The Infinite Zenith

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Category Archives: Gaming

Thoughts of Metro: Exodus while crossing the Flood-Stricken Bridge in Metro: Last Light

“If you’re on the fence about buying this game, I was reading that the PC version uses a lot of power…I know that some people have the most monster computer, and I can’t even run this at a hundred percent.” —TheRadBrad on Metro: Last Light

Motivated by the recent E3 announcement of Metro: Exodus, I returned to the mission that I played through the day that campus had been closed owing to the Great Flood of 2013, and as the rain continued to fall outside, I reached this point in the campaign, following the young Dark One as he guides Artyom to his destination. Artyom’s pursuit of the young Dark One takes him back to the surface, where he intends to travel to Polis and make known the truth at a peace conference. As Artyom begins making his way across the bridge, a ferocious rain storm picks up, obfuscating the large number of enemies. In my original playthrough and a second one during the following summer, I went loud in this mission and immediately found myself against hordes of mutant animals. Fun it may have been to shoot my way through things, to acquire the screenshots for this short talk, I decided to go with a different, quieter approach: I made use of the throwing knives and carefully moved across the bridge. Firing exactly zero shots right up until the zip-line, it proved much more effective to be sneaky. Some of Metro: Last Light‘s best moments are set in the ruins of Moscow above the metro tunnels, and after starting out in yet another tunnel, the E3 demo brought viewers to a beautifully-rendered village above-ground. Artyom removes his mask, suggesting the air is clean, and equips a crossbow before preparing to board a train in the Ural Mountains. The sequel to Metro: Last Light, Metro: Exodus follows Artyom and Anna as they move with other Rangers to the Far East. Exodus will feature a new crafting system and dynamic weather, as well as a greater degree of open-world elements compared to its predecessors, and is set for release in February 2018.

  • One of my favourite aspects about Metro: Last Light after all this time is that droplets of water and mud that can accumulate on Artyom’s gas mask, requiring that players wipe it off with a stroke of the “G” key. There’s a Valve bolt-action rifle with a holographic RDS for close quarters engagements, but my old save files had me start out with a customised Valve equipped with a longer range scope, so I did not switch out my weapons here. After climbing out of a stairwell, players will find themselves on the lower deck of a bridge.

  • It would appear that during my last playthrough of Metro: Last Light three years ago, I had access to the Kalash 2012 and the Saiga-12 in addition to a Valve outfitted for long range engagements. In short, I was well-equipped to continue on with the game at this point, having weapons that draw from a different ammunition pool to ensure that I would never be without some options even if one of my three weapons were depleted. During the course of my playthroughs of Metro: Last Light and Metro 2033: Redux, I never used my military grade rounds in combat. Made with pre-war technology, these rounds hit incredibly hard and will emit a brighter muzzle flash as a result of their increased power.

  • To walk across the bridge again evokes many old memories: prior to my undergraduate convocation in June four years ago, the weather had been quite unassuming. It was not until the day of my graduation banquet with the Faculty of Health Sciences that rainfall had intensified: a light rain had been falling in the morning, and as I sat down to play through Highway 17 and Sandtraps in Half-Life 2, rainfall had intensified, continuing well into the evening. I still vividly recall shooting my way through the Overwatch Nexus the Monday after the flood waters receded, making a substantial donation to the flood relief efforts before pushing through with the mission.

  • I finished Half-Life 2 and Metro: Last Light closer to the end of June. By this point, I had completed Crysis and Battlefield: Bad Company 2, as well. Owing to the disruption to transportation services resulting from the Great Flood of 2013, I was not able to go out to the mountains or even downtown, and so, spent a fair portion of early July wondering which titles could occupy my interest. I decided to give Vindictus a shot, and while it was fun to play through the first few missions, it became clear that this game was meant to be played with friends. After reaching level nine on a quiet, hot Canada Day, I felt that the game had lost most of its appeal.

  • Because the Steam 2013 sale had not commenced yet that year, I dropped Vindictus and began exploring Tribes: Ascend at a friend’s recommendation. While a fun experience, the learning curve and community made it difficult for me to really get into Tribes: Ascend. I had many great matches on beautifully-made maps (Crossfire and Dry Dock were my favourites): though nowhere near as detailed as something like Battlefield 1 or Crysis 3, there was definitely a charm to the visuals in Tribes: Ascend, continuing to play even after the 2013 Summer Sale occurred.

  • While remarkably entertaining and quite able to fulfil my original expectation of being a space shooter for replacing Halo 2, offering diversity in gameplay between Elder Scrolls V: Skyrim and Alan Wake, the prospect of a long progression ahead, coupled with the fact that I purchased Battlefield 3 later meant that my time spent in Tribes: Ascend dwindled. Even today, I’ve not found an equivalent for Halo 2 for PC as a space shooter, but Battlefield 4 and Battlefield 1 have proven to be exceptional multiplayer shooters that have since fulfilled the role of my online experience.

  • On my original playthrough, I opened fire and drew the ire of every living thing here; I’ve become a bit more cautious in the four years since then. Using just the throwing knives and the cover the storm provides, I managed to clear the entire bridge without altering the mutants to my position. It’s a little extreme as to how much of a difference being stealthy can be – even in other games, like Deus Ex and Crysis, a little stealth can turn the highest difficulty setting into a walk in the park.

  • While my filters are slowly being depleted, I looked around at the scenery in of the bridge. Armed with the GTX 1060, I am playing the game at full settings without any difficulty – previously, I played at “merely” high settings. With the slew of new titles announced at E3 (Ace Combat 7: Skies Unknown, Wolfenstein IIMetro: Exodus and Far Cry 5), I’m actually quite curious to know if the 1060 will be able to run these games on recommended settings: it’s done remarkably well for Battlefield 1, and DOOM, so it’ll be insightful to learn where the card’s limits lie.

  • I imagine that the GTX 1060 will be able to perform admirably for most games released in 2018: even if I cannot get 60 FPS at ultra settings for 1080p, I’m generally okay with running on very high or high, since the differences usually require careful inspection to discern. This screenshot here of me with the Valve is an example of why I am so fond of the above-ground sections of Metro: Last Light, and I’ve heard that Metro: Exodus will be a cross-Russia journey, beginning in Moscow and concluding in the easternmost reaches of Russia.

