Modern Warfare 2
50,000 people used to live here…
Traditional indicators like pre-order figures or column inches aren't what tell you how big Modern Warfare 2's going to be this Christmas. It's the way other titles have quietly disappeared from its release window, giving Soap MacTavish and his bristly-chinned friends a clear run for their deadly assault on Santa's base camp. It's almost as if Infinity Ward has been staging a brutal deathmatch with its competition over the past few months, blasting triple-A titles deep into Q1 with frightening efficiency, until only a handful of other giants - like Bungie's Orbital Drop Shock Troopers - remain on the battlefield.
While the single-player campaign promises to be a typically zippy thrill ride in which bombs will fall, tracer fire will bisect the sky and grim-faced commando types will make last-minute escapes on Skidoos, it's the multiplayer that should truly frighten the competition. COD's main campaign is always brilliantly-staged cinema but, inevitably, there are only so many times you'll want to sit through it. Multiplayer is more like a sport - and you can play sports forever.
With Special Ops handling co-op duties via a series of high-action mini-missions, standard multiplayer has the unenviable task of building upon something that's already staggeringly comprehensive. COD4's online arenas remain intense and often hilarious as they hurtle players through a gauntlet of stylish warzones. Their tumbledown walls and smouldering tanks present vivid snapshots of chaotic battlegrounds, while the devilishly manipulative levelling system is always on hand to provide you with that illusory sense of actually having achieved something.
Luckily it seems that judicious iterations are one of the things that Infinity Ward excels at. A recent chance to mess about with a handful of Modern Warfare 2's new multiplayer maps suggests a game that balances continuity with strategic expansion, and a developer that is absolutely certain it knows what it's doing.

It's hard to judge in a LAN session, but Infinity Ward is promising a migration system to stop you getting dropped if the host leaves.
Customisation appears to be the main thrust, and the theme is expressed in a number of ways. A new system for Killstreaks leads the charge, with the game allowing players the ability to unlock new varieties as well as pick and choose which ones to take into battle. There's still a fairly rigid structure in place - if a particular reward requires nine kills to access it you can't suddenly reassign it to a five kill slot, unbalancing the game in the process - but this time there are multiple Killstreak types available to you at every juncture.
And, as you'll be choosing a load-out of just three, it will be important to decide between a cluster of relatively tame low-body count 'Streaks, or a collection of much deadlier weapons which will need prolonged bursts of seamless murder to unlock. Whichever you go for there are a few potential classics amongst the new options, ranging from Care Package, an aerial drop marker which allows you to call in ammo or random goodies from a passing chopper (possibly bringing the crate down violently on top of an unsuspecting enemy while you're at it), to a player-controlled predator missile attack. This leaves you vulnerable as you call it in via a laptop, but can be unusually deadly whenever opposition team members cluster together during objective-based games.
In turn, Killstreak choices feed into the expanded Create a Class options, which, besides including new weapons and attachments for primary and secondary slots (early favourites are the weighty, potentially unwieldy, .44 Magnum, presumably shipped in from World at War, and the ATA4, a portable rocket launcher which needs no more introduction) now has space for one item of miscellaneous equipment, and a selectable “Deathstreak”.

Taking a leaf from Street Fighter 4, callsigns pop up on screen whenever you do something clever.
The latter is a simple piece of yin-yang game balancing, giving players who die a lot a gentle advantage in the form of perks. These range from respawns with a slightly longer health bar to the ability to steal the class loadout of whoever just plugged you.
The equipment slot, however, is more of a game changer. Straightforward items like throwing knives or a Semtex grenade may provide nothing more than a touch of unruly colour to familiar offensive options but a tricksier offering, such as the 'Tactical Insertion' flares that can be placed around the map and turned into spawn points, is going to take some getting used to. It has the disconcerting power to bend rules which have so far been inflexible, in this case potentially putting enemies straight back into your territory seconds after you've just killed them.
Most of the new equipment balances strengths with weaknesses - portable blast shields stop you from taking damage, for instance, but they also slow you down and stop you from shooting back. But when you put the right gadget together with the perfect Killstreak loadout, you get a depth of potential tactics that simply wasn't there before.
