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Genre: Shooter
Publisher: Activision Developer: Infinity Ward
Publisher: Activision Developer: Infinity Ward
Release Date(s): US: 2009-11-10
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Call of Duty: Modern Warfare 2 Multiplayer Hands-on
by Mark Bozon - IGN.com | 16 September 2009 12:00Infinity Ward pulls back the curtain on multiplayer. New perks. New weapons. New Modern Warfare.
I'm sitting here at the Call of Duty: Modern Warfare 2 event, just feet from 24 systems linked together via a specifically-created closed beta, and debating the finer points of getting fired (but playing more right now), and giving you all news on the game. I went with giving you all news, since Modern Warfare will be waiting for me after I'm done.
Since I'm updating this hands-on live from the COD event in LA, I'll be breaking my impressions up in multiple parts. Enjoy.
As a self admitted Call of Duty junkie – I'm going to classes, and I'm using the steps – I was eager to jump in and give the new multiplayer in Modern Warfare 2 a serious run through the paces. Not a hands-on "dabble" with the game; a real runthrough. Thus far I've had a chance to play three matches, each of which were different, and experimented with three different class sets. The beta we're currently on is totally locked out at the beginning, starting with each player at level one, and resetting every time a 20 minute interval is up. Needless to say, that limits the amount of guns I've had a chance to use, but it also keeps the playing field even.
The first major note I can make on the game is that, as expected, it's pretty unchanged in the gameplay department from the previous Modern Warfare. IW knew it had a hit on its hands in the first game, and as such Modern Warfare 2 feels like a true Modern Warfare experience. The team sizes are set at nine on nine, the levels are a mix of indoors, outdoors, and varied height, and yeah, there are still sections of the game when you're totally confused as to why you died. It happens.

Click above to see footage from the event.
As for weapons, I've gone hands-on with quite a few thus far. The RPD is back and virtually unchanged, the M4 is also entirely true to the original feel, FAMAS is basically a bigger brother to the M16 (with three shot bursts),and the .44 Magnum is like a more ADS-friendly version of the Deagle, and it kicks a whole lot of ass. I've cleared rooms with a .44, and not bothered to switch back to my main gun. It's sick.
Other guns on the field include the RPD-like L-86 (it has crazy hop, but very strong. I'd place it between the M-60 and RPD from Modern Warfare), the AA-12 auto-shotgun, which I sadly haven't tried yet, the reliable MP5K (which looks to be a replacement for the original, at least for the earlier level players), and the "yang" to the K's "ying," with the UMP45. It's stronger than the MP5K, but it also scatters a bit more at a distance. As a quick note though, both MP5 and UMP feel far more reliable than the Skorpion or Mini-Uzi ever did, and the iron sights are a bit more manageable as well (think original MP5).

Highrise is an insane map, centered around two main bases and one gigantic middle choke point. Using the tunnel system allows players to get the drop on the enemy.
As for the levels, we've had a chance to try three different areas out, including Highrise (the level with the helicopter that's stationary on top of a skyscraper), Afghan, which is set in a brown mountainous area next to an airplane crash site, and the Rio level shown in the first multiplayer footage IW released a few days back. Afghan allows for some great sniping and has a nice network of indoor cave areas (as well as a shanty town), Highrise is a classic "side vs. side" setup with plenty of glass to shoot out and exploding barrels – as well as an underground network – and the Rio level is pure vertical insanity, including a water tower, shanty town sniping posts, dozens of houses, and slanted streets. As a quick observation on level design, things are far more varied in this game as opposed to COD4. There's more height, there are more cover areas, and elevation change from section to section can be drastic. Afghan has not only a great sniper perch, but also a few areas where you're jumping from mountain ledge to mountain ledge. Pretty intense.
Now that we've got the basics down, let's dive into the real guts of Modern Warfare 2, which is the insane amount of customization. When it comes to pure depth and options, Modern Warfare 2 blows away the competition, and that includes COD4. The killstreaks include an insane amount of versatility, guns are far more expandable, and perks are even crazier than the first game.
I'll kick it off with the guns, starting with the weapons themselves. The beta includes a huge range of weaponry, with the list comprised of the M4, FAMAS, SCAR-H (which is a mix of AK-47 and M4), Tar-21, the MP5K, UMP45, a submachine gun called the Vector (similar to the original MP5, but with a faster firing speed), the aforementioned light machine guns, and sidearms. The SCAR was a blast to play with, and the iron sights were easy to use from even mid to long range. Speaking of long range, kills from a farther distance earn you extra challenges, as do double and triple kills and headshots. Not bad. Oh, and the P90 wasn't playable, but it's in the list, and in the first half of submachine guns you unlock.
Where things really get interesting, however, is in the new gun-based attachments. Modern Warfare had things like doubletap as a perk. This time around, gun attachments include modifications like those as well, so you've got silencers, the ACOG scope, red dot, grips, heartbeat scanners, improved speed, and high-cap magazines. With the new Bling perk you can have two attachments at a time as well, so increased firing speed and a larger mag is entirely viable. These don't take the place of any perks either (minus the Bling one), so tweaking weapons is now deeper than ever.