  • My reminiscences about the games of summer 2013 draw to an end here, and for the remainder of the post, I consider some of my expectations for Metro: Exodus. Having played through this mission for the first time four years ago, and having made mention of the Great Flood of 2013 here, I will be returning very shortly to discuss the flood in a bit more detail, in conjunction with a revisitation of Makoto Shinkai’s The Garden of Words – I feel the time has become appropriate to look at the movie again with a different perspective.

When I first played through Metro: Last Light during 2013, I was impressed with the narrative and visuals of the game. Delving into things, I became more familiar with the Metro franchise as a whole, and it was therefore a pleasant surprise to learn that a continuation was being made. From the E3 footage and new information, the game is becoming closer to the title I was anticipating after watching “Ten minutes in the swamp” to learn more about the game I received with my old GPU. With its greater emphasis on crafting, and open exploration in conjunction with superb visuals, I am excited to see what directions Metro: Exodus will take. Further to this, the fact that Metro: Exodus is set in the Eastern reaches of Russia, with the eventual goal of reaching Siberia, Kolyma or even the Kamchatka peninsula, has greatly elevated my interest in the game. I’ve long been drawn to the mysterious nature of Russia’s far east beyond the Ural mountains, and a game set here provides a fantastic opportunity to explore a virtual interpretation of this side of the world. Cold, vast and desolate, it is here that some of Stalin’s most infamous Gulags were situated, and even today, the remoteness of the area means that populations remain very low. The area’s history means that, even though the terrain and biome is quite similar to the forests and tundra of Canada, there’s a sense of history in Russia’s far east that is simply absent in Canada. As such, I look forwards to learning more about Metro: Exodus, although it is most likely that I will, as I have for numerous games previously, pick it up once I learn more about the system requirements and game length, before making a definitive decision to buy the game shortly after launch or otherwise wait for a sale.

Looking ahead to Star Wars Battlefront II and thoughts after the E3

Do it.” —Sheev Palpatine

Following the reveal of Star Wars Battlefront II footage last week, general excitement surrounding DICE’s latest Battlefront title has increased substantially. In its first trailer, Battlefront II showcased a promising new single-player campaign. From the perspective of an Imperial special forces soldier in the aftermath of the Empire’s defeat over Endor as they strive to continue serving Emperor Palpatine and execute his will against the triumphant Rebel Alliance. It’s an uncommon storyline, as most Star Wars games take place from the Rebellion’s perspective – akin to playing as the Third Reich’s Wehrmacht or Imperial Japanse Army in a World War Two shooter, Battlefront II is taking a bold new direction with its campaign, which was noticeably absent from its predecessor. Accompanying the announcement of a single player mode in Battlefront II was the fact that the game’s DLC will follow the Titanfall model: new content will be released free of charge to all players (I imagine that micro-transactions will take the forms of cosmetic items and weapon/equipment unlocks) to avoid dividing the player base (a prevalent problem in Battlefield 1, where They Shall Not Pass servers are often empty). With such a strong start, the EA Play event showcased some multiplayer footage of how the game will look and feel: the match is set in Theed of Naboo.

From the gameplay footage, Battlefront II is certain to deliver a visual and audio treat from a cinematic perspective: like its predecessor, Battlefront II has reproduced the sights and sounds expected of a Star Wars game. Whether it be the distinct report of a Clone Trooper’s blaster or the gait of a Trade Federation B1 Battle Droid, elements from the movie are faithfully portrayed in Battlefront II, along with the environments. Theed is intricate, and designs from the royal palace are incredibly detailed, from the patterns of the floor to the play of light through the building windows. The game mechanics appear to have been given an overhaul: while the UI and handling appear quite similar to those of its predecessor (weapons still overheat, while action cards determine what additional loadouts player have), the game has been modified so players gain more accuracy while firing from first person. Access to vehicles, power-ups and hero classes are now based on performance: players earn points for playing objectives and contributing to their team’s efforts, and points can be used bolster one’s class, spawn into a vehicle and, for the patient player, spawn into battle as a hero. Gone are the days of awarding players randomly the hero class: this is something that is earned, which means there will be no more need to aimlessly wander the map for the hero pickup in place of helping one’s team out. All in all, I look forwards to seeing more of the game: similar to Titanfall 2, it appears that Battlefront II has taken on a formula its predecessor implemented and improved upon it in every way.

Screenshots and Commentary

  • The screenshots in this post were sourced from my time in the Battlefront trial that EA offers: a year ago, on the Friday entering the Victoria Day long weekend, I spent much of the day playing the trial to obtain a better idea of whether or not the game would be worth my while. There’s around ten seconds left in my trial, and after concluding, I switched over to writing about Gundam: The Origin‘s third episode, which had just released. While perhaps not as exciting as the years where I attended Otafest, it is nonetheless nice to have a quieter long weekend, and last year, I was gearing up for the thesis defense.

  • The screenshots I have here are of me playing through the Heroes and Villians mode against bots: my lack of time spent in the game meant that playing against human players would certainly make it difficult to obtain good screenshots, and even on higher difficulties, the heroes can cause destruction against the AI opponents without much difficulty. These screenshots have been sitting on my hard drive for the past thirteen months, but with the recent Battlefront II announcement, the time has come to put these images to good use.

  • The presence of a single player campaign in Battlefront II immediately caught my attention: I purchased Titanfall 2 for the campaign alone (albeit during a sale) and will give the multiplayer a whirl, if only to try and unlock the Tone Titan. I heard there’s a multiplayer mode against just AI opponents, so that could prove to be a nice way of becoming more familiar with the mechanics. If Battlefront II similarly features more AI multiplayer modes on top of the campaign, I could see myself getting more excited about the game.

  • The gameplay footage shown last weekend confirms that Darth Maul, Yoda and Rey will be included as heroes in Battlefront II: the heroes work similarly to how they had previously in Battlefront, able to utilise three powerful abilitie in addition to having increased damage output and resistance. One thing that could be quite nice is the ability to switch up one’s preferred hero abilities, allowing them to customise the hero to their preferences.

