Saturday, 30 March 2013

DP Challenge 28/100 – Call of Duty: World at War


Game: Call of Duty: World at War

Ranking: 37/100

Score: 83.59%

Well, it’s been a while; I’ve been a busy bee these past couple of months and have only just got around to adding a new post. 

Number twenty-eight on the list of the top 100 rated Wii games is ‘Call of Duty: World at War’. Has war never been so much fun? More to the point, has my Cannon Fodder reference passed everyone by?

'World at War'. If the 'world' consists of the US and Japan.


Intro

The intro uses an interesting combination of real-life footage and snazzy graphical representations of factual information; it's rather like watching a souped-up version of any article on a news channel. In fact, the opening cut-scene upon starting a new campaign instantly made me think of 'Dad's Army', which admittedly I doubt was what the makers were going for. That aside, it was a nice way to clearly show the progression of WWII and precisely where in history the game's events fell. The presentation of hard WWII facts is a good way of getting the context across to the player without glorifying the violence or the combat elements.

I can't adequately assess the manual, because the version that the rental company have scanned into their database is for the Playstation. Either they've made a boo boo, or the people doing the game conversion have*. I shall assume it's the former. Something that instantly made me wonder about the cultural relevance of this game on a global scale was the swift  focus on the US attacking Japanese Territories; from the point of view of this European, it really isn't the first thing we would think of when given the topic of WWII. I'd imagine the Chinese wouldn't necessarily think of this immediately, either; nor would anyone in Africa. The game instantly feels as though it is pitched solely for US players; if it were called something along the lines of 'The Pacific Invasion' for example, you would at least have that impression from the moment you loaded the game and it wouldn't seem so jarring.

For a title that says 'World at War', it seems at first glance to be very American/Japanese centric. Perhaps this comes later, but I would like to see campaigns that cover various aspects of WWII, such as the Battle of the Atlantic, Operation Brevity, D-Day Landings, Operation Dragoon, etc. Additions like these would truly make it feel like it was a world at war, without seemingly glossing over the rest of the world involved in the conflict at the time the game is set.

'Who do you think you are kidding, Mr Hitler? If you think we're on the run...'


Getting Going

The game eases you into the missions with a combination of text and voice acted instructions; none of which feel out of place given the narrative of your player character starting out as a private under the command of others. You are gradually introduced to new forms of attack, such as grenades, and the game creates a good balance between throwing you in at the deep end while still performing a useful amount of handholding. If you loiter around for too long in an area when you should be moving on, one of your CPU controlled comrades will shout at you to get a move on, or to follow; you won't be stuck wondering where to go next for long. What's also great about the in-game communication is that if you switch the subtitles on, all this information is conveyed - it even shows you who is talking.  Although the help messages on what each of the controls do seem to be just time-based, they do tend to crop up at roughly the time you might care about them. In the very first mission, the time you get information on how to crouch and lay prone is around the time you're in serious danger of getting shot at.

The help text displayed on screen is also a might confusing on occasion; at first glance it appears to be suggesting you should crouch or throw a grenade when it first pops up fleetingly. Soon enough it becomes apparent that it is programmed to pop up at specific time intervals and is not indicative of an action you should necessarily perform; as the messages are generally well-timed, it can really throw you a loop when they aren't so relevant. Help text also appears if you point the Wii remote at a gun or other object; the trouble is, you get no other cue that you can interact with an object.

I'd like the visuals to make it a little more obvious when I'm looking at an important item; some of the missions are in relative darkness, which makes it difficult to realise you've pointed the Wii remote at a gun. A glow on objects you can pick up or otherwise interact with would give you an idea of where to aim in order to get text information on what to do with said object.