The heartbeat sensor is great - especially if your team passes on the intel.
And then there are the perks. First off, Pro Perks. Pro Perks are new additions to the game as well, allowing for you to actually increase the power of a specific perk (say, stopping power or increased speed; another addition announced tonight) if you use it a lot. Kill a set amount of people with stopping power on – I believe it was 1,000… no easy task – and you unlock "Stopping Power Pro." These perks can be seen on the main perk selection menu, and like all the other customization in the game it's entirely streamlined. If you hover over any attachment, gun, or perk in the game and press X, you'll see info on that selection, including how many kills you need for the next challenge or unlock. Nice.
As for other perks I noticed, the list goes on and on. Scavenger allows you to re-up on all supplies and ammo any time you cross over a dead body, and new "deathstreak" system actually comes to your aid with a class-stealing ability – die four times, and you can steal the class setup of the person who last killed you, allowing you to get guns not previously unlocked – and also a perk that gives you automatic health boots for 10 seconds after respawning. The health boost is also included as a standalone perk, as is the Bling perk I mentioned. A new infinite sprint option is included, "hardline" lets you get to your killstreaks one kill faster (if UAV is at three, you get it at two every time), there's a speed boost perk (which was the "feathered boots" pic in the original MW2 teaser trailer) that lets you run faster, and then the expected stopping power and steady aim options.
And then there's the kill streak perks. The new killstreaks are what really elevate Modern Warfare 2 above and beyond any other online FPS in terms of customization and user diversity, even raising the bar well over what Modern Warfare did two years ago. Shown off tonight was the AC-130, UAV, anti-UAV (nice touch), sentry gun turret (which can be placed anywhere and then moved by any teammate), precision airstrike, which now lets you change the approach direction of the attack, the amazingly deadly predator missile, the supply drop (which is the roulette of other killstreaks that drops in) and helicopter. The choppers are still pretty deadly this time around, though with none of the advanced rockets that appear to be in the game unlocked I'm sure this is balanced out later with a decent grouping of anti-air. I also tried to stick a chopper with semtex, but didn't quite have the arm. The predator missile is going to piss off a lot of group-up clans, since you can instantly drop a huge explosion down on an entire group of people, but while I originally wasn't a fan of this upgrade since it was overpowered, you can also see it coming on the radar and prepare for a good three seconds or so, gving you time to run inside or disperse. I avoided a few direct predator attacks, and it was pretty satisfying.

Shattering glass, more explosions, added physics, better lighting... MW2's multiplayer is simply stunning.
We'll have more on Modern Warfare 2 soon, so keep checking back for more updates. As for this initial hands-on, the game is a blast, the bar is again being raised, and Modern Warfare 2 is proof positive that when it comes to first-person shooters Infinity Ward is in a league all its own. This is just the beginning for our coverage, so stay tuned for future updates and more hands-on play as we near 11.10.09.
Supplied by IGN.com





