

The first three maps were nice and varied - an abandoned Iraqi prison with a semi-functional security system, a biological laboratory perched on the side of a snowy mountain, and whatever the hell a space elevator is. Thankfully, the four we played all got the job done for me, with one notable standout. Now obviously all of these fancy new mechanics are a complete waste if the levels aren’t designed for players with the ability to suddenly shift vertically and horizontally. It doesn’t reinvent the wheel, but it makes the wheel a hell of a lot more interesting. They’re additional variables in an ever-expanding game of possibilities, and for the first time in a while, I feel like Call of Duty has something genuinely new to teach me. At my best, I avoided mines, blasted into cover, and got the drop on my opponents with satisfying speed.įancy jumps and dashes don’t replace the reliable Call of Duty controls I’ve known for years. At my worst, juking from side to side kept me alive two seconds longer by making me a pesky target. But then I accidentally dodged a grenade explosion by boosting during a firefight, and the new mechanics started to click. The exo boosts felt like a faster way to get into an advantageous position before a firefight. Leap straight into the air, then rocket forward through a window, rinse, repeat. I started out using jumps as a navigational tool only. Why mess with Call of Duty’s most refined quality?Īfter just an hour with Advanced Warfare, I get it.

The series has felt great to play for years, and even as the structure of multiplayer changed, the snappy shooting and movement felt tuned and familiar in each release.

Brian Albert: As someone who’s played every Call of Duty since Modern Warfare, this new focus on mobility had me a bit wary.
