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Call of Duty: Infinite Warfare multiplayer impressions

This weekend saw Activision host a celebration of its bestselling first-person shooter franchise in Los Angeles: Call of Duty XP. We went and got to play the upcoming Infinite Warfare, capture plenty of screenshots, and learn lots more about the game.

Call of Duty XP

We played Call of Duty: Infinite Warfare multiplayer at Call of Duty XP

The Call of Duty Infinite Warfare building shortly before Call of Duty XP opens

The first Call of Duty XP took place five years ago. This year's event is the second iteration of the festival, so there was quite a break in between them. In the last year, Activision launched both the Call of Duty World League and a major eSports initiative, so it was time for a second XP.

Call of Duty XP is the culmination of a yearlong season of competitions in which teams of the best Call of Duty players from all over the world are now competing for $2,000,000 in prizes. The winning team gets $800,000 to split between its four members, and all teams walk away with at least $15,000 for having made it this far.

The event caters to more than just eSports competition, though. In addition to Call of Duty-themed activities, attendees can play the upcoming Call of Duty: Infinite Warfare multiplayer, Infinite Warfare's Zombies cooperative mode, Call of Duty: Modern Warfare Remastered multiplayer, a Call of Duty: Infinite Warfare virtual reality experience, and the new Call of Duty: Black Ops III downloadable content.

Activision is truly committed to eSports nowadays. As the Call of Duty World League continues to thrive, future Call of Duty titles will feature strong eSports integration. Hopefully Call of Duty XP becomes a yearly event as well.

Call of Duty: Infinite Warfare multiplayer Combat Rigs

Call of Duty: Infinite Warfare multiplayer

We didn't get to play Infinite Warfare's campaign at the event, other than a VR demo of one of the spaceship levels. Activision showed a snippet of campaign footage but wants to keep it mostly a surprise for players. But we did learn a lot about the game's multiplayer mode, in addition to playing it for an hour.

Like previous Call of Duties, Infinite Warfare lets players select from predefined multiplayer classes or create their own custom classes. This one takes place in the future, though, a future in which soldiers wear suits called Combat Rigs. Each Rig provides a different set of abilities to the wearer. Players can also switch to different Combat Rigs and even customize its abilities mid-match, so you're not locked into a single class if you see the current one isn't working out.

Each Combat Rig has comes with three Payload options: one weapon and two abilities. Rigs also have three Traits, which are powerful and persistent perks that don't change when you change your loadout. Traits stay with you and support the Rig's play style.

Call of Duty: Infinite Warfare multiplayer

Infinite Warfare's pre-built Combat Rigs include:

Warfighter

The Generalist, he resembles the classic Call of Duty soldier. Warfighters specialize in mid-range combat.

  • Payloads: The Claw, Overdrive, and Combat Focus.
  • Traits: Ping, Persistence, and Resupply.

The Claw is a powerful gun that fires shots spread over a wide radius. Its shots ricochet around the map. Persistence makes the player's Scorestreak persist after death at increased cost. Scorestreaks (summonable rewards for kill streaks) can't be wrapped or spammed, though.

Stryker

He provides combat support and area of denial.

  • Payloads: Gravity Vortex, Micro Turret, and Centurion.
  • Traits: Relay, Trophy Drone, and Hardened.

The Micro Turret is a throwable turret that can be used for defense or offense. The Trophy Drone follows the player and throws itself in front of a single grenade, neutralizing it.

Phantom

This marksman excels at concealment and long-range engagements. Of the Combat Rigs I tried, the Phantom was my favorite.

  • Payloads: Ballista EM3, Active Camo, and Pulsar.
  • Traits: Marked Target, Rearguard, and Heightened Senses.

The Ballista EM3 is a three-shot railgun. Its projectiles impale enemies and pin them to walls. Rearguard gives the Phantom an armored shield on his back upon spawn. The shield can be destroyed, but it gives the player time to react to fire.

Merc

Defense and heavy suppressive fire are his specialties.

  • Payloads: Steel Dragon, Bull Charge, and Reactive Armor.
  • Traits: Infusion Mat-at-Arms, and Shock Wave.

The Steel Dragon is a hip-fired weapon that fires a concentrated beam or beams that latch onto enemies and burn them down. Fusion gives Mercs faster health regeneration.

