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Portal 2 Review: Is This A Triumph?

Portal has come a long way since showing the cake, in fact, was not a lie.  Ever since the success of the first, Valve has meticulously planned a sequel to the franchise.  The initial fears of the sequel were apparent.  Sequels in the video game world have not been doing quite well to hold to the original (Call of Duty, Dragon Age, BioShock; all with their corresponding reasons).  However, this was different….this was Valve.  If anyone could make an awe-inspiring sequel, it would be Valve.

POSSIBLE SPOILER ALERT.  I say possible because there are a lot of jokes and actual story elements in this iteration.  If you do plan on playing the game, some of the jokes might be spoiled.

 

 

Gameplay (5 out of 5)

Right out of the gate, the game assumes you are a new person to the Portal series (or video games themselves).  This means you will have to go through the initial tutorial levels once again, with loading screens after each simple test.  Fear not though, once the game ramps up the difficulty, and you travel deeper into the Aperture Science Laboratories, the loading screens become less apparent.  After playing through the entire Single Player campaign (and parts of the co-op so far), veterans to the series will come across some new found difficulty.  The new additions of a Hard-light bridge, Excursion Funnel, and 3 different types of gels give you a whole new sense of trying to think outside the box.  I found myself pouring over every corner of rooms before having that “oh…..duh” moment.

The addition of the co-op campaign adds the most unpredictable variable you will come across in this game…a 2nd player.  The co-op campaign is completely separate from the single player campaign (so do not feel like you are cheating yourself out of any experience by going with one or the other).  With 4 portals now (instead of 2), puzzles become even more mind-boggling than before.  Thankfully, Valve introduced gestures to help players (who might not be able to speak to each other).

There are non-mission gestures and mission.  Non-mission gestures include waving, playing rock paper scissors, teasing each other, and even hugging…awwwww.  Quite frankly, after figuring out some of these tests, you mind yourself hugging the other out of sheer excitement that the test is finally over.  Then there are mission gestures.  These act as more notifications for the other player to follow, like if you want the other player to look somewhere, or put their portal in a specific spot.  It also include a 3sec timer for times you need to complete an action at the same time.

Make sure you are a close friend with someone before playing co-op.  You might find yourself yelling at the other because they deployed the wrong portal FOR THE 1 BILLIONTH TIME KILLING YOU BOTH.  sorry…it does get frustrating if communication is not made a priority.  You will find yourself dying over even the simplest puzzles if both of you are not on the same page when navigating through these.

 

Story (4 out of 5)

Believe it or not, there is an actual story to be told in Portal 2.  You start the game where you left off from the first,  still captured, and doing exercises to keep your body and mind in shape.  However, something goes wrong, and you are not waken up for many years, until a new AI called Wheatley comes to free you from your slumber.  From there, you must once again, battle the over powering AI GlaDOS (who does not feel the emotion revenge for you killing her at all….you monster) and escape from Aperture Science.  Without giving away too much, you learn much more about all the characters, including the foundations that Aperture Science was built on, and even get to see some of their early experiments (which are quite hilarious to explore).  The narration by all the characters makes for very interesting conversation between tests, that I even looked forward to.  I was always looking forward to what was going to happen next or who would say what.  The reason I do not give this a perfect 5, is because in the end, the story elements do feel short.  With basically only 3 main characters,  there is not too much to explore.  Valve instead crams as much personality into them as possible…and it works quite well.

 

Controls & Graphics (5 out of 5)

Valve goes again with the Source engine to power the game.  This leads to the familiar feeling of swinging the view around to get your bearings correct.  For any people new to the series, the game will still give you hints as to what a certain button press will do (and sometimes, what control will help you in a situation).  Overall, the controls should not hinder your performance in any way (coming from the PC version).

Graphics wise, the game has made some improvements since the last iteration.  It adds many more moving parts and higher resolution textures to compliment the setting of the game.  You quickly learn that every square of a test chamber is hooked up to an actuator arm that can modify the room in any given way.  Seeing this in action gives a new sense of awe.  Environmentally, Valve does a great job of showing that the center has not aged well over the years.  With plants growing out of control (including those damn potatoes) and random floor sections missing or failing, it keeps the sense that the building feels alive.

