This isn't helped by the sub-par AI. Enemies are relatively bare-boned in terms of tools and tactics availible to take out the player. They shoot at you and duck behind whatever they were next to and thats basically it. The linear level design also means they hardly do a whole lot in the way of flanking and the AI seems as if it isn't even reacting to the player's actions. Sure, the droves of Islamic militants and ultra-nationalist hardliners you slaughter toss grenades at you, but I think IW hasn't gotten the memo that this technique in AI development is virtually pedestrian in terms of FPS design. In fact, the AI is wholly dependent on grenades in order to seem remotely exciting to fight against, almost to the point that its frustrating (Sandy Koufax and Randy Johnson eat your heart out). Your squad-mates are also equally unresponsive to the player's presence. While its nice that they aren't a burden, on the contrary, if one dies, another quickly spawns to take his place on the battlefield, which means I'm free to do the morally questionable thing and leave them behind. However, its immediately apparent that they are utterly incapable of so much as doing what a well-trained, modern infantry man is trained to do, for example, maybe its too much to ask considering where we are in terms of AI coding, but if I'm trying to flank fortified position, shouldn't my fire-team be able to surpress them and make my life a little easier, couldn't they at the least bit show a little initiative? Okay, so IW's direction was to show that the player was a relatively lowly soldier that was part of a much larger conflict, but the AI should have been designed so that your buddies were almost, if not more so, as competent as you were and the fact that they were working with you as a team was apparent.