The Infinite Zenith

Where insights on anime, games, academia and life dare to converge

Call of Duty: Infinite Warfare- Impressions of the campaign after an hour

“This is Admiral Salen Kotch of the Olympus Mons. You are defeated. Death is no disgrace!” -Admiral Salen Kotch

Despite being one of the most maligned installments in the Call of Duty franchise, Call of Duty: Infinite Warfare (Infinite Warfare from here on out for brevity) managed to pull my curiosity with its setting and premise, where humanity’s efforts to colonise other locales in the solar system eventually results in the formation of a radical military faction known as the Settlement Defense Front (SDF), who mount an assault against the United Nations Space Alliance (UNSA) to break a long-standing stalemate. The game begins with a botched operation to retrieve a weapons prototype, and in the aftermath, the SDF launch a surprise on the UNSA, crippling their fleet during the Fleet Week celebration events through a combination of hijacking the UNSA’s AATIS guns and through the deployment of the Olympus Mons, the SDF’s flagship that is now armed with the F-SpAr weapon. Despite the efforts of Leftenant Nick Reyes, only two UNSA vessels survive — he is subsequently promoted to Commander and given captaincy of the Retribution, with the mission of delaying the SDF long enough for the UNSA to rebuild their fleet. Through the campaign’s first few missions, I’ve seen the unsuccessful mission to retrieve the F-SpAr, watched the SDF attack on Fleet Week celebrations and have flown into space with the Jackal interdiction fighter, capable of operating in both an atmosphere and the vacuum of space. So far, it’s been a fantastic introduction to Infinite Warfare, and all of the negativity out there surrounding Infinite Warfare appears to have been left behind on the surface as I take flight into the void of space and begin the task of regaining the initiative in a fight with the SDF.

The premise of extremist groups forming shortly after human efforts to colonise space has long been explored as a topic in Mobile Suit Gundam, where the EFSF began contending with the Principality of Zeon as political relations between earth and its colonies decayed. In a manner of speaking, Infinite Warfare appears to be what Mobile Suit Gundam would look like had the weapons and concepts been designed in North America as opposed to Japan, featuring fighter craft in place of humanoid mecha but otherwise share the fundamental idea of a totalitarian regime fighting against a weary democratic system, opening with a surprise attack and placing focus around one ship (the Retribution stands in for White Base and the Nahel Argama). However, instead of watching things, Infinite Warfare places players directly into the boots of a pilot set in a world where there are no exceptionally powerful weapons. The absence of a powerful game-changer such as the Gundam means that Infinite Warfare is aiming to tell a different story about war than Mobile Suit Gundam does — while Gundam aims to show the horrors of warfare, it also strives to discuss the possibility and what can lie beyond war, achieved because of an extraordinary weapon that defeats other weapons. Lacking this, Infinite Warfare is perhaps more cautious in its story, and this is where I am headed now in the campaign, to see what happens next to Commander Reyes and the Retribution.

Screenshots and Commentary

  • Even though I know it’s well-crafted skybox, reflective materials and a single directional light, in conjunction with some shaders, the view from Europa’s surface is phenomenal; I spend a few moments admiring it before I proceed with the mission. When I first started Infinite Warfare, I was hit immediately with a hiccough in that the game would freeze up, crash and send me back to my desktop. It plainly was not my computer’s specs, so I did some investigation and found that AVG was causing the issue. Adding the entire directory fixes things, and at last, I find myself ready to begin.

  • The question I can expect of some readers would be why in the world I would even consider, much less go through and play a game like Infinite Warfare. Aside from the fact that I am Infinite Zenith, the honest answer is that I’ve been intrigued by the game’s premise, and the campaign seemed to be a fun adventure. Thus, while some folks may express a certain amount of disgust, yes, I did end up buying the game and I’m enjoying it, so I will be doing talks on this game, although not with the same frequency as I did for each of the war stories from Battlefield 1.

  • The weapons in Infinite Warfare are quite foreign to me despite being derived off modern firearms. I’m wielding the NV4 here, the default SATO assault rifle. With low recoil and a slower firing rate, the weapon is a ballistic type, meaning it can punch through walls. The weapon players equip has a variable magnification holographic sight and a suppressor, reflecting on the operation’s covert nature.

