Usually after the game demo is over there is a brief applause for what has just been introduced. This is a small token of appreciation from those in attendance, thanks for the work done on the demo just projected and a rare opportunity to directly praise those who work tirelessly on this game.
After our recent Call of Duty: Modern Warfare Demo ends, no applause can be found. Our group, a total of 10-15, sat in stunned silence to absorb what we had just seen. However, where some people might think that silence is insulting, we are willing to bet that the reaction is what Infinity Ward, the developer of the game, is looking for.
Call of Duty: Modern Warfare will attempt to set a new bar in franchise storytelling later this year, and 20-minute introductions demonstrated that it took a different approach, an approach that was more dramatic and impactful than before.
A familiar place …
The demonstration presented to visitors to the convention began with the Infinity Ward team explaining what happened at the scene we saw: there was a terrorist attack at London Circus Piccadilly that left dozens of dead or wounded, and those responsible were traced back to third. Terraced houses in North London.
It depends on the special task force consisting of Sergeant Garrick (player character), the pillar of Modern War Captain Price, and two other British Special Forces agents to infiltrate the house and neutralize the cell, with orders to fire. the enemy in sight.
For Call of Duty, this is a busy place: terrorists attack a city, troops are dispatched to neutralize threats, and the story unfolds from there. No one will claim that Infinity Ward reinvented the wheel with this premise. But while you expect everything to be dazzling and explosive from here, Infinity Ward takes everything in a completely different direction.
… told in an unknown way
Back in the game, troops gather at the back door of the house in the middle of the night, sneaking down narrow alleys to reach it. After a brief pause, they entered the house, equipped with night vision, and found a small group of people at the table discussing the attack. We didn’t even know these people were terrorists until people called the attack “a failure” and began to discuss the next steps.
Once we have the audio track, the battle begins.
Price fired a single lightbulb into the room and the team moved in, eliminating the armed men and women one by one. The bullet hit the body with precision, the enemy degenerated lifeless with disgusting realism. We heard muffled voices above us, loud whispers and screams of warning, as the team slowly made their way up the narrow stairs.
On the second floor, each team member takes a door and opens it, with the character of the Garrick player finding a single woman with her arms raised. He grabs Garrick’s shotgun and shot, killing him instantly. Then we will see another woman making quick movements, but this second woman takes the baby and comforts him. Garrick doesn’t shoot, but we don’t know what will happen if he does.
We heard more commotion as we entered the bathroom, and when we got closer, a bullet suddenly exploded through the door. Then some shots were fired at the wall and we saw our attacker lying in the tub with his own blood. After some actions above us, it is time to go back up, up the narrow stairs to the third floor.
It’s more the same here, but one of the special forces is shot through the door he chose by a terrorist, leaving one person for the rest of the mission. After the third floor was completed, we went to the attic, where we met the last woman with raised hands. He prayed that he had been forced to stay there, that he was innocent, before moving to the nearest table and being shot to death. It was discovered that it was by a detonator, so it was never explained, and Price stated that they were lucky to have neutralized it.
The demo ends here, giving us time to catch our breath and mentally process what just happened.
Going Around 20 Minutes seemed to have continued for centuries thanks to the slow and methodical speed of the demo, and all the elements that led to that feeling were in line with Infinity Ward’s new approach to Modern Warfare.
This is a demo that focuses on taking us to war as it is fighting now, not like the “modern” time when Call of Duty 4 debuted in 2007. This is a noticeable change in format and tone, something we certainly don’t see. come.
The name of Call of Duty brings with it the hope of bombs and a kind of procession, loud explosions and deafening fire that rained down in every battle. Some famous examples survive, the previous game was marked with adrenaline, each one coming out of the cannon gate.
The new Modern Warfare avoids all of that, instead of increasing tension with deafening silence, total darkness, and generating tension through tight spaces. Every step on the stairs tightened our muscles, each opening a door filled with anticipation of anxiety. This is less like the Call of Duty game we’ve known for years and is more in line with nuanced movies like Zero Dark Thirty.