'That gun is totally useless without its butterfly spring. If a Nazi Storm Trooper came rushing in through that door you could do nothing with that, but hit him with it.
Permission to speak sir. If he were to hit him with it, it wouldn't half make his eyes water.'
(Source: IGN.com)


Fun

There is a fair bit of variety introduced early on; the first few missions involve more than just shooting your way to each checkpoint. You have to find hiding spots, help trigger explosives, invade an enemy camp and call down air strikes on their artillery, and that's just in the first two missions. These subtle differences in the gameplay help to make it feel like a genuine campaign, as opposed to just running in and shooting things for the hell of it. Another interesting feature for me was how some of the enemy characters attack; there were a few who fired rather haphazardly or just sprayed bullets at you over their heads. Coupled with the brief narrative segments referencing the youth of the 'old timers' in the Allied squadron, it serves to make the player uncomfortably aware between bouts of massacring the enemy that a bunch of inexperienced and scared kids are running around shooting at each other. Although the levels are fairly linear, there is a real sense of disorientation when you have to rush through jungle areas, or vault over hastily constructed barricades. This combined with the snap decisions you are forced to make if you don't want to end up dead help to create an unsettling and realistic world in which you and your squadron are just trying to get out alive.

This hint at the horrors of war are obfuscated somewhat by the racist slurs various squadron members yell at the enemy, as well as the rather stereotypical chants of the Japanese soldiers - if I had a pound for every time I heard someone shout out 'Banzai!' I could put a deposit down on a property. In London. Sure, it makes sense given the characters and situation, but at the same time it directly contradicts the moments where you're made to feel a little guilty for enjoying running around playing at being a soldier.

I would like to see a little more of a sandbox element to the gameplay; although you can pretty much do what you want with regards to whether you go in guns blazing or use cover judiciously, there isn't much scope for developing tactics - at least in the earlier levels. If you could go where you wanted in each level and, for example, leave your squadron to go and sneak up on an enemy preparing an ambush, then that would be interesting and make you feel more in control of the situation. Perhaps giving the player the full list of orders per mission and allowing them to tackle the objectives in whatever order they deemed fit would be a nice addition.

 'Is anybody there? Is anybody there? If you are not there, say so...'
(Source: IGN.com)

Visuals

The in-game graphics are suitably grim and atmospheric; there are levels at night with limited visibility, levels in desert areas and in dense jungle. There is variety whilst still keeping the look and feel reasonably realistic. One thing that particularly grabbed me was the way severe explosions are handled. If you're caught in the blast (and often, for the sake of drama, the game forces you to be) then everything slows down and the sound recreates the sensation of tinnitus. Even the gore is kept realistic; no blood spurting in all directions for this game. This restraint with the blood and guts aspect actually helps to make the game more harrowing; there's no way you can laugh off a soldier getting blown up next to you when it's handled realistically.

I wasn't a huge fan of the super-slick intro sequences. Sure, they were a great way of getting facts about WWII across in sound bite format and they had a dynamic feel, but there was something far too modern and hip about them which didn't fit in with a game set in the 1940s. Plus, the map sequences kept reminding me of 'Dad's Army'.

The intro sequences would have felt more in keeping with every other aspect of the game if they'd gone down a historical route and given them a period feel, adding aspects such as hand-written memos and 1940's era iconography. This is captured in the initial sequences with the use of period footage, so why not keep this theme going with the menu and campaign introduction sequences?

'Don't be like that Dad, there's a war on.
Oh, I wondered what the noise was.'


Intelligence

The game utilises difficulty levels well; each option introduces the player to a distinctly different AI. 'Recruit' mode is noticeably easier to play than 'Regular' mode, for example; the AI becomes increasingly adept as you progress through the modes, and there is also less on-screen help. In Veteran mode you are completely on your own, and you have no idea who or what is shooting at you; in Recruit mode, however, there are a lot of on-screen and in-game voice hints that direct you on what you need to do, and the enemy soldiers are dumb enough to stand around and reload, giving you chance to see where they're coming from. Most people could pick up this game and find some level where they will progress without feeling frustrated or bored. Enemy combatants use a variety of skills, and will throw grenades and use close-combat melee attacks as well as just straight shooting. They also use these attacks sensibly; if an enemy is right on you, chances are they'll use a melee attack rather than waste time trying to reach for their gun.