  • The secondary weapon players have access to is the FHR-40, a ballistics-based submachine gun resembling the FN P90. With a large magazine and high rate of fire, the weapon is countered with weaker rounds and higher recoil. Moving swiftly through the facility and clearing out any SDF forces, the seventh SCAR team quickly makes its way to where the F-SpAr prototype is. Players control Dan “Wolf” Lyall in this mission.

  • One of the heavy weapons in Infinite Warfare, the F-SpAr torch is a man-portable version of the F-SpAr directed energy weapon and is the only weapon that can damage the C12 bipedal tanks that appear. The beam emitted by the weapon can lock onto enemies and explode organics into a red paste; the weapon’s damage output is immense, but so is its firing rate (it can burn through an entire magazine in seconds). Despite their efforts, Lyall’s team fails their mission and are ultimately executed by Kotch’s men.

  • The Geneva, Switzerland of the future is filled with skyscrapers; beautifully rendered here, the combination of a cityscape with large battleships gives a sense of scale that provides an impressive backdrop. E3N is introduced here, and I immediately take a liking to his personality, which gives the sense of being both reliable and having a witty character that adds much to lighten up the atmosphere in what is otherwise a very serious-feeling game.

  • After the dropship I’m riding is shot down by the AATIS network, Reyes finds himself crashing into a shopping centre where SDF forces have landed; they begin shooting civilians, but before Reyes and Salter can be killed, Reyes is given the Kendall 44 sidearm and takes out two SDF soldiers. I immediately set about finding a primary weapon. The first weapon that I encountered was the Karma-45, which resembles the Kris Vector 45 ACP.

  • While there are skyscrapers all around, Reyes is shot down over the older districts of Geneva, as evidenced by the buildings here. SDF soldiers all around begin massacring civilians, and one aspect of the game that unsettled me was when I accidentally fired upon what appeared to be a civilian crossing my sights, killing them. However, even with this occurrence, the game itself did not end, standing in contrast with shooters that enforce a do-no-harm approach.

  • One feature in Infinite Warfare that I particularly like is the grenade cooking indicator, which shows how long one has before the grenade will go off. Because enemies will try to vacate the blast radius of a grenade, cooking one will give them much less time to react. The feature was added in Call of Duty: Ghosts, which had a few space missions but otherwise looked unremarkable. I ended up passing over this one, and from the sounds of things, Ghosts proved quite unpopular.

  • Here, I am equipped with the Volk, a directed-energy assault rifle that resembles the AK-47 in design. Having a high damage but low accuracy and rate of fire, the weapon is quite commonly found in-game. Insofar, I’m not too sure what the precise difference between energy weapons and ballistic weapons are: I’ve heard that energy weapons can regenerate ammunition in their magazines over time but cannot penetrate surfaces, whereas ballistic weapons are more powerful and can punch through surfaces.

  • Here, I wield the RAW light machine gun, pushing through the burning streets of Geneva en route to the AATIS control station. Owing to the way the weapons work in Infinite Warfare work, it stands to reason that it’s a good idea to have an energy weapon and a ballistic weapon so one can be ready for most situations. In general, I always stick with a good all-around weapon, like an assault rifle, and then pair it with any other weapon with a more specialised role.

  • An SDF gunship makes it difficult to close in on the AATIS control facility, but fortunately, one has access to some friendly close-air support, which will sweep through the area and clear out large numbers of enemies very quickly. With this feature in mind, I pushed up the hill and hid in a downed dropship while awaiting for the support to come back online after taking out ground infantry.

  • Designating the SDF gunship as a target is the only way I can think of for taking it out quickly: other mechanisms are ineffective or will expose one to the elements, since I don’t think there are any MANPADs conveniently hanging around for players to use. Once this threat is neutralised, players enter the facility and regain control of the AATSI guns, learning that there is a spy, Akeel Min Riah, an SDF agent responsible for sabotaging the UNSA. After Riah is apprehended, Reyes and the other SCAR operatives take to the skies.

  • The transition from boots-on-the-ground gameplay to taking control of a spacecraft is remarkably smooth, and if I had to guess, I imagine that the cutscenes incorporate some trickery to give the sense of multi-scale; through my research, I realised that true multi-scale will likely remain unattainable with current generation technology owing to the allocation of resources in order to smoothly transition from one scale to another. Instead, various sleight of hand techniques, such as altering the scale of objects and spaces, are used to convey differences in scale.

