It's such a cookie cutter effort that rather than feeling like a sequel, it feels more like an expansion of the other games. In fact, one would be hard-pressed to tell the difference between this game and any of Treyarch's PS2 COD titles. The setting may have changed, and Rebellion was all too eager to put that fancy-pants new flamethrower front and center right from the start, but the rest of the game is rote COD (right down to the intro tutorial that walks you through doing stuff like firing a gun, changing stance, using grenades, running, jumping and melee attacks) with little in the way of attempts to push things forward from a gameplay standpoint. One of the reasons people bemoaned the return to World War II was the over-familiarity with the weapons, setting and mechanics. In the heat of combat.Įven still, all these things are part of Call of Duty for a reason: they were quite fun when they were first introduced, but the emphasis is on were. I was amazed that there wasn't an on-rails shooting section within the first five minutes of firing the game up. Planting explosives to blow up AA cannons? Yep. Taking out a tank with a rocket launcher? Oh yes, of course. Constantly spawning enemies that magically disappear once you've pushed past a certain point? Bingo. Clearly the boys and girls at Rebellion know how to make a good looking, fun, and nicely varied little game - Rogue Trooper in particular was fantastic - but in making a new Call of Duty game that runs in parallel with the regular World at Wars, at some point the decision came down to just crank out a paint-by-numbers Call of Duty. Predator and having crafted its own in-house Asura Engine that pumped some impressive visuals out of both the PS2 (with games like Rogue Trooper) and the PSP (with Miami Vice and GUN: Showdown). The 2000AD publisher is certainly skilled enough to handle the task, having cut its teeth on the brilliantly creepy Aliens vs. Instead of having the folks at Treyarch work on yet another SKU or making them port things down to the PS2, development tasks were handed off to UK-based developer Rebellion. More PC options like a fully functioning FOV slider.On the PS2, however, things are a little different. New game modes such as Gun Game, One in the Chamber, Sharpshooter, Kill Confirmed, and Classic mode (pre-set classes based on teams like in Call of Duty 1 and 2) Here is a more complete list I made for another forum.Īdd "updated/modern" variants of maps that would add more perks and other features to maps.Īdd British and other cut weapons (Sten, Lee Enfield, Bren, Grease Gun, Shoe box mine)Īdd Gun Camo. I think if we got a bunch of mappers and modders from the community to help, he could bring new life to World at War and make it even better than it was before. And it doesn't really seem all that impossible. (Someone could use the beta Black Ops mod tools to help with that)Īdd British and other cut weapons (Sten, Lee Enfield, Bren, Grease Gun)Īdd levels based off the British CampaignĪdd the cut 4th Killstreak (Which was essiantally a bombing run)Īnd there's possibly a few more things you could add, but for the most part that's about it. Port/Remake Kino Der Toten from Black Ops, since it was originally intended for WaW. (I'm pretty sure someone could probably go into the coding of the game and extract the maps and sound effects and such) Here are the ideas of what would change:Īdd Training Level, American Levels, and British levels from Final Fronts into the campaign. Not really removing anything but just adding on to it. The mod would essiantially almost act as an Expansion Pack to World at War. So after playing and doing a little bit of reading about World at War. Along with that, it also had a British campaign that was meant to be in the main game as well. I really liked how it had more American levels in parts of the Pacific that weren't in the main game and how it continued the story of Roebuck, Polonsky, Sullivan, and Miller. So yesterday in the mail I got a copy of Call of Duty: World at War: Final Fronts for the PS2 and enjoyed it.
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