively that they think the entire sequence
of events that happens in the game is unique to them.