Call of Duty: Ghosts is a first-person shooter video game in Activision’s main series. It’s the first big game that works on both the older PS3 and the newer PS4. This game is a big deal because it helps connect the two generations of consoles.
It’s also a brave move for Infinity Ward because they’re trying something new after sticking with the Modern Warfare games for a long time. The fish AI demo for Call of Duty: Ghosts didn’t excite fans, especially since it followed the popular Call of Duty: Black Ops 2.
This marked the end of the golden age for the series, which had seen success from 2007 to 2012. Unfortunately, Ghosts wasn’t as successful and started a tough period for the Call of Duty series. The game had issues in different modes, and these problems contributed to the fact that it never got a sequel.
Call of Duty: Ghosts Campaign Falls Short
The Call of Duty: Ghosts game had some problems in its different modes, especially in the campaign. Firstly, the creators had the tough job of making players interested in a whole new world and characters because people loved Modern Warfare and characters like Captain Price.
It was tricky since the Ghosts group in the game had nothing to do with Modern Warfare 2’s Simon Riley, except for a dog named after him. Also, the main character, Logan, who didn’t talk much, was challenging for players to relate to.
The Ghosts’ voices sounded a bit robotic, and the story was expected. The campaign didn’t measure up to the cool single-player mode in Call of Duty: Black Ops 2. In Black Ops 2, you could make choices that affected who lived or died, and the story could change a lot.
There were even different endings and extra missions to spice things up. But in Call of Duty: Ghosts, they played it safe and stuck to the usual campaign style, missing out on the innovation.
The ending of Call of Duty: Ghosts had a problem because Infinity Ward wanted to make a new series. They left fans hanging with a confusing cliffhanger. Even though Rorke got shot up close, he somehow survived. He captured Logan to brainwash him into becoming a Ghost Killer.
If there was a sequel, it might have been about Logan and his brother Hesh fighting each other. But the idea of Rorke surviving and Logan turning against his family seemed unrealistic. The cliffhanger felt like they were trying too hard, and fans may never know what happened next.
Call of Duty: Ghosts Multiplayer Had Big Issues
Although Call of Duty has had awesome campaigns, the multiplayer is the most crucial part. Sadly, in Call of Duty: Ghosts, the multiplayer had some big issues. Most maps were not great—too big and weak. This is bad for a Call of Duty game.
Take Stonehaven, for instance. It was a huge map that felt scattered, not following the usual three-lane style. It felt like a massive space where players just wandered around without a clear focus.
Call of Duty: Ghosts had some problems in its multiplayer. One issue was with the UAVs, called SAT COMs, in the game. These were devices that showed enemy locations, but they were easy to destroy.
To make matters worse, you needed to place several SAT COMs at once for them to work well. Using just one didn’t help much, making the whole thing more complicated than it needed to be for a classic Call of Duty feature.
Then there’s this thing called Field Orders in Call of Duty: Ghosts—kind of a weird move. Even if you’re just an okay player, you could get big game-changing stuff like the KEM strike by doing simple stuff like teabagging a downed enemy.
Some rewards were just plain silly, like turning into Michael Myers or the Predator. And you know, some players don’t like too much goofiness in a serious military game.
So, this extreme goofiness didn’t sit well with everyone. And there were other issues, too. Some weapons, like the Honey Badger, were too strong, and the colors in the game were mostly gray, which made it feel like it didn’t have much personality.
Then there were these things called Field Orders, a weird system that gave even the regular players game-changing streaks like the KEM strike just for doing basic stuff like teabagging a fallen enemy. Some rewards were kinda silly, like turning into Michael Myers or the Predator.
Now, some players aren’t fans of super bright outfits in a military game, so you can imagine how this extra goofiness didn’t sit well with everyone. Plus, there were problems like weapons being too strong, like the Honey Badger, and the whole game had this overly gray look that made it feel kinda bland and lacking in personality.
Why Call of Duty: Ghosts Extinction Mode Wasn’t a Hit?
Call of Duty: Ghosts tried something new with Extinction mode, where players teamed up to fight aliens called Cryptids. Some players remember it fondly, but it didn’t become as popular. Unlike the round-based style of Call of Duty Zombies, Extinction had linear missions, which might be one reason why it didn’t become a hit.
Call of Duty: Ghosts came out after Black Ops 2 and had to measure up to its popular Zombies mode, known as one of the series’ best. Ghosts had a bumpy start but later introduced beloved maps like TranZit, Mob of the Dead, Buried, and Origins, making its DLC season impressive.
Even though Infinity Ward and non-Treyarch Zombies modes made Ghosts usually not do well, Extinction, which played more like Zombies, could have been more successful.
Unfortunately, it faced challenges by being released at the wrong time. It couldn’t keep a large audience despite being a solid and replayable model with its Teeth system and different classes.
Call of Duty: Ghosts had problems in all three modes – Extinction, multiplayer, and campaign. Some people liked it and feel nostalgic, but it wasn’t as good as other Call of Duty games like Modern Warfare and Black Ops. Ghosts didn’t get a sequel because it wasn’t as successful.
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