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IGN Review of Call of Duty: World at War
Developer n-Space has been all about shooters for a while now, specifically when it comes to Nintendo systems. The team was behind GCN's Geist, was a ghost developer on Goldeneye: Rouge Agent as a first-time DS shooter, wowed us last year with Call of Duty 4: Modern Warfare for DS, and is back again now with Call of Duty: World at War. The team has poured an incredible amount of content into the COD franchise thus far, bringing an extremely cinematic (it's on a portable; color us impressed) shooter experience with Modern Warfare, complete with more VO than any other DS title out there, a huge list of missions to explore, local multiplayer, lots of event-style gameplay, and a fun overall package that lasted just as long on the single player front as the final 360 version did - if not longer. Well, the team is back again, and just like last year the war machine has been turned up to full speed, as this year's offering - despite being based on the overplayed World War II era - brings some serious content to pocket gamers looking to dabble in the world of FPS.
Shooters on DS are no easy task. For starters, Nintendo has laid its own trump card with Metroid Prime Hunters - a game that focused on amazing exploration/shooter gameplay, online, and voice chat - but even in the case of Samus's adventure there were still issues. Players hold the system with one hand, which can be uncomfortable in long sessions, not everyone is keen on the touch-look control (I personally love it), there are less buttons to work with since you're playing one-handed, meaning you are often looking to the touch screen for extra buttons, and DS's 3D power isn't exactly ideal for fast-paced, character-filled action. Despite that being the case, we've still seen some great ones, and you can add World at War to the list, as n-Space put a staggering amount of content into this pocket package.
Just like on the consoles, World at War is all about the Pacific Theater in World War II (with sections also dealing with the Nazi/Russian battles in Europe and Russia), so while we've all played countless WWII shooters in the past, it's rare to find a lot of jungle combat, water-based battles, or cave crawling. With World at War, the idea was to present that same era in a new light, and even on DS n-Space was able to mimic the console success of World at War. You won't find the same sprawling FMV scenario intros, or the character-driven story that focuses specifically on fleshed out characters, but you will find a story that follows the console games loosely, and ends up being a pocket take on what you'd get on say 360, but it's still competent.
On the gameplay side of things, n-Space went to some pretty big heights to make sure World at War was a stronger overall package than COD4, and it's paid off. Just like last year you'll have seven different mini-events that round out the rest of the package, with things like mine defusing, binoculars that can cal in airstrike coordinates, anti-air gun mission where you blow Japanese planes from the sky, mortar strikes on enemy bunkers, boats, and encampments, Morse code sessions that spell out actual messages should uber-fans actually go out and find the meanings, and then of course the expected flamethrower blasting, sniper areas, and mounted machine guns found throughout the other COD offerings on consoles. Most of it works pretty well, but there are some oddities found along the way too, such as some weird collision issues when rotating the top of a mine off using touch, some overly-difficult plane missions with the anti-air guns, and some pretty strict Morse code sessions. All in all though, it's a rewarding, diverse offering.
In fact, if we look back at our original review of COD4 for DS, nearly every issue with the core experience has been ironed out. Odd collisions on the playfield are gone, instead leaving them pretty free from random geometry, while still offering cover points and hiding places along the main routes of the game's 26 missions. The ADS system worked in the previous game, but some odd double tap issues often resulted in the game interpreting a quick turn (where you need to lift the stylus and then begin turning again from the center of the screen) as a double tap, "bring up iron sights" command. This time you can tap anywhere across the top of the touch screen - minus a small context-sensitive area in the upper left, used for mounting machine guns or grapping weaponry - to bring up ADS mode as well. At first we assumed we'd use the double tap mode anyways, since tapping the touch screen would require us to look away from the action, but after a few minutes of practice we were able to bring up our sights without looking away from the action at all; yet another great change.
This list goes on as well. Characters now take less hits to go down overall, though some will actually fall into "last stand" mode after a few hits, requiring you to go in for a quick melee kill, or just put a couple more rounds into them to end the battle. There are far more characters on-screen at once now - we had areas where three enemies were fighting face to face with us, our team of three was at our back, there were two more on the ridge, and one shooting from our left flank - but along with that comes a much, much higher level of difficulty, so much so that we encourage players to start on easy mode, and move up only when they think they need to. It's pretty merciless, but with way more action on-screen, and so much more strategy (run and gun won't work; you need to stop-and-pop, just like older COD offerings) and just as much in-level action as COD4, World at War has raised the bar once again.
