Call Of Duty Modern Advanced Warfare

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Emigdio Binet

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Aug 4, 2024, 5:21:53 PM8/4/24
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Call of Duty: Advanced Warfare is a first-person shooter developed by Sledgehammer Games for Playstation 4, Xbox One and PC, and by High Moon Studios for Playstation 3 and Xbox 360. It is the eleventh title in the series, and was officially released on November 4th, 2014, though preorders were given access the day before.

The story once again does not follow on from any previous entry in the series, instead taking place in a high-tech future dominated by the massive Atlas PMC, an independent armed force as powerful as a first-rate military. The player takes on the role of US Marine Jack Mitchell, who loses an arm during the defence of Seoul from the North Koreans and accepts an offer of recruitment from Atlas rather than retiring. Following a series of attacks on nuclear power plants by the KVA terror group, Atlas' power grows even more, but Mitchell soon finds evidence that charismatic Atlas CEO Jonathan Irons is hiding a sinister secret.


Advanced Warfare features the same two-weapon system as previous games in the series; in singleplayer the player can use any two weapons they can find (along with a predetermined set loadout) while in multiplayer they can use one primary and one secondary weapon or use the "Overkill" wildcard to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival and Exo Zombies) compared to singleplayer. One new addition added to multiplayer mode is the ability to perform a Fast Reload or a Speed Reload in lieu of the "Slight of Hand" perk or "Fast Mags" attachment in previous entries (although "Dual Magazines" exist as an available attachment in this game). Wherein the player reloads the weapon faster (often by the dropping the magazine instead of switching to a new one or by gradually speeding up the animation) at the expense of all of the remaining ammo supply that the weapon has. This ability can be performed in all multiplayer modes but it cannot be performed in both campaign and Exo Zombies modes; as instead, reload speed can be upgraded up to 50% via Exo Upgrade System (which costs upgrade points, which are gained by completing challenges) after missions or through Exo Reload upgrade (the analogue for Speed Cola) respectively.


Progression in multiplayer is similar to previous games of the series with all weapons from the base game being unlocked through level progression. The game introduces variant weapons in "supply drops" which have altered stats, textures and models as well as special titles, in a system a little reminiscent of the Borderlands games. The game also introduces several weapons exclusive in multiplayer that require either obtaining the paid DLC (two of which are the fictional "AE4" and "Ohm" firearms which will not be covered in this article) or obtaining the a variant of the DLC weapon in question (as it unlocks base version of the gun as well). Going to Prestige mode retains the weapon variants as well as the post-launch weapons unlocked from the variants. Obtaining a weapon variant (much less, getting a elite variant as well as a new gun) was notoriously rare during the game's lifetime, and it became a controversial element (along with randomized supply drop lootboxes and without any guarantees that it will reward a new gun as well as some overpowered weapon variants) that would plague the series until the 2019 Modern Warfare reboot, where it was ditched in favor of the battle pass or a challenge requirement entirely. Some enemies in the campaign wield weapon variants and they can be used.


Multiplayer reuses the same Pick Ten system first used in Black Ops II, albeit modified to Pick 13 specifically for this title (as the streaks now cost points in this iteration), giving 13 allocation points to pick their equipment, perks and scorestreaks. In addition to this, some multiplayer maps feature water as a terrain element but players cannot use firearms while on water, only a knife. Weapon categories are the same as Ghosts, but with the marksman rifles category moved to the assault rifles category (as with previous games), machine guns are renamed to "Heavy Weapons" (thus circumventing the "all machine guns are LMGs" mistake in other games) and include various fictional direct energy weapons, and "Special" weapons include a few various oddball weapons that fit a certain niche, with differing weapon choices depending on what weapon slot it takes.


The game also features "Exo Survival", a class-based variant on the Survival mode of Modern Warfare 3 where weapons are bought from an armory using upgrade points earned during the game. Unlike MW3, there is no persistent unlock system based on player level; the unlocks instead resetting after every match. The class system limits the weapons the player character can use; all classes can use pistols, while the Light class is limited to assault rifles and SMGs, the Heavy to heavy weapons, the Specialist to shotguns and sniper rifles and the Demolitions class (added in a later update) to launchers and SMGs. This limit can be removed if the player receives the "Weapons Free" perk from a care package supply drop.