  • Another aspect that was not shown but would be a further incentive to buy and play Battlefront II is customisation to almost the same level as seen in Battlefield 3 or Bad Company 2 – being able to modify weapons to fit one play style would both be a powerful incentive for players to explore their options, as well as provide weapon accessories and attachments that one could work towards unlocking. Being able to really fine-tune weapons is what made Battlefield 3 and 4 such a blast: this is noticeably absent in Battlefield 1, and it is the combination of superbly-designed maps with exceptionally fun sniping that keeps me in the game.

  • Whereas my Battlefront beta discussion features posts of me operating exclusively in first person, I’ve heard that players have a much larger advantage if they play in third person owing to improved spatial awareness. In Battlefront, there was no difference in performance in first-person; players merely have a more immersive experience. In Battlefront II, playing in first person will confer superior accuracy: weapon spread will decrease. I imagine that players will remain in first person when shooting at longer ranges and switch out to third person for closer engagements as required.

  • DICE is advertising Battlefront II as a battle across different eras, and while footage of only Theed were shown, I’m hoping that classic maps (Endor, Hoth, Cloud City and Tatooine) are included along with Couruscant, Geonosis, Kamino and Mustafar. Battlefront II‘s 2005 incarnation is long held as the best Star Wars game around: its plot followed a Clone soldier in the elite 501st, and multiplayer featured full-on space combat, split into the Clone Wars and Galactic Civil War periods. If Battlefront II can include these features in conjunction with the events of The Force Awakens and The Last Jedi, it will be one of the biggest Star Wars games since Battlefront II (2005).

  • I am certain that the initial release of Battlefront II will not feature the same amount of content as 2005’s Battlefront II, but as DICE has promised that DLC will be free, it is very likely that the sum of DLC in conjunction with the base game will offer as much, if not more, content than Battlefront II‘s 2005 version. This is quite exciting, although there is one caveat: I imagine that the full game could very well require upwards of 100 GB of storage space.

  • One aspect that was not shown and remains unknown is the presence of full-scale space battles in Battlefront II: besides the Rogue Squadron series, Battlefront II has some of the most extensive space battles of any Star Wars game. To bring that kind of scale into the modern era with present-generation visuals would be a dream come true for many, offering immersion into the Star Wars universe hitherto unparalleled.

  • Looking back at some of the features and gameplay of Battlefront II in 2005, the game was incredibly ambitious and executed its functions quite well, being a marked improvement over its predecessor. Games during this age are characterised by exceptional sophistication far beyond what is par the course for most modern games. Deus Ex (2000) comes to mind: with a detailed combat and stealth system, as well as for placing a large emphasis on player choice, the game runs rings around modern titles despite its age. One of my friends has expressed a wish to see the game remade with modern visuals.

  • Battlefront II will retail for 80 CAD at launch, a non-trivial amount of money. Launching within a month of Wolfenstein II: The New Colossus, my decision to buy Battlefront II will largely be influenced by my experiences in the beta (which also allows me to know if my hardware can run it reasonably smoothly), as well as videos from my favourite YouTubers (TheRadBrad for the campaign, while LevelCap and JackFrags will guide the multiplayer). What I am looking for in the campaign is a story of reasonable length (ten to twelve hours of gameplay on standard difficulty, with eight hours being the absolute minimum) with diverse level settings and display of features in the game, including flight and space battles.

  • In the multiplayer, I will be looking for a compelling progression system so that levelling up is a journey rather than a chore, that there’s plenty to do while pursuing this journey, and that the time taken to level up is reasonably determined. Battlefield 1 is an example of reasonable levelling times: players who PTFO and contribute to their teams will earn experience reasonably quickly (even without experience boosts). Playing lots of conquest has certainly been why I’ve surpassed my Battlefield 4 level in Battlefield 1, and hopefully, levelling up in Battlefront II will both be of a reasonable rate, while at once offering players with milestones to look forwards to.

  • Assuming Battlefront II satisfies most of my personal requirements, I will be inclined to buy the game. I’m generally quite busy (as evidenced by my extreme tendency to procrastinate whenever entertainment is concerned), so scheduling is another thing on my mind: Battlefield 1 will likely still be going strong for me well into next year.

  • Depending on how things turn out, I may end up waiting for a sale to happen before buying Battlefront II: if the player base has declined too substantially, the game’s core value will lie with its single-player aspects, and a sale will probably net a better value for the game’s single-player. On a somewhat related note, I have a confession to make here: I play Call of Duty games for their campaigns alone and have not touched their multiplayer components at all.

  • This may be a Star Wars post, but I will use the remainder of the screenshots to consider Wolfenstein II: The New Colossus (from here on out, Wolfenstein II for brevity), which was showcased at E3 and set to release this year, as well. Because it releases around a month before Battlefront II, and because I’ve seen games published by Bethesda Softworks go on sale as early as the first Steam sale after launch, it is possible that I could get Wolfenstein II before the year is over at a reduced price. This is how I got DOOM: it was forty percent off during the Steam 2016 Summer Sale despite having launched only a month earlier.

  • The trailer for Wolfenstein II is done in the typical Wolfenstein style, being quite entertaining to watch. Near the end, it showcases Blazkowitz dealing with American resistance members skeptical of his affiliation, and some gameplay that suggests Wolfenstein II could have a new dual-wielding system similar to that of Halo 2‘s, allowing players to pair different combinations of weapons together to wreck havoc on Nazi soldiers. Some folks have taken it upon themselves to express outrage that we’re killing Nazis in this game, but tough beans for them: this is merely a game depicting players challenging a Third Reich in power, and the option to not play the game is always on the table.

  • Chances are that I will buy Wolfenstein II during the Steam Winter 2017 sale if it is indeed discounted. Looking towards other games that caught my eye during the E3 event, Far Cry 5 is definitely on my radar for its Montana setting, and Ace Combat 7: Skies Unknown looks amazing. In the latter, I cannot wait to fly the skies of Strangereal on PC for the first time. Both these games are coming out in 2018, and only time will tell as to whether or not I buy them at launch, or else wait for better prices.

  • The release of Battlefront II is set right before The Last Jedi premieres in theatres come December. Having seen the cast list and hearing news that some filming could take place in the Calgary area, in conjunction with trailers, I’m quite excited to see where the latest trilogy will go with its plot. I found The Force Awakens to really be a modernised version of A New Hope, even though the film was overall quite fun to watch.

