Death of the Critic

Call of Duty

Going Back To Call of Duty

Written by: Tom Blaich

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It has been interesting to see where
Call of Duty has ended up. I came to the franchise back in 2005 with Call of Duty 2: The Big Red One and got hooked when I first picked up the original Modern Warfare. Call of Duty 4 changed the face of the modern shooter, and when it was announced that it was being re-released with this years integration of the franchise, it felt like it was time to go back and see where modern Call of Duty games began, and where they began to go off the rails. I have not been drawn into the last few titles and a part of me missed the simplicity of the older titles. While they kept the fast-paced, frenetic action, they shortened the feedback loop and added in so many different systems that started to overwhelm me. There was always something going on: a different medal, award, or unlock. It got to the point where there was always something flashing across my screen, and it started to lose its attraction.

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Who is the Next Enemy?

Written by: Tom Blaich

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lt is no secret that video games have you kill a lot of people. If you have played them with any sense of regularity, chances are that by now you have gunned down tens of thousands of monsters, terrorists, and soldiers across the ages. Every few years, games go through distinct phases where enemies all seem to be the same type. We’ve had the World War 2 era, where Nazis were the cannon fodder of choice. Before that we had monsters and mutated freaks. Russian and Chinese soldiers were the flavor of the month for a while, and the zombie craze is still ongoing. Generic terrorists are always a good fallback, and it’s no surprise when a popular game relies on one of these clichés for their antagonists. But as our world becomes more complex and our threats become more fluid it has raised interesting questions for players and developers, and it asks us: Who is the next target?

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Loot Boxes

Written by: Tom Blaich

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It’s notable now when a game doesn’t try to incorporate some form of micro transactions into their multiplayer modes to extend their revenue streams out for as long as possible. This speaks to an attitude where companies are competing to be the single game that players buy, keeping them in their ecosystem from as long as possible, and they’ve taken many lessons from the massively popular free-to-play mobile games that dominate the handheld marketplace. But there is a juggernaut that many people ignore. Valve’s moves towards long-term monetization of their stable of multiplayer games has changed the video game industry tremendously, adding a virtual slot machine mechanic to most large multiplayer games that come out. While the gaming community has poked fun at the “hat simulators” for years, we have seemingly ignored the way the crate and key mechanics of Valve games has created this landscape.

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Living Life Down the Barrel of a Gun

Written by: Tom Blaich

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For all of the broad range of experiences that games can offer to us, the actual ways in which we are allowed to interact with them is rather limited. Most game screens look remarkably similar from a UI point of view. There is some sort of health bar, possibly a map or objective indicator in one corner, maybe a crosshair in the center of the screen, but invariably, the bottom right corner of the screen is almost always taken up by a gun. There are a few games that don’t follow this, but in the mainstream, first-person games that don’t shove a gun into your hands are the vast minority. And if your hands are filled with a gun, they have a knife, or a sword, or a bow, your weapon is offscreen, waiting to be pulled up with a single button press, aching to strike out at someone.

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