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AceGamez Preview - Call of Duty: World at War

AceGamez: "Given the staggering success of Call of Duty 4: Modern Warfare (I doubt even the folks at Infinity Ward were expecting such universal acclaim and enduring support for the game), the pressure is well and truly on Treyarch, the developers of this iteration, to deliver. There was a mixed reaction to the news that the powers that be had decided to dive back into the Second World War once again, but if the Multiplayer Beta is anything to go by, this decision won't damage the success of Call of Duty: World at War one little bit, because it's got all the action, drama, design excellence and addictiveness of its predecessor.

With CoD 4 proving to be such a robust and well-rounded experience, it's fair to say that no real overhaul is necessary to the game mechanics or engine, so World at War is definitely more evolution than revolution. Hopping into the lobby for the first time, anyone who's played CoD 4 (and let's be honest, who hasn't?) will feel instantly at home.

There's a small selection of modes available in the Beta - Free-for-all, Team Deathmatch with or without parties, Capture the Flag and Search & Destroy. The latter is most strategic mode; as before, two teams fight through a series of short rounds where one team must plant a bomb at one of two locations and ensure that it detonates, and the other team must prevent this from happening. Eliminating the entire enemy team also nets you the win but there are no respawns, so with only one life, people aren't half as gung-ho as they are in the rest of the modes. The beauty of this mode is that each round only lasts a couple of minutes, so you're not sitting out for long and you can watch your teammates while you wait and chat to (or trash talk) the dead opposition, or curse that lone surviving teammate for sitting in a tower with a sniper rifle when he should be planting the bomb!

The big new mode here though is War, a variation on territories. There are five strategic locations spread across the map and at the outset each team has possession of the locations points on their side, leaving the central location available for capture. The twist here is that you can only capture one location at a time, so after the central location is yours, you must move on to the next location, then the final one, falling back to defend the locations on your side if the enemy captures the middle and advances. This system allows for a focused and strategic battle, rather than teams scattering around a number of bases that are all available for capture, and the conflict moves back and forth in true tug of war fashion. As addictive as every mode is, the War mode has proven to be particularly outstanding and will doubtless become a firm fan favourite when the game hits the shelves in a couple of weeks."

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