FTL

The FTL wields experimental tech built around guerilla warfare.

  • Payloads: Eraser, FTL Jump, and Phase Shift.
  • Traits: Supercharge, Perception, and Powerslide.

The FTL Jump allows him to rapidly jump in order to close the gap between an enemy or evade fire. Perception provides increased situational awareness. The edges of the FTL's HUD will light up to alert the player that enemies are looking at him.

Synaptic

The Synaptic is a remotely controlled robot, not a human in a suit. It favors a run-and-gun stye. Speed and close-quarters combat.

  • Payloads: Equalizer, Reaper, and Rewind.
  • Traits: Rushdown, Propulsion, Combat Burst.

Activating the Reaver causes the Synaptic to squat down on all fours (becoming a lower target), move at higher speed, and deliver lethal melee blows. Combat Burst provides a short speed burst after every kill. Skilled players can use it to chain kills together.

Weapons and Crafting

Call of Duty: Infinite Warfare multiplayer

The weapons of Infinite Warfare are futuristic, but grounded with modern combat elements. They're mostly recognizable evolutions of today's weaponry. All of the standard Call of Duty guns appear, including Assault Rifles, Shotguns, Light Machine Guns, Sub-machine guns, and more. Secondary weapons like pistols make the cut as well.

Directed Energy Weapons take special advantage of Infinite Warfare's futuristic setting. Energy weapons still feel like Call of Duty Weapons, with satisfying kick and sound effects. They support new mechanics, such as the EVR800 multifunctional assault rifle/sniper combo that uses more battery for sniper shots than assault rifle shots. Energy weapons also slowly regenerate ammunition.

For the first time in the series, Infinite Warfare features weapon crafting. Players earn salvage during gameplay that can be used to craft prototype weapons. They come in four rarity levels: Common, Rare, Legendary, and Epic. This applies to secondary weapons as well.

The gun perks of each prototype weapon vary by rarity level, with rarer weapons also having more perks than common ones. Thus Epic weapons (which also look different) will be highly desirable. A few examples of gun perks include Stockpile (increased ammo), Atomizer (gain a Tactical Nuke after 25 kills), and Jackpot (ten percent score boost per kill).

All-New Tech and Equipment

Call of Duty: Infinite Warfare multiplayer

Lethal and Tactical equipment has evolved in Infinite Warfare as well. For instance, players can now deploy these items with their left hands while keeping their guns up. Thus you'll be able to fire and engage enemies while throwing grenades and other items. This reduces the risk when using these tools.

A few examples of Lethals include the Biospike, Seeker Grenade, Hover Drones, Flechete Grenade, Black Hole Projector, and Plasma Grenades. Biospikes not only kill a player who is struck by them, they also explode and cause scatter damage to anyone in the area.

Seeker Grenades track enemies and will stick to enemies if thrown directly onto them. Hover Drones fly forward in a straight line and can be detonated remotely, but they can also be shot down. Black Hole Projectors create a localized black hole, sucking enemies into their doom.

Tactical Equipment includes Adrenaline Drip, Personal Radar, Dome Shield Emitter, Cryomine, and more. The Adrenaline Drip provides a quick heal upon use. The Personal Radar provides soft information about enemy direction and distance, although it doesn't let you see through walls. The Dome Shield creates an electromagnetic shield similar to those of Halo 3.

Call of Duty: Infinite Warfare multiplayer

Scorestreaks are the rewards players get to summon after accomplishing killstreaks. I've never been a fan of these, as they basically reward players who are already doing well while making it harder for struggling players to catch up. Still, Infinite Warfare's Scorestreaks certainly capitalize on the game's science fiction theme. The RC8 is an 8-foot tall robot with three arms. It can be used as an AI drone for protection, or you can hack into his feed and control him directly.

Infinite Warfare allows players to select three perks, with a selection of new perks mixed into Call of Duty classics. For instance, the Pin Point perk will highlight any enemy you damage or who damages you. Thus you can quickly identify who's engaging you, or simply help you to keep on target during engagements.

Maps and modes

Call of Duty: Infinite Warfare multiplayer

Infinite Warfare's maps are designed to get players into combat quickly, force head-to-head engagements, and have varied level designs with high replayability. The different points on a map now have names that appear below the minimap. This improves player communication and map learnability.

