Call of Duty: Ghostsis an interesting entry in Activision’s flagship series. As the first major cross-gen release for the global juggernaut, thisCall of Dutygame bridged the gap between the PS3 and PS4 console generations. It was also a bold step forward forInfinity Ward, as it served as the first time in several years that the developer was moving away from the safety of theModern Warfarebrand.
The much-memed fish AI demo did not exactly get fans hyped forCall of Duty: Ghosts, and it did not help that the game was releasing after the belovedCall of Duty: Black Ops 2. Ultimately, it marked the end of the golden age for theCall of Dutyseries, as it was not as successful as the games that released from 2007-2012 and served as the start of a rough patch for the series. Each game mode has downsides, meaning there are several reasons why the game never received a sequel.
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Call of Duty: Ghosts’ Campaign Was a Step Back
Each core mode ofCall of Duty: Ghostshad its flaws, and the campaign’s were perhaps the most obvious. 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 ofModern Warfareand figures likeCaptain Price. The decision to feature a group called the Ghosts that had no relation toModern 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.
Alongside some stiff voice acting from the members of the Ghosts and a predictable story, the campaign felt like a step back fromCall of Duty: Black Ops 2’s creative singleplayer mode. In that campaign, players could make choices that led to certain characters dying and major scenes playing out differently. Different endings could be acquired, and some side missions were able to be completed in hopes of getting a better conclusion to the story. WithCall of Duty: Ghosts, there was no innovation, with a traditional campaign provided instead.
Call of Duty: Ghosts’ ending was also flawed, as Infinity Ward clearly wantedGhoststo spark its own subseries. To do this, the developer provided fans with a cliffhanger that did not make much sense at all. Despite being shot at point-blank range with a revolver, Rorke survives, with the villain taking Logan captive to brainwash him and make him a Ghost Killer. This likely would have set up a Logan vs. Hesh campaign if a sequel was released, with the two brothers battling against each other. Rorke surviving has always felt absurd, though, as does the notion that Logan would turn on his family. Ultimately, this cliffhanger felt forced, and fans will likely be left to wonder what happened next forever.
While there have been some trulygreatCall of Dutycampaignsover the years, multiplayer has and always will be the most important aspect of the series. Unfortunately,Call of Duty: Ghosts' multiplayer component had some major flaws. A majority of the maps were weak and far too large, which is a death sentence for aCall of Dutygame. Stonehaven, for example, was a massive play space that felt hugely unfocused, lacking a three-lane-style and feeling like a massive bit of land where players ran around aimlessly.
Other issues were present inCall of Duty: Ghosts’ multiplayer, such as how UAVs were used. 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. 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. This ultimately made the streak frustrating to use, with it feeling like an over complication of aclassicCall of Dutyfeature.
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. Some of the rewards were silly, too, like becoming Michael Myers or thePredator. Considering that some players are against overly colorful outfits in a military setting, it is no surprise that this more extreme level of goofiness rubbed a few players the wrong way. Other issues included overpowered weapons like the Honey Badger and an overly gray color palette, with the latter leading to a game that felt like it was lacking personality.
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Extinction Was Not What Fans Wanted
Call of Duty: Ghosts’ Extinction modewas an interesting experiment that did not pay off, though some players do look back on it fondly. The co-op mode saw four gamers coming together to battle aliens known as Cryptids, with the creatures coming in many different forms. Each map played out like a linear mission as opposed toCall of DutyZombies' round-based style, though this change of pace could be a key part of why the mode did not catch on.
Call of Duty: GhostsfollowingBlack Ops 2means that it had to live up to that game’s Zombies mode, which is widely regarded as one of the best the series has ever seen. While it got off to a rocky start with TranZit, Mob of the Dead, Buried, and Origins were all beloved maps and helped create a stellar DLC season. Even thoughCall of Duty: Ghostswas made by Infinity Ward, andnon-Treyarch Zombies modesrarely work out, Extinction playing more like Zombies might have helped it find a bit more success. Unfortunately, though the mode was solid and quite replayable due to its Teeth system and different classes, it simply released at the wrong time and failed to maintain a large audience.
Whether it be the poorly timed Extinction mode, the flawed multiplayer, or the by-the-books campaign mode, there are many issues withCall of Duty: Ghosts' three modes, making for a game that only managed to be decent overall. While some liked it and have become nostalgic forGhostsover the years, it was far from the series’ best. With only the majorly successful series likeModern WarfareandBlack Opsgetting sequels, it is no surprise thatCall of Duty: Ghostswas a one and done entry.
Call of Duty: Ghostsis available now on PC, PS3, PS4, Xbox 360, and Xbox One.