Do you love the original Modern Warfare trilogy?? Personally I love. I recently replayed the original MW 2 campaign before starting the reboot’s sequel. As always, I enjoyed the game, and already wanted to get the same pleasure from MW II ’22. Out of my own stupid habit, I started playing the game on Veteran difficulty. It was a mistake… Partly I knew what awaited me in the game, since I had already spoiled some of the missions on YouTube for a long time, but I was not ready for everything that this game would throw at me.
In this blog I want to look at the missions in the game, what the developers wanted to show us in them + compare the restart with the original trilogy and discuss a little about what the current MW has become. About what I liked about the original and what is missing in the reboot.
!Spoiler Alert!
If you haven’t completed the game yet, and don’t want to find out some plot twist ahead of time (spoiler for the magic, well, it made me laugh), don’t read this blog. Even though I won’t deliberately touch upon plot twists, I will still describe various moments.
First, I suggest you go through the story missions. Let’s see what the developers have prepared for us there. Then we’ll talk about what happened to the series, about its various aspects, is the new spell really that bad, and what would I personally prefer – the old trilogy or a restart of the series.
"Kill or Capture"
Developers sometimes want to make life difficult for the player. Someone comes up with interesting mechanics or situations. Someone is prescribing smart artificial intelligence that will be interesting to fight with. And someone, for example, Infinity Ward, simply makes a special type of “fat” opponents.
In this mission we meet the Juggernauts for the first time. (In the old trilogy they were also there, but not in the story campaign, but exclusively in the special operations mode). Heavily armored soldiers, whom we will meet throughout the rest of the game, and who will have different weapons as the story progresses.
Some of them will irritate you more, some less. But a fact is a fact. Now we have heavily armored soldiers who are neither in the village nor in the city here.
Let’s move on to the second topic of this game – self-copying. You might say "well, this is more of a reference than a self-copy". And I won’t blame you for that. But for me it’s still copy-paste. The game actually copies missions and even moments from its older versions. Even if not everything, but it still hurts the eye a lot. Sometimes worse, sometimes slightly better. For example, this mission very much gives off the vibe of the “Safe Apartment” mission from MW 1, in which we clear several houses in the location in search of Al-Assad.
In MW II we clear several houses in search of Hassan. You might say this comparison is far-fetched. And you might even be right. But further – more.
"Air Support" and "Strength Point"
In these missions, we, playing as an AC-130 gunner, cover the allied squad advancing on the ground. The "God’s Punishment" mission from MW 1 showed us the same thing.
This is what the "God’s Punishment" mission from Modern Warfare 1 looks like
And here are “Air Support” and “Strength Point” from Modern Warfare II
In general, playing them is just as pleasant as the original, but there are a couple of “buts”.
First, for some reason the developers divided the events of one mission of the original into two missions in the restart. In "God’s Punishment" the squad advanced on foot, but approximately in the middle of the mission they captured a transport, after which they got to the evacuation point on it. In the restart, in our first mission the squad finds transport, and in the second, it loses transport and waits for evacuation. Why this was done is not clear. For campaign duration? Maybe. In any case, I have no other assumptions.
And the second “but” – in the original the trick was in the characters’ communication with each other. The human factor was taken into account in crew communication. This is where the banal human misunderstanding when describing objects and hesitation during conversation came from. Also, the crew could afford to say something that was more suitable for conversations when walking with friends. But despite this, you could tell they were professionals. In the reboot, we don’t have this, and the characters are robots who only occasionally try to seem a little more human.
"Reconnaissance in Combat"
Gus and Price, silenced sniper rifles, leaf camo, tall grass. Doesn’t remind me of anything? Yes, this is the mission “Everything in Camouflage” from MW 1.
The mission is quite large, including several gameplay segments, but more on them later. Not far from the beginning of the mission we see a moment that again refers us to the original trilogy. To the same mission “Everything in camouflage”. We lie in the grass while an enemy squad passes by.
Only unlike the original, the remake does not evoke the same emotions for several reasons:
1) The squad consists of several fighters, while in the original there were more fighters, maybe two times + a couple of tanks, which also moved much more closely.
2) In the original, at this moment quite tense music began to play, which set the tense tone for the moment (yes, it set the tone for the entire trilogy in general).
In the restart there are also sounds at the moment of meeting with the squad… It’s sounds, it’s hard to call it music. (In general, the game has huge problems with music, but more on that separately).
