So I just completed the campaign. I won't offer any commentary on any themes employed in the game, the writing, "the scene," and that lot except to say I found most of it embarrassing.
I'm a pretty big hater of MW1's campaign, but I actually thought this was pretty enjoyable. I even liked the favela. It felt extremely hectic and crazy, but I only died a few times-- I felt like I knew where I was going and I knew what to do. Overall, I died way fewer times than I did in CoD4, and I chalk that up either to my getting better at "playing" CoD or the game being easier overall. I just don't think there was anything even close to as ridiculously unfair and stupid as No Fighting in the War Room in this game.
There's a fair helping of variety despite the game being so linear, and I felt there was a nice smattering of non-linearity in the levels themselves. There were often more than one path to take to get to the designated choke point. I think this represented a fair attempt by Infinity Ward to mix it up a little. There is also a lot more level variety I think in this one than the last one, particularly because they don't reuse a level or two like they did in CoD4. There's also no obvious respawning enemies if they do exist. I appreciated this
a lot.
I think the gameplay is really very mature at this point. There are a few scenarios where the game design just feels lazy-- situations where you have to do exactly what the designers wanted you to do or you die. There's one level in front of the
where you pretty much have to take an exact path or you get mauled. Other than that, pretty inoffensive. So they delivered on their promise there.
And, as a parting shot, let me lol at the title "creative strategist." Also, Zimmer is not credited as the composer but the producer.
My distaste for how Infinity Ward has handled their community has not simmered, but they made a quality product-- one I think is much better than MW1 and one of the better shooter experiences this year.
What is up with short shooter campaigns though?