

Space-focused games have always struggled with this, and invariably their solution has been a 3D-oriented mini-map. Whether you know it or not, so much of your own day-to-day orientation is handled by things other than your vision, but in a first-person shooter vision is really all you’ve got.

“When you're in space but out of the ship, Infinite Warfare suffers again at the hands of its minimalist HUD.
CALL OF DUTY INFINITE WARFARE GAMEPLAY LONG HOW TO
Couple this with the fact that Infinite Warfare puts you in the shoes of an elite pilot without ever telling you how to properly fly – about three space missions in I was told I could press left or right on the D-pad to rotate on my X axis, and until then I'd been without this otherwise extremely useful tool. Each time I did this in a dogfight I quickly started spinning over my Z axis, losing both my target and my orientation. Thrust is bound to an upward push of your left thumbstick and there is an element of analog control to it, but the moment you pull down on the thumbstick you kick into a slow reverse.
CALL OF DUTY INFINITE WARFARE GAMEPLAY LONG FULL
You're able to shed too much speed too quickly, going directly from full thrust to a standstill in mere moments. Stealth is in play, and while that stealth gameplay isn't great thanks to dumb AI and a HUD which wasn't built for that style of play (a minimap would help so very much) the change of pace it creates is more than welcome.īut after you've struggled with the controls in one Jackal-focused mission, you've struggled with them all. Some of them – the ground-tethered side missions – are actually good, offering some variation to the typical Call of Duty gameplay. It's a great idea, and it combats the idea that Call of Duty is nothing but a linear corridor shooter, but there aren't really enough missions or variety to make it worth the effort.

Infinite Warfare uses the briefing sessions to give you the opportunity to choose where you will fight next, giving you the opportunity to earn upgrades for your guns, your soldier, and your Jackal. “The Jackal side missions aren't much better. Each time I found myself on an elevator it felt like those terrible episodes of Dragon Ball Z where Krillin and Tien would yap while Goku was just off screen, fighting the greatest fight of all time. It's filler, designed to pad out a single-player run that is lacking in real substance. When the other five hours are high-octane explosive action, half an hour of shipside downtime is extremely noticeable. I did the maths, and throughout the entire campaign there were roughly 28 combined minutes of walking to and from mission briefings and standing on elevators. You stand on an elevator and engage in idle chitchat – it's reminiscent of Mass Effect's elevators, in that it's tedious and it's obviously hiding a loading screen behind the scenes. At the end of a mission you walk to the bridge – a 30-metre trek which exists to give you the option to watch a news story about a mission you just completed – and after you select your next mission, you walk yourself back down to the hangar bay. Part of the pacing problem comes from the fact that a significant portion of your time is spent treading water as you meander through the bridge of your capital ship, the Retribution.
