- Joined
- Aug 21, 2013
Can’t exactly say I agree with you.
Maybe it’s my inner anime fan speaking here, but I found it to be very similar to stuff like Gundam and Macross, hence why I was engaged from beginning to end. That, alongside it having one of the best robot sidekicks in a game this side of BT-7274, the Jackal sequences, the zero-gravity shootouts, and the extremely memorable final mission.
While I do agree that other games like Titanfall 2 have better campaigns on the whole, IW’s was still very fun, at least in my eyes.
That's all well and good; you're entitled to love or hate something even though that opinion may be unpopular, I'm just relaying why I don't think the campaign was particularly "underrated" or memorable, and why that sentiment is not widespread.
Vehicle sections have always been very questionable in CoD from my experience. They are often on-rails or limited in their scope, and I don't recall the Jackals being much of a standout in that regard. Certainly better than anything that Treyarch has offered, but it wasn't like piloting a Halo or Battlefield vehicle, or the fighter sequence from Reach. I might reinstall the game one day to see if it feels any different now, but I remember it being very autopilot.
As for the overarching story, Killzone already had the feel of interplanetary invasion down to a fault. The problem to me is that IW missed the opportunity to run a story where both sides had a campaign that runs in tandem, similar to the original CoD that drew from multiple perspectives of WW2. That is Killzone's biggest storytelling flaw - a one-sided campaign series that refuses to shed light on the Helghast from their perspective.
Infinite Warfare suffers from the same pitfalls in my opinion: their enemies are arrogant, one-dimensional hobknobs. Time devoted to a side showing Kit Harrington's rise to prominence from the outlook of a fellow soldier could have shown a lot more depth for the universe they were pushing. The projection of a faction that considers it Manifest Destiny to conquer the local system, or a need to provide resources to a fleet and populace stretched wide over too many planets - some of which only hold value in territory control and not in growth or resource production - and the varying levels of propaganda needed to steer both sides to war and to justify it could have given the game a lot more character and individuality and elevated it beyond, "CoD in spess, consoom and get excited for next product".
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