Sunday, 31 December 2023

Platinum #125 - Metal Gear Rising : Revengeance

Platinum Difficulty Rating - 9/10

Looking back, for benchmarking purposes, I was somewhat surprised to realise that Metal Gear Solid really hasn't featured that much within my trophy collection. This is only the third Platinum trophy I've acquired for this entire series, after Metal Gear Solid 2 : Sons of Liberty and Metal Gear Solid V : The Phantom Pain.

I've passed up on alot of Metal Gear Solid through the years, though this is mainly down to the fact that I'd already beaten many of these games way before trophies made them relevant again, and my desire to re-visit them has been practically non-existent.

However, Metal Gear Rising : Revengeance, was completely brand new, no Remaster required, and therefore makes it into the collection.

Set 4 years after Metal Gear Solid 4 : Guns of the Patriots, you control Raiden, the now main protagonist, transformed into a killer cyborg after years of playing second-fiddle to Solid Snake, as the plot revolves around stopping a private military company from making war profits via the destabilisation of world peace.

As the plot thickens, you uncover another dark secret. The same group are also harvesting the organs of children in order to develop their own cyborgs ready to fight within wars. It then becomes a matter of Raiden simply stopping this group from executing their plan.

This is still Metal Gear Solid, but not as you know it. The gameplay focus has shifted from traditional stealth and tactical combat, to a pure, bloody, action-packed hack 'n' slash that plays at 100MPH and never apologises for it. Eerie and slower-paced environments have been ditched for heavy rock music that booms over the top of fast-paced battles and boss fights, to specifically amplify the intensity of the combat. Solid Snake is nowhere to be seen, and instead Raiden is thrust into the limelight, given a cyborg makeover, and equipped with a plethora of weapons that can be used to dissect enemies into hundreds of different pieces, shapes and ways. If it looks like a spin-off...

The changes and major step outside the comfort zone might be too dramatic of a shift for some, but I thought it was brilliant. The combat is fast-paced, fun and engaging, and it's also great to be able to use a ton of different weapons to slice enemies up in such brutally different ways. The characters, especially the main bosses, are full of personality, and this has always been a strong suit of the Metal Gear Solid series, so it's good to see this continue to be a key trademark.

Key fights and boss battles are punctuated with appropriately fitting rock music to match the high-tempo gameplay. Dialogue with other key characters who you don't see as much, through the codec conversations, does well to pad out various elements of the story with solid context and expansion, even if it did end up becoming a bit of a thorn in the side. It's also a very intuitive game in that, "easy to learn, hard to master" kind of way - and that becomes very relevant when we move onto the trophies.

Speaking of which, this game contains 51 trophies in total, including the Platinum, spanning across 2 main game modes. This is purely a Single Player experience, and the vast majority of this list focuses on the Main Story. There are just 2 other trophies to earn outside the story, both related to the VR Missions.

The story is broken down into 8 individual chapters (called "Files"), and whilst there is technically no requirement to play through the game more than once, I would personally strongly recommend an initial run to get used to the game, enjoy the story and pick up whatever you can along the way as you naturally progress through.

There are a range of 6 different difficulty modes, from Very Easy right up to Revengeance, and you'll need to beat each of the games 8 files on Revengeance difficulty, whilst obtaining an S-Rank for every file along the way. 

Throughout the story, there are a wide variance of trophies included for beating each file for the first time, completing specific tasks within each file and killing a number of different enemies a certain number of times cumulatively across the game, all of which will come fairly naturally, but at the very worst, can just be picked up later on, either via Chapter Select, or a secondary playthrough. This is the one of the reasons I would personally recommend a soft run to begin with. You won't want to be juggling all of these additional trophies along with the levels of focus required to beat this game with S-Ranks on it's most challenging difficulty.

There are also a selection of collectible-based trophies too, though these are both fairly easy to come across, as well as relatively low in volume. In some instances, they're directly linked to unlocking other content. For example, you'll need to find 20 laptops that correspond to the 20 VR Missions, and you'll only be able to play the relative VR mission once you find the corresponding laptop in the story. 

