Skip to main content

Call of Duty: Infinite What Happened?

Infinite What Went Wrong


There's no need. This is the perfect time to copy Battlefield, instead of going off an an interstellar tangent.

Oh wait, they did copy Battlefield 2142. Previous statement regretfully retracted.

Although, I didn't expect the critical out-lash surrounding this not-so-highly-anticipated upcoming title.

You see, I didn't mind Black Ops III at all. The campaign (I am the only one who plays them?) was a mixture of Modern/Advanced Warfare and I found the Nightmare mode a nice bit of extra-content.

Although in any Black Ops game, I play zombies. Only zombies. In multiplayer, I'm always on the killcam - as the one being killed. I got scalped once.

Zombies mode has come a long way since useless barricades and lazy enemy repeats. Between every map, my tactics shift; and it's gotten more challenging over the years, even as the "story" gets more convoluted (btw what happened to Richtofen?)

I started out with Goldeneye, Doom and Ghost Recon. Then only Battlefield 2.

It wasn't until Modern Warfare, Call of Duty has been my go-to FPS of the year since; mainly because it's actually released every year, unlike Battlefield's two-year (now three year) development cycle.

I liked Battlefield 3 a lot though. The story was like a fast-paced 2011 Modern Warfare and for aforementioned reasons, I never even thought of launching multiplayer. I'm honestly laughably terrible.

Which is a little strange, because I fare decently well in any 3rd-person shooter like The Division sans Dark Zone.

Battlefield 4 has nice looking environments although its premature release spawned a hoard of bugs and virtual pitchfork bearers, spewing even more vitriol post Mass Effect 3 ending. Yikes EA. At least you guys have DICE.

I skipped Hardline for obvious reasons; I prefer GTA online, thanks though.

CoD seemed to have abandoned its roots though over the past two years and I'm not quite sure what's happening with Infinity Ward circa MW3.

Battlefield 1 though (name is not at all confusing) assuming it's a reboot, is returning to its very essence, WWI. That's impressive and in game industry terminology, it's called being "innovative".

Not necessarily inventive, as it may be Battlefield 1942 with a setting of minus 25 years.

In the FPS world it's called progressive.

#RIPCoD.

Comments

Popular posts from this blog

CoD Advanced Warfare - 7 Things That Don't Make ANY Sense

Plot (*SPOILERS) In 2054, Jack Mitchell, a new recruit in the U.S. Marine Corps, along with his best friend Will Irons, are deployed to Seoul. The assignment is an effort to repel North Korean forces from advancing into South Korea. They mission is a success, but at the cost of 6000 marines’ lives, including Will’s own from an explosion that severed Mitchell’s left arm. He is later recruited into Atlas, a private military corporation, by Will’s father Jeremy Irons. He receives a mechanically-advanced prosthetic arm to stop the KVA, an anti-western terrorist organization, from launching multiple terrorist attacks on North American nuclear reactors. After killing its leader Hades, it turns out the Atlas CEO Irons’ intentions were corrupt all along and he declares war on all world governments. Instead of the peace and security that was Atlas’ illusory purpose, Irons stands for total domination, as the only standing political power. Atlas later develops Manticore, a biological age...

Time Manipulation in Game Design

Time Manipulation in Games Introduction The gameplay mechanic that I wish I had come up with first, is Time Manipulation. This is includes the concept of time dilation and the reversal of time in games. Implementing the Manipulation of Time Time manipulation is a robust mechanic. It involves non-exploitable time manipulation, with the goal of being fast and smooth, while not computationally-taxing on memory or hardware resources. The best way to implement this mechanic can be seen in Braid - an indie platform and puzzle game, developed by Number None, Inc. In this game, the world state is recorded for every frame, where the data is stored and compressed. With the recorded frames, any changing entities are extracted and mixed into the final state, which can be manipulated or rewound by the player. The player’s position is recorded and other properties such as color and rotation are stored as an integer that can be reconstructed, along with time information taken fro...

What Went Wrong With ME Andromeda's Facial Animations

It's in the Eyes The human iris has a natural in half-moon shape, with the upper eyelids covering nearly half of the iris. In Mass Effect Andromeda, the characters' irises are dead in the center of their eyes, with the upper lids way too high for it to look anything but unnerving. To top it off, most of the characters' eyes are far too wide and the lower lids are way too low - which only adds to the creepiness factor - especially during a lengthy conversation. Characters like Addison, have faces that simply look frozen in shock. The characters in Andromeda, also have extremely prominent pupils; and to top it off, their eyes constantly dart about unnaturally. This not in regular saccades like we do when looking back and forth between subjects. Coupled with very wide eyes, this looks downright terrifying. Horrendous Facial Expressions To make matters worse, the mouths of many characters in Andromeda...