Maps come in different shapes, including circular two-lane maps like Frontier, the bent three-lane Throwback, and the linear three-lane breakout. Classic Modern Warfare map Terminal returns, now reimagined for the new game's futuristic setting.

The actual environments are more varied than ever before, taking place on other planets, moons, space stations, and more. These places all look different and feature unique color palettes. That's one of Infinite Warfare's greatest strengths to me – the visual variety of its maps.

Call of Duty: Infinite Warfare multiplayer

Several classic modes return in the new game, plus new eSports modes. Hardpoint is a mode in which players must capture points on the map. These hardpoints have floors that change color to indicate ownership and contention, which is useful from a gameplay perspective and just looks cool.

Defender is a mode that plays like a high-stakes game of keep away. Both teams fight to collect and control a drone. You can pass the drone, which looks like a green orb, among teammates. Defender matches tend to flow all over the map as teams run around with the drone. I never gained possession of the drone myself, but I enjoyed protecting the ball bearer.

Mission Teams

Call of Duty: Infinite Warfare multiplayer

Mission Teams provide a new layer of progression in Infinite Warfare. Players still rank up their profiles and weapons, but now they can rank up missions too. Any time you play online, you're playing for a mission team. These missions will change how players play and encourage them to try new game modes.

Mission Teams have different themes that determine what kinds of challenges they assign. The JTF Wolverines provide basic kill and completion missions. The Orion Initiative gives objective-based missions. Every mission team has a Mission Commander. They deliver missions and comment on successes and failures.

Completing missions increases your rank with that team. By ranking up with teams, players will unlock calling cards, camos, rig customization outfits, and prototype weapons. These weapons are exclusive to mission teams and not craftable. There's no chance involved with Mission Team rewards. Once you reach a specific rank, you'll get that item or weapon.

The future looks promising

Call of Duty: Infinite Warfare multiplayer

I'm not a Call of Duty veteran, so I can't compare what I've played of Infinite Warfare much to previous games. Some players have criticized the game's science fiction setting, but I feel the opposite. Taking place in the future allows the game to have interesting classes (Combat Rigs), weapons, abilities, and locations. The fast-paced gameplay (complete with wall runs, double jumps, and sliding) feels really good, and the new Mission Teams could potentially make this the most replayable Call of Duty yet.

Call of Duty: Infinite Warfare arrives on Xbox One, PlayStation 4, and PC on November 4. In addition to campaign and competitive multiplayer, it will also feature a wacky 4-player Zombies mode called Zombies in Spaceland. Stay tuned for our Zombies impressions!

Paul Acevedo is the Games Editor at Windows Central. A lifelong gamer, he has written about videogames for over 15 years and reviewed over 350 games for our site. Follow him on Twitter @PaulRAcevedo. Don’t hate. Appreciate!