Alongside unveiling its customisation options, Infinity Ward is finally lifting the lid on two new game modes. CTF builds on World at War's blueprint but adds a few crucial seconds to the time it takes to steal the enemy's flag - thereby upping your vulnerability at the worst moment while ensuring that if you race in without backup and a decent game plan, you're toast.
Demolition, meanwhile, places two potential bomb sites on the map and divides teams into attackers and defenders. The former are tasked with infiltrating the enemy and setting explosives. Both games are turn-based (a necessity for CTF, as Infinity Ward hasn't built any symmetrical maps), and both scale well, effortlessly accommodating well-organised teams with good lines of communication yet without diminishing the ramshackle fun of being thrown together with an ad hoc collections of idiots.
Elsewhere three new maps suggest that, after the dusty greys and browns of COD4, Modern Warfare 2 is shaping up to be a more colourful game. Favela is the most traditional of the new offerings, a ravaged Brazilian town with shattered alleyways and piles of handy rubble where a familiar kind of street fighting is the order of the day. Matches play fast and bloody as bodies pile up against the stamped tin walls. In close quarters, it's up to your ears alone to alert you to incoming dangers.

Once again, lines of sights have been perfectly tweaked to keep both emerging strategies and inveterate lurkers in a state of flux.
Airy where Favela is claustrophobic and cramped, the second map, Afghan, is nestled within a brutal mountain range, a ring of craggy rock encircling an open space where a large aircraft has come down in pieces. Scrubby paths and forgotten bunkers litter the outer edges of the map, but the rusting hulk in the central area is both a natural congregation point for less cautious players and a source of unusual cover options: a combination that makes for some unpredictable encounters.
The third map unveiled marks a bit of a departure for the series -the usual shanty towns and factories have been rejected in favour of a distinctly posh urban cityscape, albeit one that's been comprehensively blown to pieces. Putting aside what it has to say about the kind of adventures Soap and Co will be getting into this time around, Highrise can be a hard location to get your bearings in initially.
Spawning inside of partially destroyed office buildings and penthouses, before exiting via a missing wall to find yourself in a Mirror's Edge world of cranes and lofty rooftops makes this one of the more incongruous COD maps. It's also one of the most complex in terms of blending internal and external spaces. The golden evening light ensures that it's a visual highlight, however, and, once you start to learn the strange rhythms it's a blast to play.

The team isn't prepared to say which city Highrise is set in yet - not Hull, by the looks of it, though.
The waiting's almost over, then, but with further modes and maps still to be revealed, perks and Killstreaks to be finalised and no word yet on a strategy for DLC, there's a lot that remains unknown about Infinity Ward's sequel. One thing's immediately clear, however: from the familiar kick of recoil to the ominous flitter-flatter of an approaching chopper, the core of the experience remains gloriously intact.
This is still a game where you can kill or be killed with a patronising efficiency, still a game with the poise and winning arrogance to provide the better players with shiny new toys as its primary means of encouraging the weaker elements to improve. New and old hands alike will find plenty to enjoy here, while those who refused to migrate when World of War came along finally have a new game to play.
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Comments (91) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Preffered the multiplayer on Vegas to be honest, offered a slower pace and more tactics.
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I always thought it was quite the opposite. The SP campaign was saved only by the mission set in Pripryat while the MP became the true meat and bones of the entire gaming experience.
Votes for Goats I guess.
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breakfast was just a coffee
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I must be getting old.
Edit, still learning to spell
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- hasn't built any at all, or hasn't built any for CTF!? Would really appreciate a response on this!!! Sorry if I come across as gruff!
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Don't care if I end up waiting six months and paying full price. It's Pre-owned or bust for me.
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Halo MP better than CoD 4 MP? You kid, right? Who the hell wants to spend all day floating around on the moon between kills? Not I.
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Billy Goat is not my lover
Shes just a goat who claims that IIIIII am the one
But the kid is not my son
No sir.
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and using the sprint button makes you keel over and puke all over the ground cos you're an overweight gimp!
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On example is: [link url=http://www.bestlag.com/ ]http://www.bestlag.com/ [/link]
Thanks the advice I may pick up another copy of COD4 and both to play it to the end this time.
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that is an example of one, you can make one very easily and I am sure people all over the world have done so.
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Thats just Gay.
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Cant agree on this. I felt completing that and other missons on veteran was more about knowing the enemy spawn positions than pure skill.
