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Call of Duty 2: Big Red One is, as we shall see, a roller coaster
of a game. Not to be confused with the 360
version or PC
version of the same name, Call of Duty 2: Big Red One follows
in the footsteps of countless other Second World War FPS titles
and builds on the success of the original CoD. Release in time for
Christmas 2005, CoD 2 was the obvious present for hardcore gamers
and package punters alike - but is it a groundbreaking game, or
just another WWII adventure that we have seen so many times before?
The
game follows the career of 'The Big Red One', the first brigade
of US army corps as they push back the Nazi forces. Taking in maps
from France, Italy, Sicily and North Africa, it attempts to give
a near full account of the activities of The Big Red One in WWII,
from the point of view of a private in Fox Company. The missions
are split into three distinct areas - the North African Campaign
as you push back Goerring's panzer division, the Sicilian campaign
embracing beach landings, countryside warfare and a mission in a
bombed out town, and the climax of the missions are those forming
operation Overlord, starting with the D-Day landings as you take
back territory from the Nazi forces through western Europe. These
are primarily objective driven levels, leading you from point to
point. Individual objectives within the missions hold your hand
through the levels, guiding you through each with a star on your
radar so that the only difficulty lies with actually killing enemies;
everything else is laid out on a very large heavily armoured steel
plate.
To
take the enemy towns, reinforce other troops, blow up gun or structural
emplacements, claim territory, defend checkpoints and the other
various objectives that make up the missions, you will need the
use of a range of weapons. It seems that the days of carrying six
or seven weapons are over; CoD 2 only allows you to carry two guns
and a few grenades. The guns on offer vary with the maps, but there
is the standard range of rifles, sniper rifles, machine guns, sub
machine guns and rocket launchers. Both the Axis and American weapons
are playable and, as well as these, numerous - .30 and .50Cal gun
emplacements can be used.
Something
that sets this game apart from other similar titles, and certainly
from older ones is the sights and targeting system. All guns have
a small zoom capability, utilised by holding the left trigger down,
which shoulders your weapon and allows you to look straight down
the barrel and through the sights. Rather than a simple targeting
reticule appearing on your screen, this aspect of the game makes
the aiming feel more authentic and definitely adds a unique twist
that you will not find in many other shooters. A point of issue
for some gamers may be the seemingly timid and unexciting noises
that the weapons make when firing; while we may indeed have come
to expect big bangs and fierce flashes from our FPS guns, the mechanical
clicks and metallic chinks of bullets landing and clips flying off
add another kind of authenticity to the weapons, keeping them realistically
cold, simple and deadly.
As
well as the standard FPS levels, a variety of other types crop up
from time to time, on their own or within other levels. These include
bomber levels, in which you have to move from turret to turret to
shoot down enemy fighters or bomb targets, while other missions
involve targeting artillery strikes with binoculars and several
missions contain objectives that require you to drive tanks or man
AA guns. These are welcome additions and give you a well-earned
rest from the standard infantry action.
Following
in a recent FPS trend, Big Red One tries to utilise a team-based
system for most of its levels. A core of comrades accompany you
through missions, opening doors for you, calling useful comments
such as "Right Flank!" or "Grenade!" and adding firepower to your
own, as you once again embark on the single-handed defeat of the
Axis powers! This element of the gameplay bravely attempts to add
a feeling of comradeship among your group, offering clear personalities,
voices and faces that you come to recognise. It has only limited
success in doing this, however, and you may be left feeling somewhat
guilty that you don't feel a sense of loss when the inevitable happens
to some of your group!
The
team-based element also falls short of making you truly feel like
a part of that team. The group surrounding you act more like chaperones,
guiding you from door to door rather than fighting alongside you
as fellow combatants. A contributor to this is the relatively simple
AI that controls them, guiding them from point to point on the map.
Although it is impressive to hear them shout which flank an enemy
is attacking on and to run from a grenade into cover, it is difficult
to reconcile yourself to the blatant six foot misses or the inactivity
of the enemy or allies as they wait for you to cross a checkpoint.
Despite this, it is not completely unwelcome; it adds a depth and
context to the game that might otherwise have been missing, and
although the finer points of comradeship and teamwork might fail,
they still add something to the game to stop it simply being a standard,
lonely FPS experience.
