
The major let down is a real lack of character development over the course of the campaign. Set in an alternate reality where a new world order is established after the Middle East has been decimated by nuclear war, Ghosts tells a functional story with some highlights that elevate it, including a mission that serves as a precursor to Infinite Warfare, a couple of surprising twists, a cliffhanger ending that actually deserves a resolution and, most importantly, a mo-capped dog that sits in your tank during one mission. In retrospect, the campaign in Ghosts has been unfairly labelled guilty by association. Yes, I’m aware that Ghosts might very well be regarded as the worst Call of Duty, certainly in recent years, but that’s primarily down to average multiplayer and a poor man’s Zombies mode in the form of Extinction. But apart from that we can’t actually remember any standout missions, and that’s kind of what Call of Duty does best. The best example of this comes late in the game when, having had access to all manner of abilities throughout, all of them are abruptly removed, forcing you to revert to relying on your own reflexes and instincts.


Traversal is a highlight with the exosuit allowing all kinds of experimentation on the battlefield, and Advanced Warfare not only utilises its near-future setting better than most, but isn’t afraid to subvert it at times, too. Some big advances in mo-capping and an A-list actor playing the bad guy are not enough to raise this tedious campaign any higher on our list.