45 Comments
  • Looks great
  • 15k... I'd take the team to the bunny ranch.
  • I'm not a fan of the 3 lane multiplayer map design, who sees who first wins the fight, camping, and spawn kills of the casual Call Of Duty gameplay. But I hope those that like it have a blast. And its the best of its type. Now Titanfall has shifted its mechanics to COD style it will be interesting how long Titanfall 2 will remain populated with this coming out.
  • Honest to god I don't know why people like COD multiplayer. It's just point & pull the trigger; Whoever shoots first wins. Where's the fun in that?
  • Sounds about like life real life
  • Except it's not at all. Have you played a CoD game? It's a Michael Bay movie on drugs, with everyone sprinting and stabbing and everything exploiding in the background. Actually being able to shoot someone is about 10th on the list of things you have to be concerned with in CoD these days.
  • Yeah its not that great. The only COD (and multiplayer) I can play is MW3, but even then I can never get into it like I have been in Battlefield for the last years. CoD is more just a shooting bloodbath arena, which loses its fun after about the 4th [10 minute multiplayer] game. Battlefield will always be the war game for me :P
  • Dung you say that. I think MW3 is the absolute worst online FPS I have ever played. Deathstreaks and spawn killing out of control were terrible.
  • And? That's the same for all CoD games. It's why I dont play any CoD (except for mw3). If I prefer mw3 other then the other CoD games, why does it matter? Anyway I mostly play battlefield instead of CoD. Mw3 I play when I need a break from the other games I play
  • I'm not going to bother with a thought-out response, because you're clearly too emotionally invested in MW3 to have a rational conversation. That you think my opinion is rootedi n caring about your interests is laughable.
  • How am I emotionally invested in mw3? Haha, I have already said that compared to other games, CoD is not something I would play. Mw3 is just the one off that I would play sometimes when I need a break from other games. The reason I responded to you is because you replied to me as if I was arguing mw3 was the greatest game there is, when in fact I was stating that the only CoD I'm willing to play is Mw3 and that all CoD games are terrible.
  • You are 1 of the few people that like MW3 which is the worst cod game ever made at least in multi-player the campaign was nice. Posted via the Windows Central App for Android
  • All CoD games are equally just as bad to be completely honest. I just find MW3 at least the slightest bit... tolerable. But that's just my opinion :P
  • I've never played a call of Duty before, cuz I'm a Battlefield fan, but I hope it works out, cuz alot of effort was put into it. Posted via the Windows Central App for Android
  • There's nothing wrong with trying out or playing both series. They each offer unique experiences.
  • I'm looking forward to playing as many as I can of each. Posted via the Windows Central App for Android
  • Agreed. I've always bought both and enjoyed them for their differences. I've fallen out with COD recently though becuz of the unrealistic stuff, but may take a second look after this article.
  • From the article, I can see that alot was put in to make the game great, so I hope it changes your mind. It sounds cool to me so far. Posted via the Windows Central App for Android
  • I'll have to remember to read through this later. However, It's been almost a decade since CoD 4 the last time Infinity Ward released a great shooter. MW2 had amazing maps, but the gameplay was inconsistent and unbalanced. The others after out of the IW shop has been trash (MW3, Ghosts). Throw in how Advanced Warfarewas poop and I was thoroughly disappointed in Black Ops 3's beta, and I haven't really enjyoed a CoD since BO2, almost 4 years ago now. However, the FPS options of late have been so sad. Halo 5 was awful. DOOM was awesome, but lacks a population to play for long. Battleborn was a mess. Not sure I trust Titanfall 2 after the first one hada really uneven feel (Titan combat was great, but Pilot fighting had horrible hit detection and ap design was shoddy). Didn't get to try Battlefield 1, but didn't like the last of those I played (Battlefield 4). Just seems like the quality of the FPS genre has really fallen off in the last 3-5 years. Maybe there will be a beta for this one and I'll find it enjoyable, I need to find something else to play with Forza Horizon 3 to wrap up 2016.
  • Probably has to do with the fact that FPS games in general have gotten stale. Sure, they all have different mechanics and styles, but strip that away and it is just the same old thing. That being said, it is not the fault of any of the devs. In situations like this, I would say it is just as hard to redefine an existing and popular genre that has had a long lasting formula as it is to create a new and unique one. Change it too much, everyone hates it. Don't change it enough, everyone hates it. You have this very tiny sliver that you have to hit to please old fans and bring in new fans. I don't envy the difficulty that any of these devs have to face..
