![]() ![]() There was also the concept of Field Orders, an odd mechanic that rewarded even the most average players with game changing streaks like the KEM strike for doing simple things like teabagging a dead enemy. This ultimately made the streak frustrating to use, with it feeling like an over complication of a classic Call of Duty feature. This killstreak only provided the full UAV effects if multiple were placed on the map at the same time, making a single SAT COM pointless. The SAT COMs were the game's version of UAVs, and they came in the form of easily destructible devices that had to be set on the ground. Other issues were present in Call of Duty: Ghosts’ multiplayer, such as how UAVs were used. With Call of Duty: Ghosts, there was no innovation, with a traditional campaign provided instead. Different endings could be acquired, and some side missions were able to be completed in hopes of getting a better conclusion to the story. In that campaign, players could make choices that led to certain characters dying and major scenes playing out differently. The decision to feature a group called the Ghosts that had no relation to Modern Warfare 2’s Simon Riley (aside from a dog whose name was a tribute to the character) was odd, and the silent protagonist Logan proved hard to connect to.Īlongside some stiff voice acting from the members of the Ghosts and a predictable story, the campaign felt like a step back from Call of Duty: Black Ops 2’s creative singleplayer mode. For starters, Infinity Ward had the challenge of getting fans invested in a new universe and fresh cast of characters, which was an uphill battle given the popularity of Modern Warfare and figures like Captain Price. Each core mode of Call of Duty: Ghosts had its flaws, and the campaign’s were perhaps the most obvious. ![]()
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