We get to a place with an excellent view of the enemy base. Together with Price, we must quietly clear the entire outer part of the base.
And then the “Romashka” kindergarten begins, because nanny Price will be watching everything. Aim at the enemy? “Don’t shoot, others can see him”. "Two divisions on the sight". “Try to change your position so you can take out two with one shot.”. And so every time you point at someone. Okay, if he said it once, but no. Every. Cursed. Once.
Okay, the base has been cleared, holding on to Nanny Price’s skirt. We go down to the base to clear and inspect buildings. Here we see “variability” and, it seems, even “freedom” in the location. Why in quotes? Let’s see. We have several options for clearing buildings. So we can:
This is clearing out warehouses. Next comes the clearing of residential buildings in which we can do the same thing, only we add the option of blowing up the door and scattering everyone inside. Only because of such variability it is neither hot nor cold. If there was an option to ONLY let gas into the ventilation, I would not have any questions. Variability looks like it was added for show.
More about “freedom” at the location. We can run freely around the base and its surroundings. But the game still won’t allow you to approach, for example, a little closer to the lighthouse. If you try, I’ll tell you – go back to the task.
Here I am standing on the edge of the "box"
But I’m literally taking one step back
It seems like there is a place where you can turn around, but it seems like you’re still in a conventional box. But it’s not only invisible borders that limit our freedom. While we were going down to the base, several cars with opponents climbed up the mountain and began to patrol the zone. Well, let them patrol, they can be avoided. No, you can’t. These “heroes” will always stomp directly in your direction.
You can even lie down next to a cliff under the stones, they will still reach you and riddled you. This is “freedom” at a level that they still managed to limit.
"Cruelty and calculation"
In this mission we will take part in a car chase. Well, cool action mission, yeah? Yes? No. The chase is incredibly dull. First we fly in a helicopter, cutting down opponents in cars (there will be the most infuriating juggernauts in the game). After a missile hits the helicopter, we fall out and are presented with that same epic scene from the trailer, where we hang upside down on a rope, shoot a couple of cars, and then fall onto a truck.
In principle, this is where the entire epic mission ends. What follows is even more trouble than a helicopter shootout. Shooting from a car mixed with driving.
We drive a car with cardboard controls and shoot opponents. Not only are the controls made of cardboard, but there is also no speed. We are driving barely overtaking the convoy, which is traveling, well, at most in second speed. Towards the end of the mission we have a difficulty modifier in the form of mines that are dropped from one of the trucks. But this is more likely a modifier of irritability, because you need to have time to shoot, avoid mines + dodge exploded cars that are trying to turn into your lane so that you crash into them.
I already told you how https://bass-win-casino.uk/bonus/ long this mission is? It just feels like it lasts forever.
The only little thing that stuck out to me in this mission was the phrase “Shock and Awe”, which is obviously a reference to the mission of the same name from MW 1
"El Sin Nombre"
A mission that introduces some really interesting variability. I’m not afraid to say that I liked the mission. This is where the developers really gave us freedom of action (within the framework of magic, of course). Here we find ourselves on the territory of a mansion with a bunch of guards, and under the cover of disguise we need to get to, in fact, El Sin Nombre. Here we can complete the level in several ways
The first is to climb to the second floor of the mansion (where they will not be happy to see us at all) kill Diego and take his card from the elevator.
The second is to climb through the guarded roof into the elevator shaft, and get to the desired floor, being on top of this elevator, controlling it with separate buttons.
In each case we will be able to get to the third floor of El Sin Nombre.
Interesting fact
If you follow the path of the roof, then in the scene there will be Diego in the room. If you kill him, there will be an ordinary cartel fighter there.
This is where I killed Diego
And then I climbed onto the floor through the elevator shaft
At the level we can either stick to stealth or arrange a bloodbath. If we choose action over stealth, then we should first arm ourselves. There is a small guarded armory in the corner of the garage. There are weapons here both for stealth passage and for setting up a meat grinder on the territory of the mansion. You can carry out the extermination of all life in the mansion in style. A set of golden AKs from Diego’s armory will help you with this.
Interesting fact #2
If you chose the path of ultraviolence, the scene in the room with El Sin Nombre will also change slightly. The atmosphere in it will be tense, and the soldier will call on him to quickly leave the mansion.
Also, at the very beginning of the mission, another reference will flash, warming the hearts of fans. Diego will say Price’s catchphrase from MW 1 "What a stupid name you have, Soap?»