Took me only a couple of hours gaming for a few days to complete the game on veteran.
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I think you will find the last two map packs for WaW are superb, certainly as good as any maps for CoD4. I was not enjoying WaW online as much as 4 until map pack two and now I love it.
I have been getting spammed by a couple of people in my friends list wanting me to sign an online petition which is against the slowing down or curtailing of rapid fire controllers and lag switches. *
After seeing that video of the lag switch I can only applaud. A friend of mine stopped playing online with his computer because of people looking through walls and always getting head shots even if falling from a building and not quite facing the right direction.
38 kills superb, I was stoked getting 4 people with a single sticky bomb on the battery map.
edit
*The petition is about changes being made for CoD MW 2.
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/off to read rest now
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Hey, IW, we want Behind Enemy Lines back!!!. The perfect mode for when you don't have enough people to play the big teams, and are tired of pure DM.
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What's the billy-o?
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Gather the writer hasn't played much Killzone 2. Depending how IW have set it up they will either get camped with instant death on respawn or it will become a clusterfuck. Demolition is exactly like KZ2's Search and Destroy, which before the patch was completely chaotic when combined with tac spawns. Can see a lot of MW players yelling abuse at idiot tacticians.
/strokes goatee
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Seeing the device above and your comment explains a lot. Gears 2 can be a nightmare with lag but it is my preferred online game.
It would be nice if people could just play fair.
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But will it sell?
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What a fuckin joke, may skip this.
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Cant agree on this. I felt completing that and other missons on veteran was more about knowing the enemy spawn positions than pure skill.
"than pure skill."
I loved CoD4 Vet not because it was "ultra difficult and made me feel like I was 15 again, and l33t and stuff...", but that level in particular, is very well designed: claustrophobic, intense, one can almost feel an opressive environment. Then again, to each its own, right...?
Then again, what the heck is "pure skill" ?
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forgive my ignorance, is there actually a game coming out in 2009 called Orbital Drop Shock Troopers? I hope it's tongue in cheek and not some po-faced nonsense.
Also
COD's main campaign is always brilliantly-staged cinema
It actually never is.
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It actually never is. "
Personally, I think that phrase describes CoD SP pretty well. Maybe too staged, but it definetly achieves its goal. Good, polished, mainstream entertaiment.
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Could be interesting for stealth kills though....
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"So these other players have played enough to get loadouts that will make them own newbies instantly?"
"Yes."
"So if I was to start playing online I'd just die constantly until I'm lucky enough to earn something better?"
"Probably."
"Why would I want to put myself through that?"
"Aren't you enjoying playing right now?"
"I'm lucky if I kill one person for every three spawns. I know I'm better than some of these guys, I want that reflected in the leaderboard from the beginning!"
Well thank God they've corrected that gripe with the balancing that's referred to in the article. Still, I've always preferred a straight deathmatch, all players created equal, to all these perks. Its brevity, its conciseness, its simplicity.
Maybe I should find a nice chap who will nanny me through the first few matches until I have a decent loadout.
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(yes that includes halo, gears)....
I like to get into a multiplayer game very quickly..
and seeing as if I pay for the product I like to choose the map I want to join..... not some pre-determined map that someone is telling to me to join....
And yes ... i do suck at the game
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Smother him with a pillow while he sleeps tonight.
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I like the martyrdom it has totally stopped tea baggers and they were enough to get anyones goat.
Placing claymores near TI points should do the job. I imagine we will get a visual guide to their location as we do with bouncing betties and so on.
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Its about being good with the controller, having quick reflexes and so on not just learning by trial and error where the enemies will spawn.
I loved COD4 singleplayer for the story and the fantastic set pieces but its the multiplayer that gives the game legs imo.
I didnt think Veteran was that hard at all btw. If the enemies didnt spawn at the same places every time it would probably be very hard though.
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Bye.
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My issue with the comment is mainly the use of the word cinema, which I would contend is completely wrong.
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I really cant be bothered with all the people in this game showgoating their skills (or lack of life or ability to play any other game) haha
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I cannot wait for the 10th November, I have pre-ordered the Hardened Edition at Blockbuster (£54.99) Cheapest I have found anywhere for this particular version of the game, can't really see the need to spend £120+ on a pair of NV goggles, that won't help me see MW2 any better, even in 1080p
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