You’ve probably noticed that in movies, evils speak in a typical evil tone, have gestures typical of evils, and filmmakers are constantly trying to make viewers feel who they hate. It’s often quite mouth-watering, as it is here, but it’s not exactly in a World War II game that you have to explain at the preschool level who the bad ones are. Yes, the Nazis. Yes, in reality there were no nice people seeking peace, nor should they have been portrayed in a primitive way here either, but the two prominent German characters (one of whom is played by Dominic Monaghan) are as stenciled and unimaginative as Marvel’s disposable protagonists, whose only his role is to fill in the time until the personalities of the protagonists unfold. I wouldn’t be mistaken for a spoiler area, let it be enough that one of them could have smoothly played a turnaround that the creators didn’t step into.
We are in the main thread at the end of World War II, when the Germans are feeling their loss, almost the fall, the enemy at the Gates, but they have super – secret plans that the Allies obviously want to grab, so they send a team of soldiers of different nationalities to Germany to see if they succeed. Of course, the plan fails, they are captured, but at least they can tell us what kind of battles they took part in, how they earned their position in the… in an elite formation.
Each of the main characters was inspired by real war heroes, but it doesn’t matter much in terms of the story, the writers didn’t hold back, they bravely colored the stories. Not surprisingly, in a game in which we send thousands of enemy soldiers to the afterlife as a lone hero. As Arthur Kingsley, we can go to France, play as Polina Petrova through the rooftops of Stalingrad and try to show the Germans where to go as a sniper, as Wade Jackson we can fight in air battles, bomb Japanese mothers and sneak into the jungle, sneak into the jungle. There’s nothing we haven’t seen yet, but at least D-Day hasn’t been shot again in the classic Private Ryan form, that’s something too.
War for serenity
At first, it looks like it’s going to be an exciting, interesting story, they start building characters (Kingsley, for example, turns out to know a lot of languages, but you don’t have to use that knowledge in the end), but then we get to the end of the story too soon, and with a predictable, non-explicit cathartic closure, we can say goodbye to everything.
There are definitely enjoyable missions: I really liked Petrova’s adventures in Stalingrad, for example, where we could get out of patrol by slipping through narrow passages and it was good to fly over the clouds, even if I had very limited opportunities, but overall the whole campaign was over. linear, it doesn’t give you enough freedom even when it encourages creativity in the stealthy parts. There is a level of linearity that I don’t like, I like it outright (I confess that you don’t have to open all the worlds in the game, just steer it nicely), but here, beyond moving in a tube and shooting whoever shoots at us, it’s not worth it. there is nothing else to do – there are not even collectibles worth deviating from the designated path.
Vanguard’s campaign just wants to tell a story, and he does so so aggressively that as a player, I didn’t feel like a participant in the events, but an outside observer. In every element, it’s like an action movie (the music background is correspondingly excellent anyway) that can be crushed in one go, in six hours (this is a typical CoD campaign length) so we can then move on to the multimode that gives the core of the experience.
Although special abilities appear on the characters (Wade, for example, can use a combination of wallhack and aimbot for a limited time, meaning he can see the outlines of his opponents and measure them automatically, while Arthur can only give instructions to his teammates for a very short time). they weren’t particularly useful anyway, as if there were only good ideas left on the design table, but then no one wanted to confuse simple players with innovation.
To top it all off, I also had technical issues with the PlayStation 5. For example, during one of the passes, the sound slipped, some textures were so washed that I checked to see if I was playing on a PS3 (motion blur is definitely off, it improves the situation a bit), and to put it mildly, when I say machine opponents were not at the height of the situation, reacted slowly, and the search for a path did not go too well for them either. The sight is often stunning, at times terribly disappointing; a more serious engine upgrade to the series would fit.
I’m not really in it anger, rather, I am sorry that the Sledgehammer has not brought out any more on the subject, and that Vanguard is not bringing the technical standards that can be expected for a reason today. It feels like we’ve jumped back in time into a past where there was no 2019 Modern Warfare with a particularly strong history and atmosphere, or a Black Ops Cold War that, in many ways, outperformed its predecessor, but is also it provided a single-player experience that was full of memorable moments. As promised by the team, we will not remember this campaign.
Source: technokrata by www.technokrata.hu.
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