How is mw2 different from mw3




















Through flashbacks, Yuri describes his role with the Russian Ultranationalists. Before the massacre, Yuri tried warning the authorities about what Makarov was about to do to the airport, but Makarov knew of this and shot him in the car park and left him for dead as punishment. When the attack began, Yuri managed to wield a pistol that belonged to a dead officer.

He attempted to stop the massacre, but failed due to his injuries. A medic comes to his aid and saves his life as the flashbacks end. Price decides not to shoot Yuri as he "bought himself some time The two follow up a lead on Makarov's suspected fortress, thanks to intel provided by Baseplate MacMillan.

They head to Berlin an in attempt to reach the safehouse and save Vorshevsky's daughter, but are too late and the helicopter with the girl inside gets away. Team Metal tells Price of their failure to rescue the daughter, and that they took her to a diamond mine in Siberia , where her father, the President, is also located. Both Task Force and Team Metal set out a joint rescue operation to save them. The team are successful in rescuing the Vorshevsky's, however, not everyone was able to escape; Sandman and other members of Team Metal sacrificed their lives for their allies and did not get onto the extraction helicopter, keeping the enemies busy.

They are then presumably killed by the collapsing mine. Sergeant Derek "Frost" Westbrook was at a different part of the mine during the operation, as revealed in the Special Ops mission, " Black Ice ".

Unlike the other Team Metal members, he managed to escaped safely. Following the rescue of the Vorshevsky's and the end of the conflict between America and Russia, Task Force has been reinstated. Price and Yuri focus on Makarov and try to find his location of hiding. They manage to find him at the Hotel Oasis in Dubai three months later in thanks to intel by Nikolai.

They are first seen putting Juggernaut armor on in a van as Makarov's men shoot it but to no avail. They eventually start infiltrating the hotel with the armor and their machine guns and are virtually unstoppable until a helicopter shoots them while in an elevator. Their armor catches fire, forcing them to shed it. They now have only four minutes to find Makarov, so the two then head to the restaurant where he was reported to be.

They see him running up to the roof of the building, but are being fired at by rockets from another helicopter. The rockets cause the atrium to begin to collapse. The floor collapses, and Price narrowly escapes falling to his death.

After clambering up, he sees that Yuri has been impaled by a piece of debris from the explosion, and he tells Price to go on without him and stop Makarov, as he tries to pull the metal rod out of his abdomen.

As Price runs to the roof, he sees Makarov try and escape via the helicopter, but Price manages to jump onto it. He punches one of the pilots and pulls him out. The co-pilot tries to shoot him with a pistol, but Price dodges it, shooting the helicopter instead.

He is then stabbed in the throat. Price then manages to divert the helicopter back to the roof of the hotel where it crashes. Price wakes up to see the glass about to shatter. He sees Makarov getting out of the crashed helicopter and the two of them race for a pistol they see on the floor. As Price is about to grab it, Makarov steps on his hand, wielding it first. As he is about to shoot Price, he is caught off-guard by Yuri as he comes in and shoots him right before he is able to finish Price.

Makarov then shoots him back, ultimately killing him. He then wraps the cable around a beam. The glass they are fighting on finally breaks and the two fall through but Makarov is hanged by the cable around his neck.

Police sirens are then heard outside the hotel as the credits start rolling. The player wielding an ACR 6. Attendees were able to experience multiplayer gameplay two months before the game's release. The core multiplayer gameplay has been likened to a spiritual combination of Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2 but with several major additions:. Every time a player enters Prestige mode they may choose one of the following rewards from the Prestige Shop :.

A completely new feature is the addition of a ranking system similar to Multiplayer's. Nothing about the level has any broader impact on the way the game feels to play. It just feels crass and stupid; what sort of undercover agent embeds in a terrorist group to not stop them from doing mass murder, anyway? The sequence is disturbing without having any clear reason to exist. It was, of course, controversial upon release, and the remaster includes an option to skip it, which feels like an admission that it was never that necessary to begin with.

In contrast, while the moment that seems designed to critique shadowy American power fails, the moments that most closely fall in line with straightforward American jingoism play the best. Later, Russia invades the United States, tricked into believing that the Americans were responsible for the terrorist attack in "No Russian"—which isn't wholly inaccurate—and several riveting levels take place during a siege on Washington, DC.

It's here that the post-EMP level appears, and it and everything around it are the absolute height of Modern Warfare 2 's experience. The familiarity of the terrain—suburbia, fast food restaurants, even the White House—combines with the asymmetry of the level design, which has enemies coming at you from every direction in unpredictable bursts, to make every moment feel vital and frightening.