As a side note, the game is still pretty dark, and it can be tough to spot enemies on ridges or against dark walls (caves) at times, so those with a DS Fat may want to check out the game before buying, or just pick it up and suffer though it until the DSi comes out. In fact, we had a chance to play World at War on an import DSi, and the difference is staggering. Not only is it bright, but the game actually plays better with the lower, clicky d-pad of the DS Fat/DSi, so while a Lite will work just fine for now, this is the first (of many, we'd assume) game that works well on Lite, but is awesome on DSi. On the audio side of things, World at War again keeps the chatter up, and we're noticing even more voice work this time around than last year. David Hayter (the voice of Snake in Metal Gear Solid) is again an awesome addition to his product, and his lines, like the rest of them in the game, come through very well from the DS speakers, even in their compressed state.
And as far as multiplayer goes, n-Space has again upped the ante, though now that we've got a taste of what's possible, we'd love to see more. The same modes return from COD4 on DS, with deathmatch, team deathmatch, hunter/prey, and capture the flag, thought his time they can be taken online for worldwide or friend play. The game operates the same online as it does locally for up to four players, and while voice chat couldn't be included it's still a very fun, rewarding online experience. There's no challenge/create-a-class system, but you do get stat tracking, and can select from a number of pre-made sets before every round (or after each death). In addition, all stats are saved to the main menu along with other in-game numbers and an achievement-inspired medal system. Not only can you find all the info for your single player missions, including kills, deaths, shots fired/hit, headshots, hit %, melee kills, grenade kills, and challenge stats. In multiplayer the game keeps track of your kills, deaths, wins, losses, points, and flag carries, while the main game's medal system has nearly 30 achievements to unlock as well. If you want to compare stats with friends, you can actually link your game to a profile on Activision's new COD DS online stat-tracker, found right here, where you'll eventually be able to keep all info and rankings to compare across the world. At the time of review the site wasn't up and running, but Activision informed us that it should be up as early as the end of day today (date of review).
All in all online is a blast, though with only four players and no way to chat it's still mainly a "Well, I'm in Wi-Fi; why not try it out?" sort of experience, and not something we can see many people getting very competitive with. If n-Space puts even more effort into online next year (we'd assume Infinity Ward will be back with another Modern Warfare game after its success of COD4) we'd love to see the system pushed to eight players, and if even if voice chat is too taxing in such modes, more emphasis on leveling up, creating custom classes, and getting the full COD online experience rolling. With what's included this year though already, multiplayer is a much more entertaining, realistic offering in World at War. You may not find four players locally with the game, but hopping online for a few quick matches is now an option, and it's fun.
©2008-11-12, IGN Entertainment, Inc. All Rights Reserved
Shooters on DS are no easy task. For starters, Nintendo has laid its own trump card with Metroid Prime Hunters - a game that focused on amazing exploration/shooter gameplay, online, and voice chat - but even in the case of Samus's adventure there were still issues. Players hold the system with one hand, which can be uncomfortable in long sessions, not everyone is keen on the touch-look control (I personally love it), there are less buttons to work with since you're playing one-handed, meaning you are often looking to the touch screen for extra buttons, and DS's 3D power isn't exactly ideal for fast-paced, character-filled action. Despite that being the case, we've still seen some great ones, and you can add World at War to the list, as n-Space put a staggering amount of content into this pocket package.
Just like on the consoles, World at War is all about the Pacific Theater in World War II (with sections also dealing with the Nazi/Russian battles in Europe and Russia), so while we've all played countless WWII shooters in the past, it's rare to find a lot of jungle combat, water-based battles, or cave crawling. With World at War, the idea was to present that same era in a new light, and even on DS n-Space was able to mimic the console success of World at War. You won't find the same sprawling FMV scenario intros, or the character-driven story that focuses specifically on fleshed out characters, but you will find a story that follows the console games loosely, and ends up being a pocket take on what you'd get on say 360, but it's still competent.
On the gameplay side of things, n-Space went to some pretty big heights to make sure World at War was a stronger overall package than COD4, and it's paid off. Just like last year you'll have seven different mini-events that round out the rest of the package, with things like mine defusing, binoculars that can cal in airstrike coordinates, anti-air gun mission where you blow Japanese planes from the sky, mortar strikes on enemy bunkers, boats, and encampments, Morse code sessions that spell out actual messages should uber-fans actually go out and find the meanings, and then of course the expected flamethrower blasting, sniper areas, and mounted machine guns found throughout the other COD offerings on consoles. Most of it works pretty well, but there are some oddities found along the way too, such as some weird collision issues when rotating the top of a mine off using touch, some overly-difficult plane missions with the anti-air guns, and some pretty strict Morse code sessions. All in all though, it's a rewarding, diverse offering.