The "Stormbringer" trophy, awarded for Completing story mode on Revengeance difficulty with all S Rankings, is the hardest trophy in this list. I know that will split opinion, and many people will feel the VR missions are tougher, but I felt like this was where the greater challenge overall lay.

The game has a steep learning curve. If you're not looking to beat this game for it's trophies, you won't need to master it. However, beating this game on it's most challenging difficulty setting, as well as obtaining an S Rank simultaneously, requires acknowledgement to a number of things.

Firstly, Revengeance difficulty. Enemies will mostly kill you in 1 or 2 hits, but for the purpose of this trophy, it's important to realise that your best approach actually involves ensuring that you don't take any damage during combat whatsoever. This will tie back into the S Rank element of this task. Enemy awareness is also sharper, and attack patterns are way more frequent, meaning you'll have to master the counter/parry mechanic - This part in particular, is integral to success. Similiary, enemies will also be dealt more damage on Revengeance difficulty, so there is at least something working in your favour, but it still presents a solid challenge.

Secondly, S Ranks. Each file contains a certain number of fights, which are graded and award you a ranking based on performance. Your performance is scored at the end, and you must meet a certain criteria of points to be awarded an S Rank. These include measures such as time taken to clear the fight, highest combo and total number of kills. There are also bonus points awarded for every fight you pass without taking any damage, and in most instances, this is the difference between an A Rank and an S Rank. This is why it's important to focus on beating each battle without taking any damage, because these bonus points will end up being the difference.

You'll know the rank awarded on the summary screen at the end of each fight, and if you haven't achieved an S Rank, you'll need to quickly restart the last checkpoint before the game saves your progress, otherwise you'll have to restart the entire file from the beginning. Each file contains a specific number of ranked fights, and the overall file score is not actually based on an overall average like you think it would be. For example, in file R-01, there are 10 ranked fights. If you obtained an S Rank in 9 of them, but an A Rank in 1, you may be forgiven for thinking that your overall score would still be an S Rank, based on the statistical nature of averages. However, you would still get an overall A Rank. In other words, every single battle that scores you needs to be an S Rank and therefore, there is zero margin for error.

It is important to note, many of these battles are fairly easy, and you're allowed to carry through any customisation upgrades you've acquired along the way, which is also another key reason you should playthrough the game on a soft run first - To unlock some new weapons and earn enough Battle Points to upgrade them. Infinite Wig B will allow you to stay in Ripper Mode without having to refuel, and obtaining secondary weapons like the Sai, Pincer Blades and Polearm are all necessary to this task and how you approach certain fights. The Fox Blade is also meant to be the recommended primary weapon of choice, but this was inaccessible to me as a pre-order bonus, and I had to use the High Frequency Blade, which was still fine for the most part.

Despite the right equipment and set-ups, this will still significantly challenge you though. A small handful of the ranked battles are tough, and will require a bit of persistence, but one thing this game showed time and time again, was the fact that it would just throw up a massive barrier to progression, seemingly out of nowhere most of the time. Within this particular challenge, this comes via the boss fights. 

Each file contains a boss at some point, and getting through these fights within the S Rank parameters is the hardest challenge within this trophy. The reality is, you won't achieve the no damage bonuses if you can't block, parry and counter your opponents, and this increases the required skill level, as it forces you to be great at the hardest element of this game. Memorising bosses attack patterns, dodging when you can't block and perfectly timing a parry to open up a counter attack are all high level skills that you'll need to perfect to a flawless standard.  

During boss fights, these come thick and fast, and at speed, so your reflexes and quickness will also be tested. I don't think the game design does you any favours either. You have to hold the left analogue stick in the direction of which the attack is coming from, and press square at the right moment to block/parry an attack, which I personally feel is awkward and counter-intuitive. 

