
How could I make this better?
It's not living up to its true potential!
So during random times, many ideas popped into my head about how to significantly improve the game's campaign and multiplayer. So in addition of my normal manner of listing detailed analysis of the Story, Design, and Gameplay, I will also add said suggestions which I think could've helped MW2 in many aspects.
[HEADING=2]Story[/HEADING]
Things are not going well between Russia and America. With the Ultranationalists now in charge of Russia, they turned it into a soviet state once more and claim the main baddie from MW1, Zakheav, a martyr. His right hand man, Makarov, is very. He instigates an invasion of America by shooting up an airport under the guise of CIA operatives to make it look like a government sanctioned attack. The game goes really far with telling you that Makarov is the biggest douche on the planet with many newspaper clippings and showing [HEADING=3]"We will bomb again"[/HEADING] in large sub-text. You never actually feel Makarov's presence in the game despite the fact he is mentioned all the time.
You are put into the shoes of Gary 'Roach' Sanderson of Task Force 141, a multinational special forces unit that tries to stop the war from behind the scenes while your other character, Pvt. James Ramirez of the Army Rangers, tries to keep the home front safe. Mactavish from the first game is Roach's commanding officer while this guy with a skull mask named 'Ghost' is his right hand man (like Gaz was to Price in the first game). You don't get a true attachment to these characters since the perspective changes occur too quickly. First you play as Roach, then Ramirez, 6 minutes later your back to Roach, then its Ramirez again before you know it, MW2 just doesn't take the time to let us truly examine the situations and objectives of each character.
Like COD4, the story includes a major plot twist, and several intense and dramatic moments along with high adrenaline gun fights. That's fine, that's one of the reasons COD4 was great. However the storytelling has suffered as the plot seems to be hiding behind those events to make up for the lack of proper narrative and with it lacks flow and coherence. The plot twist mentioned really screws things up about the events that started the war.
General Shepherd, the guy in charge of almost all of U.S. miltary factions, kills Roach and Ghost because retrieved info contains ties between General Shepherd and Makarov, along with establishing himself as a war hero for bringing down Makarov. Shepherd wanted the U.S.'s military might to be known after no one responded to the marines lost in the COD4 nuke, so he struck a deal with Makarov to instigate a second cold war.
Why would Makarov make a deal with a man who, in addition to being an american (he has a hatred for the west), he knows for a fact will betray him?
Why would Makarov make a deal with a man who, in addition to being an american (he has a hatred for the west), he knows for a fact will betray him?
If you take the time to analyze, the story does make some sense but is ultimately let down by plot points that contradict other plot points, missions with no clear reason as to why your doing them, constantly changing perspectives, and to top it all off an insultingly short single player campaign.
[HEADING=3]My Suggestions[/HEADING]
*More levels and longer levels
Lets start with the obvious one. Infinity Ward seems to pride itself on their frantic set pieces which come up almost every level. The problem with this is that the game is way too fast paced and the story suffers for it. They probably decided on the set pieces first and then the plot, making it lack flow and of course longevity. How about there be a level before "Cliffhanger" called "Ascension" where it tells Mactavish and Roach their objectives and they must ascend up the mountain, encountering more resistance at the lower levels, plus a longer snowmobile chase (thats one of my favourite parts). Plus more levels can introduce different gameplay mechanics. Before th Oil Rig level how about we do some actual swimming to the objective. How about sections where we pilot the whole vehicle instead of just the gun turret. How about a more dynamic "Takedown" level where you have a whole open section where you must capture the target before he gets away, but he never takes a predetermined path. Instead he tries to run to certain parts of the city where he has a getaway transport stationed but if you get close or his transport is destroyed he runs for another (like the runners in Assassin's creed 2), and you can also use civilian vehicles to pursuit him. With more levels, not only will the people who like single player more be happier but it also allows for better plot development and introduce more variety. Sometimes even the most intense films and games need some down time for plot and character development.
*Makarov should have a larger role
Makarov is seen only once in the game, despite being hyped up in the trailers.
Makarov should have a bigger presence in the game and trigger more events instead of just the airport scene. For example, there should be some evidence in the Brazilian levels that Makarov paid off the Brazilian militia to attack TF 141 since their ties to the ultranationalists and why they attack you are never explained. In between all the generic mission briefings, how about show Makarov delivering televised, Obama-like speeches to the Russian public about what the West has done to their "once great nation"... and even to the world to turn all the nations against them. Make his presence constantly be feeled throughout the game.
*Make enemy intel items actually do something
An old trick but a good trick: How about the enemy intel actually tell back story or reveal intentions by the ultranationalists instead of being arbitrary gameplay lengthening schemes.
Plus make enemy intel stuff like manifestos, blueprints, and phone messages instead of just laptops all the time.

What secrets are you hiding?