  • I really don't think it's stale. I think it's horrendous design decisions. Take Halo 5 as my primary example. The core mechanics are good--the shooting is strong, weapon balance is good. However, the aiming is a bit inconsistent (too touchy up close, too rigid at range). What ruins Halo 5 is atrocious map design and matchmaking balance so bad it's embarrassing. Halo 5 is rampant with being spawn killed because they made everyone a buncch faster, but didn't make larger maps to compensate. Matchmaking doesn't build balanced teams hardly ever, and if a teammate quits, you either have to stay for 5-10 minutes and get slaughtered ina 3-4 (and even 2-4) or quit and be banned for 10 minutes and ranked down because you didn't want to play a fundamentally broken game. Halo 4 replaced teammates who quit (on 360, they took it out in TMCC on XB1). It takes a solid set of FPS mechanics and just poops on it so badly that it's a disaster. I'm not speaking in any level of hyperbole when I say that, in terms of expectations to reality, Halo 5 is the absolute worst game I've played in my life. I love the franchise, and didn't think it could be made so badly, and now it's such a pile of trash that I both hate that I got so much Halo 5 stuff (the XB1 and both controllers) and don't know that I'll even buy the next one. I hjave 0 faith in 343 to do anything right now. And that's just an epidemic in shooters. Everything's spawn killing and bad matchmaking. Why it's so hard to be semi-reasonable with team balance, I don't understand. Why every map has to be super-vertical, super-short, and make it hard to spawn without someone (or 3 someones) right on top of you, I don't get. If they'd just stop giving you 60 weapons and stretch out maps in CoD, that would be a start. If CoD and Titanfall would stop throing in 15 pounds of Aim Assist that take away the need to aim your gun almsot entirely, it'd be fine. I'm not bored of shooters, they're not stale to me. I really like DOOM there's just no one playing. It's not perfect (I wish they'd gone with the old school weapon spawns instead of stupid loadouts), but it's fun. The maps are fairly lengthy, weapons are kind of balanced (could be better), and your most important ability is that of shooting a gun. That's not what Halo, CoD, and Titanfall ask of you. They want you to see how many explosions you can make.
  • Feel the same about Doom MP. I found it uninspiring and trying to hard to duplicate things other fps does will. But failing at it. Single player was really fun tho. 
  • I think it was really good, just shouldn't have had loadouts. If it had Quake/Unreal-style weapon spawns', I would have had no complaints.
  • For the amount of Halo 5 that I play I really don't understand your arguments. I have never had a problem with spawn killing, you say the didn't make the maps larger which is a lie. Take the Midship remake Truth for example, it is proven that it takes the same amount of time sprinting to Pink Tower and the Opposite Base from spawn in Halo 5, as it did walking to those places in Halo 2. Also matchmaking I have never had trouble with, I've never been matched against or with anyone more than 1 ranked division above or below me. Which makes since from people/me moving up divisions. As for no join in progress, I totally love that there isn't any. You shouldn't have any in ranked playlists as it would make matchmaking terrible. I wish other games would take out join in progress and have ranked playlists.
  • Midship was also one of the smaller maps in Halo 2, where as the bigger maps in Halo 5 lack as many obstacles, so traversal time is still quite short. You don't have massive maps in Halo 5 like Halos 1-3 had. As for the ranking thing, I honestly don't believe you for a second. My friend and I got ranked a week or so back, and both went to Plantinum. Shortly after, we faced a team with 2 Onyx and a Diamond, no one on our team was as high as their lowest person. That's not standard, but being Platinum against multiple Diamonds (and I mean P3 v D5, not something like P6 and D1) or an Onyx is dar from unusual. And the defense of the quitting thing would easily be solvable. If you join mid-game, you can get credit for winning, but not punished for losing. You, what, think it is unfair to throw someone into a losing game, but it is fine to punish people whose teammates quit? The system is undeniably broken and needs changed, either through what I suggested or by not letting people rank down for losing when their teammates quit. Or, at the VERY least, let me quit without a ban when I don't want to play down 2 people while already losing 10-25 because it's 2v4.
  • With the "massive map" in Halo 2 being Lockout? I mean it was the biggest competitive map. Halo 3 maps I guess you could argue, Construct is one but in my opinion it would be a waste of time using resources making a map similar to it cause it would be a one gametype map. Narrows and Pit are two but even then bigger maps worked in H3 because of the atrocity that was BR starts because Bungie didn't know how to balance weapons. Even then H3 still had Heretic and 2 foundry maps which were small. Halo has always excelled on small maps. As for get matched against different tiers, maybe you have your matchmaking setting for speed instead of skill ratings. And for join in progress I just think they should give bigger bans for quitting, but most the time someone leaves you are already losing. I just keep playing, playing a man down helps you improve, then after the game i report who left and move on.