 

Audio (4 out of 5)

Random dialog moments make up the bulk of this score.  Between Wheatley’s random moments of stupidity or one of GlaDOS’s retorts, you find yourself stopping so you get to hear the full dialog (so it doesn’t get cut off by entering another room and triggering another scripted event).  Included in some of tests are some music points (whether its smooth jazz or 8-bit retro sounds) that will ramp up as you progress through the test.  It is not overpowering and is a nice touch.  There is a new final song after you beat the game.  It does not match the awesomeness of Still Alive, but it is still enjoyable.

Overall (5 out of 5)

I’m making a note here: Huge Success.  Portal 2 is an excellent sequel to the original.  It adds enough new elements to challenge veterans of the series, while bringing in some new players.  With co-op, you can now share frustration and anger with a friend (just make sure you do not share violence.  Violence is not part of the test and will not help you along).  Valve has outdone themselves by making a very respectable sequel.  They did not hang around memes created by the first game, and set off to correctly expand the game and its horizons.

P.S.: One note though, co-op store for hats/skins that do not help and only have one other person see at a time….really Valve?  I forgive you for wanting more money….but really?

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Rating: 5.0/5 (2 votes cast)

RE: 12 Ways Consoles Are Hurting PC Gaming

A story caught my eye recently.  A title that had me showing my O face before I even read the the full story.  However,  I always try to come across as a critic no matter the situation.  In this article, I will go through all the “ways” this article details and give my thoughts on each.  Ready?  here we go!

Delayed/Glitchy Ports

I would say they are about 60% right.  While I do see the glitchy ports……alot.  I do not see many delayed ports.  Even if a port has been delayed, I would hope its for the good reason of working out more bugs.  For this reason, I would rather see a port for my platform delayed than released on launch day only to be unplayable.

Delayed aside, glitchy ports do plague the PC world.  The biggest example recently would have to be Homefront.  A good game that gives the average FPS person a break from the monstrosity CoD or EA’s own fuckup Bad Company.  It gives a dev console, dedicated servers (although dedicated servers tools still need to be released), and a break from ridiculous melee kills.  However, there is always a badside.  The dev console literally does nothing, no matter what you type into it (it may be only used for server admins).  Servers will just randomly drop players or just quit altogether during or after a match.  The friends tab, where you should be able to join a server that a friend is in, does not work at all.  This forced my friends to call out IP addresses to join eachother, now if only the game allowed you to see the IP addresses while playing in the server -_-;.  Even the server browser has issues pulling up the hundreds of servers.  The game will only pull up servers when it feels like it.  I imagine

I imagine all these problems are not true for the 360 port.  Leave a comment if this is not true.

Another big example was Dead Space 1.  To keep this short, the glitches were so bad, I died more because of them than I did by the enemy’s hand/claw.

Dumbed-Down Sequels

IMHO, ME2 was dumb-downed.  I like my crapload of items and pondering whether or not to switch to different armor or weapon sets.  There is a bit of an argument to be made about DA2 though. (Disclamer: I only played the beta, not the full game, at the time of writing)  With DA:O, the gameplay was very much geared towards keyboard and mouse.  The micromanaging was almost akin to a mini RTS in how much you would need consider.  With DA2, it has been simplified to a point where consoles can now have an easier time.  However,  the gameplay allows the PC port to hang on to the complexities that were their in the original.

Overall, I think this one is more of a stab at greedy companies trying to push hasty sequels (*cough* Activision *cough*).  I think this can hurt everyone, although the 360 less because more games are optimized towards that platform.

The Future Isn’t Now

This is the one that I most disagree with.  There is a reason that stigma of “PC Gaming costs much more than a console” has lasted for so long.  Its because the PC game is always evolving graphically, unlike the console game that can only evolve every 4-8 years.  However, with graphics hitting a peak, and lighting now evolved to a point where realism has been realized, there is not much more room to evolve.  The next evolution is ray tracing (which right now, requires 24 servers computing at once to achieve 60fps).  Needless to say, this will not be used for awhile.

I would have to turn this around and say the past is now.  I know its arrogant to keep looking to the past, but hear me out.  There was one evolution in PC gaming that I still herald to this day.  When CoD2 came out for PC, it allowed one to use DirectX7 or DirectX9.  This made about a 50fps difference at the time.  To be able to use older DX level and still enjoy your game made CoD2 all the much more enjoyable and playable.  Now games are starting to use this switch off for DX9,10,11.  However,  the difference is more whether its playable vs. unplayable.

No, the future isn’t now, but it won’t be for quite awhile still.  For now, we can optimize what we have even more to make this platform more accessible.

