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 Call of Duty:World at War

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AutorMesaj
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Numarul mesajelor : 3
Data de inscriere : 18/06/2009

MesajSubiect: Call of Duty:World at War   Joi Iun 18, 2009 8:17 pm




Call of Duty: World at War renunta la regulile scrise ale conflictelor armate, dand o fata noua celui de-al Doilea Război Mondial, introducand noi inamici, noi tactici si o experienta pe viu a unor batalii in care s-a implicat o intreaga generatie. Ca marinari ai SUA si soldati rusi, jucatorii vor putea folosi noi optiuni de joc, cum ar fi co-op-ul sau aruncatoarele de flacari care dau un iz cinematografic haosului din timpul luptelor.
Jocul poate fi cumparat pentru Xbox360 si PC.

Gen:First Person Shooter
Publicat de Activision

November 11, 2008 - War, as Fallout 3 so famously puts
it, never changes. While the weapons and tactics may differ, it's still
about chaos and fear and the overwhelming of the senses as adrenaline
surges through your veins. That's a hard experience to capture on a
screen, but the Call of Duty series comes close thanks to its constant
redefinition of what "11" is in terms of intensity for first-person
shooters. Last year's Call of Duty: Modern Warfare delivered an awesome
and varied single-player experience that was matched with an even
better multiplayer suite, and it made for some really big shoes for Call of Duty: World at War to fill.


If you've been living in Antarctica the past year and haven't heard,
then yes, World at War returns back to the series' World War II roots.
This has caused no end of grumbling from fans of Modern Warfare's
contemporary setting, as well as the fact that this installment was
done by Treyarch,
a sister-studio to Call of Duty-creator Infinity Ward. Treyarch did the
somewhat-maligned Call of Duty 3, but the studio looks to atone for
that by delivering a game with an impressive amount of content. There's
a solid single-player campaign, co-op play, a huge multiplayer suite,
and even a fun, silly mode featuring zombies.

Given the benefit of hindsight, we can look back at Call of Duty 4's
incredibly popular online multiplayer and see what a big factor the
addictive XP and perk system played in its success. At the time, so
much fuss was made about the move to modern day weapons and hot zones,
and while that certainly played a role, what really pushed CoD4 to the
top was its bold refusal to let the player's experience grow stale.
That's good news for Treyarch as it looks to borrow these features for
Call of Duty: World at War, the series' return to World War II. We took
a hands-on spin through World at War's multiplayer component to see how
Treyarch intends to adapt the formula for 1940's warfare.
omponent to see how Treyarch intends to adapt the formula for 1940's warfare.


Castle is the Japanese garden-themed map.

At the very moment you dip your feet in World at War's multiplayer
offering, the structure holding everything in place feels warm and
familiar. For every kill, assist, and goal completed in battle, the
game throws a handful of experience points your way to progress through
a series of military rankings, each new level unlocking a new upgrade.
Complementing holdover perks, such as extreme conditioning and
martyrdom, are a smattering of new unlockables that fit within the
framework of WWII weaponry. To name a few: shades gives you protection
against the blinding effects of flares, gas mask reduces the
disorientation suffered from chemical weapons, and flak jacket helps
you withstand close-but-not-too-close grenades. Despite the absence of modern technology, upgrading your guns remains a
big focus of the leveling system. Rifle barrels can be done up with
old-fashioned glass scopes and bayonets to offer some insurance against
running out of ammo, while shotgun barrels can simply be sawn in half
to provide an extra bit of thump for each blast. With the return of
vehicles, you'll also be able to upgrade your abilities on mounted
turret guns--perhaps none more effective than the water cooler ability,
which reduces the amount of time it takes a machine gun to overheat. Enhancements to the leveling system extend into the long term.
Committed players who find themselves turning over the clock again and
again by going prestige will now see a slightly more tangible reward
for their labors. In addition to the flashy prestige icon situated next
to your user name in game lobbies, you'll be given achievement points
and gamer pics (or trophies and PSN avatars--take your pick) for
compulsively climbing the military ladder. Of course, changes have also
been made to very short-term rewards, with vicious packs of German
Shepherds replacing helicopters as the third-kill-streak reward in
battle (radar and air raids remain the first two). If perks and XP are the familiar glue linking battles together,
individual matches are where you'll see World at War sway more toward
the unexplored. New gameplay modes abound, including a revamped take on
War from Call of Duty 3. Teams play tug-of-war on a series of five
flags, but Treyarch has introduced a momentum system where kill streaks
increase the speed at which your team captures flags, giving you the
opportunity to blitzkrieg your way through flags at two and three times
the normal speed. But just as with the perk system, these additions
live side-by-side with such CoD4 favorites as Domination and Ground
War.


