Ever since the original Infinity Ward team split up to form Respawn Entertainment, the remaining studio was just a shell of its former self. Innovation was a thing of the past, with Modern Warfare 3 arguably being the series worst entry to date, while Infinity Ward’s next attempt, Ghosts, was considered a step backwards after the progression Treyarch made with Black Ops II. Recent instalments to the Call of Duty franchise have been set in the future, with a new movement mechanic resembling that of Halo and much faster paced gameplay. Infinite Warfare has taken this one step further, setting most of the campaign and many of the multiplayer maps in space.
Call of Duty campaigns are infamous for being excruciatingly boring and one dimensional, albeit with a lot of high octane explosions and fast paced action. Infinite Warfare is no different, but this time the single player feels like more time was spent crafting the world and the characters, rather than just being a second thought tacked on to the multiplayer mode.
You’re Nick Reyes: A high ranking official in the United Nations Space Alliance (UNSA) who soon becomes the captain of the SATO Retribution, a space warfare carrier. This promotion gives you some pseudo-freedom, in that you can walk from the captain’s office, through the bridge where your team are surrounding a holographic map, to a lounge area with marines relaxing and watching news briefings of the missions you’ve just completed. Interacting with the map on the bridge allows you to choose which mission you tackle next, with a few different missions available to you.