Lousy Interfaces/Controls

I can attest to this point on many occasions.  The biggest example off the top of my head being Bioshock.  The PC controls were so loose that it would force me to use a controller.  However, this was because of poor pointer acceleration.  This is again a testament to poor quality control in ports.  Just mapping support for keyboard and mouse is not enough.  This is like mapping controls for a racing game to only respond digitally instead of analog (full acceleration or no acceleration).  Not having a mouse pointer for menu screens or being able to remap controls also!?  Like the article mentions, its 2011.  PC gaming is not defined by just mouse/keyboard support and being able to change the graphics.

There Is No Mod

One wonders how much mileage one can get from a game.  When game developers are now releasing less and less maps (and more P2P DLC), I would like to ask you, how much have you spent on one game?  How many times has there been a glitch in a game that the whole community hates but the developer ignores?  With modding support, the community can help themselves.  Whether its newer/better maps, or even an unofficial patch to help gamers who still play the game (Vampire the Masquerade, a horribly glitchy game, saw MANY unofficial patches to help).

Granted, something community driven can fragment the community.  You like to only play surfing maps, others like to only play Aim maps, the other only will play zombie maps.  Where one sees fragmentation, I see variety.  Lets face it, there should always be regular maps and types being played, why not spice things up a bit.  If the first time you played a zombie map was in CoD:WaW, or black ops, then you are sorely missing out.

The Great Divide

Again, this seems more of a wild stab than staying on target.  People will always argue why halo is better than half-life, or why PC gamers would kick the ass of console players head to head.  He makes the best point of, its always about having fun.  When you are not having fun, you are no longer gaming.

Auto-Save

Again, one I do have to disagree with.  This would have be a product of, again, lazy developers who do not thoughtfully map out auto save points.  Everyone reading has had to been through an experience where you get so far in the game only to die because of something random, only to see that the last time you saved was about 45+ minutes ago.  I have gotten so immersed into situations that the last thing on my mind was to save.  With auto-save, it keeps me from having to break the immersion.

Auto-saving does have its follies.  Sometimes that 45+ minutes was because there was no save point for a long time.  Sometimes the auto save comes right after a horrible mistake.  However, if thought out, the auto save can present challenges that would not otherwise present itself with quick save.  Maybe going through a full challenge that might take 10 minutes.  If you mess up, you start over.  It does prolong the frustration, but it presents a unique mindset of fear that puts you “in the moment”.  You start sweating as the in-game character would,  except its not about saving the world, its about saving the next 9 minutes of your life.

Games For Windows

Nothing to say here.  He makes the point, and I agree.  GFW has not been needed in PC gaming nor will it ever be.

Making Us Hate Our Favorite Developers

Now, to clarify more for the writer of the article.  We (PC Gamers) do not hate our favorite developers because they switched to console.  We hate them because they act like they care about the community (which, if true, MW2 would never have seen the light of day on PC.  Same goes for my argument about whether there truly is a god, but that is for another day).  For the rest, he couldn’t make it any better.  No demo, outsourced port, glitches, and delays.  That I can deal with, but the lie tops the chart.

Kinecting The Dots

As a short response, wait for the market to grow cold.  The kinect will recognize its true potential soon.

Non-Existent Post-Release Support

This can depend on your version of “support” after release.  Does the developer release patches post release?….yes.  Does the developer ignore problems the community brings up?…yes.  For the record, provided DLC is NOT considering post-release support.  That is only providing an expansion pack.  As much as people blew up the cheater fiasco for MW2, I have to sort of sympathize with the devil on this one.  IW was in a bad place, the CoD series was being raped more than the Guitar Hero series (although they thankfully stopped for now), and employees were bleeding out.  However, it doesn’t excuse Black Ops.

PS: Remember the time when patches actually brought along free maps…good times, good times.

Dead-icated Servers

Tis a sad day when things like “Dedicated Servers” is being promoted on the box.  I do have to disagree with Bad Company 2.  Although it does technically have dedicated servers, you can not create your own without shelling out cash to rent one.  It still missed the point and got famous for people turning a blind eye.  I could go on with this point, but lets be blunt.  Dedicated servers are being labeled as old technology….I agree.  But until we get something better, they will always be the best form of MP gaming.  Embrace it, make it evolve.  You can integrate matchmaking into dedicated servers (America’s Army already provides level blocks for servers.  Want a noob friendly friendly server, you got it.)

There are many other arguments to be had here.  Many points in this article do apply and I can only hope some developers get a hold of it.  I like to think that I don’t ask for much, but when you have scraped away so much and start hitting the basics of what makes a PC game, it becomes painful to watch.