When the EMP bursts and the game rolls full-tilt, for a few minutes, into horror, it's the culmination of a sense of uncertainty that the game has been building for two hours beforehand. In the best moments of Modern Warfare 2 , you don't know who the enemies are or where they might come from. Everyone and everything could be a threat, and you are underprepared to meet them. It's one of the only times, in any Call of Duty game since the original WWII classics, that you're authentically on the back foot.

But the best play also makes, in this case, for the best propaganda. Reading through the usually short, often apoplectic review comments on Metacritic, one argument is repeatedly put forward: Modern Warfare 3 is basically Modern Warfare 2 again; it is a map pack, adding nothing new or innovative to the series.

One reasonably representative review states:. Don't believe the marketing hype, this is the same product rebundled let it die and show investors we're not interested in being sold the same product year after year, the cash cow needs to starve. Often, it is the professional reviewer who despairs at the lack of originality in mainstream entertainment, while paying customers accept the formulaic in their droves.

As human beings we enjoy systems and repetition — our brains actively seek them out; it is a survival instinct that has morphed into an unconscious entertainment preference. Hence, the vital role of the catchphrase in comedy; hence, the predictable conventions of our favourite horror flicks.

The notion of the sequel is based on the usually accurate construct that we like to relive enjoyable experiences. Modern Warfare 3 gives us more of what we liked, because we generally like more of what we like.

But is this game just too similar to previous iterations? Certainly, there are a lot of familiar weapons, and a lot of perks and killstreak rewards that we've all seen before — yet similar criticisms could be levelled at the inventories of, say, Mass Effect 2 or Gears of War 2, and elements like the new strike packages do add a significant tactical thrust to the action. Elsewhere, there are complaints that the campaign is based around the same old linear action and explosive set-pieces as its predecessors.

But then, what did everyone think was going to happen? That's fine — nobody can be disappointed that they bought the game and that's what's in it. Jon Hicks, editor of the Official Xbox Magazine, makes the interesting point that we may be thinking about Call of Duty in the wrong way by comparing it to other action games such as Batman or Uncharted.

As a vast annual franchise designed to appease millions of mainstream consumers, there are more relevant points of reference:.

People say they want innovation and change and difference, but in the same way that Fifa can't break out of the fact that it's a game of football, CoD is so successful now, it can't really break out of its model, it is constrained by its very form.

If you consider it as a sports game it becomes more logical. If you look through the annals of gaming history the titles that do change significantly year on year are the ones that get quite heavily punished.

People like to demand change, but increasingly they then don't buy it. Rivalry has also played a part in the tribalism of the user reviews. EA has pitched its Battlefield 3 title very much against Modern Warfare, both in its advertising and in some barbed pre-release interviews — and this has fostered a factional atmosphere: gamers love a platform battle. Battlefield 3 is a phenomenal game but I'm a little bit sad that the PR for it has been at the expense of another brilliant title.

I wouldn't say you're wrong, but I would say this is the kind of question which might solicit debate Add a comment. Active Oldest Votes. In general, there tends to be some similarities between the overall structure: A training sequence where a new soldier or member of a special forces team gets put through their paces the game's tutorial is usually framed this way One plot thread in which there's a special forces team tracking a bad guy or other criminal mastermind Another plot thread in which a group of soldiers is engaged in front-line combat usually against the Russians A "shock value" scene in which innocents are killed for the sake of upping the dramatic effect of the story ie, "No Russian" in MW2 A major setpiece in which something bad happens to a notable landmark or city Atomic bomb over Washington, destruction of the Eiffel Tower It's really up to you to decide if there's enough overlap to call them derivative, or if you think the changes make it fresh enough to be fun to play through.

Some of the common gameplay elements generally include: A vehicle sequence, usually on rails An air support sequence A sniper or sniper support sequence A 'silenced' or 'sneak' sequence Many long hallways and close quarters fights in bombed out locales A set of common weapons M16, AK, RPG, etc This building When it comes to this stuff though, these pretty much characterize any military action game in a modern locale, so I'm not sure how fair it is to say that MW3 is recycling this from MW2; they're all borrowing it from each other.

Improve this answer. Triang3l Triang3l 1 1 gold badge 3 3 silver badges 13 13 bronze badges. You are completely missing the question. I'm talking about the way the story is set. As in similar types of situations repeating themselves in the obviously different stories.

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