"Dark Water"
The mission that the developers showed in a separate gameplay video before the game’s release. Aaaand… This is again a copy of the missions of the old trilogy. Moreover, it alone hides two missions of the original. Mission “Ship” from MW 1, and mission “Should have rested yesterday” from MW 2. (In principle, even despite the copy-paste, it looks beautiful and still plays nicely).
First, under the cover of a storm, we get to the oil rig, clear it and get to the supposed container with missiles.
But on the spot we understand that the missiles are actually controlled not from the tower, but from a ship drifting nearby. With the grace of a sack of potatoes, we fly onto this ship on a boat and begin to move towards its bow. Obstacles for us will be opponents and containers of different sizes rolling from side to side.
While you are trying to target your opponents, some malicious container will easily crush you by driving into your back. Overall, this looks like an interesting additional challenge for the player.
Interesting fact #3
Containers do not roll around the deck randomly. Each of them has its own path, which is cyclical.
"Alone"
Another interesting mission. In it, playing as Soap, you will need to secretly make your way through the city of Las Almas to the church where Ghost is waiting for him. Night, rain, screams, corpses, a bunch of mercenaries from the Shadow Company – this is the setting for this mission.
In different places of the level you will find all sorts of rubbish, such as bottles, pieces of metal, tape, etc. n., and create different devices from them that will help you complete the level. Master keys will help you open locked supply chests and doors, and the rest of your arsenal will help you deal with or avoid PMC mercenaries.
Collect useless trash at the location.
. and he will help you survive in the most extreme conditions
Also, during the mission, you will receive a knife, which Goust kindly left as a souvenir for one of the PMCs.
Interesting fact #4
There are two corpses from which you can pick up a knife. One will be in the nearest building on the alley, right next to the PMC. The other one is a little further down the street. The placement of the knife depends on the difficulty you are playing on. On minimum difficulty the knife will be in the nearest corpse, while on veteran it will be in the far one.
This is a nearby PMC with a surprise. Difficulty – "recruit"
And this is his friend a little further down the alley. Difficulty – "Veteran"
This mission was able to hook me not only with its gameplay. During the mission, Soap will talk to Ghost via radio. And, in my opinion, it’s done beautifully. Sort of like “conversations with my brother”. Unfortunately, Russian localization lost these dialogues, and even one joke. Therefore, it is better to listen to them in the original.
In this mission (as in the entire game with this bunch) you feel not just the relationship between fighters of the same squad. You really see the friendship between the characters.
"Jailbreak"
In general, nothing interesting, but here the developers again take gameplay segments from previous parts. This time from its ancestor – Modern Warfare 2019. In the previous part of the restart there was a mission called “Operation Embassy”. In it, it was necessary to guide a civilian through the room with the help of surveillance cameras so that he would not catch the eye of the terrorists.
In MW II we have a similar segment, but it’s made a little more interesting. In this mission, you will need to guide Goust through the cameras. The ghost must run through the base and mine several cars. And unlike the poor woman from MW 2019, Ghost can clear his path. In addition, to order him to go to a particular point, you can offer to kill the enemy hand-to-hand or with a pistol shot.
"Team Goust"
Here we are waiting for a planned assault on the base
This is a fairly large mission, divided into several stages. Each stage is the advancement of one of the two sides of the squad through the base.
In general, the mission is standard for the Modern Warfare series. I tried in epic, but somehow I couldn’t make it. But if the mission was “standard” and I had no complaints about it, I wouldn’t talk about it.
I’ll come a little far away. Do you know how at a certain point in time the developers of different games shoved different bosses into them?? One of the boss types was a helicopter boss. At one time they were shoved wherever they could. The helicopter boss even became an example of bad taste from developers and game design. After a while, the developers realized this and stopped pushing helicopter bosses into games. But Infinity Ward didn’t care about public opinion. They are the creators here. They make the game the way they want it to be.
-Okay, they added a boss helicopter. What’s next??
No. They didn’t add a boss helicopter. Better! They added a boss tank.
Just think about it. In 2022, in a military shooter in a modern setting, the developers thought of adding a boss tank.
You find yourself at the training ground, which is your arena. Several buildings, containers and other training husks are placed around the training ground. If the tank doesn’t see you, it drives around the arena. If he sees it, fire from all guns. The tank can be blown up using C4, which are located on the red boxes scattered around the arena. Every time you knock out a tank with an explosive charge, PMC soldiers land in the arena to stop you. And so 4 times. Only after the 4th explosion will the tank go to another world along with its crew.