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Rating: 2.7/5 (9 votes cast)

Sometimes its better to have Amnesia

It was a lonely weekend where other games were currently not cutting it.  I decided to try out a new single player only game.  One can usually find gems in games like Bioshock, Fallout, and Mass Effect.  However, I was looking a new scare your pants off game; and considering I have already discovered those other gems long ago, soemthing else needed to fill the void.  In comes a newer indie game “Amnesia: The Dark Descent”.

To start, this is not your casual horror game.  The kind of horror game where your girlfriend might giggle as she clings to one’s arm but harmlessly watches on….no.  This is a horror game that keeps you from going to the bathroom because that 15 feet to the toilet is completely dark.

The title gives a very good summary of the game.  You are Daniel, a single man who has just woken up in a castle room with absolutely no memory of past or present…..and the game treats you to the exact same conditions.  You have no idea who this person is initially, why he is here, and absolutely no story to start off with.  As you do find information, you soon realize what type of person you really are.

Amnesia: Dark Descent monster

Quick! Hit it with a brick!

Part of what makes the game suspenseful is it’s major enemy, the Shadow.  At first sight, this drew memories of the 1999 movie remake of House on Haunted Hill.  The shadow is a shapeless supernatural figure that can happen to take shape as a couple horrific monsters.  The 2nd part that makes the game suspenseful is that there are absolutely no ways to attack enemies; the only actions available to you are to run and hide.  Don’t worry though, the game slowly allows you to realize this before the baddies will start coming out of random corners.  Once it does, you better know whats behind you because if you don’t start running immediately after something pops out, you will die.

The gameplay plays like a click and drag game.  You control the speed at which you open cabinet doors or desk drawers.  This does add to the immersive nature of puzzles and the environment.  However,  you are only limited to basic drag movements (up, down, left, right, and circle) and they do not play deeper into puzzles (a missed opportunity).  They also include a sanity meter.  My last experience with a sanity meter was Eternal Darkness on the Gamecube.  It was a very fun experience and gave you very real reason to keep your sanity up.  However, with Amnesia, when your sanity gets low, you are only treated to blurred vision and bugs crawling over your screen.  It feels more like an afterthought punishment than anything.

Sadly, this game does have even more faults, which warrant a no go on a recommendation.  Level design seems very lacking.  There is not much to the design so scenery is lacking.  Even when the shapeless Shadow can take any shape, you will usually see the same monster many MANY times.  You will quickly notice this and be able to plan accordingly.  The game relies heavily on pure story and simplistic puzzles.  The story is quite nice.  It allows one to follow a story of madness.  However, the puzzles seem to just be filler.  Allowing one to spend some time to go find other story elements while they look for another item.

You can say this is the horror counterpart to a Jason Bourne movie.  Amnesia tells a wonderfully dark story but only treats the player to a handful of gameplay elements.  If you are looking for a game that could help instill a fear of the dark, and has a good horror story,  I would definitely recommend it.  However, if you are the casual player looking for a deeper gameplay experience, there are other scary games to go to.  Its a bit of a shame.  If this was by the right AAA publisher, this could have gone further.

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Rating: 3.3/5 (4 votes cast)

Call of Duty: I have seen better days (Part 2)

In Call of Duty: I have seen better days (Part 1) we covered just some of the issues that have come about since the onset of Call of Duty. Now onto Part 2.  This is where all hell breaks loose.

Things were looking up for the new game.  There were a bunch of new perks, weapons, equipment, and maps.  I first noticed some trouble when they announced one killstreak called Tactical Nuke.  Even with the high 25 killstreak needed, no player should be able to end the game prematurely.  One might even think 25 kills was high enough.  However, with stacking killstreaks,  it is nothing a couple helicopters couldn’t get one through to.  It wasn’t a deal breaker though.  It was off-setting, but I was still on track to enjoy this next installment.  Then came black Saturday.  On October 17th, 2009, a community podcast called Bash and Slash held an interview with IW’s community manager, Rob Bowling (aka: 402).  They poked for some new features that they might get from the new game.  However, the answer they got was IWNET, the matchmaking service that was carried over from console to PC, and doing away with dedicated servers.

