Short Review: MoH:Warfighter

I rented this 2012 game last night for no other reason that to knock it off of the list of games I would like to at least see once. I was a fan of Medal of Honor: Airborne, though the mechanics were a bit fajuggitiy – which means noticeably not as perfect as Call of Duty’s. But having experienced Battlefield 3 on PC recently and loving the Frostbite engine, I was interested, after learning that MoH:W used Frostbite too, to see how the style from Airborne and visuals of Battlefield could come together.


So basically, MoH:W doesn’t look as good as the PC-version of B3, but that’s to be expected. PC’s have all-around better capabilities usually. But I still had some fun during the introduction of the single-player campaign. I should first explain, I don’t have any interest in multiplayer modes. I know that must seem very unusual, but I have rarely ever enjoyed multiplayer and tend not to even try it. But, that puts me in a bit of a jam with these kind of games, because the multiplayer is so obviously what the game was designed for. So much that the campaign is almost an afterthought.

This game is moderately pretty, has interesting well-acted cut-scenes, and I especially liked the sound design. Weapons sound very authentic and surround works well. I really liked the implementation of quickly toggling between sight types – many weapons are equipped with both a scope and a hard sight – that was useful and fun. I also thought the FPS-feeling was well-done. The gun feels good in your hand, satisfying when it fires, and the player movement acts the way that feels comfortable. For all that, I give props, but only where props were expected. But the one thing that made me give up on the game took me several missions to realize… The gunplay in these missions seems extra difficult, and I didn’t know why; then I realized it’s because of the very poorly designed A.I. I realize that it must be a difficult thing to program properly, but again, it’s one of the reasons these games work better for multiplayer. Let me explain; the enemy soldiers in the single player campaign are unrealistic in their actions. Of course, there’s the occassional enemy who runs up on you avoiding any sort of cover and just stands a foot away from you and shoots you. It’s very unexpected and very annoying and very stupid. But what bothered me the most is they always know where you are in a way that human players would never be that attuned. You can peek out very slyly from cover where you haven’t yet been and within milliseconds, you are being shot – not just shot at, but shot; meaning accurately. I even did some experiments with this… I sneaked around to flank some enemies ending up behind them with a good distance between me an them, and as I peeked out of cover to fire at these enemies who were still engaged with friendlies on their other end, I saw them turn around and look at me and start firing at me before I had even made my presence known. My point being, there’s no lapse in knowledge programed into the enemies. They know where you are even if it’s impossible for a human player to have known. When I realized that, I said, “Okay I’m done with this”.


Rating for 2012’s Medal of Honor: Warfighter is…


If I was into multiplayer, I likely would have found more reasons to rate it higher.


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