*Branching Story lines
Optional objectives should play a role like rescuing a downed soldier before you get extracted. That soldier might prove to be an importany asset in a future level and the experience changes depending on whether he was rescued or not. For example in Takedown, show a TF 141 soldier named "Bandwidth" being pinned down by Militia and if you rescue him, then in the oil rig levels (where there are Surface to Air missile sites) he can hack a computer and shut down any SAM Sites instantly. If he is not rescued, you have to race against the clock to manually shut down the SAM Sites. Maybe have enemy Intel show a code for a door of a base in a future level that can be used as a shortcut. Obviously they need to be thought out thoroughly but even so IW should try something like this.
*A better reason for Russia to invade America
A shootout at a Russian airport causes a vengeance war against the U.S. because from their view some CIA shot up a few civilians. There are far better reasons to go to war with the U.S.
They should have either:
1. Assaulted a government landmark or monument.
2. If it has to be done at the airport, how about assassinate an important Russian government official, like a Governor General (or whatever Russian officals are called)
*A more unexpected plot twist
All right here's my idea, not just for the twist but for some of the story, but it will reveal spoilers.
Instead of Joseph Allen starting the game and being killed 30 mins in, you start as Gary Sanderson who is a Sergeant of the Army Rangers. Like Allen, he is chosen by Shepherd for TF 141, because he is proven to be one of the best there is. The scene then changes to the Airport Massacre but instead the group walk like normal civilians, and arm themselves in the bathroom with weapons hid there prior to the arrangement. You play as an unknown identity, and Makarov is not with you but calls you to remind you the whole "remember, no russian" line, before you put on your identity concealing ski mask. They massacre the airport to assassinate a government official while in disguise. After success Makarov picks them up in the ambulance in similar fashion to the original. He shoots one of your AI partners who is revealed to be an actual CIA spy.
After the level Sanderson is introduced to his squad in the game, MActavish and Ghost. The game proceeds like normal, except with Cliffhangar after No Russian and with all my suggestions implemented. At the loose ends level after Sanderson and Ghost retrieve the Info, Sanderson collapses but is held up by Shepherd who tells him "thats one loose end, but now we need another tied up". He gives Sanderson his revolver, and Shadow Company execute the rest of TF 141 while Sanderson kills Ghost and burns his body (like in original). Impressed by his loyalty, his similar patriotic ideology and sympathy (Sanderson lost his brothers in the COD4 nuke), and his undercover work in Russia, Shepherd makes him Lieutenant of one of his Shadow Company Squads. There will then be missions where as Sanderson you have to take down remaining TF141 members. That's right, YOU the player, are a traitor and have to kill Ghost.
After the level Sanderson is introduced to his squad in the game, MActavish and Ghost. The game proceeds like normal, except with Cliffhangar after No Russian and with all my suggestions implemented. At the loose ends level after Sanderson and Ghost retrieve the Info, Sanderson collapses but is held up by Shepherd who tells him "thats one loose end, but now we need another tied up". He gives Sanderson his revolver, and Shadow Company execute the rest of TF 141 while Sanderson kills Ghost and burns his body (like in original). Impressed by his loyalty, his similar patriotic ideology and sympathy (Sanderson lost his brothers in the COD4 nuke), and his undercover work in Russia, Shepherd makes him Lieutenant of one of his Shadow Company Squads. There will then be missions where as Sanderson you have to take down remaining TF141 members. That's right, YOU the player, are a traitor and have to kill Ghost.
[HEADING=2]Gameplay[/HEADING]
The gameplay has been been expanded somewhat but still remains the same. This is good since its more of the same but bad because its more of the same. No new attempts at revolution are implemented leaving me disappointed from all the hype. As with the previous game you engage in intense fire fights, aiming down the sights, feeling the sway and sound as the gun fires (yet more recoil needs to be put in), and seeing some "holy-crap-worthy" moments. Full use of environments is never made since I usually just dodge bullets because the game lacks an open feel and I can't go up on the rooftops of the favela levels. There is the ability to control Predator Missiles and sentry turrets to wipe out large groups in 3 seconds. There is also a breach and clear minigame where after you breach time slows down for you to identify targets before the adrenaline rush wears off. Fun to use but the actual formula has not been improved in anyway. You can't use stealth in most objectives (which was promised in press releases) and although the levels are bigger, the weapons are more modern, and the attachments are more interesting, there is no attempt at innovation to the formula.

[HEADING=3]My Suggestions[/HEADING]
*More team tactics
Despite having Friendly AI, I never felt like a team player. AI teammates are a staple of the call of duty series but there are no team tactics. Since everyone just waits for me to proceed, how about making me the commanding officer in the first place. A simple command system could have been implemented like holding down L2 and using the face buttons to issue commands like "take cover" or "cover fire", or "throw grenade" depending on the situation and where your crosshairs are facing. If that doesn't work, how about context sensitive controls similar to Rainbow six vegas where you can point to an ally and tell him to follow you, or take enemy out silently. I actually don't have a good example, but still allow us to actually feel as a team... myabe introduce campaign coop?
*Cover system
The cover system from Bound in Blood would work well in this game.