Now, to be fair, I would agree that finding the right server could sometimes be clunky.  However, it was not reason enough to throw away dedicated servers.  Dedicated servers have some issues but the idea has lasted as long as it did because it was purely community driven.  The community puts up the servers, sets up the rules, uploads the mods, manage it, and can even resell slots for their own purpose when they are not using it.  This also created quality control that many server providers took to heart.  As with any server, there would also be community admins to manage and keep out hackers.  Granted, it wasn’t foolproof, but it was enough to keep the hackers at bay.  With IWNET, they threw all of this away.  They took away what made the game a PC game.

Things didn’t get better as a couple IW employees had a forum interview hosted by Best Buy.  Here, we found out just how bad things were.  There would be no console for people to change commands on the fly.  There would be no lean because the game “wasn’t balanced” for it.  When accused of it being just a straight console port, they countered with “No, in the PC version, there is Mouse/Keyboard support and Graphic settings”.  That is a quote, it is not taken out of context nor paraphrased.  This is where I think I can speak at least for the majority of PC gamers in saying that is a direct insult on all PC gamers.  If you think a PC game is only a version with (minimal) graphic settings and support for keyboard/mouse, you should never make a PC game.

The community rose up and decided to boycott the game.  I joined the ranks and stood strong as launch day arrived.  However, my comrades were less determined:

Boycotts do nothing

Discouraging, yes.  However, I made sure that I would stick with my boycott.  I have to this day and will continue no matter how long.  The P2P servers had the issues everyone knew they would, but IW did not listen.  MW2 went on to die a lonely death on the PC. Sadly though, the damage done to the FPS genre was already done.  This effect was so ever lasting that it would effect future PC FPS games to come.

With this PR disaster, Battlefield: Bad Company 2 was born to pick up the slack.  Even with all their talk of sheltering PC gamers from the IW boogieman, they too had terrible issues.  I do not want to take too long so I will leave with this:  really buggy game, no new maps, no mod tools, servers that could only be purchased from one company (aka: no choice).   Same issues, different game.  Next up was Treyarch.  They needed to clean up the disaster that was MW2.

Coming in, Treyarch were ones to at least listen to the community in some respect.  However, the games they put out would be buggy and riddled with issues.  There is a reason the patches in World at War were so large and many.  As Black Ops (aka: BlOps) came to launch, not too many details were disclosed on all of the features.  I decided to give this one a shot anyways on launch day.  They still went with only one server provider to hand out servers, however, they allowed private matches so it was a decent replacement for LAN servers.  They had console, but many of the commands we not changeable from console, disabling the power user from fine tuning his game while in game.  They had promised mod tools after launch, but have yet to see them.  I doubt they will ever come out because last time I heard a promise of something after launch, it happened almost a full year after the release and the content released was so buggy, it was unplayable.

Black Ops still had its issues, but they got it to a point where things were at least tolerable.  However, the series would never be competition friendly ever again.  I feel as if the COD series was a good friend long ago, but then became rich, became a douche, and never come by ever again.  Here he comes (as BlOps) saying he is sorry so he brings in a case of nanny light and thinks everything is all better now.  There are still huge imbalances that have mysteriously stayed for the last 3 Call of Duty games now.  The problems only seem to stagnate or get worse with time.  This will most likely be the last Call of Duty game I play for awhile.  Maybe Its time to mozy into something else that will have a listening developer and a thriving community *cough*TF2*cough*.  Goodbye for now Call of Duty.  You provided many good memories over the years, but the abuse has to stop.

Overall, the Call of Duty franchise has made lasting effects on the FPS realm.  They have had a massive variety of features created and then copied by other games.  Sadly, one of those is dedicated servers.  It is a sad day whenever I see a PC game actually advertise dedicated servers on the back of the box.  Its brings a tear to my eye how much has been taken from the genre without giving back.  Let this be a lesson to new comers to the FPS genre,  know your roots.  There might not have been perks or killstreaks, but we still had so much more with mod tools and actual dedicated servers.  And so, I end this article with this: Until the day comes where dedicated servers are replaced by something more effective, or mod tools become illegal, never let IW nor any game company get away with any excuse for not including dedicated servers for multiplayer or mod tools.  You owe it to yourself, not if you are just a PC fanboy, but as a Gamer that demands the basic standards of their video games.

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Rating: 4.1/5 (12 votes cast)

Call of Duty: I have seen better days. (Part 1)

Before I get on my soapbox, I must mention that I have been a Call of Duty fan ever since the first game came out.  I have owned almost every COD game that has come out on PC.  I have played competitively in almost every COD game to be released on PC.