Roundhouse is a dirty, industrial Berlin map.

Likewise, vehicles feel different from their most recent appearance in
the series. Gone are the nimble motorcycles and jeeps that allowed
players to zoom across maps like frantic bumblebees. Now, you'll be
using heavy-duty tanks to slowly creep across ruined battlefields as
opponents focus on rocket launchers or sticky grenades to peel away at
the steel-armored plating acting as the safety net between you and
death. Cycling in and out of our session were five maps spanning the distance
between burned-out Berlin streets and Pacific beaches. Castle is a map
that takes place in a Japanese garden complete with cherry blossom
trees and ornate wooden architecture. Courtyard is a map similar in
appearance, though it is unlike the relatively flat and dense castle.
It offers more vertical diversity with sprawling stairways and raised
buildings in which snipers can hole up. Makin is the beach map taken
from the introductory campaign level, a nighttime collection of wooden
huts flanked by dense jungle on one side and the Pacific Ocean on the
other. The two Berlin levels are Roundhouse and Dome. Roundhouse is a
blown-out mess of rubble that was once a collection of railways and
industrial facilities, while Dome is a similarly run-down husk of
classical European architecture. According to Treyarch multiplayer lead David Vonderhaar, each map has
been designed in such a way that you're never more than one full sprint
away from the action. For the most part, that design philosophy holds
true. Makin might be the most chaotic map with its sparse wooden huts,
which provide both ample sight lines and paper-thin cover. Roundhouse
might be the most slow-paced map with its fallen collection of stone
buildings, though the two tanks patrolling the rubble tend to make open
areas pretty messy. The big wildcard in multiplayer is the introduction of fire-based
weaponry. Molotov cocktails and flamethrowers (unlockable at level 64)
have a distinct tendency to slosh around the normal ebb and flow of
battles. A large group of teammates might be making good progress
through the flags in War, but if an opponent strapped with a
flamethrower comes storming in to light them up like Christmas morning,
he can collect a kill streak that instantly turns the tide in his
team's favor. While this fire can be intimidating, it does seem like an
interesting new addition. Time will tell if the flamethrower is a bit
overpowered, though.


Village is the beach hut map.

When Treyarch announced the continuation of CoD4's massively
multiplayer online-like bells and whistles in World at War, we readily
admit that we were initially skeptical. However, after several hours of
seeing how these features have been retrofitted for WWII, we'll happily
say that skepticism was ill-founded because it all works surprisingly
well. Although the overall leveling structure remains largely intact,
the addition of new perks, weapons, modes, and vehicles lends a
distinct air of freshness. That word may seem like a bit of a paradox
considering the return to the series' old stomping grounds, but if
there's one thing we learned while fighting it out with the aid of
perks and fully customized weapons, this isn't the same World War II
you've already seen. You can expect to see Call of Duty: World at War arrive on all major platforms on November 11.

Sus In jos
Stalker1986

avatar

Numarul mesajelor : 7
Data de inscriere : 23/06/2009

MesajSubiect: Re: Call of Duty:World at War   Mar Iun 23, 2009 3:40 am

L-am jucat,l-am terminat,si pot spune ca ma impresionat!
grafica-9!
Gameplay-9,5!
Resurse-7,9
Atmosfera-8
Impresie-9
Sunet-8,5
Poveste-9
Total:8,7(very good)
Sus In jos
 
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