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Throughout it all, and whatever you're doing, it also looks fantastic, with great locations, details, and lighting that really show just how good that Modern Warfare engine is.
Those last two also do a really good job of dialing into the Second World War hero fantasies with big battle set pieces and spectacle. Wade has a focus ability to see enemies and auto-target them, while Lucas can carry just about every grenade and explosive in the game at once, and use a precise targeting arc to throw them. Polina has some great stealth sections with a free-flowing movement system that lets you move in and out of hiding places to create a fast and dynamic game of cat and mouse. He can also direct his teammates to attack specific targets which uniquely articulates his leadership role. Arthur's D-Day level riffs so hard on horror in places I wouldn't have batted an eyelid is an actual monster turned up. And finally, the Australian explosive expert, Lucas, fights explosive nighttime raids and tank battles across Libya.Īll these beats have something worthy of praise from atmosphere to pacing, mechanics, location, and more. An American pilot called Wade gets a big aerial battle, blowing up Japanese aircraft carriers before assaulting a pacific island. The Russian sniper Polina's story follows her life being destroyed by the German invasion, through a revenge tale with a really interesting, fast-flowing stealth system.
The leader, Arthur, has a nighttime D-Day parachute raid that dodges all the usual heroic cliches and instead plays on the terror of being lost in the dark behind enemy lines and touches more than a few horror notes along the way.
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These self contained moments for each character are full of great sections, ideas, and specific mechanics tied to various roles within the team. It's only after a few of the stand-alone stories and interrogation scenes that you start to warm to the various characters. It's alienating initially, with grating frat boy whooping and wisecracking team interplay that feels like it's leaving you out. The opening level - taking place on a decent enough train hijack set-piece - sees a bunch of characters bantering and quipping like it's the final scene of a movie. The only downside to this high concept set-up is that it's a pretty cold start that takes time to warm up.
Dominic Monaghan deserves a lot of the credit here, creating a sort of shitty, oily middle management villain that you almost pity as much as hate. It's probably not going to sit well if you're impatient and just want to shoot things, but over time I found the slow burn build really grew on me and, towards the end when Richter starts to see the moving parts of a plan he's not a part of, it was edge of the seat stuff. There are a lot of dialogue-heavy, one on one scenes as you piece everything together through Richter's intimate interrogations. It's a fascinating approach for a game that usually just starts with explosions and progresses by adding more. Each one explains the various characters' backgrounds and how they got to be a part of a group of allied soldiers sent behind enemy lines to investigate something called Project Phoenix, something so top secret that even most Nazis don't know what it is.
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What it produces is a series of short story vignettes, linked by the interrogation plot, but that more or less stand alone.
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Platform(s): PS5/4, Xbox Series X/S, Xbox One, PC