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The game's engine does a good job of handling the more epic battles, with smoke, explosions and corpses flying about all over the shop. AA flak zips across the sky, greriades and Molotov cocktails explode all around, while wave after wave of men drop like flies. There are few game series that put you right into the heart of the battle like this and World at War lives up to expectations perfectly. It even has a D-Day style beach assault although there aren't any cliffs to climb up this time round.

What WAWdoes very well, specifically in the Soviet campaign, is give you a great sense of the struggle for humanity that is taking place. As you progress, driving the Nazis back behind the borders of Germany, your constant companion, Reznov played by Gary Oldman , is driven by the desire to crush the 'rats' who butchered his comrades in Stalingrad.

At least one other soldier fighting at your side questions the need to kill surrendering troops where they stand, to show some mercy where their enemies had previously shown none - pleas that are subsequently ignored. Some moments are genuinely thought provoking, with Soviet troops dealing with a captured German soldier in a ruthless and brutal fashion - one that is celebrated by Reznov, yet may well disgust you, the player.

Treyarch have done superbly in refusing to shy away from the madness of the Eastern Front the horrors of which we in the West can only begin to imagine. Perhaps the best moment in the game, therefore, comes not from the storming of the Reichstag but when you find three Nazi soldiers at the entrance to a subway. They are of no threat desperately pleading for mercy. However, surrounding them is a group of Soviet soldiers clutching lit Molotov cocktails, and Reznov places their fate in your hands.

I won't splay the scene wide open for you, but it's enough to say that the outcome is grim either way. There's a strange aspect to the missions that sometimes grates a little. It was the same in COD4, but is more pronounced this time out Sometimes the battles seem to progress without any input from you, while at other times, if you don't take the risk and advance yourself, your squad will remain stuck where they are forever.

It doesn't really matter too much, but it can still lead to a few moments of "Am I meant to advance now or what? You might even advance too early and get rinsed by a sudden wave of enemies. If you're after anything resembling a challenge, it's best to steer clear of the easiest difficulty levels.

You certainly won't get the most out of the battles when you can take ridiculous amounts of punishment before finally carking it The larger battles are meant to be exercises in intense action, but when you can survive so easily, they lose most of their impact. You'll find yourself virtually impervious to damage, apart from grenades and flamethrowers. Speaking of flamethrowers, you'll find yourself equipped with one pretty early on in the Pacific campaign. It's devastatingly powerful and makes clearing out bunkers and enclosed spaces a doddle.

Unfortunately, due to the nature of your Japanese opponents, specifically their banzai charges, the weapon makes some sections far too easy. When enemies rush right at you, a one-shot-kill weapon takes any sense of fear out of the equation.

This could have been solved by making adversaries appear from unexpected directions more often, catching you by surprise, but disappointingly, this rarely happens. They usually just pop up right in front of you, virtually pleading to be roasted alive. You can also use the flamethrower to bum the long grass the Japanese sometimes hide in, as well as the trees enemy snipers call home.

However, due to the nature of the game engine, it doesn't feel as natural as the flame-bringers in Far Cry 2 or even Return to Castle Wolfenstein. World at War is still as resolutely linear as its predecessors, except for one or two moments where you get to choose whether to go right or left. In these days of free-roaming worlds and vast environments, the extreme linearity is both frustrating and, curiously, comforting. Sometimes you don't want to be overwhelmed by side quests or options - you just want to get stuck into the combat When you get that particular urge, the Call of Duty series remains at the top of the pile, providing one' of the most tightly scripted and linear gaming experiences money can buy.

Nevertheless, some more choices here and there would have been nice, even if it was just along the lines of a branching campaign that involved some form of decision making on your part. Multiplayer has been expanded since COM, with the addition of a co-op mode, vehicles and a Nazi Zombies mode unlocked by completing the single-player campaign see 'Zombie co-op'.

There will also be the usual Team Deathmatch and Capture the Flag modes, plus the usual perks and achievements for people with far too much time on their hands. The multiplayer beta that has been doing the rounds hasn't gone down too well with some fans, specifically veterans of C0D4, who have complained it is effectively just a reskinning of that game's own multiplayer section. Even if the more competitive elements of WAWs multiplayer don't go down too well, the co-op side is, as such modes tend to be, great fun.

What we have here is an excellent game that will suffer not because of its quality or lack of such, but because it is inevitably going to be compared to its immediate predecessor.

Gameplay-wise, there is little to separate the two titles in terms of quality. Both are perhaps the finest current examples of tightly scripted, linear rollercoasters, packing in as many extraordinary moments into their relatively short timespans as possible. World at War is a bit more expansive than COM, in terms of both level design and length. So the fact there are so many moments I'll remember long after the game's credits is a testament to the cinematic quality of the game.