  • Coagulation in Halo 2 was bigger than Lockout, same for Waterworks, Colossus, Containment, Burial Mounds, Headlong, and Ivory Tower. There were plenty of huge maps, though they often had vehicles as well. It's not just end-to-end running time, either. In Halo 5, pursuit is made easier because your shield won't recharge if you're at top speed. That means I have to either slow down and get caught (hoping the enemy overruns me), or I have to hide in a corner from a dead-sprint and hope I'm not seen going in there. Then you have how overly bouncy and strong frags are, and the map might scale to flat running, but it's still harder to actually make a move on anyone or avoid getting jumped by a pair of enemies. That, and in Halo 2 you HAD to run to the outer secctions to get to the middle. In Halo 5, you can get into a sprint, thruster, and mantle up from either base. There are more ways to get to places, and do it more quickly. If I thought reporting people was actually helpful, maybe. Upping the ban time wouldn't help either. So many of those people, I'm sure, are rage quitting and going away for a while anyway. I've ended nights where my friend is sick of the mismatched stuff, and he just quits the last one. Banning him for 10 hours won't matter when we don't play again for 2 weeks. You could say "make the timer only run while the game does," but then someone just quits and leaves a console running, that changes nothing. It is typical that quitters are on losing teams, but I shouldn't have my KDA (a stupid stat, by the way) wrecked because I have to spend the match down a man and go 10-22 because the imbalanced power weapons spawns of Halo 5 (a major problem they do little to address) let the team up a man easily control the power weapons (try to get that Rocket Launcher on Coliseum with regularity while down a man, it's not happening). The maps are so imbalanced that they often have 1-2 points that are easy to hold and win (Pegasus' back red spawn being the most obvious example). Throw in being down a man, and it's made much harder than in other games. In Halo 4, I could totally hold my own down a man, and even win. Halo 5 the maps are so cramped and vertical that it's much harder. I used to die 4 times in a Halo 4 match, with an average time of life over a minute. In Halo 5 I probably die about 12 times on average, and my lives probably average 15 seconds, if that. I've seen 5v5 matches of Halo 4 end in Slayer without having either team reach 60 kills. I think I've seen Halo 5 have a 4v4 finish before either team gets 50 once or twice, if that.
  • All those maps aren't competitive arena maps, so there really isn't a reason to compare them to Halo 5s maps. Pursuit is easier? Yeah and it's great. One of Halo 4s many problems was shields recharging while sprinting. You should be punished for getting out of position or losing a firefight. Being a man up does mean you should easily have map control which means power weapons. I really don't see how any weapon spawns are unbalanced. Are there good spots on maps? Yes. Does that mean you automatically win if you hold them? Absolutely not. You can't just camp 1 or 2 spots and win. If you did that in Pegasus's red corner you pretty much give up all power weapons and will be easily taken down. It should be hard when a man down, in fact it should never be possible to win. I've seen plenty of games end on the timer instead of kills, even games where the winning team only has 30 some kills, it just depends who is playing.
  • Damned if you do, damned if you don't. Posted via the Windows Central App for Android
  • As usual I am jealous that you got to play a game Paul. I skipped bo3. But I might get this. Only because modern warfare remastered.....
  • "We didn't get to play Infinite Warfare's campaign at the event, other than a VR demo of one of the spaceship levels, Activision wants to keep it mostly a surprise for players." Do they ever really matter? The last time they really tried to, they got mocked about the whole "press X to pay respect" thing. I liked how the BO2 campaign just let you take a bunch of toys and play with them, rather than trying to portray a real story that falls flat. "Combat Rigs" Sounds like the reason I dind't get BO3. I really wish they'd stop just saying "oh, and take THIS gun too!" You have a million buttons to press at a time, it feels like. I have fewer things to deal with in Neverwinter and that's an MMO--a genre known for complex rotations and doing a lot of stuff. Why do we need 2 guns, 2 equipment, then the addition of a class ability? And don't forget the Scorestreaks! At this point, it feels like they're just trying to throw more things in so you don't notice how bad the core mechanics (particularly the hit detection) are. "All of the standard Call of Duty guns appear" The question is, are they going to ACTUALLY balance the game so all are useful, for a change? It's been a while since sniping was actually viable. BO3 essentially forced you into a fast-firing gun or punished you mercilessly for choosing otherwise, and Advanced Warfare's map design made sniping nigh-impossible. "Atomizer (gain a Tactical Nuke after 25 kills)" Yeah, because the lobbies with people on opposite teams boosting for nukes in MW2 was SO fun. Love having to track down two guys off in a corner, where one is letting the other kill him for a nuke. "Black Hole Projectors create a localized black hole, sucking enemies into their doom." No excuse to complain someone is camping naymore. If there's a camper on the map, here's your solution, guys! I like the thought of this. "I've never been a fan of these, as they basically reward players who are already