*Less scripted events and some destructo-physics
When a helicopter is shot down, I don't want it to spiral out of control above the map and crash land in a predesignated spot or off the map. Let it be like in Crysis where the helicopter corpse lands on the map with debris scattering on the ground. Let there be destruction implemented to weak structures like furniture, shanty buildings, plants, and of course vehicles. This would make the game feel more dynamic instead of just being in a box with poorly rendered foliage.
*An inventory system and customizable weaponry
More things should be done at one time in MW2. There should be an inventory system that when the select button is pressed it goes into a menu where it shows your special items: like C4, grenade launcher, night vision goggles, different ammo types, and new stuff like calling in back up troops or a support chopper. All things are accessed from the inventory screen, but can be hot-keyed to the directional pad or whatever keys you want on your keyboard. You can choose to take the silencer on and off, or switch ammo types from soft point to full metal jacket. There should also be stations where attachments that need to be installed like reflex sights and grenade launchers can be installed on your weapon instead of on the spot like with silencers.
*Vehicles we control instead of just the gun turret
I want to control a Pave Low, dammit! These can really add more variety in the campaign.

Tell me this does not look awesome
*A more next-gen game engine
The engine IW are using is outdated and last-gen. Graphics are alright but textures suck and physics are still not implemented into the death animations. IW should do what Star Wars TFU did and merge the Euphoria and the DMM engine together for real physics and real reactions to destruction. They seriosly need to update their engine's AI and graphical capability because this game looks like a 2006 game. Also a game engine that can render even bigger levels, because corridors are not acceptable in this day and age.
*More enemy Variety
This can also make things more dynamic and strategic. Some enemies should have more armor than others, requiring FMJ rounds, while some should be snipers...well, competent snipers. Juggernauts from Spec Ops should exist in the campaign, along with Ghille Snipers, adding increased challenge to the story.
[HEADING=2]Multiplayer[/HEADING]
This was the obvious focus for MW2 as it is packed with evolution of the original concept. More perks and attachments, such as heartbeat sensors thermal scopes and increased melee distance, are introduced along with pro versions of perks that add a minor bonus to an already helpful perk. Customizable killstreaks are a great implementation but the chopper gunner is way overpowered and guaranteed to give you an extra 10+ kills. Maps are of more variety and feature different environments but are packed with a lot of camping spots, however I myself have not encountered a lot of campers, so it hasn't been a problem for me. The problem that still occurs is latency and bad hit registry, as multiple times i have encountered a guy to knide only to realize he took me down with 2 submachine gun hits. Overall its more like an expansion pack but there was no way they were going to innovate the formula.
Lastly is Special Ops, a mode inspired by the fast paced Mile High Club level from COD4, and the 2-man idea from All ghillied Up. Spec Ops are hard, fast paced objectives that you can play with a friend for 2 player coop. Some missions are just genius, like Overwatch, where one player controls an AC130 gunship, while his friend on the ground battles his way through the opposition. This is probably the best mode in MW2 as it takes the best moments from the campaign and implements 2 player coop along with frantic situations and a need to beat your best time.
A sample of 'Big Brother'
[HEADING=3]My Suggestions[/HEADING]
*Multi-Objective Spec Ops missions
Spec Ops is great and all, but more can be done with it. There should be more multi-objective missions so it feels more fleshed out. Some modes are fine the way they are like Wardriving (FUCKING HARD), Overwatch and many of the wave wefense missions. But missions like clearing a map of hostiles, or just reaching the green flares at the end of a stealth mission should be deeper and longer. Perhaps an op like sneaking into a building, then clearing out the hostiles, then defending your position until a helicopter comes to extract you.
Get Rid of Perks
Perks detract skill. Instead of relying on code that makes your hip fire more accurate, or your melee distance longer, lets just have matches based on skill without 10 people without stopping power on.
Dedicated Servers for console and PC
I kind of put this here so others would not put it in the comments constantly. But still, I was empathetic for PC gamers when I first heard the news. Taking away dedi's from a PC game is just not right. Its proven to be a good system, so just stick with it, IW. You stuck with the formula. Instead of IWnet, you should have given a Killzone 2 like server service where we can specify what maps and modes we want and don't want.
[HEADING=2]Closing Comments[/HEADING]
While writing this review I got rather depressed. Why do I still like Call of Duty? Why am I basically playing a game that never innovates its formula despite the fact it has flaws? Maybe I'm growing up and seeing the game for what it really is, something that belongs in a movie theater arcade. This game was made for multiplayer with the campaign as an afterthought. If a game has a single player and a multiplayer, they both need to be EQUALLY GOOD. MW2 is the game that finally took me to raise my standards and judge games more harshly. But anyway the game is still engaging, Spec Ops is a great addition, and multiplayer im kind of addicted to despite many, many flaws. But still it didn't live up to the hype and I doubt it will be considered a classic in the future.
Whew!! Finally I'm done, please comment on my review and suggestions for improvement(and add your own MW2 improvements of you want).