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Call of Duty 2: Big Red One Review

Xbox Review by John Walker

18 November, 2005

As I check the time on my mobile phone before I start writing, I notice that it’s 11:11. Normally, seeing this time reminds me what a complete idiot Uri Geller is, but today, having spent the last few days playing the console Call of Duty sequel, it makes me think about... well, nothing really. A good way to start the review?

Call of Duty 2: Big Red One does not command the awful majesty of the very first CoD on the PC. Infinity Ward’s original gained its notoriety through a combination of excellent FPS scripting, and a sense of the pure horror of being in a war. You were anonymous, surrounded by the anonymous. People died all around you, American, British, Russian, German, just green teenagers, first running, then lying very still, each expendable. Even your player character did not survive the chapter changes, as you switched from nation to nation, exploring significant moments from the catastrophic Second World War. You were a nobody with a gun, fighting nobodies with guns, and the agonising futility provided balance to the game’s focus on intense action.

Treyarch’s Big Red One (to clarify, as it’s confusing: Call of Duty 2 is a new release on PC and Xbox 360, whereas Call of Duty 2: Big Red One is an entirely separate game for PS2, GameCube and Xbox), while following the action ethos of the series, does not possess the same emotional scale. Although there’s a fair chance they never intended to.

Featuring the cast of the BBC/HBO series Band of Brothers, BRO is about personalities. It is the micro to CoD’s macro. The Big Red One were the First Infantry Division of the US army. Formed during WWI, their name came from the red material they sewed to their uniforms after tearing it from the uniforms of fallen German soldiers. They were the elite, the US army go-to guys, and played a large role in many events between 1942 and 1945. As such, they are an ideal group to follow through the traditional CoD multi-national pathway.

'Call of Duty 2: Big Red One' Screenshot 1

For the next war, it has to be a rule that the enemy wear a significantly different colour uniform for night time battles.

Beginning in North Africa, through Tunisia and Libya, and then going into Italy, France, Belgium and Germany, BRO picks out significant manoeuvres and specialist tasks, based on historical record and the interviews the team did with surviving veterans. There’s no doubting the veracity of the events. However, because BRO is more interested in the personal, even this is played down in favour of the squad’s banter.

There are five or six key characters surrounding you, each invincible in battle unless the script says otherwise. The emotional involvement is clearly intended to come through the camaraderie, and their surprise deaths a painful shock. Unfortunately, this doesn’t work particularly well for a couple of reasons. Firstly, the script, while well written and excellently performed (boosted by superb team-based motion-capturing), doesn’t spend enough time introducing you to the soldiers, and while their names float about when your cursor waves over them, they're not obvious during the frequent in-game cut-scenes, meaning it’s very hard to remember who’s who, and hence really care who’s who. Secondly, you don’t have a name or a voice. So in this group of gobby men, you stand silently, watching, always feeling detached.

But here’s some good news: none of that matters. Because this is one kick-ass awesome FPS(TM).

Heavily on-rails, there’s rarely a single moment when you have a choice about which direction you should run. But, uh, you’re in the army, in a war. There’s only one direction you should run. Run, fool! This understanding is executed via the utterly superb level design. The reason you don’t try and run behind the shed, or the wrong way down the bunker, is because you absolutely don’t want to. Meet a crossroads, you pick a direction, and the action continues. Should you die and retrace those steps, you might pick another path just out of curiosity, and realise it’s a dead end. But you’d never have gone that way first time, no matter how smart you think you’re being. It’s as if the game has you on an invisible lasso, pulling you in the direction it wants you to go, but without ever giving you the sensation of being tugged.

As the consoles give birth to their successors, the last releases on the retiring parents are naturally going to suffer in comparison. But BRO is an exception. It looks beautiful. Treyarch has squeezed every bit of power out of the aging machinery, managing to have dozens of enemies on screen at once, while fires rage, smoke billows, and planes fly overhead. It doesn’t stagger, it doesn't blip. The intensity of the surroundings is remarkable. Coupled with the enormous variety in weaponry, each satisfyingly different to fire, the action-action-ACTION! atmosphere is rarely suppressed.

'Call of Duty 2: Big Red One' Screenshot 2

When snowball fights get out of hand.

The nature of that action is pleasingly broken up. Almost straight away you find yourself awkwardly steering a tank along dusty African roads, kaplowing the enemy forces. Later you’re shooting planes out the sky (with awesome explosions) on the back of a truck, and then dashing about the various weaponry of a plane in a splendid aerial battle. In the middle of sieging a building, you’ll suddenly find yourself ordered to grab a rocket launcher and take out oncoming tanks, before sneaking up and attaching explosives to the sides of enemy firepower. Then it will be just a matter of surviving the length of a road with nothing but a rifle, before defending an engineer as he takes out a wall. It’s pretty much seamless throughout, but plenty mixed-up to prevent that FPS run-and-gun boredom setting in.