Sometimes I minimized the game just to make sure that I was really playing magic. I was starting to feel like I had launched Serious Sam by mistake instead of MW II. But to my disappointment, I was still stuck in Modern Warfare.
"Countdown"
Overall a normal mission. Except there are too many juggernauts. But it’s still passable.
At the end of the mission we meet two juggernauts, only we are already unarmed. + in our hands is a suitcase with the cancellation of a missile flight, which we need to deal with first. But the process is not fast, especially when you go through it for the first time and don’t know what to press.
After defusing the missiles, we have to defeat the two thugs that were hunting us. As Ghost taught us. We find all sorts of rubbish on the floor, craft consumables, look for sharpening.
That’s all the missions I wanted to talk about, but… There is something else related to the final mission. When I reached the final stage, the game wouldn’t let me complete it. I caught a bug where I simply can’t progress any further, forcing me to start the entire level over again.
On this wonderful note, I invite you to talk a little about the bugs in the game.
Bugs in Modern Warfare II
Bugs in this game are a separate issue. It’s not clear whether they didn’t have time to properly test the game due to the publisher’s policy of releasing a new part every year. They just gave up on it. Tolley this is such a gift for owners of XBOX SS, on which the game was played. Tolstoy personally, I’m such a lucky guy who was able to encounter such a bunch of bugs during the passage.
Since I started talking about bugs from the end of the game, I won’t bore you, I’ll tell you about the ending first. At the moment when we find ourselves in a large hall with a bunch of juggernauts, my character made a sharp 360-degree turn while flying through the window. After which I discovered that I cannot reload the weapon. Recharge button doesn’t work. Thank you that the game at least allowed you to reload automatically after using up the entire clip.
Let’s move on to the same bug that broke my passage. Having taken the magic suitcase from Hassan, the game began to say “Press the button to open the case.”. But it did not open to this button. But it opened to another. Great, it opens, what next?? Nothing. The required script does not run only because I pressed the wrong button as in the tooltip. As you understand, my happiness knew no bounds, because this was my first playthrough on the “veteran”.
Around the mission “El Sin Nombre” I started having total bugs with lighting. All possible objects that emit light at the level (light bulbs, signs, sun, etc.). n.) began to shine through the walls.
And everything would be fine, we’ll survive. Suddenly we find ourselves in the mission “Ghost Team”. The level starts with dark, closed underground passages. Closed passages in which the sun began to shine through the wall directly into my face, obscuring my entire view.
With such a spectacle I appeared on the level
And here I slightly shifted my gaze to the left. See this sphere of light on the right? This sun shines for me right through the walls
In the mission “Reconnaissance in Combat”, I accidentally noticed a pebble hanging slightly above the ground and revealing the beauty of its texture. And then one friend of mine broke down, whom I managed to kill at a not entirely favorable time.
Yes, he hung just like that. And what will you do to him?? He’s in another city
So what happened to modern warfare??
As I said at the beginning. I love the original Modern Warfare trilogy. I don’t get bored playing it over and over again. Year after year I run through the trilogy again, sometimes more than once. Will the reboot sequel be able to boast of this a year later?? I’m afraid my personal answer is no. What is it about the original that keeps me coming back?? And what would be nice to see in the reboot, but, unfortunately, we didn’t see?
Scale of military operations
In both the original and the reboot, the plot is divided into two campaigns. In MW 1 there was the British OTG-141 campaign, showing missions from the perspective of an elite special forces group, and the American campaign, showing classic combat between the two armies in the Middle East.
MW 2 has a British and American campaign again. In the first, we are still carrying out secret operations as part of OTG-141, in the second we are still conducting military operations. Instead of the drab streets of a Middle Eastern city, we now have missions in the leafy neighborhoods of an American suburb. Square with several eateries. White House and surroundings. What does one level of Whiskey Hotel cost?.
MW 3. 141st again. War in the city again. But just in what? If in the first part these were nondescript eastern streets, in the sequel they were brighter, but with one or two-story suburban buildings, then in the threequel the environment of military operations was pumped up to the multi-story streets of New York, London and even Paris. Combat operations have been upgraded in scale both visually and in terms of epic per square meter. When you look at MW 3, you think with horror of what a modern war between two superpowers looks like in the center of large, densely populated cities.
