Call of Duty 3

Call of Duty 3
Developed by Treyarch, Call of Duty 3 takes a bit
of a different approach to the traditional COD world. Rather than
playing in token battles of World War II and switching from area to area
all over the map, Call of Duty 3 is based on one specific set of
battles centered around the Normandy Breakout, working up until the
liberation of Paris just 88 days later. Taking control of each region
represented, players will jump from the American troops over to the
Canadians and Polish, as well as the British forces as they push against
the elite German Panzer forces.
Breaking it down:
Call of
Duty 3 has been reworked and reinvented this time around, following a
more specific story and centered around a more cinematic approach due to
Treyarch's design. Taking a few notes from Call of Duty: Big Red One,
the team has added a ton of cinematic flair, with constant action
surrounding the player at all times and the same solid gameplay mechanic
as the previous games. Where the title sets itself apart form the other
console versions is in the revamped FPS control. Working along the same
lines as Metroid 3: Corruption, Call of Duty utilizes a bounding box
that gives the player faster and more precise controls, very similar to a
PC mouse and keyboard. When the cursor is in the middle of the screen,
the player is still. Start moving the Wii-mote against an invisible
bounding box, however, and you'll start to move your character's head as
well. The farther from the center of the screen you move the
controller, the faster you'll turn.
But does it work? That's the
question on everyone's mind. After all, Call of Duty 3 got a huge
graphical overhaul on the other next gen systems, so the game's control
better be worth it, right? Well, the overall feel is definitely solid,
but we wouldn't go as far as to say any and every player out there is
going to enjoy it more than the traditional dual-analog setup. When
you're in the heat of battle, the controller is amazing for snapping
your head in a direction, sighting up while holding the A button, and
then blasting a soldier with pixel-perfect precision. In that sense,
it's a success. Still, there are a few control issues inherent in the
FPS design at this point. While the ability to control turning speed is
there, the sensitivity isn't as complex as we'd like it. Let us change
the bounding box. Let us change the sensitivity of the cursor movement
speed. Simply put, let us make the controls ours.
System Requirements
Pentium=IV
RAM=2 GB
Hard drive Space=3.20 GB
Graphic Card=128MB
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