In fact, if we look back at our original review of COD4 for DS, nearly every issue with the core experience has been ironed out. Odd collisions on the playfield are gone, instead leaving them pretty free from random geometry, while still offering cover points and hiding places along the main routes of the game's 26 missions. The ADS system worked in the previous game, but some odd double tap issues often resulted in the game interpreting a quick turn (where you need to lift the stylus and then begin turning again from the center of the screen) as a double tap, "bring up iron sights" command. This time you can tap anywhere across the top of the touch screen - minus a small context-sensitive area in the upper left, used for mounting machine guns or grapping weaponry - to bring up ADS mode as well. At first we assumed we'd use the double tap mode anyways, since tapping the touch screen would require us to look away from the action, but after a few minutes of practice we were able to bring up our sights without looking away from the action at all; yet another great change.
This list goes on as well. Characters now take less hits to go down overall, though some will actually fall into "last stand" mode after a few hits, requiring you to go in for a quick melee kill, or just put a couple more rounds into them to end the battle. There are far more characters on-screen at once now - we had areas where three enemies were fighting face to face with us, our team of three was at our back, there were two more on the ridge, and one shooting from our left flank - but along with that comes a much, much higher level of difficulty, so much so that we encourage players to start on easy mode, and move up only when they think they need to. It's pretty merciless, but with way more action on-screen, and so much more strategy (run and gun won't work; you need to stop-and-pop, just like older COD offerings) and just as much in-level action as COD4, World at War has raised the bar once again.
As a side note, the game is still pretty dark, and it can be tough to spot enemies on ridges or against dark walls (caves) at times, so those with a DS Fat may want to check out the game before buying, or just pick it up and suffer though it until the DSi comes out. In fact, we had a chance to play World at War on an import DSi, and the difference is staggering. Not only is it bright, but the game actually plays better with the lower, clicky d-pad of the DS Fat/DSi, so while a Lite will work just fine for now, this is the first (of many, we'd assume) game that works well on Lite, but is awesome on DSi. On the audio side of things, World at War again keeps the chatter up, and we're noticing even more voice work this time around than last year. David Hayter (the voice of Snake in Metal Gear Solid) is again an awesome addition to his product, and his lines, like the rest of them in the game, come through very well from the DS speakers, even in their compressed state.
And as far as multiplayer goes, n-Space has again upped the ante, though now that we've got a taste of what's possible, we'd love to see more. The same modes return from COD4 on DS, with deathmatch, team deathmatch, hunter/prey, and capture the flag, thought his time they can be taken online for worldwide or friend play. The game operates the same online as it does locally for up to four players, and while voice chat couldn't be included it's still a very fun, rewarding online experience. There's no challenge/create-a-class system, but you do get stat tracking, and can select from a number of pre-made sets before every round (or after each death). In addition, all stats are saved to the main menu along with other in-game numbers and an achievement-inspired medal system. Not only can you find all the info for your single player missions, including kills, deaths, shots fired/hit, headshots, hit %, melee kills, grenade kills, and challenge stats. In multiplayer the game keeps track of your kills, deaths, wins, losses, points, and flag carries, while the main game's medal system has nearly 30 achievements to unlock as well. If you want to compare stats with friends, you can actually link your game to a profile on Activision's new COD DS online stat-tracker, found right here, where you'll eventually be able to keep all info and rankings to compare across the world. At the time of review the site wasn't up and running, but Activision informed us that it should be up as early as the end of day today (date of review).
All in all online is a blast, though with only four players and no way to chat it's still mainly a "Well, I'm in Wi-Fi; why not try it out?" sort of experience, and not something we can see many people getting very competitive with. If n-Space puts even more effort into online next year (we'd assume Infinity Ward will be back with another Modern Warfare game after its success of COD4) we'd love to see the system pushed to eight players, and if even if voice chat is too taxing in such modes, more emphasis on leveling up, creating custom classes, and getting the full COD online experience rolling. With what's included this year though already, multiplayer is a much more entertaining, realistic offering in World at War. You may not find four players locally with the game, but hopping online for a few quick matches is now an option, and it's fun.
©2008-11-12, IGN Entertainment, Inc. All Rights Reserved


