Call of Duty: Infinite Warfare Review, Space is Difficult

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Call of Duty: Infinite Warfare takes the franchise to the stars, and while it tries to be ambitious, it falls short of telling a compelling narrative and doesn’t offer the usual multiplayer shake up players are accustomed to.

At one point Infinity Ward changed the shooting game genre on its head with Call of Duty 4: Modern Warfare. It took a game series that was focusing on historic battles and instead shifted its focus to a more modern era that was gritty and more realistic. Infinity Ward is once again looking to change the genre and is taking the Call of Duty franchise from Earth too many different planets and the vast openness of space with Call of Duty: infinite Warfare.

Call of Duty: infinite Warfare is indeed a new type of setting for this franchise, but at the same time it doesn’t stray too far from the formula which results in a game that is pretty familiar but with a new atmosphere and setting. Let’s get this out there first and foremost, Infinite Warfare does not change the landscape of Shooters the way that Modern Warfare did. Modern Warfare created a picture that was not yet seen in video games, and even though the campaign of Infinite Warfare is good, in terms of World building and atmosphere it doesn’t really do anything that is mind-blowing.

During the campaign you play as Reyes, the new Captain of Retribution  after the previous Captain was killed. Reyes is tasked with picking up where the last Captain left off in taking down the Evil SDF (Settlement Defense Front) This means flying from system to system, landing on different planets and destroying all traces of the SDF. The problem with Infinite Warfare is I basically just explained the entire story.

Infinite Warfare doesn’t give the characters enough time to develop properly, and the antagonist is so one note its shocking.

Infinite Warfare does a really bad job of giving the player any real motivation to destroy the SDF. They are one note and completely boring, and only exist to be the bad guys. Combine that with the one note chaarcters on your own team and you have a campaign that is fun to play but filled with little motivation to compete it.

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It isn’t fair to say t hat there is not character building in Infinite Warfare, but the best character is a Robot named Ethan that is basically a sarcastic robot trying to be a human. The theme behind Reyes is one of gorwing and figuring out what it means to be a Captain, and what type of sacrifices are attributed to being a Captain. Making the tough decisions when nobody else can, but just as that theme and plot starts to be entertaining, the game ends. There just isn’t enough “game” there to properly portray the plot.

The ride is still enjoyable enough in that Call of Duty way, and since the campaign is fairly short you probably wont get bored before the credits roll. Along the way there a set piece moments on different planets that truly look remarkable and is a sense of character in the setting that you just haven’t seen in the Call of Duty universe, but what you were doing on the planets is pretty much the same thing that you’ve been doing it every Call of Duty game, but with some anti-gravity here and there You would think with a whole new landscape of possibilities with space that there would be something new to the franchise, but  the only thing that is new comes in the form of dog fighting missions that are very basic and don’t require much skill at all to complete. The campaign of Call of Duty infinite Warfare is worth playing through but it is not going to rank up there anywhere close with like the original Call of Duty: Black Ops and Call of Duty: Advanced Warfare.

The Multiplayer of Infinite Warfare doesn’t feel new in almost any way, in fact it feels like a carbon copy of Black Ops 3, in a bad way.

When you hop into the multiplayer of Call of Duty infinite Warfare you’re greeted with something that is once again familiar. But in this case it’s almost a little too familiar compared to last year’s Call of Duty Black Ops 3 from Treyarch. I really hat comparing the multiplayer of Infinite Warfare to Black Ops 3, but it truly plays like a weird mashup of what infinite Warfare wanted to be with Black Ops 3’s movement system shoved in.

Call of Duty has never really tried to change things up dramatically and that’s a good thing because the core of the game has always been what keeps fans coming back for more, but the franchise has always kept a little fresh by new mechanics such as the boost moving from Sledgehammer with Call of Duty Advanced Warfare. Advanced Warfare was definitely Call of Duty at its core, but their introduction of the exoskeleton dash movements dramatically changed how that game played. The smallest change to the system results in fresh game play, but when you look at Call of Duty: infinite Warfare it almost feels like a carbon copy of Black Ops 3 movement with some energy weapons.

Infinite Warfare tries to take a couple risks by including these new rigs that you can equip during multiplayer that give you different abilities, but this is honestly  just a variation of the classes that Black Ops 3 introduced. Once again the special abilities don’t offer a huge advantage in the sake of balance, so you will likely just find one that works for you and stick with it.

So whether or not it’s a problem that infinite Warfare feels a lot like Black Ops 3 is pretty much going to depend on how you felt about Black Ops 3. I’m in the opinion that Black Ops 3 and its movement system was decent, but with a movement system like that of the Exo Suit, you have to design maps that make sense and feel good to use the maneuverability.  It is unfortunate when you look at Call of Duty: Infinite Warfare Maps’ you feel like the movement system was almost an afterthought as if the maps were designed before they knew that the abilities from Black Ops 3 would be making their way into this title.

A lot of the maps are designed in a way that feels like the movement system a Black Ops 3 wasn’t going to originally be in Infinite Warfare. It  feels like an afterthought in the worst way possible. A lot of the maps are very boots to the ground with random spots of terrain that can be double jumped to and clambered onto. As well as when you look at the wall running it seems  there are certain spots where they just made a giant hole where a floor once was, and then simply Place flat walls forcing you to use the wall running, instead of actually designing a map around the mechanic.  On top of that, there’s so many times when you look at a wall or you look at something that you feel like you should be able to grab onto a run on and your character simply just runs into it and doesn’t do anything except hit the ground. All of those design decisions make for a set of maps that simply feel alright. None of them really stand but none of them are really bad either this isn’t a Call of Duty: Ghosts situation to wear at almost every single map felt like it was just one giant not play tested battlefield.

Now, I might sound like I didn’t have fun with Call of Duty: Infinite Warfare which is not the case, but Infinite Warfare falls somewhere in the middle of the entire franchise. If you are a die hard Call of Duty fan, the core game play is still there to keep you playing, and you will enjoy every aspect. That being said,if you look for the yearly shake up that we are sort of accustom to now with the franchise, the space aspect basically only exists in the campaign, which is short and messy in the writing department. No bad, but not great is the best way to describe Call of Duty: Infinite Warfare, which is kind of a bummer.


Cory loves to write and talk about video games. He is the Editor in Chief at For the Love of Gaming, but doesn't really like editing.
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Cory Shultz - Editor in Chief

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