You know what you’re getting when Call of Duty goes back to its “roots” in the fourth game. You get three years of Infinity Ward’s full attention, with additional help from High Moon, Beenox, Raven, and Sledgehammer. It had better be good—and luckily it is.
While we get yet another plot about American intervention in a Russian invasion of a fictional country somewhere in that space where Turkey meets Iraq, it’s also a game of beautifully recreated moonlit alleyways, night-time walks in the forest, abandoned motorbikes, and a battered PC case with the single best rendering of a Molex power connector we’ve yet seen. Its use of darkness is sublime, enabling you to be the terror in the night before deftly turning the tables.
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