doing well while making it harder for struggling players to catch up." I don't nevessarily mind them for that reason. I don't think being bad is something that should be rewarded (which MW3 tried to do with Deathstreaks). The problem I have with them is that one can totally ruin the balance in games, and the Care Package (a 4-kill streak from the past that could give you anything else) was able to turn the tide in the worst way. I hate how these things always minimize the ability to actually shoot a gun...in a shooter. "Infinite Warfare's maps are designed to get players into combat quickly" Spawn killing is back and better than ever! How about designing a map to let someone spawn without bullets flying overhead? "Classic Modern Warfare map Terminal returns" Not my first choice from the MW2 stable. I'd much rather see one of the larger maps, like Afghan or Derail, put in. Maps are too congested as it is in these games, and the ever-increasing speed of movement is WHY the spawn-killing runs rampant. They need to have some maps with length, not just height. "These hardpoints have floors that change color to indicate ownership and contention" Is this new? I never played Hardpoint in CoD before, but this is how such modes worked in Halofor some time now. "Defender is a mode that plays like a high-stakes game of keep away." So...uh...Halo's Oddball, with a slight twist. "These missions will change how players play and encourage them to try new game modes." Hope the emphasis on this is minor. I don't like when the game encourages you to be miserable in a game mode you don't like. "I'm not a Call of Duty veteran, so I can't compare what I've played of Infinite Warfare much to previous games." I'd say it looks like another line of cocaine in the fast-paced mess that CoD keeps descneding into. They just keep turning up the speed, throwing in more toys, and avoiding addressing the core problems of the franchise that have been around for a decade (like terrible Aim Assist on console, generally bad hit detection, and melee that is a total joke).
  • Im still jello
  • I guess it's time to give this cod a try, been skipping a few series this looks like it has new elements in it.
  • I'm honestly not going to give this ago. I've given Advanced Warfare, BO3, ghosts, etc etc, all a go and honestly felt like I wasted my money . Of course, some people like CoD so hey, at least someone likes it, but I'm just going to stick to battlefield. Too many times I've tried CoD multiplayer and its full of people "hacking", and camping in corners and spawn camping. Its just a 10 minute (very short for a war multiplayer tbh) bloodbath. After a while you start wondering if the money you are paying is really worth it knowing you're going to get the same thing with the next game. I only have MW3 from tue CoD franchise which I'm happy to play, but honestly CoD lost me as a proper player years ago. Every war game has its issues, and spawn camping can sometimes not be avoided with certain maps etc (battlefield 4 has only about 1 map I can think of where you can be spawn camped under certain circumstances), but Activision need to sort out the issue the most, as it happens with all of their games, on most maps unfortunately.
  • I'm with YOU ShadowWolf. I always got BF for the large maps and variety of vehicles and large teams. Played the livin' crap out of BF2, BF3, 1942 and Vietnam on PC. COD was great for single player campaigns and quick ferocious MP, but I grew tired of all the superhero crap. I'll maybe give this COD a bit of a chance, but not much room. Battlefield 1 is definitely in my sights over COD. Great post!
  • Thanks :) and yeah I've always loved BF's large maps. Silk road for example. The only map I have been able to find I can use (and need) the 40x scope on a sniper to get a comfortable view on the enemy (even though 20x and 8x is also useable haha). Actually, I find all 4 China Rising maps are great for sniper/recon. Very large maps. Can't wait for BF1, looks awesome so far.
  • So Battlefield is from EA, and COD is from Activision? Posted via the Windows Central App for Android
  • Correct. But COD flips developers between Infinity Ward and Treyarch every other release. I prefer Infinity Ward over Treyarch, but that's a matter of opinion.
  • Well kudos to EA for the upcoming Battlefield. From what I hear, it's highly anticipated. Especially since they're Need for Speed franchise isn't doing too well. Heard alot of mixed reviews about the reboot. Activision had this cool game called Soldier of Fortune. Part one so good. Sigh the good days. Lol Posted via the Windows Central App for Android
  • I won't play Call of Duty's multiplayer.  The lobbies are filled with little children whose parents had to buy the game for them.  I've been in way too many lobbies where the kids scream and sing.  Can't stand it.
  • damn sure activision paid u to write that ****, the stupid game is the ******* same as black ops 3 only with new maps and skins
  • How much did you get paid not to read the story, not think about it, and then leave a rude and pointless comment?
  • i respect your opinion, but let's be honest, who the hell still thinks cod is great? the game sucks the same every year
  • It's obviously quite different this year, so that complaint just doesn't apply. Criticizing a game for the same thing as a previous game whether or not it's true shortchanges both you and the game itself.
  • I like how cod keep innovating over time.