In later updates of the installment, the game introduces "Exo Zombies" as another form of play, which is a variation of the Zombies gamemode originally started from World at War only exclusive through DLC. As before, the player starts off with a pistol (this time being the fictional "Atlas 45"), in which they can purchase additional weapons off of the walls or via 3D Printer (which is the analogue of the "Mystery Box" of Treyarch's Zombies). Weapons cannot be upgraded through the "Pack-A-Punch" machine - instead, they must be upgraded through the "Upgrade Station" akin to Exo Survival, giving increased stats, attachments (with some exclusive to these modes) at various levels, and a camouflage applied to them. Unlike the previous games, upgrades are permanent even when the gun was exchanged to a new one.


Attachments in the game follow the same system as Black Ops II, wherein the player can attach 2 and 1 modifications to the primary weapon and secondary weapon respectively, and it can be increased through the "Gunfighter" wildcards. The choice of attachments also differs if the weapon is a direct energy weapon or a ballistic one.


Owing to the future setting of the 2070s, many of the weapons in the game are futuristic versions of weapons which have appeared previously in the series, often using reworked versions of the old models and identical or slightly altered animations for actions like reloading. Some energy weapons featured in the game do not require ammo in most modes, they can overheat which forces the player to cool the weapon down (or for the case of the "AE4", exchanging some sort of battery), or when the player cools them down prematurely. This is not the case in Exo Zombies, as while they cannot overheat, they can run of ammo.


Due to the extensive (much more so than any other game in the Call of Duty series) customizable element of the multiplayer character (often known as "Operator"), the player character's appearance will change throughout the page, and their gender may refer to "he" or "she" depending on the selected face of the character. This does not apply to Exo Zombies or the campaign due to having fixed playable characters.


The Colt M1911A1 has been added via a September 2015 update, and only available in multiplayer modes as a supply drop gun. Here, it is known as the "1911", though it features upgrades from the A1 version. Unlike previous (or even later) installments of the M1911 featured throughout the series, the base variant isn't in its standard nor nickel finish, it is in a olive drab green finish instead, though the "Single Stack" variant of the M1911 allows the M1911 to use the standard finish as with previous games.


The LeMat 1861 single-action revolver was added via a May 2015 update as a supply drop weapon available in multiplayer. It is called the "M1 Irons" in-game, and by default incorrectly holds 6 rounds per cylinder instead of 9, and it cannot accept extended magazines normally. When upgraded in Exo Zombies mode, it gets the correct 9-round capacity, but the weapon model still shows a 6-round cylinder. The underbarrel shotgun cannot be used, despite the visible presence of the selector lever on the hammer.


Despite being based on the percussion model, the weapon fires centerfire cartridges, and is modeled with a swing-out cylinder. The gun is modeled with a ramming lever on its left side, apparently purely for aesthetics, as it would logically be completely unusable on a cartridge-converted LeMat revolver. The primers of the centerfire cartridges have massively exaggerated appearances to make them appear like percussion caps.


Unlike every other handgun in the Call of Duty series (not including handgun-type operator ability/killstreak weapons such as the "Annihilator" from the Black Ops series), the M1 Irons is categorized as a "Specials"-type primary weapon (normally reserved for heavy, explosive, or melee weapons) rather than a pistol-type secondary weapon (though having the Overkill wildcard allows the weapon to be placed in the secondary slot). It does however feature un-pistol-like properties that suit its status as a primary weapon: it has very low recoil, extreme accuracy cone, fast firing rate, high damage output (that surpasses the 7.62mm MK14, as a comparison) and a long draw time (which is similar to most rifles, but pales in comparison to pistols).


The MP-443 Grach appears in the game with enlarged cocking serrations. It mounts a very large front-mounted accessory rail when using optics, and incorrectly fires in 2-round bursts; only the version used in the mission "Sentinel" has the correct semi-automatic mode. It has an erroneous 12-round capacity by default, but the extended magazine attachment gives the correct 18-round capacity.

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