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01/14/2006

new

One aspect of gameplay that has changed since the first Call of Duty is that you no longer have a health bar. As you get shot, you'll see the screen growing more and more red along the borders and your character will start to grunt and pant. If you continue to take damage in a short span of time, you die. So as you get shot that first or second time, you need to get yourself back to cover and hide for a couple of seconds to recover. Once your vision clears, you're good to go again. Some people may be put off by this Halo-like gameplay conceit, but it actually works very well here, and it really is no more contrived than hunting down and hoarding health packs. In the context of Call of Duty 2, we'd go so far as to say that it's an improvement over the traditional health system, as you never find yourself at a tough checkpoint (the game autosaves quite a lot) without enough health or medikits. Ammo's never an issue either, as there's never a shortage of dead bodies to loot for guns, bullets, and grenades. The focus stays squarely on the fight.

Speaking of grenades, the other major new gameplay conceit is the use of smoke grenades. You can pop these in front of machine-gun nests or to obscure the view of enemy snipers, making infantry charges a more viable option. The smoke effect looks outstanding and comes in handy in both the single- and multiplayer aspects to neutralize the effectiveness of fixed machine-gun nests and snipers. There's also nothing quite as exciting as running through a dense smoke cloud and finding yourself face-to-face with the enemy (the view from the opposite side is pretty cool as well).

Multiplayer Call of Duty 2 picks up right where the original left off, offering standard deathmatch, team deathmatch, and capture-the-flag modes, along with the search-and-destroy mode from the original game, where one team has to plant a bomb and destroy one of two objectives while the other team defends. A mode called "headquarters" is also available, and it's probably the most enjoyable mode of the five available in COD2. In this mode, two different areas on a map are designated as capture points for either of the two teams. To score points, a team must control and set up a headquarters on one of the two areas. Once that's set up, points begin increasing for the controlling team. The other team must attempt to overrun the position to try to stop the points from ticking up. During the time a headquarters is set up, the defending team members can't respawn (if they're killed) until their headquarters is overrun or the HQ expires. Once one of those two things happens, capture points are changed to different locations and the teams begin anew to try to set up a base. The nature of capturing, defending, and a constantly shifting HQ location makes this mode fun, because teams must adapt to different roles quickly and on the fly. As far as weapon balance goes, there's a predictable relationship between bolt-action rifles, semiautomatic rifles, assault rifles, and submachine guns. The smoke grenades can also change battlefield dynamics greatly, as snipers can sometimes find their favorite killing fields obscured. The shotguns are also extremely powerful in close-quarters situations, and they're fun to use.

The presentation in Call of Duty 2 is also topflight. Each mission is introduced with video footage from the Military Channel, as well as documentary-style narration that helps set the historical setting for what you're about to do. The game's graphics are also great, particularly the smoke effects from smoke grenades and explosions, as well as the fantastic amount of detail put into both the indoor and outdoor environments across a wide variety of landscapes. Textures can sometimes be a little less sharp when looking at vehicles or character models up close. But since most of the game is so fast and chaotic anyway, you don't notice much. The unfortunate thing is that the game can chug very badly in some key spots, reducing frame rate to 15 or less. For the most part, it ran well on our primary test system, a Pentium 4 2.4GHz with 1GB of RAM and a GeForce 6800 OC with 128MB. But in certain spots, like some massed infantry charges, or the armored-car getaway sequence, our rig really struggled to keep up, even using the game's chosen "optimal" graphics setup, which seemed somewhat modest. Sound is where Call of Duty 2 excels like no other. Between the stirring score that kicks up during key moments, to the top-notch gun and explosion effects, the game sounds fantastic. The speech is also pretty good, particularly the yelling that your squadmates and enemies do during battle, which plays right into your excitement and tension as you fight.

Call of Duty 2 is just about everything you would hope for and expect from the sequel to one of the most successful World War II shooters of all time. Its varied campaign, excellent sound and gameplay design, and generally good AI make it a worthy successor to the original. At the same time, though, it's still a World War II shooter, and if you've grown weary of them, then Call of Duty 2's lack of new material might turn you away. It can also be murderous on your computer if you have modest hardware. What Call of Duty 2 does do well is nail down just about all aspects that define an ideal first-person shooter. If you liked the original and have been thirsting for more, Call of Duty 2 will definitely deliver that.

 

01/02/2006

Eastern Front

Not One Step Back

Health: is found all over
Ammunition: none until you pick your first weapon
Difficulty: (1/10)

When you have control, go over to Sgt. Puskov. Follow him up the
hill. Once you have reached the middle of the refinery there will
a guy that is shot and killed. Puskov will tell you to pick up
the rifle. Now kill all the Germans in the building, and go into it.
Go towards the window, and kill the retreating Germans. Soon after
Puskov will clear some rubble behind you. Follow him through the
new path until he stops. Puskov will go again when the man across
from you finishes his speech. Follow him until he gets to a building.
Go inside and clear it out. At the end of the building there is a hole
in the wall. Head through it.

The Flag Must Fall

Health: everywhere but can be hard to find at times
Ammunition: everywhere
Difficulty: (2/10)

Head to the door, and order your men to open it. Clear out the room,
and open the door to the next one. Kill the men in that room and head
through the hole in the wall. Work your way down the stairs to the
window. Wait for the machine gun to be set up. One of your men will man
it, but will be gunned down shortly after. Now man it, and shoot the
Germans coming at you from the wall below. After the cut-scene go down 
the stairs and outside. Go through one of the holes in the wall. Go
up the hill and there will be a trench on your left. Go through it,
and take the only right. As you get out take a right, and you can see
a hole in the trench above you. Head through it, and take a right. Kill
the gunner. Now you have cleared the left pillbox. Exit the pillbox, and
follow the trench until it ends. There will be another trench across from
you. Enter it, and follow it into the pillbox. Kill the gunner. Now the
center pillbox is cleared. Exit the trench, and turn a right. Follow the
trench right until it ends. You can now see the trench that will lead you
to the final pillbox. Head through the trench, and enter the pillbox. Kill
the gunner. All pillboxes have now been cleared. Exit the trench and enter
one across from you. Take the first right, and work your way around the
hill. When you get to the trench, enter it, and follow it through. Go
around the corner, and open the door to your left. Clear out the room,
and tear down the Nazi flag.