The original Call of Duty games by Infinity Ward were brilliant. Their successors by Treyarch were an embarrassment and turned me off the whole concept. COD4 gave a shot in the arm to the series and made me fall in love all over again. I'd been playing COD4 again recently and was struck by how almost every twist and turn is cinematic in nature. Struck by how 'open' the game feels - even if there are physical limits to the game world - something that I think is enhanced by the storytelling... in that the story is so clear and the missions so imperative, that you feel it'd be a dereliction of duty to wander off exploring while your comrades are stuck in the meatgrinder.
And so to Call of Duty: World at War. I bought this with mixed feelings: one, because I hate Treyarch and feel that they should be sent to Gitmo for the warcrimes they've committed with the past instalments; but two, I loved COD4 so much that I wished it had been made as a multiplayer... and World at War has multiplayer! Ace! Time to get the girlfriend into it.
So we start the game and... ugh! What the fuck have they done with the splitscreen??? In order to maintain aspect ratio, they've basically put two mini TV-shape screens at opposite diagonal ends of the screen... and left about 40% dead space in the process. Wow... that's a great idea. Well done Treyarch... you've just made the game unplayable for anyone that doesn't have eyesight like a fucking (desert) eagle. Now kindly disembowel yourself for your dishonour.
This is actually quite a serious point. They could quite easily have used a vertical splitscreen (as used to good effect by Left 4 Dead recently) or the normal horizonal splitscreen (as used Halo 3 ad every other FPS that requires a degree of peripheral vision)... but oooooh no, lets make the screen so small that you need a fucking telescope to easily discern which pixel is a bit of grass and which pixel is oriental death. Even if you were to have eyesight like an eagle, the graphics are so friggin shoddy in co-op that you're probably better off sitting at a distance.
Anyhoo... miserable attitude aside, we persevere in playing the first level and I see some guy running out of a shack at the side of the encampment. Naturally, I shoot him... only for him to start writhing on the then floor. Being a humanitarian, I feel the moral obligation to shoot him repeatedly in the face until he quietly drifts away. So I pop a shot in his head... and he robotically stands upright before dying. How strange. Anyway, I go to the door to take out any more of the Japanese-ninja-warrior-hari-kiri-happy-kill-kill people that may be lurking inside. Oh, but you can't walk through an open door! Why not? Because of the invisible wall, silly. You know, the invisible wall that surrounds the game area and makes seemingly random obstacles (or wide open spaces) define the boundaries of the game world.
Oh how silly of me. Must remember that. Might come in handy. And so we creep through the long grass on the second level. The jungle is suddenly light by a flare! Aaaaaarrrrgh!!! AMBUSH!!! Slightly-robo-animatronic-Japanese hiding in the grass!!! After dealing with the initial onslaught, a solitary grenade falls to my feet, endangering both myself and my partner. Being the heroic type, I dashed to the grenade (COD4 skills still alive) and tossed the grenade into the surrounding treeline... girlfriend's gratitude assured, possibly a bronze medal in the bag from Command. But, oh no! In a cost-cutting exercise, military intelligence forgot to inform you that that the Japs had Toyota build invisible walls into all the treelines... and so the grenade comes dutifully bouncing back and explodes in my face.
Great. This is going to be fun. Actually, there's invisible walls all over the place. What??? You want to walk over to you team-mate who is in need of a revive? Oh no, no, no. Can't do that. Why? Because there's a twig on the floor infront of you. Clearly you need to jump over this obstacle. Okay... so I jump over the twig, shoot multitudes of Toyota workers and reach my downed team-mate. So you want to revive him before he bleeds out and the mission fails? Afraid not. Why not? Because your team-mate was unfortunate enough to have been shot in close proximity to two or three weapons on the floor, meaning that every time you attempt to press the 'action' button, you swap your weapon instead like some indecisive OCD sufferer who's oblivious to the dying person in front of him.
So we get through to the third level. My eyes are feeling a little weary (and my patience thin), so we agree to turn it off and come back to it after an hour or so. As we are well aware, COD uses an autosave function that never fails once the drive is selected... apart from in co-op multiplayer, because you can't save your game in co-op as levels can only be permanently unlocked in single player campaign... essentially rendering it unplayable unless you happen to be married to a crackhead who doesn't mind playing for hours on end until you complete the game in a single sitting. Fantastic, Treyarch. Fantastic. Every silver lining has a cloud.
Everything about this game screams downgrade. The banter between the characters is stale and predictable (nothing like how the USMC and SAS lads joked in COD4), something that isn't helped by Kiefer Sutherland providing the voiceover (yes, he's in full Jack Bauer cyborg mode). And yeah, the guns are gash.
In short, don't bother. Wait for COD6. Infinity Ward have the contract. Nuff said.