In harder difficulties, it does seem nigh-on impossible to see who is attacking you or where they're shooting from - even the radar doesn't make this any clearer. I've been shot at from what appears to be behind, despite nothing showing up on the radar (and not being able to see anyone). This seems somewhat unfair, as you'd expect to see at least some hint of an enemy nearby.

It would be nice to get more of an idea where enemies are lurking in the harder difficulty levels; just some vague hints such as showing rustling bushes or a shadow would help and make the AI feel a little less cheap in those areas (and you get this in the easier difficulties, along with a host of other information). Even at the hardest levels, the player needs a bit of information to be able to deduce what's going on, and if showing a rough enemy location on the radar is too much information, then some other subtle clues would make those attacks something you stand a chance of avoiding or retaliating.

'There's no chip on my shoulder. I'll tell you what there is on my shoulder, though: three pips, and don't you forget it.'


Immersion

The game really pulls you into the narrative by interspersing each mission with interactive (or pseudo-interactive) cutscenes which share the in-game graphics; this has the effect of making each transition feel organic. By providing missing and objective based game play, you get a sense of achievement early on. As the check points are close together, you are able to pick up and put down the game fairly quickly, which makes it easier to play whether you have half an hour or all day to dedicate to it. The fact that you can wander off and use any sort of weapons lying about also allows you to complete missions in all sorts of ways; providing you ignore the CO yelling at you when you deviate from the plan.

The interactive cutscenes aren't all that interactive; you are restricted to being able to look around a scene. you also can't skip any of the in-game cutscenes - no matter how often you’re forced to replay a mission. There is also quite a strong element of linearity within the game; although you can wander off and search trenches or find alternative cover, you generally get nothing out of it, which makes it feel as though these features were grudgingly put in to disguise how linear each level is.

There could be more interactivity applied to the cutscenes; even just allowing the user to select a yes/no response to the CO's orders would make it feel as though you were participating. It doesn’t have to be complicated, either - giving a 'no' response could just get your character berated by their CO in an amusing fashion. It would also be nice if there was more to discover by going off the beaten track, such as special weapons or extra enemies. This happened on the odd occasion when I clambered around the barracks, but not enough to make it feel as though exploring was a worthwhile option.

'Could I stand by and watch my wife being raped by a Nazi? Finally I said to myself, no I couldn't.
But you're not married.
I have a very vivid imagination.'
(Source: IGN.com)


Cameras

The game is solely in first person and the camera follows the direction of your Wii Remote. The sensitivity of this can be adjusted in the options, so if you find the movements too quick or too sluggish, you can fine tune this. As you simply point in the direction you want to view, it's straightforward and results in very few camera difficulties during play.

Having said that, it can be a little difficult to see off into the distance. This makes it slightly awkward to play your attacks.

Something that I'd have liked to have had in the game was binocular vision. It would be perfectly feasible for a solider to carry a set of field glasses around, and it would make it easier to scope out your surroundings while balancing that advantage with the disadvantage of not being able to access your weapon until you switch out of binocular view.


Controls

The controls are easy to configure; there are several pre-set combinations to choose from and the player can change these however they see fit. The standard control set up works fine; the trigger button fires, the Nunchuck controls movement and crouching, while the D pad on the Wii Remote handles scrolling through weapons. The controls felt fairly intuitive and aren't a barrier to getting into the game. You have the option to either spray enemies in the vicinity liberally with bullets, or lock on the screen and fire using the gun sight; the difference in accuracy is definitely noticeable.

One slight niggle I had was that the controls are a little mixed up between the Wii Remote and Nunchuck; the Nunchuck handles movements, except for one button which handles the gun aiming. The Wii Remote handles all gun actions, apart from one button that controls movements. This feels a little counter-intuitive. Although the controls are fairly fluid, sometimes it can be a little difficult to keep your aim on an enemy, even when lock-on is enabled. During these moments, it feels rather similar to playing those old computer darts games, where the cursor would emulate a slightly drunk player by wobbling around while you were trying to take aim.