Some of the bosses weren't too bad, but I really struggled on others, such as Monsoon, Sam and Senator Armstrong. Monsoon alone, the most challenging boss by general consensus, took me 3 days to defeat to an S Rank standard. It's also worth noting that the trophy list awards individual trophies for beating each key boss in the game without taking any damage, and whilst you only need to do this on hard difficulty, I felt it made more sense to tandem this alongside this trophy. It made the requirements of the task more difficult, but given the fact most bosses require the no damage bonus to achieve an S Rank, it just made more sense.

It's a classic case of practice makes perfect, and you'll need to develop some strong levels of resistance to failure, as some of these bosses will strip away hours of your time. It's one of the hardest Story-based difficulty feats I've tackled in some time. Upon reflection, I'm certain I wouldn't have been able to fly into this challenge straight away, and a soft run in order to get to grips with the combat basics, understand the enemy attack patterns, study boss behaviour and master blocks, parries and counters, were all necessary to my own success. I'm not a stranger to going into Story driven games at the highest difficulty where I feel I can do so, but this was not one of those games.

The good news is, once you've finished this, and providing you've done at least one prior run, you'll have almost reached the conclusion - At least in terms of trophy volume anyway. However, the bad news is, the remaining few trophies focus on the VR Missions.

The "Virtually Flawless" trophy, awarded for Setting the highest score on every VR Mission, will bring back some ghosts of the past for those who have played Metal Gear Solid 2 : Sons of the Patriots, and it's ludicrous requirement to beat all 511 VR Missions. Thankfully, there are only 20 to beat on this occasion, but don't be lured in by this seriously lighter number.

You will need to unlock the capacity to take these missions on. As previously mentioned, there are 20 laptops scattered across the landscape within the main story, and accessing these will unlock a respective VR Mission. The trophy then requires you to achieve the first place target score on all 20 of these VR Missions.

For maximum clarity, the majority of these aren't too bad to get through, and will only take a handful of attempts at best. I did mention above, that this game specialises in throwing barriers up in front of you seemingly out of nowhere, and this is a theme that runs through every aspect of this game. The VR Missions are another prime example of this.

VR Missions 18 and 19 give this trophy a valid case for being the hardest in this list, and whilst I personally don't agree with that, I don't object to any difference in opinion here. VR Mission 18 requires you to beat 4 waves of enemies where the difficulty is set to Revengeance, meaning everything kills you in 1 hit. You'll face Fenirs, Mastiffs, Berserkers and a GRAD too, and asking you to beat all this within 10 minutes in order to earn a first place finish means you'll have to find the perfect balance between speed and efficiency. Rushing will cause you to take risks, and more often than not, becomes a necessary evil. I don't know how many attempts it took me, but it was the hardest VR mission and required alot of trial and error to beat.

VR Mission 19 requires you to beat 3 waves of enemies via Zandatsu, which is the slow motion slicing mechanism that allows you to drain the health of an enemy if you execute a cut across a specified hit box. It's a cool game mechanic, but you control the slice with the analogue stick, and I found it be very fiddly and inconsistent at times. You'll need to pull off a string of Zandatsu's, which can be tough, and if you kill an enemy via a non-execution move, you'll fail the mission. I didn't spend anywhere near as much time on this mission, but it was still long enough, and combined with VR Mission 18, it made for a rocky experience.

Even with the benefit of mastering the block, parry and counter to a relatively strong level, I still struggled. I did start to suffer a bit of mental exhaustion at this point too. Beating the story on Revengeance had taken it out of me, and slogging through these missions over and over just continued to weigh down heavily on my progress. Having the mental resilience to refocus and continue with repeat attempts is an underrated trait when trophy hunting difficult lists.

One final thing; The camera in this game is awful, but it becomes blatantly obvious within these VR Missions. When you get too close to a wall within an arena, it will completely flip your perspective, and this will hurt your timing on blocks, parries and counters. These are always executed based on the input of where you direct your analogue stick, so when the camera flips your perspective suddenly, you'll be blocking in a different direction, and won't be able to counter attacks. It ended many a mission here, and it's a very frustrating aspect of the game they overlooked that works against you in something that doesn't need bad game design to conspire against you on top of everything else.

