PART I: Character Customization
PART II: PACE & METHOD
Like the introductory paragraph to a good essay, pace is what sets the tone for the multiplayer experience in a first-person shooter. The speed at which Call of Duty 4 and Halo 3 are players is a main factor that sets players from both camps apart. As soon as a COD4 match starts the first thing you notice (apart from how bad ass the SAS guys sound saying “Let’s do this!”) is that the game is fast. Thanks to the new sprint mechanic (done by holding down the left analog stick) your character is able to zip across the map in short bursts. This new ability makes each match feel more like a true warzone rather than a game of Team Deathmatch. Soldiers sprint from cover to cover in the real battlefield don’t they? You even die fast. It doesn’t take a lot to get killed in a game of multiplayer. The chances of you catching a bullet with your face within the first ten seconds of a match are fairly high. In fact, the chance of you dying every ten seconds is also very high. This may sound frustrating, especially to newcomers, but it makes sense. A shooter that claims to be “realistic” should have somewhat realistic bullet damage, which I feel COD4 gets right (although not perfect). A few shots to the chest are enough to down any soldier and all it takes to kill someone in COD is a few well placed shots. A single shot in the head leads to instant death in the game we call life therefore one headshot in COD means you’re hitting the respawn button. The idea will piss you off at first but if you think about the logic behind it you might come to appreciate it.
Continue reading ‘COD4 vs. Halo 3 Multiplayer Part II – Pace & Method’
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