Call of Duty 4: Modern Warfare
We report on the XBL multiplayer beta.
You can't help but experience universally positive feelings of pure gaming joy the first time you boot up the Call of Duty 4 multiplayer beta, currently playing out across Xbox Live. Within those first precious moments of gameplay, all doubts you may have had about the game's innovations - not least its shift in time away from World War II - quickly dissipate. The Call of Duty DNA is self-evident, and certainly in my opinion, it's clear that the game offers a substantial leap over anything we've seen before on a console first person shooter.
Certainly in terms of its visuals, it doesn't put a foot wrong. In fact, I've lovingly prepared a voluminous screenshot gallery for you right here. While lacking some of the detail and precision of the Unreal Engine-powered shooters out there, it still looks fantastic, with some subtle, yet utterly sublime lighting and blurring effects. Best of all, the code lives up to developer Infinity Ward's claims that it never runs at anything less than 60 frames per second. This alone elevates Call of Duty 4 beyond many of its competitors - with gameplay as intense as what's on offer here, you never feel short-changed by the shortcomings of the console or the graphical engine. It feels solid, it feels real; gameplay feels fast and smooth - arcade-like if you will.
Class Warfare
In terms of the multiplayer content offered up in the beta, the key to Call of Duty 4's appeal is the sheer amount of customisation on offer. There are a handful of default classes on offer - soldier types each equipped with their own primary and secondary weaponry and special extra kit. There's the expected range of snipers, spec ops, demolition, heavy gunner and assault troops but once you've progressed a little into the game you're free to mix up the kit on offer, creating up to five of your own custom classes. Each class also has three different 'perk' slots - additional upgrades you can tailor to your own combat style. Perks include the basic abilities like running faster or being able to take more damage. Equipment to unlock includes grenade launcher add-ons, rocket launchers, and remote-detonation C4. But as you level-up, more exotic skills are unlocked. Last Stand for example, allows you to pull out a pistol and fire back at your killer as you breathe your last. Or alternatively, shoot yourself in the head to deprive your opponent of score.

Levelling-up is crucial to the Call of Duty 4 multiplayer mode. The more battles you take part in, the more experience (XP) you gain. Each rank has a certain XP threshold, and once you pass it, more weapons and perks are added to the range available for your custom classes. Right now, in the beta, ranking up is something of a double-edged sword. Yes, it's very cool indeed to keep fighting as who knows what cool new additions will become available when you make your next rank. But on the other hand, just about everyone playing now has already achieved the game's maximum rank (11, though the final game offers a huge 55!) and newcomers are at a severe disadvantage up against those with far superior weapons and better perks. With the final game offering so many more extra ranks and associated goodies, you can't help but wonder how any newcomer is going to fare. Perhaps the single-player mode also offers up some XP so can at least progress through the ranks via that route.
Noob Unfriendliness
Certainly, there are a few tricks Infinity Ward has appeared to have missed in helping out the multiplayer beta's newbies. The experienced gamers have no doubt carefully arranged their five custom classes by now, but it's a process of trial and error - a process not helped by the fact that you need to quit out of a session in order to swap around your equipment lists for each custom class. Experimentation is the key to getting things just right, and it's annoying that you can't swap equipment about before respawning.

Getting into the game is simplicity itself though, thanks to the matchmaking system which plays out in a very similar manner to Halo 3's. Just choose the game type you want (Deathmatch, Team Deathmatch, Tactical and Objective) and the code takes care of all the rest for you - usually without the interminable delay that plagued the Halo 3 beta version. Quick and easy for sure, but I hope the final game allows you some control over the search parameters.
Lag, in particular is absolutely critical in this game. Ironically it's one of Call of Duty 4's coolest features that highlights just how crucial it is. The KillCam pops up each time you're offed, showing you the first person viewpoint of your killer, and how he took you out. On the one hand, it's supremely educational, and entertaining enough to stop you hammering away at the Respawn button. On the other hand, it's often amazing to see how history played out so very differently to how you perceived it. While you may recall firing back repeatedly at your assailant before being gunned down, the replay may not show it all. In short, your opponent bested you only because he had a better ping than you. It's an issue that goes way back to the dawn of internet gaming of course, but never before have you had it rubbed in your face quite as blatantly as this. There is a lag indicator in-game, but crucially you don't get to see it until the session has begun.
The Magic of CoD4

But when you find yourself in a well-matched game with players operating with a similar level of latency and like levels of rank, you can't help but get caught up in the magic. The action feels very realistic, the guns feel like instruments of instant death. There are no prolonged shootouts here - a gunshot wound to the head will kill any one, and a rapid volley of gunfire drops your opponent quickly and cleanly (unless your personal ping says otherwise). You can also shoot through walls too - no longer does ducking behind a convenient piece of scenery give you total invulnerability. Now the material you're hiding behind and its thickness, combined with the power of the gun being fired at you make all the difference. It all adds up to Call of Duty 4 being a shooter you'll find yourself playing far more cautiously, more intelligently, than its competitors.
Doing so helps to offer up some bonus rewards offered up for staying alive, for being a successful killer. String together some frags and extra options are gradually revealed - starting with the ability to send up a UAV to get enemy positions marked on your radar, moving on to unleashing an airstrike and culminating in getting your own helicopter gunship. While you're still vulnerable to rocket strikes and gunfire, swooping about in your chopper and machine-gunning down all opponents with impunity is superb fun.