  • In a way, I enjoyed Rogue One a bit more because it showed the story behind how the Rebels acquired the first Death Star’s plans and the origins of the thermal exhaust port weakness. Having said that, it’ll be interesting to see if the new trilogy will take things in a new direction. For now, December is still a ways off, and aside from Star Wars, there’s also Girls und Panzer: Final Chapter on the horizon. Because it is releasing in six movies, I am hoping that it will follow the Washio Sumi Chapter path and sell Blu-Rays at the theatres, otherwise, the wait to actually watch Final Chapter would be quite considerable.

  • A glance at the calendar shows that it’s been six years since I’ve qualified for my operator’s license, and five years ago, it would have been a month to the release of the K-On! Movie. Time flies, and it never fails to amaze me just how quickly a year’s passed by. With this post, I’ve finally found a use for those Battlefront trial screenshots I’ve taken last May, as well, and I will be returning to scheduled programming in the upcoming week: my plans to revisit The Garden of Words has not changed.

It has been mentioned that Battlefront II could very well suffer as Titanfall 2 did: Titanfall was an excellent game in terms of mechanics, but lacked content, leading player counts to dwindle as there was little incentive to continue playing. While Titanfall 2 surpassed Titanfall in every way, adding a campaign on top of additional content and providing free DLC, player counts remain relatively low because there is an uncertainty amongst consumers as to whether or not the game is worth it. Battlefront II might suffer a similar eventuality, but with a bold new approach to its campaign and a promise to ensure new content is available for all players, in conjunction with the Star Wars brand, it is also likely that Battlefront II will be much longer lived than the 2015 incarnation of Battlefront. My ultimate decision as to whether or not Battlefront II will be worth a purchase will be made once the game’s come out – once I’ve seen some gameplay of the campaign and learn more about the progression system and game balance, it will be easier to make a decision. An open beta could also help provide more information to determine if the game is one that will join my library. With a release date set for November 17, 2017, I look forwards to seeing more about Battlefront II, and in the meantime, it’s also time to get excited about Wolfenstein II: The New Colossus. Set to release on October 27, I am almost certain I will buy the game. The only question remaining for Wolfenstein II is whether or not it will be a game worth getting at launch price (guided by the story, gameplay and replay value), or if buying the game during a sale would be a superior choice.

Revisiting Sunny Chernobyl- One Shot, One Kill in Call of Duty 4: Modern Warfare Remastered

“The wind’s gettin’ a bit choppy. You can compensate for it, or you can wait it out, but he might leave before it dies down. It’s your call. Remember what I’ve taught you. Keep in mind variable humidity and wind speed along the bullet’s flight path. At this distance, you’ll also have to take the Coriolis Effect into account.” —Captain MacMillian

Camping out at the Polissya hotel, Price and MacMillian patiently wait for their mark to arrive over the course of three days while the clouds wheel overhead. Unlike the unfortunate tourists of Chernobyl Diaries, no mutants attack them during the course of their wait. When Zakhaev arrives, Price makes ready with the M82 Barrett, and with some advice from Captain MacMillian, he is prepared to place a shot at nearly nine hundred metres. After a few tense moments, Price fires, managing to blow off Zakhaev’s arm. Both Price and MacMillian are forced to flee after their position has been compromised, and they fight through Pripyat to reach the extraction point. MacMillian becomes injured by a helicopter, and Price carries him the rest of the way. When they reach the extraction point, Price and MacMillian hold out for their helicopter’s arrival and manage to escape. “One Shot, One Kill” is the second half of the Chernobyl missions, being the polar opposite of the first, being one loud, bombastic and long firefight to the extraction zone. While seemingly a return to the sort of gameplay that Call of Duty normally features, the level presents a surprise taking the form of MacMillian’s injury. Players must strategically place him down in the right spot, after which he will assist in taking out ultranationalists, and otherwise be mindful as they move towards the exfil. In its remastered incarnation, “One Shot, One Kill” is a visual treat: crumbling walls of abandoned apartment blocks, rusting playgrounds and mould-covered surfaces are rendered with contemporary techniques to really illustrate what a world without us could look like, as nature makes to reclaim areas once inhabited by man. Impressive as Modern Warfare‘s original incarnation was, the remastered version of “One Shot, One Kill” simply knocks the visuals out of the park, combining the gameplay of the original with graphics of the present age to give the level new dimensionality.

I reached “One Shot, One Kill” the day before the second midterm in my physics course, and upon seeing the statistics surrounding the shot I’m to make, my mind immediately wandered towards physics and two-dimensional kinematics. My MCAT course had also begun by this point: the MCAT is unlike other exams and requires more than a good grasp of the materials to best, demanding strategy and creative thinking. With my mind not too far from the impending physics midterm, I looked at the problem and supposed that it was to determine the amount of compensation needed to accurately hit Zakhaev from the stipulated distance given the distance and travel time. Since speed and accuracy are the name of the game in the MCAT, reading the question becomes critical: the time of flight is already given, so the horizontal distance becomes a distraction. Armed with the time alone, it is sufficient to work out how far the bullet will fall by means of the kinematic equation, d = v(i)·t + (a·t²)/2 and some assumptions (e.g. the bullet has no vertical velocity when leaving the muzzle, and that acceleration is the acceleration due to gravity). The resultant answer is 5.40 meters to three significant figures, and a skilled marksman can then utilise the markers on his optics to determine the amount of compensation required, taking into account the height of the vantage point they are shooting from and any wind effects. Since the MCAT, my exam-writing style has changed somewhat, and while I’ve not done a written exam for three years now, some of those skills remain in my mind.

Screenshots and Commentary

  • Close inspection of the Chernobyl nuclear plant here shows the Sarcophagus being constructed: the mission is set in 1996, but the construction of the actual Sarcophagus itself finished in October 1986, a few months after the disaster. Designed to contain the radioactive materials and prevent most of it from escaping, engineers knew that it was only a temporary measure: two years after its completion, engineers remarked the structure would last at most three decades, and so, the New Safe Confinement was planned. The dome was moved over the old structure just this year, and the project is expected to finish construction later in 2017.