Finally, the "Amateur Radio Operator" trophy, awarded for Listening to most of the codec conversations, also deserves a subtle mention, just for it's absurdity alone.

Throughout the story, you'll be able to interact with your team, who will be available for codec conversations on a variety of different subject matters. Some of these are triggered by specific events, such as facing a certain enemy or boss, picking up a certain piece of weaponry or equipment or performing certain unique actions, like saving a civilian or hiding in a box. The rest of the conversations outside of these special actions are just available organically as you progress.

There are a couple of challenges with this trophy though. Notice how the description is purposely vague - "most of the codec conversations". I hate trophies that are never quantified properly enough for you to reasonably track your progress on them. There's never any clear indication about how much you need to hear, so you're forced to just keep opening the codec and checking for new lines of dialogue every 5 minutes. It's repetitive, disrupts the flow of the game horribly and just feels like a silly exercise.

It was made even worse that I played through both a soft run, and a Revengeance run - the second of which I was fully conscious to this trophy - and religiously stuck to the task of ensuring I was pulling up the codec as frequently as possible, and STILL didn't have the trophy by the end of it. I don't mind trophies with a basis of trial and error attached to them, but the end goal has to be at least clear to the player, and not make you feel like you're just taking aimless stabs in the dark.

I eventually just began the game again from the very beginning and looked for potential unique dialogue options that I didn't think I had heard yet, in the hope this was enough to trigger the trophy. I managed to unlock it during file R-02, so I didn't need to go that deep, but it was still frustrating that I had get part-way through a third playthrough, purely because of the vague rules around the trophy description.

Metal Gear Rising : Revengeance has the perfect blend for what makes a trophy list difficult. A genuinely high skill threshold, a varying degree of challenges that will test the skills you've acquired to their limits and a necessity for never giving up. It also has some reasonable longevity - My save file clocked in at 57 hours, but you can perhaps add a handful more due to some save game trickery along the way. This is a bit complicated to explain, but it acts as a safety net when jumping between ranked battles in story mode to ensure you can continue from where you left off if you mess up, but you've managed to hold a spare save file, rather than repeat entire chapters over from the beginning. I won't deep it at this point though.

It doesn't quite top the dizzying 10/10 heights of Metal Solid 2 : The Sons of Liberty, and it almost feels like a bit of a disservice to suggest that this still isn't the toughest Metal Gear Solid game in my collection. However, it's certainly on the doorstep at the very least, and one that feels good to add to the collection after such a long time.

Notable Trophies - 

Stormbringer - Complete story mode on Revengeance difficulty with all S Rankings.
Virtually Impossible - Set the highest score on every VR Mission.
Amateur Radio Operator - Listen to most of the codec conversations.

Hardest Trophy -



Stormbringer
Complete story mode on Revengeance difficulty with all S Rankings

Sunday, 10 December 2023

Platinum #124 - Call of Duty : WWII

Platinum Difficulty Rating - 6/10

The conclusion of Call of Duty : Black Ops 2 earlier this year wrapped up a 6 year streak of completed Call of Duty titles.

Call of Duty : Modern Warfare did not have trophy support when it was released back in 2007, but it was where this journey began.

Full completions for World at War, Modern Warfare 2, Blacks Op 1, Modern Warfare 3 and finally, Black Ops 2 all eventually followed - and I vowed to never play a Call of Duty title again.

I've stayed true to that word since, mostly. However, Call of Duty : WWII, released 5 years after Black Ops 2, is the anomaly in the collection. Reason? I always had a soft spot the World War 2 era, so felt like it was worth revisiting, just for a little bit of personal nostalgia.

The game is broken down into 3 main offerings - A World War 2 campaign, Online Multiplayer and of course, Zombies. The origins of Call of Duty games were all about a strong campaign offering, and this is another decent outing, with a story that focuses on a squadron as you play out their part within the Second World War, told through a series of different missions that throw up plenty of variety. Standard ground-based combat is accompanied by the opportunity to control tanks, dogfights and play out some famous World War 2 set-pieces.

It's short, as it usually is, but it captures authenticity well, and many of the missions are based off real experiences.

