![]() Sure, I still find the whole "open loot crates in front of people" thing incredibly tasteless, but at this point it's more funny than truly disturbing. It's not a game-changing feature, but it's certainly a nice one that improves the overall game experience quite a bit. Being able to walk around in third-person in the Headquarters area is really cool, and adds a level of connection to your character that isn't present in past games. Activision and Sledgehammer Games unveiled Call of Duty: World War II yesterday, with a really good trailer some details about the upcoming historical first-person shooter. And the whole system of leveling up and getting better gear, while it's been a part of this franchise for a long time, feels more tangible now. Call of Duty: World at War completely changes the rules of engagement by redefining WWII gaming and thrusting players into the final tension-filled, unforgiving battles against a new ferocious enemy in the most dangerous and suspenseful action ever seen in WWII. This doesn't go quite that far, but it does take some of Destiny's social and reward mechanics and uses them to great effect here.įor instance, the daily and weekly orders are very similar to Destiny bounties. A long time ago I wrote in favor of some kind of Destiny-like Call of Duty game, with less of a boundary between solo and multiplayer. The new social space, which takes some very big cues from Destiny's social spaces, is a great addition to the series. ![]() ![]() The other thing that Call of Duty games need to borrow from World War II in the future is Headquarters. ![]()
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