  • The construction cranes should have been gone by 1996, but I am reasonably forgiving of these elements in fiction. This is the same image as the first image one featured in my original Chernobyl Diaries post, with the only difference being that it’s from Modern Warfare Remastered. The amount of detail in the environment is so much greater than the original, and there is foliage and other clutter in the area where the transaction between Zakhaev and the ultranationalists are taking place. This is contrasted with the original Modern Warfare, which feels sterile by comparison. The statistics surrounding Price’s shot have remained unchanged, and this time, I nailed my shot on first try.

  • After their presence is detected, MacMillian and Price are forced to flee as a Hind fires on the hotel, destroying the first floor. I went through this mission a second time to pick up screenshots – there was an unusual bug that caused me to spawn in with the suppressed M21 rather than the standard one, which would have resulted in some unusual screenshots. While effective in terms of stopping power and only differing in aesthetics, it would have felt out place to feature the suppressed, camouflaged M21 in “One Shot, One Kill”, which is all about going loud.

  • The number of ultranationalists filling the air with hot lead means that it is wise to heed MacMillian’s suggestion to run rather than fight: there’s too many of them, and with the timer winding down to the exfiltration, making it to the extraction point becomes important. The amount of time differs depending on the difficulty setting, and typically, on my first play-through of any Call of Duty title, I go with normal difficulty.

  • The moody grey skies and desolate concrete apartment blocks bring to mind the aesthetics surrounding Hasima Island, just 15 klicks off the coast from Nagasaki. Once a coal mining town built of large concrete buildings to withstand typhoons, the island was abandoned after the coal reserves were depleted, and today, it’s a popular tourist destination. It’s one of the most famous haikyo in Japan, and as of 2009, is one of the few haikyo that one can legally access: for three hundred yen, guided tours of the island are offered, and there is infrastructure to keep visitors safe.

  • It is only during a scripted moment that a Hind can be shot down in “One Shot, One Kill”: besides using the M82’s 50-calibre rounds to punch through the cockpit earlier, here, rounds from the M21 apparently damage the engine, causing this one to explode and crash. Elsewhere in the game, dedicated anti-air weapons must be used to deal with Hinds. The crash causes MacMillian to become injured, necessitating that players carry him to the extraction point for the remainder of the mission.

  • While players are still equipped with the suppressed USP at the start of “One Shot, One Kill”, it is strongly recommended that one switches to any other weapon dropped by the ultranationalists so one can remain effective in close quarters: I usually go with the G3 battle rifle. Other weapons available include the AK-47, MP5, mini-Uzi, RPD and W1200 shotgun; the AK-47 and MP5 are solid choices, as well – the number of soldiers encountered means that a good automatic weapon will complement the M21 both during the spaces outdoors, as well as the narrower hallways inside the apartments.

  • A large number of ultranationalists will fast-rope from helicopters, and in Modern Warfare Remastered, there’s an achievement for shooting down a number of fast-roping soldiers before they hit the ground. “One Shot, One Kill” offers plenty of opportunity to unlock this achievement on account of the number of helicopters that appear, and the M21 is an excellent weapon for this task.

  • Moving through the apartment blocks brings to mind the level design characteristics of Half-Life 2, where the strategic placement of obstructions, whether it be piled furniture or rubble from collapsed sections of the building push players down a path. As with all of the assets in the remastered Modern Warfare, the addition of the appropriate amount of clutter to the interiors of the apartments perfectly captures the abandoned sense that improves upon the aesthetics seen in the original.

  • I’ve got no screenshots of me carrying MacMillian through the apartments following his injury; while most games become a bit of a challenge in having players survive, Modern Warfare chose to address this by having MacMillian retain his exceptional marksmanship. When a firefight is imminent, he will ask players to set him down, offer some advice (such as placing claymores strategically to down enemies) and provide support to the best of his ability.

  • After dropping by my old lab to visit and chat with another one of my friends today, who’s close to graduating, I attended a computer science convocation today, five years after posting my original Chernobyl Diaries post for “One Shot, One Kill”. My former supervisor is now the department head, and he was hosting was the first ever reception for a computer convocation. Things started out quiet, allowing me to catch up in some conversation with my supervisor about research and also partake in some of the food available (including Japanese-style fried chicken, broccoli-cheese balls and jalapeño-chicken sandwiches).

  • More people gathered to fill the room with conversation, and during the next hour-and-a-half, I caught up with friends who had graduated today. In a bit of irony, the skies darkened as the reception drew to a close, and a spirited, but ultimately short-lived thunderstorm blazed through the area in a manner reminiscent of the rainstorm that occurred during my graduation banquet four years ago and was one of the factors that contributed to the Great Flood of 2013. Coming through into the change facilities of a public pool, I am vividly reminded of the day following the second physics midterm. There had been a lecture and lab; after finishing my day’s review, I dropped into Modern Warfare and continued with my adventure. I had studied quite thoroughly for the second midterm, having botched the first one (there was a question about Yavin and the Death Star that I still vividly remember missing), although it was afternoon, and my inclination to study had waned.

  • This midterm marked a turning point in my physics course: although I had been quite ready to throw in the towel and survive (the Bachelor of Health Sciences program does not count summer courses in the GPA calculation for research scholarships or eligibility to enroll in the honours thesis course), I realised that I should put my nose down and get the most of the physics course as possible. I stand in the Azure pool here, overgrown and derelict in a beautiful sense. It’s obvious that the remastered Modern Warfare involved a great deal of effort to get the details right.

  • In my original post, I noted that Modern Warfare had taken some creative liberties with its level design and chronology: the Azure pool remained open until 1998, a full two years after the mission in 1996, and it certainly was not that close the the Pripyat amusement park (in the game, the Ferris wheel is visible right outside of the pool). Having said this, I am okay with this inaccuracy: this is not a sentiment shared by other fans, especially those of Tango-Victor-Tango.

  • The rusted out remains of the Ferris wheel and some amusement park structures are visible here, bringing to mind the abandoned Nara Dreamland, which was deserted in 2006 after forty-five years. Nara Dreamland is a favourite amongst urban explorers, but last October, the park was undergoing demolitions, as the Nara government had finally auctioned the site off to an Osaka company. By contrast, the Pripyat Amusement Park was intended to be opened in May in time for May Day festivities, but following the Chernobyl disaster, some reports state that it was opened briefly to allow children some cheer before evacuation began.

