Wednesday 21 August 2013

Call of Duty: Ghosts - Multiplayer Preview

So after watching the Call of Duty: Ghosts multiplayer trailed we have been able to identify a set of new details, gameplay options and features that we feel should be brought to your attention.

We dived into its new weapons, maps, modes, and character customization, seen the dynamic maps change, and fought alongside dogs.

Infinity Ward have made a big deal of their new engine, which, with the power of a kickass PC or a next-gen console, definitely puts Ghosts in a league above any other Call of Duty game. However, nothing about it looks spectacular. DICE have kicked out their Frostbite 3 Engine and Battlefield 4 puts the COD series, including Ghosts, to shame. In fact it’s such a difference that you would be surprised to find that both games are out this year.

Ok, Ghosts doesn’t look bad; it just isn’t the jump in style you’d expect between hardware generations. Textures are still washed out and characters move like the robotic animations of Black Ops II. The one thing it does have going for it is the real-time lighting. This adds a real lifelike effect to areas of dense details with rubbish, dust and other particles – including leaves – blowing through the air. It can also be noted that the audio work on the title is exceptional; with grenades giving off distinctive sounds based on the grounds that it lands on – soil, wood and concrete sound vastly different.

Combat is where the real meat of any FPS comes from and COD has always had a strong, fast-paced style. Infinity Ward have brought back a lot of older concepts, including knee slides and leaning around corners. Both of these mechanics will feel pretty average for your casual players but the hardcore crowd will find this more intrusive. It’s a great way to avoid headshots but also hold a disadvantage over control. On the other hand being able to lean into (or out of) a corner will be a distinct advantage for veteran snipers but for the vast majority we will still sprint around the comers without many issues. I also feel that this may take away from the kinetic nature of the COD franchise.

With Ghosts, Infinity Ward is taking some of the foundations of Modern Warfare 3's class organization and blending it with Black Ops 2's Pick 10 system to form "Create a Soldier." This means that you can now change the cosmetics of your character on top of the standard perks system. You can also create multiple characters for specific games – one for clan games and one for casual play as an example. Probably the most notable thing though is the addition of female soldiers in multiplayer.

Ghosts’ new modes, so far, are effective mods of existing game types. Crank adds a ticking timer to Team Deathmatch, so each time you score a kill adds time to your counter. If your clock drops to zero you explode and die. Unfortunately though this mode looks set for the pro-players - this will be a real stomping ground. Casual players could find it fun in short burst but I’d expect you back in a standard Deathmatch before long.

Search & Rescue modifies the Search & Destroy games by throwing in the Kill Confirmed mechanic. You get one life but your dog tags need to be collected in order for you to know what is going to happen next. Collecting allies tags’ allows them to respawn, while collecting a foe’s gives them permanent death.

One of the heavily spoken about features of Ghosts is the addition of ‘some’ destructible environments. Unfortunately this is not on the same scale as Battlefield 4 (or even 3 for that matter) and only covers specific walls in each zone. Yes, it can change a large portion of the environment, but the whole effect seems to be a bit tacked on instead of an actual built in feature.

Ghost has five remaining new game modes to be revealed, and with any luck, they’ll bring some innovative ideas to the table to really catch Call of Duty players off guard. In fact you are likely to find out more at Gamescom this week.

In certain locations, players can use a throwable IED or a rocket to blow out one of the walls shielding the player. However, the effect is far less dynamic than Battlefield's extensive destruction engine. Only select walls can be destroyed, and the damage isn't progressive. Either you blow it up entirely, or not at all. As a result, it's easy to forget that destruction is an option, and often times, it's just easier to just focus on flanking the position or tossing an grenade at the player.

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