Issues arise with the mentioned invulnerability of your squadmates. Interestingly, it’s not by a lack of realism - they frequently get hit, show damage, and retreat from the front. Never once did I think, "how is he not dying?". Instead, it’s your inability to kill them that becomes an issue. While accidental friendly fire will result in a game over, it’s tough to achieve. If you aim your gun at an ally’s head, it just won’t fire. Of course, this isn’t some crazed complaint by a frustrated double-agent Nazi - this is about when they decide they’re going to stand immediately in front of you while you’re trying to take out the enemy machine gun. Suddenly you’re helpless, your gun won’t fire, and you’re trapped between the soldier and some rubble. And this happens frustratingly frequently. Not game-breakingly frequently, but enough to have you shouting, "Get out the way, you bloody idiot!" while your life is chipped away. This said, otherwise their AI is sterling, using that of the original PC Call of Duty. The enemies’ is a little poorer, as often leaving them standing around waiting to be shot as it has them sensibly hide.

Probably the very hardest part of designing a scripted FPS with non-playable squad-mates is ensuring that you feel a significant role in the action. Here BRO shines more brightly than any other star. While there are occasions when you realise that the entire Second World War has paused for you to run to the appropriate corner, this is mostly beautifully disguised. Fellow soldiers will happily do a lot of the work for you, if you’re too lazy to help. But if you’re there, they won’t spoil it for you. It’s hard to understand quite how Treyarch achieved this, but I’m damn grateful that’s their job rather than mine. It does occasionally glitch, and when it does it looks really stupid - you join the squad standing peacefully in a room, having been picking off a sniper or somesuch, and discover that they’re amiably hanging out with a German intent on murdering only you. It’s a frame-breaker, but thankfully only very occasional.

'Call of Duty 2: Big Red One' Screenshot 3

It really does look this awesome, all the time. You clever little Xbox, you.

Environments change pleasingly quickly, and even the extensive sequences in dusty North Africa don’t grow over-familiar. France, it turns out, does look different to Belgium. And the variety in mission structures ensures that you’re never running through ‘just another town near some fields’.

It’s visceral, rather than technical. Yes, the weapons are accurately recreated, and yes, these are historical events. But this is the detail that can only be missed, rather than appreciated when present. It is the hum of the air conditioning, appreciated when on, but only noticed when it disappears. Taken for granted, they allow an intense, explosive and captivating FPS journey through the private vision of America’s best soldiers.

But its failure to create the empathic squad it so clearly wishes it had leaves an inescapably hollow feeling. More than anything, it’s why BRO doesn’t quite scrape a 9. All the excellence described above is, in the end, reduced down to process. You don’t mind that it’s on rails, but you’re still semi-consciously aware that yours is a heavily fated life. When a soldier dies in a scripted scene, the lack of feelings generated as the sweeping violins drift in leaves you feeling autistic. Which one died? Uh, was he the one who told jokes? Do I even care? I suppose I’d best keeping firing at the other off-green guys. The second time you see it, because you died moments later, it just looks daft.

This is a fine swansong for a generation of consoles. It seems very doubtful that a better FPS will come out before they fade into obscurity. It's a fine, fine shooter, capturing a micro scale in a macro story, with a remarkable capacity for maintaining alert attention. It doesn’t do justice to its namesake’s remarkable emotional honesty, but it does more than enough to be worth your while checking out.

8/10

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Comments: 1-21 of 21 in total

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ImGameCube
18/11/05 @ 16:23
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Is this a FIRST world war shooter?
Helios
18/11/05 @ 16:30
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Second, the rest of the CoD games are, at least..

edit: spelling
Edited 1 times, most recently on 18/11/05 @ 16:21
Stickman
18/11/05 @ 16:33
#3
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Big Red One

phnaaar!
juggler
18/11/05 @ 16:43
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And I wasn't expecting to buy any more games for my cube...
Chtulie
18/11/05 @ 16:44
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How do the versions hold up? Is the cube one any good, and are the controls for that one fitting?
Should this be the game for someone to pick up who is interested in the whole Call of Duty thing (having not played a WW2 fps since Allied Assault) but who switched off the first console CoD before finishing the first level in digust to the frustratingly unclear graphics and dozens of glitches?
Artemus
18/11/05 @ 16:45
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This is a fine swansong for a generation of consoles. It seems very doubtful that a better FPS will come out before they fade into obscurity.

There's Black...

Also is this John's first positive review...
krudster [mod]
18/11/05 @ 16:50
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Nah, he loved Phoenix Wright and Kirby...
botherer
18/11/05 @ 16:53
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Apart from Phoenix Wright, Pac n Roll, and Kirby: Cursed Canvas. But hey, whatever.