  • The first space combat sequence of Infinite Warfare is ferocious and fast-paced. One of the features that proved to be unexpected was how the Jackals handle in flight. Movement is more similar to walking than flying, similar to the Banshees of Halo, and so, I found that it makes more sense to have standard mouse look directions while in flight, rather than the inverted that I prefer for conventional flight controls.

  • The “dog fight mode” mechanic from Ace Combat: Assault Horizon appears in Infinite Warfare, allowing players to lock onto fast-moving enemies and have the autopilot steer so that they may concentrate on shooting. The mechanic was a bit of a contentious point, but it’s straightforwards to shoot down enemy fighters without it: to those folks who dislike it, there’s nothing stopping them from simply not using it. Further to this, it turns out that higher difficulties remove this ability entirely, forcing players to depend on a sure aim to shoot down SDF fighters.

  • While we are on the topic of Ace CombatAce Combat 7: Skies Unknown was recently announced for PC. There’s no concrete release date, but the game is powered by the Unreal Engine and set in Strangereal, making it the first-ever Ace Combat game set in Strangereal to be on PC. The game’s a little more than half finished by this point in time and is likely to come out later this year; I’m excited and might pick it up shortly after launch if the PC version proves to be well-received. Back in Infinite Warfare, I pummel an enemy cruiser here with the 50 mm cannon, eventually turning it into a glowing pile of wreckage.

  • The sudden arrival of the Olympus Mons was a bit of a shock and changes up the tenour dramatically: listening to the radio chatter, a sense of concern is conveyed when Salter and the others note that nothing the SATO forces have is effective against the super-carrier. However, exhibiting the qualities of a capable leader, Reyes orders his forces to concentrate fire on the vessel even as it destroys a SATO vessel in one shot. This action is reminiscent of Théoden King, who rallied his men and ordered them to “reform the line” when the oliphants appeared.

  • These overwhelmingly large beasts instill fear in their enemies through their size, but in giving his orders, Théoden forces his men to rally and regroup before fear kicks in, causing discord. His decision to take them head-on might be questionable from a tactical perspective, as it would maximise casualties, but from a strategic perspective, was probably a better move, since the act would show the Haradrim that their greatest weapon, fear, would not be efficacious here. Returning to Infinite Warfare, the Olympus Mons is the largest and most powerful warship ever built in this universe, with a length of 927 meters. Reyes hands control over to Ethan and things momentarily becomes a rail shooter, where the only goal is to damage the ballistic cannons on the Olympus Mons.

  • The Retribution executes a tactical collision (really a more professional way of saying “we’re ramming it”), forcing the Olympus Mons to retreat. In the aftermath, Reyes returns to the Retribution and learns of the extent of the damage that the SDF has inflicted. He is promoted to commander and tasked with keeping SDF forces at bay while the SATO fleet regroups and rebuilds. Speaking freely, I’m highly excited to push forwards with the campaign after the first set of missions, but the unexpected arrival of the Kiniro Mosaic: Pretty Days OVA will require some minor adjustments to my schedule so I can get a talk out on that soon.

An hour into Infinite Warfare, and I’ve been quite pleased at how smoothly the game handles, both with respect to the boots-on-the-ground aspects and the sequence involving Jackal combat. I’ve got no gripes about the gameplay itself, and note that while I did have a bit of trouble starting the game (the fix was adding the entire Infinite Warfare directory into the exceptions for AVG), once things got started, it has been a solid experience. Gunplay is crisp and responsive, more so than any Call of Duty I’ve previously played, and the set pieces are appropriate. From these experiences insofar, I’m enjoying the campaign and its presentation of an interactive variant of the Mobile Suit Gundam story. There might be no Newtypes or mobile suits, but Infinite Warfare‘s first few missions give an excellent sense of what this game’s campaign is about. I am very excited to experience where things go next, and while I’ve only got a minimal interest in the multiplayer, I can say for sure that this game is not one that is deserving of the negativity and vitriol that would better be directed towards more constructive activities.

2 responses to “Call of Duty: Infinite Warfare- Impressions of the campaign after an hour

  1. ernietheracefan March 5, 2017 at 14:07

    While we are on the topic of Ace Combat , Ace Combat 7: Skies Unknown was recently announced for PC. There’s no concrete release date, but the game is powered by the Unreal Engine and set in Strangereal, making it the first-ever Strangereal-based Ace Combat game to be on PC.

    FTFY..:D

    BTW, Columbia Music Japan’s YouTube channel has a samples of the Himeuta songs..

    Like

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