Minor irritations side, the Call of Duty 4 multiplayer beta works on just about every level. It beautifully showcases the excellent graphics engine and it gives you enough in the way of levels, gameplay, weaponry and toys to make you want more. And knowing just how sussed this game is from a technical perspective raises the anticipation level for the single-player mode too, especially considering how accomplished Infinity Ward's Call of Duty 2 was for the solo gamer. So, to put it frankly, the November 5 worldwide launch can't come quick enough, and in the meantime, keep an eye-out for European beta registration details at the official site. It's a demo you really won't want to miss.
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Comments (56) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Anyone else got theirs yet?
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And the Official Sega Saturn Magazine. Good times indeed.
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/wallet cry
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Still images don't do the game justice.
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And your corker of a publication called Official Sega Magazine!
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It should be XBL multiplayer beta, surely?
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"I understand the need for such creatures; I just wish they could make them more presentable"
- Andrew Ryan
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I'm sick of all this classes nonsense!
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I wouldn't worry about it, as it only takes 3 hours max to reach the current level cap.
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Spawn points are another annoyance, often dropping you directly in a crossfire with no "invincibility time" to orient yourself. Otherwise, entertaining.
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and that wouldn't piss you right off.
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Actually I think that was Team Fortress?
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They were talking about perception vs reality...
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I'd say it's at least as integrated as in COD 2, which I didn't play much, to be fair. There's at least a handful of times during a match when you feel like the game has literally sunk its teeth into an opponent and is dragging you at them, controller in hand. It's not present at every moment, and I wouldn't liken it to a lock-on mechanic, but it's absolutely a concern, I think. Odd, too, considering how well it handles with a gamepad.
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They were talking about perception vs reality...'
This still wouldn't work with the replay cam though. You'd only perceive the absence of lag if you never ever have an objective view.
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"Paul Wedgewood: Gamers are more obsessed with knowing that what they're shooting is actually where you say it is, and that's what we've achieved with things like the anti-lag code. Say you're on 150ms ping and I'm on a 33ms ping - if someone's head is under your sniper rifle when you shoot them you actually get that hit, that hit is registered appropriately, and that levels the playing field without imposing any penalty on anybody else. The low-ping guy doesn't suffer for your lag.
Eurogamer: Because if he gets hit it's because he was exposed at the wrong time. Right."
What I understand from that is that if Quake Wars had a KillCam or whatever the replay is called, you would see yourself getting killed exactly as it happened.
I got the impression from the article about CoD4 that you would shoot the other guy, still die and find that from his perspective you didn't shoot at all. In other words CoD are going for illusion over reality, to use the term from the Quake Wars interview.
Which makes it very frustrating.
If the reviewer is saying that you just IMAGINED shooting him that's another thing entirely, but that's not how I read it.
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That appears to be the opposite of how they run things in Quake Wars. If they are "faking it", better to not highlight that via a replay!
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Which makes it very frustrating.
If the reviewer is saying that you just IMAGINED shooting him that's another thing entirely, but that's not how I read it.
This is absolutely true, Hurley. Even with seemingly good ping, you'll swear you fired off a few rounds at a guy, only to see through his killcam, clearly, at point-blank range, that you did not. It's odd.
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i had that idea years ago! every game should impliment it i say!
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Head yourself over to Warhawk, mate. No frills, lots of thrills. I particularly like how it's not totally dominated by experienced players - this upgraded weapons lark in COD sounds like a nightmare for new players or folks with lives and girlfriends not prepared to dedicate their entire waking hours to practice and upgrades. Was why it's taken me so long to succumb to online gaming. Personally think it's daft. Any dedicated player will have the full level and armoury, so no real advantage against seasoned gamers. It's just the newbies who get screwed.
Even a total online noob like me had a damn fine time straight off in WarHawk. I was expecting to be horribly abused by all the folks who'd practiced on the beta, but was not the case, and even the reported spawn camping wasn't a problem.
Sure practice and skills still tell, and you can see the good guys kicking ar$e, but not so dominant to the point that a fresh player, even with no tutorial practice, can't survive for a good few minutes per spawn, get a few frags in and have awesome fun right from the off. Incog's made a wii-style super accesible wargame, and it rocks.
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the article does note some minor quirks (like not being able to adjust your class setup during a game)
but more importantly, I got this mail:
Hey Everyone –
Straight to the Point: The Level Cap Is Rising!
Friday morning at 10 am PDT (1 pm EST) we’re going to be increasing the Rank level cap to Level 16. This is going to allow you to rank up and unlock more weapons, more perks, and more features; including Clan Tags (lv. 12). This is the first of several level increases we’re going to do throughout the beta, so keep playing, and we’ll keep you informed of incoming updates. Thanks to everyone currently playing for the tremendous amount of feedback we’ve been receiving; Keep sending it, and we’ll see you online!
- Infinity Ward
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Registered for the code last Friday
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A friend registered yesterday and got his code ????
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Hold on guys, you will be getting it soon as I believe they are only rolling out 10k keys a day...
Game is really good, would have liked another map or two, and maybe the level up system is a tad easy as I reached the max in under 2 hours. Would also be a nice touch if you could control the helicopter - anyone know if CoD4 will include cars/bikes etc?
Also, the maps given are a tad on the small side, would have liked to of seen a larger map in there somewhere...