In the restart, we didn’t even get a hundredth part of the large-scale war that we had in the original. As in Modern Wafrafe 2019, missions focused on special squad missions rather than large-scale military operations. Personally, I really missed them during the campaign.
Music
I don’t know about you, but personally I really love all kinds of game soundtracks. For me, OSTs are of no small importance in the game. A well-chosen or written soundtrack sets the mood for the game as a whole and individual locations in particular.
In the original Modern Warfare trilogy, the soundtrack was varied and adjusted to the environment and situation. Arabic motifs in the American campaign or at the same time tension and melancholy in the theme of Pripyat in MW 1. The intense and militant theme of Whiskey Hotel matches the surroundings, and the Brazilian drums in the missions, in fact, in Brazil in MW 2. In MW 3, the soundtrack, although a little more of the same type, still delivered with its epic quality. Plus, even in it, some compositions played on the strings of the soul. (For example, the music during the death of Soap MacTavish.)
In the reboot, not only is one track similar to another, but they are also absolutely nondescript. None of them are memorable. One can easily be confused with another, the drums can be clearly heard while the orchestral parts are greatly lacking, and sometimes it even slides into some kind of incomprehensible cacophony. Sometimes the music doesn’t sound like actual music, but rather like ambient music for some horror film.
In addition, the soundtrack itself is barely audible in the game. Even after turning the other sounds to almost zero and turning up the volume on the TV, I had to strain my ears to hear this “miracle”. And even in this case, the sounds of the environment and combat often interrupted her. I don’t know if the problem is with me, with my equipment or with the game itself.
Character Vitality
By the way, have you noticed how they are afraid to kill plot characters in the reboot?? Even in seemingly life-threatening crashes, or after catching several bullets with their carcass, the main characters like Soap or Price survive. “I hit the armor,” they say when a bullet hits, they get up and move on as if nothing had happened.
There is a mission in the game in which we, in the person of assistant Alejandro, are chasing Hassan. When our character enters the house, he is knocked down, beaten until he loses consciousness and the room is set on fire. It would seem that the character is a dummy, this is the first time we’ve seen him. No, well, he definitely won’t get out of here alive. The house is on fire, our beaten poor guy can’t even get to his feet. This is the end for him… Suddenly, our hermano Alejandro flies into the “burning hut” and pulls out our hero. It’s not good for him to die at the beginning of the game, he will be useful to us even further in the plot.
At the same time, at least one playable character of the original trilogy died in each of the parts. And they even showed us the unexpected rescue of Soap and Price in the final mission of MW2. Price lies beaten half to death on the ground, Soap with a knife wound in his stomach lies next to him and looks at him, his eyelids grow heavy, when suddenly… Price comes to his senses, from which even Soap went nuts and opened his eyes. Then, out of nowhere, Nikolai, aka the “wizard in a blue helicopter,” flies after them.
And after this miraculous rescue, the writers in MW 3 buried Soap anyway. And by the end, of the important characters, only one Price remained alive.
Modern Warfare 3. Mission "Blood Brothers". Soap McTavish died in it. We played for him in the first MW in the British campaign. He was also our ally in missions in MW 2 and MW 3. Walked with us through the entire trilogy
Modern Warfare 3. Final mission "Ashes to Ashes". By the end of the trilogy, of the main characters, only Captain Price survived
Don’t you think Infinity Ward has somehow gone soft?? Here you can remember how at the end of MW 2019 Alex sacrificed himself. Yes it is. But in the sequel to the reboot, the vitality of the characters looks too crazy, and the writers now seem somehow “toothless”.
Initially, I was skeptical and even biased towards the campaign. She disappointed me in every possible way the entire time I spent there. On my second playthrough, the attitude was already less harsh and biased (probably also because I was not on fire because of the “veteran”) and I would even say that the campaign was OK. But no more. Game for once. There are interesting missions that I was not too lazy to return to even to collect material (I replayed the “El Sin Nombre” mission a bunch of times to take into account all the interesting things). Although, remembering everything that is annoying in the game, I would rather advise not to go into single player at all, but to sit quietly in multiplayer. If you suddenly, for some reason, are going to buy a game for the sake of the story, my advice to you is that it’s not worth it. I wouldn’t even raise Black Roger for her. Infinity Ward simply forgot how to do a story campaign, and now it’s in the game just for show. If you only need a plot from a sorcerer, I would advise you to pay attention to Cold War from Treyarch.