  • Before “One Shot, One Kill”‘s largest firefight begins, I will explain the post’s titles. Similar to how I’ve called the original posts Chernobyl Diaries, here, I’ve titled both of them “Revisiting Sunny Chernobyl” as a reference to Andrew Blackwell’s “Visit Sunny Chernobyl”, a fantastic book taking readers through the most polluted places in the world and enlightening readers on the sort of things man has done to the planet. My spin on the title was chosen because I’m returning to Modern Warfare‘s two best missions, playing through things again in the remastered version, and also because these missions are flat out overcast, moody, rather than sunny.

  • For the remainder of the June five years previously, I divided my time between physics and the MCAT preparation course. The end of the month drew near, and with it came the physics final. When I left the exam room that evening, I felt reasonably confident that I had done well, and I finally turned my full attention to the MCAT. The physics course ultimately helped me with the physical sciences component of the MCAT, as biochemistry proved useful for the biological sciences component, and while I did spend the entirety of my June at a desk while my friends were making the most of their summer research, the knowledge gained from this course, coupled with exam-taking skills conferred by the MCAT course, allowed me to score well on the MCAT and further left me with exam taking skills that positively impacted the remainder of my undergraduate degree.

  • One of the features I liked most about Modern Warfare Remastered was the way that some optics were rendered: zooming in on a target in games is typically rendered by lowering the field of view (FOV), and here, it’s a simple filter surrounding a circular area representing the scope to give the sense of depth-of-field while aiming down sights. Leaving the peripheries visible is a nice touch (older games black the area out), although some of the more sophisticated renderings will only change the FOV slightly, and instead, only magnify the area under the optics, leaving the rest of the screen visible.

  • The final firefight opens with Price setting MacMillian down in a covered area and then setting down some claymores. Once ultranationalists arrive, it’s non-stop combat right up until the friendly helicopter arrives. This battle is chaotic, being an intense experience, with ultranationalists sneaking in from the bumper cars, being dropped in by helicopters and otherwise rushing in from a distance. The M21 becomes incredibly useful here, and at the ranges I prefer to engage at, the G3 becomes my weapon of choice even though it shares the same ammunition pool as the M21 does.

  • At long last, helicopters ready to extract MacMillian and Price arrive, bringing this fantastic level to a close. There is one thing that I’ve not noted up until now: since Modern Warfare Remastered was made well after Modern Warfare 3, there’s an achievement for killing Makarov (Zakhaev’s driver). There’s a very specific way of doing this — players must shoot out Zakhaev first and then locate the vehicle Makarov is sitting in. As soon as Zakhaev is down, one should unload on Makarov’s vehicle, making certain not to take out Yuri, who is sitting in the backseat. Once this is done, the achievement will unlock, and the mission proceeds normally.

With these memories enduring even after a half-decade, for me, “One Shot, One Kill” and “All Ghillied Up” are more than just exceptional missions in a Call of Duty game that set the standard for modern military shooters; they represent a trip down memory lane and were the form of escapism that contributed to my making it through that summer, allowing me to blow off steam even when staring down numerous exams. The cinematic, immersive experience offered by Call of Duty 4: Modern Warfare proved to be exactly what a busy mind needed, and since then, I’ve been a fan of Call of Duty‘s campaigns and set-pieces. These memories ultimately are the reason why I would consider Call of Duty: Infinite Warfare‘s Legacy Edition to be a worthwhile purchase; I am, in effect, buying back a re-imagined, remastered look back at the events of the summer five years ago. Although it may appear that I am recalling this summer through rose-coloured glasses, I note that vividly remember of all of the tribulations and effort it took to survive both physics and the MCAT. That Call of Duty offered the occasional break from these challenges simply affords it a favourable impression in my books, and with these recollections drawing to a close, I will be returning to my regular programming: in the near future, I will be writing about Infinite Warfare, which I’d finished shortly after returning from my vacation.

Call of Duty: Infinite Warfare- Final Review and Impressions

“Peace to the fallen.” –Honouring those who made the ultimate sacrifice in the line of duty

Upon reaching Earth and fighting to reach Riah, who’s escaped, Reyes’ plan fails when Riah bests him in one-on-one combat and commits suicide, signalling for a full-scale SDF invasion. Admiral Raines is killed when the Olympus Mons fires on the UNSA headquarters, and Reyes decides to board the Olympus Mons, fighting his way to the bridge and killing Admiral Kotch. Commandeering the Olympus Mons, Reyes and the Retribution launch a desperate attack on the SDF shipyard to disable their fleet and ship-making capability, although they crash on Mars surface before any real damage can be done to the shipyard. Rallying the survivors, Reyes commences a ground assault on the shipyard, and Salter gains access to an SDF Destroyer. E3N sacrifices himself to unlock its moorings, and Reyes activates its weapons, allowing Salter to destroy the shipyard. Reyes himself is ejected into the vacuum of space and dies from flying shrapnel, with the knowledge that their mission was successful. The UNSA honour their sacrifice in a ceremony, and its shown that Salter survived the assault with three other soldiers. Thus ends Infinite Warfare, my first ever Call of Duty title set fully in space, away from the modern warfare setting. Overall, the diversity of settings and weapons give this game a different feel from previous Call of Duty titles – the sum of these components come together to create a remarkably entertaining campaign whose biggest draw is simply being able to shoot things in space. However, Infinite Warfare is far from being a shooter devoid of a thematic element.