Well, now time for that soapbox….wait a sec, let me hammer this nail in…*bangbangbang**…..ok, good enough. WARNING:  In the end, this is a rant and should not be conceived as any other group’s thoughts.  I will try to be constructive as possible and only expect the same from anyone else.

I thought this appropriate after hearing the release numbers for the latest game in the series (Black Ops).  Hearing that it had the biggest release day, beating Modern Warfare 2, and also had the most money spent on it for development, I expected…..more.

Ever since the release of Call of Duty 2, the PC has only ever been served a lowly port of the game.  However, it didn’t start lowly at first.  If you are old enough to remember vCoD and UO, then I tip my hat to you.  I speak of the first Call of Duty and the first expansion pack United Offensive.

Ahh the good ol days.  The days when a gun had recoil, maps spanned large distances, melee took 2-3 hits to kill someone, and grenades were not nuclear (do a lot of damage from far away).  Its always interesting to go back and play an old game.  You can find yourself in a completely different time and world of gameplay.  Without going on this rant early, I want to point out one thing about the early games.  They had a wide skill gap.  A skill gap is determined by both sides given the exact same weapon and who is going to come out the victor most.  I will use COD1 as my skill gap comparison for the later games.  Next is Call of Duty 2, the first big sequel IW would come out with and the first big COD console game.

My literal first words when I first started playing Call of Duty 2 was “Wow, this map is small” (playing on matmata).  Sadly, it didn’t get much better.  The next thing was the gun recoil lessened and a Hold your breathe button turned a couple heads and “ORly?”.  However, Even this console port had a decent amount of features (including allowing you to change the DX level, a feature that allowed one to play the game on even the oldest PC gaming machines).  With mod tools, we were able to create our own maps, and mod out the “ported” features that were console specific (holding your breathe for the sniper rifle was only ever created for the console).  The storm was only a slight drizzle, but quite manageable.

When the news of Call of Duty 3 broke, people started looking up.  However, things went south quickly after hearing immediately afterward that is was a console only game.  Since Treyarch was the developer though, many hearts were not broken to hear that the game did not live up to the COD name.  I like to think of this as a look at things to come still.

Next was Call of Duty 4: Modern Warfare.  Since the PC community was still playing Call of Duty 2, it was a long wait for a new game and a good look forward to a refresh of the series.  However, what was delivered was yet worse.  I did not think maps could get smaller after Call of Duty 2 but I was proven wrong.  I did not think the gun recoil could get any lower than Call of Duty 2, I was proven wrong (and if you disagree, look up the scorpion + silencer glitch).  This latest installment also brought along the gametype that I believe to be the biggest abomination to FPS….hardcore.  Summary of my feelings on that, encourages TOO MUCH camping.  Why not just ignore hardcore servers, well, if 90% of servers did not have hardcore turned on, I would (and 7% of the normal servers are full or empty).  Although they mention they listen to the community (which is how they came up with hardcore), apparently they don’t listen to many.

Time for a little story that you won’t see in many places.  Punkbuster was not stopping many hackers.  The main competition modders of the PC community knew this and worked to improve upon this.  To let you know the credit of these modding gods, they are able to break through punkbuster in 10 minutes flat.  Anyway, they submitted their product to IW and get the usual “We will get back to you”.  In a couple weeks, it was announced that they will again use Punkbuster.  I bet you feel better about now about playing PC games online.

Back on track, With the inclusion of so much on Modern Warfare, it was a good variety.  Mod tools can again fix small maps and turn off perks if need be.  The patches even came a bit more with this one.  Sadly, the PC community manager for IW left after this installment, and the storm was only beginning.

Many were not too cheery to hear Treyarch was going to be developing the next Call of Duty game.  With the not so stellar release of COD3, standards were low.  However, they took a page from World of Warcraft clones, if you can’t beat it, copy it.  The first thing I noticed about Call of Duty: World at War, the game was quite similar to Modern Warfare, just with many new skins.  It was a bit better with the inclusion of a new zombie mode and guns not being so powerful.  Even the maps were growing larger again.  However, the game had MANY MANY bugs.  The patches themselves total in over 3GB worth of files (spread across 5 separate files).

Infinity Ward was up again and they needed to out do themselves after Call of Duty 4.  However, what they would deliver would turn out would have the worst PR for a game that anyone has seen.  As a bonus, Call of Duty: I have seen better days (Part 2) will have dedicated servers and keyboard/mouse support.  Stay tuned…

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Rating: 4.4/5 (9 votes cast)