Sadly, for some players the fact they'll feel like they are playing a mod of C0D4 will be too difficult a barrier to overcome, especially when the scenarios are, at least initially, unexciting prospects for a COD veteran.

Nevertheless, if you can get over these obstacles, you'll find yourself enjoying yet another example of exhilarating action. While World At War isn't original and has moments lacking in inspiration the tank section, ugh it has refined the linear World War II shooter template as much as perhaps it can be.

Like Star Trek films we've come to expect the Call of Duty games if you take into account the ones released on consoles to run one good, one bad. However, now that former provenors of console-fare Treyarch have sat me down in front of the game, I've removed my cynicism goggles to look upon the series with fresh, blood-spattered eyes.

Dropping the number system, Call of Duty: World at War is a new start for the COD 3 developers - having been granted a lot more time to make the damn thing, and specialising on parts of the war not instantly recognisable to your average gamer - stuff like the Russian push on Berlin or, as I was recently shown, the conflict in the Pacific.

The raid of Makin Island, one of the first levels, starts with you tied to a chair, faced with a smug Japanese general. He puffs cigar smoke in your face, before turning to one of your comrades and shouting appropriately phrased Japanese at him. All standard fare until he takes that cigar and stubs it in your mate's eye, the blood-curdling scream making even fellow enemies squirm, before they move into full-blown shock when he slits your comrade's throat, spattering blood across the wall and the dead man's shadow.

As the general grabs you by the hair and readies to kill you, there's shouting, footsteps and a knife in your captor's back.

A marine pulls you to your feet, assures you you're safe and shoves a gun into your hand, asking if you can fight. As there isn't a "bugger this" option, you're well on your way into the most brutal portrayal of war you've ever seen.

We wanted to make something new, something different," smiles Mark Lamia, Treyarch studio head. Both in our history lessons and in most WWII games there's a heavy focus on classical tank and infantry combat, with familiar soldiers and countryside dotting a stretch of countryside.

Here, we see a rich, pine-laden Pacific and a different war, thanks to the unconventional style of warfare use by the Japanese. While the banzai tactic of running, swords drawn, into the enemy is well-known, the Japanese fought in a brutal, mano a mano fashion. The Bushido code, which valued honour over life, drove Japanese soldiers to fight to their last breath, no matter how dire and hopeless the situation was.

To put it in Lamia's words, "They were taking no quarter, and none was given. The Imperial Japanese weren't like any modern fighting force you've ever seen.

They were a gritty, ruthless, non-traditional opponent - stuff like guerrilla warfare and the Bushido code were completely alien to the Americans at the time'. Japanese soldiers would hide in undergrowth and slit the throats of sleeping soldiers and snipe from trees, using every trick they could to bewilder the allies. I later witness this in-game, near the end of the Makin Raid, as we trundle past a seemingly benign set of bushes.

Flashlights suddenly blind us and a bunch of manic Japanese soldiers leap from the foliage. One primes a grenade and grabs a soldier in a suicidal embrace, winning a grim victory. World at War's stated aim is to move away from convention, removing the stodge from a tired genre with new vistas, under-exposed theatres of war, and a new angle on storytelling. They go beyond the simple briefing format with amazing combinations of slick graphics and facts about the mission you're sent on.

This fix is an authority fix for COD: World at War that the engineers planned dependent on the input they got from players. One of the issues you may experience is that once you pass on, you bring forth in another spot on the opposite side of the guide. A few players find that they generate directly before contenders and kick the bucket rapidly.

This fix tackles a portion of those issues. It changes both where you generate and when you produce to assist you with staying aware of your partners without continually biting the dust. It additionally fixes the slack occasions that many experienced as they battled against tanks.

Cutting down those tanks is adequately hard, however when the game has a long slack time, this errand turns out to be significantly harder. Fight for ocean territory in "Battery," defend Russia's resources in "Revolution," and battle in the dense streets of "Breach.

Teleporters and Pack A Punch Machines spring to life when friends are online, but beware, Zombies close in when they log off. Download this trailer. Free Download to Xbox The terrifying Nazi Zombie horde continues its unending attack in this chilling premium theme. War-weary soldiers can take a moment to enjoy classic beauties in this pinup girl-focused premium theme. Download the Call of Duty: World at War Demo to experience the intensity and brutality of war like never before.

The map splits the four players into pairs, challenging the two teams to find each other for survival. Free Multiplayer Map! The tide is out and the sun is high — this daytime version of Makin sheds new light on the battle! Download and customize your Xbox dashboard with a gritty wartime environment that embodies the brutality of Call of Duty: World at War.

Harness four-player co-op gameplay to coordinate assault strategies with your teammates like never before. The fast-paced intensity never lets up us as cities get annihilated by planes, tanks, missiles and gunfire.

Survive the uncensored experience of the most gritty and chaotic combat ever seen before.



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