By the end of Infinite Warfare, the main thematic element is that sacrifice may be necessary to achieve a longer term victory even if the short term costs are high. Infinite Warfare presents this directly, bereft of any excess symbolism and other obfuscation. Quite simply, Reyes makes the ultimate sacrifice to cripple the SDF, knowing that he is giving up his life so that SATO and the UNSA can fight another day to keep the SDF at bay. This was a non-trivial decision, and the ending shows that it was the right decision: themes of sacrifice are quite common in anime, and one particularly noteworthy example is the contrast between Puella Magi Madoka Magica and Yūki Yūna is a Hero – there are some uninformed who believe that the former surpasses the latter on virtue of Madoka sacrificing her life to become a god for the sake of her world and Homura, whereas Yūna falls short of being a hero because the ending “undermines” her sacrifice. However, this is not true: both are heroes in their own right, prepared to give up their own well-being for the sake of others, but in the case of Madoka Magica, Madoka’s premature sacrifice allows Homura to undo everything she’s created. While a fine anime, Madoka Magica fails to account for when a sacrifice is appropriate: this is something that is explored more appropriately in Infinite Warfare. The stakes are laid out: if Reyes and the others are not ready to do what it takes, even giving up their lives if it comes down to it, to destroy the SDF shipyard, then only more casualties will follow. Salter continues channeling Reyes’ spirit, doing her best to bring him back alive, and Reyes himself does his utmost to complete his mission and survive. That Reyes dies at the end illustrates that fate is not always so kind, but it was not a death in vain. This is something that a great deal of anime fans fail to comprehend: heroics will involve sacrifice, but sacrifice need not be total, and dying in the line of duty needlessly can have far reaching consequences in the future. Reyes’ sacrifice is a calculated one, made on the basis of facts, and it is shown that he makes the right call, standing in contrast with Madoka, whose sacrifice only served to drive Homura to despair and ultimately undo everything Madoka had built out of a want to protect her.

Screenshots and Commentary

  • So here we are, at the final two missions of Infinite Warfare, where the pressure is on to find the means to defeat a seemingly technologically and definitely numerically superior enemy: it is definitely an interesting experience to be fighting against a faction said to surpassing the protagonists in capability, and there are points in the game that bring back recollections of some folks I’ve known who present themselves to be far more capable and accomplished on social media than is reality. However, social status in online platforms is really a paper tiger: hard work and humility are far more potent in the long term than likes, shares and re-tweets.

  • Thus, when playing through Infinite Warfare, it is a constant reminder that even against what looks to be unfavourable odds, what prevails is a constant amount of sustained effort and persistence. The SDF may look to be imposing, but Captain Reyes and his crew’s determination to get the job done allow them to dismantle the SDF leadership and war machine one component at a time. By this point in time, the SDF High Council is largely gone, along with most of their best soldiers, and it’s a race against time to find Riah.

  • The EBR-800 becomes superbly useful in the dark streets of Geneva when used in conjunction with drones and seeker droids, which automatically locate and neutralise enemies hidden in the ruined buildings. Its versatility in Infinite Warfare is such that the weapon is useful for most situations in a variety of ranges, owing to its ability to switch rapidly between a long-ranged shot and automatic fire for closer ranges.

  • I find a KBS Longbow here: the only bolt-action ballistic rifle available in the campaign, it is, on an per-shot basis, the most powerful and accurate long-range weapon, featuring high stopping power at the expense of firing rate and reload times. On my playthrough of Infinite Warfare, I did not manage to find all of the weapons available in the game, but I did manage to complete all of the side missions. On a future playthrough, this means I will have access to upgraded weapons, which could be useful for playing Infinite Warfare on higher difficulties.

  • Having said this, I’m not too sure if I will be looking to go through Infinite Warfare again – for one, the game occupies a non-trivial amount of hard drive space, and it’s a time commitment to go through again. I imagine that the most likely course of action is that I will uninstall Infinite Warfare in the near future for the purpose of saving disk space even in spite of my enjoyment for the game. Shortly after exiting the church, Reyes finds himself face to face with Riah, who handily defeats him in hand-to-hand combat before committing suicide, signalling for the SDF invasion to begin.

  • A window of opportunity opens up after the Olympus Mons appears: while it destroys the UNSA headquarters and causes Admiral Raines’ death, Reyes is determined to settle things between him and Admiral Kotch once and for all. He orders a Jackal to his position and flies towards the Olympus Mons under a distraction the Retribution creates, managing to board. It’s a fierce firefight once Reyes hits the hanger, although there is plenty of cover to make use of here. With patience and returning fire, the hanger is soon cleared, allowing Reyes and his team to move on.

  • As Reyes moves through the Olympus Mons, Kotch’s now-familiar visage graces screens, warning Reyes that his efforts are for naught. Reading through Infinite Warfare‘s excerpts on the SDF’s values and beliefs provides an unusual insight into their society. Even more militant than North Korea, the SDF are comically evil to an extent: so much of their way of thinking is ridiculous to the point of humour, although it could also serve as a warning about a society that is content to follow rather than take charge. The number of people out there who ardently accept beliefs and ideas expressed in social media is bewildering, and subscribing to extremist thought expressed by the unlearned is precisely what leads to an erosion of liberty.

  • Sprinting through collapsing sections of the Olympus Mons brings to mind the sort of chaos seen in a Portal 2 level; Kotch is scuttling sections of the ship in response to Reyes’ determination, but even this is not enough to stop Reyes and his soldiers. My belief in critical thinking and a healthy skepticism to information until it can be shown the information is credible drives how I take in news and information. While it’s the way of thinking that is encouraged, it also earned me some enemies of some classmates back during my time as a student – these individuals did not understand that I was opposing their ideas, rather than their person, and so, considered it a personal attack when I did not agree with them on things ranging from something as simple as how square brackets are used to more serious matters, such as whether or not it is feasible to involve all students in activism.

  • With so much time having passed since those days, I’m hoping that their grudges have long vanished – I know that I have no quarrel with them on account of how busy things are. Back in Infinite Warfare, upon learning that Kotch is in the bridge surrounded by robot soldiers, E3N hacks up the robots to fight for Reyes, and Reyes himself takes control of a robot to deal as much damage as possible before self-destructing in front of Kotch, fatally wounding him. I finished off Kotch before his last words, primarily because I was going for the “You know nothing” achievement.

  • After the Olympus Mons’ weapons come online, Reyes is given access to the F-SpAr and is set to target the Tharsis shipyard in the distance. Active SDF destroyers show up, and it’s finally time to give the SDF fleet a taste of their own medicine: it was a blast to wipe floor with the SDF destroyers, although for the short moment players have access to this awesome power, the Olympus Mons sustains heavy damage and is unable to use the F-SpAr against the shipyard.

  • The final battle at Mars has a little of everything, from fantastic set-pieces and space combat to boots-on-the-ground combat. Here, Reyes boards a Jackal with the goal of clearing the airspace around the Olympus Mons so that it can ram into the shipyard and cause enough damage to significantly lessen the SDF’s ability to construct new destroyers. I am tasked with taking on three SDF aces here and remark that, total completion of the main missions and side missions will naturally allow for the Royal Flush achievement to be unlocked (eliminate all SDF aces and captains).

