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Call of Duty: World at War Gameplay

It is no use to describe the gameplay mechanisms of a first-person shooter because the canons of this genre were all established long ago. Something new and original can be seen here but very seldom. Call of Duty: World at War offers classical controls but there are a few things that add to the realism of the game world. First, there is a limit of weapons you can carry with yourself: no more than two varieties simultaneously, save for grenades that count individually. Some FPS players may be annoyed at that, but it is indeed hard to imagine a real-life soldier carrying half a dozen weapons with him plus a generous stock of ammo. Of course, you can pick up weapons from killed enemies, replacing any weapon in your arsenal. There are also unique samples of weapons equipped with optical sights or with special rifle grenades instead of ordinary bullets.

 

Then, the gamer can squat or lay down, which has an appropriate effect on his aiming accuracy as well as on the chance of being shot. Since the game doesn’t offer traditional medical kits, hiding behind a boulder or wall is the only way of restoring your health if you have been shot. Of course, wounds do not heal so quickly in the real world, but this is the necessary compromise for achieving an interesting gameplay. Anyway, health restoration kits wouldn’t be appropriate in such a game Call of Duty: World at War. By the way, it is not so easy to find a shelter because the fifth part of the series has inherited one of the most interesting features of the fourth: it calculates realistically how different materials can be shot through. Like in a real world, a thin wooden wall won’t save you from an enemy bullet.

 

In addition to the traditional multiplayer mode, Call of Duty: World at War offers the option of cooperative play which is quite rare in today’s games. The console versions allow two persons to play at the same time in split-screen mode whereas the PC version can be played by four people simultaneously using network connection. In this mode you can upgrade your game character, which may be useful in multiplayer battles against other gamers later on. The so-called Death Cards are an interesting innovation, too. Each of them can either endow the player with additional capabilities or make the mission objective harder to achieve (e.g. the Jack of Spades makes the enemies invulnerable except when you shoot them right in the head). There is also an integrated mini game Nazi Zombies you can access upon passing the single-player campaign.

One of the nastiest drawbacks of the gameplay is the console-like system of saves which is based on specific control points and does not allow you to save whenever you feel like to. It’s not much fun if you have to replay some part of the game because you had exited it before you reached the next control point, but on the other hand, you learn to play discreetly, without hoping to save and reload in the hardest moments.

Call of Duty: World at War runs on the same engine as the previous game of the series, Modern Warfare, and does not look as impressive as Crysis, Far Cry 2 or S.T.A.L.K.E.R.:Clear Sky. However, it supports relief maps, a dynamic lighting model with HDR effects, depth-of-field effects, and dynamic vegetation and water. Besides, the mentioned games have terrific graphics subsystem requirements because of their highly detailed game world whereas Call of Duty: World at War is far more modest in this respect. We’ll check out right now just how modest it is.

 
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