August 30, 2013 rxysurfchic

Call of Duty Ghosts Rundown

Hey guys!

Needless to say, the GameStop expo was a lot of fun. I ended up driving back to Cali yesterday so I could fly out of LAX. Today I’m worked at PAX Prime, so if you’re here, make sure you say hi to me at the WarGaming booth!

A lot of you have been asking about my first impressions of Call of Duty: Ghosts, so I’d like to talk about that a little. I was lucky enough to get a chance to play it a few times while I was in Vegas.

Fast Paced Gameplay

One of the things that interested me about Ghosts was how quickly the gameplay style was. Unfortunately, the only game mode I was able to play was team deathmatch, but they were demoing domination and another mode which I am not sure the name of.

TDM is normally a game type you had to worry about camping in corners, that wasn’t the case when it came to Ghosts. Most of the fighting that was taking place was all in mid-map, which was a refreshing change from worrying about those who were still sitting in spawn corners.

Head Glitching is Basically Eliminated

When talking with Fwiz right before my first match, he told me that one of the things that had been eliminated was the technical use of ‘lanes’. Lanes functioned in a matter in which would funnel players down a certain a path to meet the enemy team, leaving little room for ideal tactics. He was right, lanes had been taken out of the game, leaving for more open maps.

One of the things that worried me about this was then head glitching would be something that I would now have to worry about. However, this is not the case. One the three maps that I demoed and observed, there wasn’t a single thing that I could head glitch on. This also goes back to the fact, that gameplay is much faster.

Unfortunately, this is all I can comment on right now. My flight for Seattle is taking off soon.

P.S. They brought back doggies.

Love you all.

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