  • While perhaps not quite as varied or innovative as the Titan-to-Titan combat of Titanfall 2, the Jackal sequences in Infinite Warfare were overall a thrill to play through, offering breaks in the campaign that serve to mix up the gameplay. To ensure things did not get stale during the side missions, I alternated between the Jackal Strike and Ship Infiltration operations; the main missions themselves offer a reasonable balance between flying and boots-on-the-ground combat. I nearly finish taking out the last SDF ace here and thought I had sustained excessive damage, but it turns out that Reyes’ crash is scripted, occurring as the Olympus Mons is forced to divert in order to avoid collision with the Retribution.

  • Following a crash-landing on the surface and the realisation that their initial attempt to destroy the shipyard has failed, Reyes rallies with his forces and motivates them to fight on, reasoning that either they live and cost the UNSA the future, or else risk their lives to ensure a future for the UNSA and SATO. This is a sacrifice that is reasoned through and thought out, making it one whose necessity becomes very clear. When starting the mission, I opted to go with the RAW equipped with a recharger that gave me unlimited ammunition, as well as the Trojan optic for quickly picking out enemies.

  • The value of a total sacrifice costing one’s life is ultimately determined by considering the outcomes of that sacrifice relative to the outcome of living to fight another day. In Madoka Magica, Madoka’s actions, while heroic and allowing her to help her friends find happiness, also bars her from intervening directly when Homura decides to change things. Hence, this was not a meaningful sacrifice, since its benefits in the long term were cancelled out by Homura’s actions. By comparison, Reyes and the Retribution make sacrifices knowing that they have an exceptional opportunity to damage the SDF military machine, and the outcome of this is a strategic victory for the UNSA.

  • After fighting to the shipyard’s orbital elevator station, Reyes and Salter, plus a few others, make the ascent to the shipyard while the Retribution’s crew remain on the ground to hold off the SDF. The combat is intense, and even with fire support from the Olympus Mons’ remaining weapons, it’s a difficult battle. Careful, controlled use of the RAW here allowed me to go through the mission without reloading the weapon, and it is with the fusion magazine attachment that energy weapons shine.

  • Besides the RAW, I also carried the F-SpAr torch throughout the final mission. Obscenely powerful, it’s a highly effectual means of beating the RC-8 combat drones. An upgrade to the C6 drones, the RC-8 deal massive amounts of damage and can absorb punishment, as they carry shields that can absorb incoming fire. Usually, it takes sustained firing in conjunction with grenades to bring them down, but heavy weapons make short work of them, hence my decision to hold onto the F-SpAr in case I encountered them.

  • This turned out to be a good idea, since in the corridors in the shipyard are filled with hostile elements. I encountered an RC-8 here and tossed shock grenades to stun it, hitting it with the F-SpAr while it was disabled to permanently remove the threat it posed. This past weekend has seen a recurrence of the events five years previously, as I played through Modern Warfare‘s “All Ghillied Up” after a fantastic dinner of pizza from one of the more famous pizza places in the area: their donair pizza and all-meat pizzas are delicious, having more toppings and a more flavourful crust than pizzas I’ve had previously. Today was a bit duller, as the cloud cover gave way to thunderstorms by evening, although I did manage to unlock the Chauchat Low Weight in Battlefield 1, the first of the assignment weapons for the “They Shall Not Pass” DLC.

  • I spent a total of ten hours in Infinite Warfare‘s campaign, discounting the extra hour-and-a-half I spent trying to get the game working on day one, and subsequently, the waits for the game to load. My computer, while powerful, encountered some difficulties in loading the game and some of the transitions were not seamless, but overall, ran the game at 1080p with 60 FPS on the highest settings. By this point in the game, I’m liberally using the gadgets available to fight the hordes of SDF soldiers and robots; looking back, the seeker bot and drones were my favourite options. The shield and hacking charges, while fun, were not used as frequently.

  • Salter suggests stealing an SDF destroyer to cause enough damage to the shipyard to put it out of commission permanently. While an armed destroyer is available, its weapons are offline and it is docked to the shipyard. In order to release the docking clamps, E3N offers to destroy a reactor powering the clamps, but can only do so by creating an explosion large enough to do so. E3N’s “death” was quite similar to BF-7274’s in Titanfall 2 in that both interact with a high energy source to disrupt and destroy it, and both moments result in a moving end for the robots in their respective games.

  • Reyes watches as the shipyard is destroyed, and despite Salter’s efforts to save him, Reyes does not make it: his helmet is shattered by debris, exposing him to the vacuum of space. In his final moments, Reyes dies knowing that his mission has succeeded. This brings my journey through Infinite Warfare to an end, two months after I started the campaign, and I had a fantastic time going through the game. The next Call of Duty title is a return to WWII, and is set to feature older game mechanics, such as health pick ups. I’m curious to see what it will look like, but at present, I have no plans to buy this title.

It may come as a surprise that I found the sacrifice in Infinite Warfare to be better executed than that of Madoka Magica – this stems from a worldview that people are worth significantly more alive than dead. Heroics is the willingness to do what is necessary and be selfless, to be prepared to make sacrifices for what one believes is correct, not the reckless, uncalculated self-sacrifice with the hope of making a difference. In fact, dying needlessly is unheroic, as it deprives the individual the ability to make a difference later on. Ultimately, the hate and doubt directed at Infinite Warfare was misguided and unnecessary – there’s a clear theme, solid gameplay and an impressive range of environments that come together to make the game’s campaign far more entertaining than expected. It was definitely a pleasant surprise, and I liked the way things played out because it was a logical progression of how the decision to make sacrifices is reached. Beyond these elements, the combination of boots-on-the-ground and Jackal combat in different parts of the solar system kept things fresh even if some of the mission ended up being quite similar to one another: the set-pieces in the game were stunning, and unique to the different locations reached. Overall, I would recommend Infinite Warfare for the campaign and zombies modes when the game is given a discount: the multiplayer is not particularly inspired, and the replay value is moderate, so one would not get their money’s worth should they buy Infinite Warfare at full price.