Chtulie - yes, this is nothing like the buggy mess that was the previous console CoD. I didn't think it was worth going into all that. I assumed that saying it's great, and not saying it's really buggy, would do.

The Cube version doesn't have multiplayer (obv), but apart from that, reports are in that they're all lovely. I've played the PS2 version as well, and it's sweeeeeeet.
kangarootoo
18/11/05 @ 17:01
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"When snowball fights get out of hand"

hehehe, good caption. Wow, I've got nothing but love to give this afternoon.
gaijin
18/11/05 @ 17:08
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ok kanga, now I'm getting suspicious. from misanthrope to marsupial of love in one afternoon. I suspect there's more than tea in that pot.

:-)
Chtulie
18/11/05 @ 17:16
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Thanks for that info botherer.
(I won't miss multiplayer, doesn't seem like it's the focus of the gamestyle and competative online play is a cesspool I'm more then glad to avoid)
Not being able to play mouse heavy games on the PC and only having a gamecube means I only very rarely get to play a decent FPS these last few years, only Timesplitters 2 & 3. Once CoD2: tbro goes down in price to a more sane level I'll probably give it a go (and hope it holds up to the other two).
PortJourno
18/11/05 @ 17:35
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I really enjoyed this game, the guys at Activision had a genius idea when they decided to join the efforts of Treyarch and Grey Matter in the production of BRO.
asphaltcowboy
18/11/05 @ 17:51
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Hmm, quite surprised. GS only gave this 7.0, saying it was very generic and... involved nothing new.
disc
18/11/05 @ 18:00
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This isnt the COD2 that's available on the Xbox 360 right?
Darth_Flibble
18/11/05 @ 18:01
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the game is very generic, it feels like I played this before, also you can't open doors, only the computer AI can. Not a bad game but not worth full price - 6/10
Helios
18/11/05 @ 20:29
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" This isnt the COD2 that's available on the Xbox 360 right?"

Correct, the XB360 and PC versions are different games made by different teams.
botherer
19/11/05 @ 00:27
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disc, what's the deal?

Are the reviews an annoyance before you can get to the comments thread?
kangarootoo
19/11/05 @ 18:05
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@gaijin

You made me look up misanthrope.

"One who hates or mistrusts humankind."

Wow, thats cold. I hardly ever hate stuff.... I'm down with the mistrust bit though ;)

And the contents of a man's teapot are between him and his conscience.
kangarootoo
19/11/05 @ 18:41
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/goes to rent this game.

EDIT: All the copies were out. Nuts.
Edited 1 times, most recently on 20/11/05 @ 14:22
squaylor
26/01/06 @ 11:36
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Just finished the Mons level in the rainy trenches. I'm really enjoying this, it's a corker.
silver jon
11/05/06 @ 23:12
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The deficiencies of this game go way beyond those listed by EG. I'm sorry, but in this case the score seems to have been a case of pre-Christmas fervour. There are a number of vital design issues in this game which (to my mind) seem to have gone terribly wrong:
Cut scenes you cannot skip. Not so bad you might think. Run the cut scene for the 12 th or 20th time and see how you feel.
Run past bullets or health-packs that you desperately need and instead of automatically picking them up you have to stop, press the black button, and then carry on running.
Terrible clipping which means that even though I have a clear shot with the sniper sights on my prey, the bullet hits the wreck I'm using as cover.
Allied AI that stands in front of you as you're unleashing a torrent of lead (albeit this is covered in the review itself, it's bloody annoying)
During cutscenes while you're commanding officer is giving orders and the others in the company are playing their parts, you absolutely must be turned directly to them or you won't hear them. Which sounds like a minor grievance. But consider the moment no Omaha beach when I fuond myself being involuntarily shunted towards a couple of machine gun nests with no idea why on earth I had no cnotrol over my legs. Have I become some kind of suicidal maniac ? Am I impervious to enemy fire ? No. I'm being shunted forward by a Sherman tank that I simply cannot hear because I'm facing forward and it's gently buffeting my rear. Trust me, if a tank were behind you - you'd know about it ! But, thanks to the directional sourcing, not in this game.
And my favourite of all time - this really is the piece do resistance: being killed during a cut-scene !! And having to then restart the cut scene!!!! Unbelievable. Sincerely - I have never seen anything so poorly thought through in my 20 years as a gamer. Sure, I've played some duffers in my time, but I've never been killed in a cutscene !!!!

Graphically the game is good - exhorting the most from Xbox's ageing hardware. The sound is terrific (when you're looking at it - so to speak). And there's plenty of by-the-seat-of-your-pants moments. But on reflection, this is imo - a substandard piece of work. Comapre it to the likes of Halo (yes, even Halo 2!!!), Half Life 2, Far Cry, or Doom3, and this comes a long LONG way behind.

it's one of the few times I have disagreed with EG's scoring.

Comments: 1-21 of 21 in total

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