To keep the gun controls solely on the Wii Remote and the movement controls solely on the Nunchuck would make them easier to remember; all that would be required is to switch the function of the A and Z buttons. Having said that, the player can do this themselves, as the controls are all configurable on the options screen.

'Your name will also go on the list! What is it?
Don't tell him, Pike!'
(Source: IGN.com)


Ideas

There are lots of interesting features in this game, from the well thought out difficulty settings to the variety of missions in each campaign that make the game play feel a little more complex than simply crouching and shooting. One thing I liked a lot was the way in which you could interact with the environment. You didn't run around collecting ammo for a whole cache of weapons you carted about your person - you could carry a service revolver and a rifle. If you wanted any other weapons, you have to pick them up from the floor (or prise them out of a dead soldier's hands) and discard whatever you were carrying. It's also possible to use any weapons abandoned by the enemy; including a set of anti-aircraft turrets that you previously had to disable by killing the enemy soldiers operating them.

Sometimes the sheer level of cruelty you could inflict was a bit grim and had no moral consequences. For example, in one mission I had to acquire a flamethrower to set fire to a ramshackle enemy hideout. So far, so unpleasant yet necessary. Having obtained the flamethrower, I quickly found I could use it as a standard weapon and set fire to anyone in the vicinity. Charming. At least your fellow soldiers don't cheer you on, as they do when you blow up a tank. I’m happy that the game allows me to be as excessively violent as I like, but I’m not happy that there are no consequences to this.

It would have been interesting if a level of morality had been featured in this game. Given the first in-game introductory cutscene focuses on the cruelty Japanese soldiers inflict on your fellow POWs, it seems incongruous to then let your player do the same without so much as a comment on it. Even something simple, such as an officer berating you or an argument where one soldier cheered and another told him to cut it out would have been nice. Better yet, if your actions were reflected in the narrative - the crueller you behave, the more your player's narration slips into dark muttering of revenge, rather than grim determination to succeed for their country.

'You stupid boy!'
(Source: IGN.com)


Memory

There's a lot to like about this game; it's atmospheric and keeps the gore and injuries realistic without going over the top. This adds to the grim, oppressive feel that is very fitting for a period war piece. The array of weapons you can use - and have to use in certain missions - also adds to the appeal, and there are nice touches, such as an HUD that shows health simply by blotting the edges of the screen with increasingly invasive red the closer you are to death. This makes it easy to work out how close you are to death and when you've recovered enough to come out of hiding. Plus, there is some effort to make the missions varied and to welcome players at all skill levels into the game due to the varied difficulty levels.

It does feel as though there are a lot of missed opportunities in this game; there are bunkers and tranches you can explore, only they are very limited and contain very little of interest. You can inflict genuine cruelty on enemies, only the game doesn't care. You can crouch behind cover and vault over to charge the enemy, but you can't make stealth manoeuvres or lay traps. It seems that there was scope to make this a really multifaceted war game where people had the freedom to simply crouch and shoot, or think outside the box and take vastly different tactical decisions, but instead everything was made rather linear and simplified.

I really would have liked to see some of the aspects mentioned above in the game - not as mandatory gape play, but as an optional way to go through the campaigns if you've played the game to death or you just find that being a sneaky git is more your style. An element of morality game play or even just the CPU players telling you off for being excessively sadistic would also have been nice, especially in a war game based on fairly recent history.


Overall, this is a solid FPS that conveys its period setting well and has a fantastically well-designed difficulty selection feature. Sadly, for a game covering such a recent and globally significant conflict, it steadfastly refuses to delve into the political and emotional complexity of the scenario.



*For the record, I did try to find out from the game rental company. That was a fortnight ago, and thus far they have not been forthcoming.

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