Awesome game play and graphics, watching cut scenes were like watching blue-ray. But the game was way to short. It's like the people that made it just gave up. But if it would of been longer this game could of easily gotten 9 stars.
posted by bigtrukdriver (TICKFAW, LA) Jan 11, 2013
Member since Jan 2013
this game sucks i gave a 1 because i cant give a 0 its choppy and the missions with the sniper rifles are garbage hold the crosshairs on the target and i fires way left or way right plz destroy this game
posted by Izzy_Duzit (MIAMI SPRINGS, FL) Jan 7, 2013
Member since Sep 2012
Campaign: Storyline is a bit difficult to follow due to juggling back and forth of characters and cutscenes don't offer much. Gameplay however isn't bad; it mimics real-life special force operations and has decent diversity in terms of gun-play, breach & clears, vehicle use, and a peek & lean system. The enemy AI isn't that great and your friendly NPCs aren't very helpful. They have a tendency get in front of your line of sight and they rarely kill an enemy but rather give suppressive fire. The campaign was pretty short and the ending was uninspiring.
Graphics & Controls: Graphics aren't bad but the lighting conditions could've been better. Sometimes it was difficult to spot enemies. The controls are fairly fluid and pretty much mimic the "universal" control scheme for FPS these days. The guns are not as "wobbly" as in Battlefield when you walk with them but their recoil is similar.
Multiplayer: Solid gameplay overall but suffers from frequent glitches that include game sound muting, absence of reload animations, & delayed weapon appearance after spawning. The menu screen for multiplayer is pretty cluttered and it's rather difficult to sort out in terms of setting up your "soldier". The customization aspect is extensive and arguably excessive; particularly for weapons. In my opinion, Warfighter is an improvement over its predecessor in 2010 mainly because it retains pretty much the same positive factors but the spawning system isn't as broken, you can now see where you get killed from, and the maps aren't as linear (i.e. more routes to take). The buddy spawn system was a pretty good idea; the game doesn't allow you to spawn you on a buddy who is in "danger", but instead delays it until he is "safe" or gives you the option to "fall back" and spawn solo. Lobbies appear to hold up to 20 players with each squad holding five 2-man fireteams. Score chains return and gives you the option to go offensive or defensive. Each class also has a useful abilit