
It's that same feeling all over again. When the first Modern Warfare game came out two years ago, I'd play with my wireless Dolby Digital headphones. The surround sound was surreal for a game like this, as I could hear bullets flying by my ears and hundreds of close encounter grenade explosions. The loud sounds were torture for my ears, if only for a few hours. My ears would be ringing like Quasimodo hit it.
After a few hours of playing Modern Warfare 2 tonight, I can safely say that the same feeling has indeed returned. Call of Duty is back for the holidays and lives up to all of the immense hype that is still reaching a boiling point. For those who don't realize it already, the game's quite short. Knowing this before starting my campaign, I took advantage of more exploration to get the most out of the campaign experience for the first time. For me, getting the most out of a first full run-through of a game is important.
Here are a few highlights and interesting notes that I've compiled throughout my first three hours of play:
Hans Zimmer's Orchestral Score
There's quite a difference in the way storytelling can be done, but without a solid musical presence, sometimes all the dramatic effect is dampened. Fortunately for Modern Warfare 2, the situational music constantly revs up the player. It's such a fantastic improvement for the overall presentation of the game. For those not familiar with Zimmer's work, then maybe Crimson Tide, The Rock, The Thin Red Line, Gladiator, The Last Samurai and The Dark Knight are more popular examples of his top-notch credits. Anybody who doesn't remember the music to either of these movies should be ashamed. I've already praised the man's work in the forums.
The 'No Russian' Mission (*SPOILERS*: HIGHLIGHT BELOW)
It's the level that has already caused controversy around the globe. The missions involve your character, acting as a fake Russian terrorist, participating in a mass murder at The Moscow Airport. The level begins with your terrorist faction coming from an elevator only to find hundreds of innocent civilians at a security checkpoint. After the crowd looks at your gun-wielding group, everyone is then shot dead in a matter of seconds. It's a violent experience that I'll never forget in a videogame. Even more horrific is the level's conclusion, which jumpstarts the plot. The main bad guy kills you just before you enter the getaway vehicle, only to leave a dead American spy as the only evidence behind the day's terrifying event.
Despite what everyone might say about the level, Infinity Ward should be proud. Everything about the level's inclusion screamed "freedom" for the videogame community. We got a constant reminder of how dynamic and binding the game's story is told and were also highlighted the "no holds barred" spectacle of video game presentation at its finest.
A Very Sticky Plot
After the third mission, everything starts getting confusing. Enemy infantry is coming from all directions in the United States and it quickly becomes difficult to understand your ultimate motives for each mission. Maybe this level of confusion with the plot is supposed to mirror the confusion that the troops were also experiencing in-game. Is that even plausible? Nonetheless, the plot begins to simplify and circles one simple notion: Find Makarov (former lieutenant of the last game's antagonist).
End of Level Gratifications
Nearly half of the levels that I played through contained a certain jaw-dropping situation that occurs at the end of every level. Whether it be a close-call getaway or terrorist kidnapping, one of the most notable ones happens in a level at the end of Act I. Needing only a final jump across the rooftop to the landing zone of your pickup helicopter, I fell slightly short of the platform's reach, and even with Captain MacTavish trying to pull me up and save me, I collapsed to the ground anyway. My character was then awakened in a confused state as radio talk started to warn of a large number of enemies heading towards my location. The tense final minute of the level then involves running and jumping across rooftops (very similar to Mirror's Edge) to escape. Finally, a countdown timer starts as you're racing towards a helicopter's hanging ladder over a building's edge. From start to finish, this is what I expected from a AAA-game.

Elevation Depth
Plenty of the missions required using mid-range guns for long-range targets. In addition, firefights were usually done aiming up rather than straight and level with the enemy target. Maybe Infinity Ward did this to expand the scope of each level, but this situation actually teaches players to shoot slightly below their targets. Every gun's recoil is quite different and this method probably encouraged my next point.
Auto-Aim Targeting
Is it just me or does this mode make the game a lot easier? For those who don't even realize this small trick, the targeting reticule will actually scroll through numerous targets after releasing then holding the weapon zoom button, which can be unfair at times. I remember I situation where I quickly dispatched 10 enemy soldiers with a normal rifle. I haven't tried much of multiplayer yet, but if this control option was toggled for that, I'd imagine a lot more sporadic leaderboard changes.
Emphasis On Fire Support
Some levels will have another character or your military superior leading the charge, requiring you to provide fire support. Although the game's Campaign mode is only single-player, this element gives it the feel of a cooperative game. The best part about these types of missions is the rapid pacing of the NPC character, never slowing down and negatively affecting the fast paced gameplay.

Fighting in Fast Food Joints is Awesome
I saved this one for last. One particular level in Virginia will have you exchanging fire in a pizzeria, blowing enemies away from close-range in a burger joint and sniping other hostiles in a taco establishment. These worldly locations show off the fun side of the game, as food, tables and (best of all) windows are smashed a dozen ways during these firefight face-offs. There are just so many typical action movies with kitchen fighting scenes. Fortunately, it's an enjoyable atmosphere for those tired of constant town ruins and jungles as level backdrops.
All of these things and we still haven't gotten to Spec-Ops or Multiplayer. Rest assured that we'll have our thoughts about those two in the next few days. I can hear those bullets passing by my ears again. Really.