The
intensely structured and lateral nature of the missions is a major
letdown. The freedom that we may have come to expect from other
FPS titles and multiplayer games is certainly missing here, and
the game suffers as a result. Missions can degenerate into simply
heading towards the checkpoint star given on your radar down a strictly
laid out street or forest pathway, killing enemies en route. There
is little room for freedom in how you approach the mission as a
whole, or even in tackling individual enemies or objectives. While
hardly a reason to avoid or ridicule the game, it is guilty of lacking
the freedom and choice that gamers have come to expect, and which
can denote a particularly special title.
Despite
this, Big Red One can be a truly absorbing experience, putting you
right in the middle of a visual and audible battlefield that is
very intense. The sight of planes dog fighting overhead, crashing
mortars, flying bodies, machine gun fire, searchlights, shouting
and crashing vehicles and aircraft all around draws you right into
the action and may leave you feeling mentally and physically drained!
This is particularly relevant to the landing beach levels of Sicily
and Normandy, putting you in a battlefield where one stray bullet
can hit and kill you before you knew which way you were facing.
The other levels are nevertheless fun and playable. Not every level
can be as intense as the D-Day landing beaches - and if they were,
we might be equally disappointed. Certainly these less intense levels
are needed to balance out the campaign and create a rounded portrayal
of the war. They also allow for vehicle centric missions and for
you to spend some quality time with a sniper rifle!
A
big reason for the experience being as enjoyable and absorbing as
it is, is the stunning visuals. There may not be the opportunity
to explore the levels, but the areas that you are presented with
all look excellent. Buildings, people and weapons all have a fairly
realistic look about them and, while not a match for the 360 or
PC, are nonetheless impressive. In particular, explosions, fire
and smoke look great and the destruction of planes and vehicles
is different, depending on how and where they are attacked, falling
to pieces accordingly. The nature of the game means it is best played
on a large TV, as the finer details and the need to pick out greyish
brownish uniforms in a pile of greyish brownish rubble may mean
tired eyes or a headache when playing on a smaller screen!
The
speech within the missions and the pre and post level scenes is
a strong part of the game. The age-old problem of unwarranted pauses
or silences and poorly mixed conversations are not to be seen -
instead, seamless and well acted scenes explain level progression
and add a story and context to what would other wise be a dry and
hollow series of missions. The music is limited largely to menu
screens and some pre and post level scenes, the brass of the American
army band being put to its full, depressing yet inspiring use. Upon
completion of a mission, an unlockable bonus may be awarded, comprising
of technical or historical information relating to the period, weapons
or vehicles. Cut scene videos are included, playing out in an authentic
projector style, which sets the scene and explains the historical
context in which you are fighting.
If
you look closely at the disk, there is a large blank space where
an offline multiplayer and a co-op mission option should be. The
absence of both of these things is disappointing to say the least
and leaves the game unattractively weighted towards the single player
mode. The biggest impact this has is that it makes the life of Big
Red One significantly shorter. Once the single player missions have
been completed, which could take a committed gamer as little as
a day or two, there is little reason to revisit. Despite the presence
of three difficulty settings, only a devoted fan would revisit the
levels. Multiplayer maps are basically modelled on single player
mission maps and although 16 players can compete in the usual CTF,
DM, TDM and capture and control type scenarios, only a lover of
the series or the historical period would see reason to play this
regularly when compared to the other more competitive Xbox Live
multiplayer games out there.
I
had the feeling while playing Call of Duty 2: Big Red One, that
the game owned me, rather than the other way around. The lack of
freedom, the highly structured levels, the checkpoint to checkpoint
style of play and the inability to manipulate teammates or the world
around you makes you feel that you are playing in a garden wholly
owned by someone else; and no, you're not allowed to walk on the
grass! Just as a roller coaster does, this game offers you its thrills
and spills on a well-structured and cleverly designed track way,
which although designed to be fun, exciting and with great views,
leaves it all too apparent that you have no control over where you
go next or what the next event will be. This is fine, and has its
time and its place, but sometimes what you want is the freedom to
explore and make your own ride at the Dodgems! Nevertheless, roller
coasters are fun and Big Red One is worth playing. Reflective of
its failings, the poor AI and the brevity of the game, it has seen
recent price drops in new and second hand prices, and with a lower
price tag it is worth buying - otherwise it will make a good rental.
Whichever you choose, it is certainly worth playing if you're a
fan of the genre.
Reviewed by Jason Collins for AceGamez (All Rights Reserved).
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