The Multiplayer also follows a fairly traditional blueprint. Multiple different game modes, mainly 6 v 6, but other variants added and removed from rotation at certain points. It's also the first time I've experienced the Multiplayer component of a Call of Duty title having been shown some love within the trophy list too.

Zombies is still just Zombies - A quirky alternative game-mode that prides itself on Easter Eggs and a mysterious backstory tying them all together, but is ultimately different compared to previous iterations. The noticeable progress of Zombies would make sense, given the fact there are 5 years between Black Ops 2 and WWII, and it does feel like a much different experience that has gone through the natural course of evolution. Gameplay actually feels way less hectic and much smoother than previously, which ultimately works out for the best, but it is also still where the hardest part of this trophy list resides.

Speaking of which, there are 51 trophies in this list, spread across all 3 aforementioned game modes, and there's something to touch upon within each.

The Campaign mode stretches across 11 missions, and this is where the bulk of the list is focused, where a whopping 35 of the 50 trophies are obtained.

The "Distinguished Service" trophy, awarded for Completing the game on Veteran difficulty, is the main standout trophy within this large grouping, and has become a staple for Call of Duty games.

Beating the Campaign on Veteran has previously gone down in infamy, but this did gradually become a watered down experience after the dizzying heights of World at War. I was intrigued to see if anything had changed whilst I was gone, but if anything, it's actually become easier than it ever has, and this is down to a couple of notable differences within the game mechanics.

The automatic health regeneration system is gone, and has now been replaced with a request feature. Your squadron will all have specified roles, whether this is to supply you with ammunition, first-aid or air support, and these can be requested on demand as your progress through each mission. If you're low on health, tap the corresponding prompt on the d-pad, and you'll be issued a med-kit by the medic, which makes it much easier to stay healthy compared to having to duck for cover and pray you can recover health quickly enough via regeneration. It's a more realistic system, but on-demand med-kits to heal up instantly, and air support to quickly supress enemy fire, makes the game easier, even on Veteran difficulty, which also just feels way less punishing in general.

The rest of the Campaign trophies are earned for various tasks specific to the 11 missions across the story, as well as beating them for the first time, so it leans heavily into the progression angle. There are also a small handful of collectible-based trophies to acquire, for picking up mementos distributed throughout the landscape across the Campaign, as well as performing specific Heroic actions, which are prompted to the player at chosen points throughout each mission.

Chapter select makes these easy enough, giving you the power to venture back into any mission and gather the mission collectibles, which are also well signposted on the navigation menus, so you always know which missions you may need to dive back in to in order to grab anything you may have missed. It'll also allow you to obtain any outstanding trophies tied to performing specific tasks related to certain missions too. It's exactly how chapter select should be used.

Moving into the Multiplayer, and this is the first time in any Call of Duty game I've played where at least a small portion of the list has been dedicated to the online element of the game. There are only 5 trophies here, but it'll require a reasonable level of dedication in order to pass through this portion of the game on your way towards the Platinum trophy.

The "General of the Army" trophy, awarded for Entering Prestige 1 in Multiplayer while playing online, is a fairly standard levelling grind, which simply asks you to play enough Multiplayer to reach level 55, and eventually choose the option to Prestige.

To Prestige just simply means to start over, and once you acquire enough experience points to hit the end of level 55, you'll be able to do this and begin the cycle again from level 1, but more importantly, grab your trophy.

You'll need a total of 1,457,000 experience points to reach the end of level 55 and unlock the option to enter Prestige mode. This is a fair chunk of experience, and under normal circumstances, will probably take you somewhere in the region of 20-25 hours of gameplay, which is a modest grind. If you wish to, you can potentially hold off and take advantage of double experience points special events, and this will slash the amount of time it takes significantly, but I'm not sure how common these are, or even if they're applied to older Call of Duty games anymore, so whilst I don't think it's fair to set this as the standard benchmark, it is still worth noting.

You should unlock the remainder of the Multiplayer trophies naturally as you progress through this levelling venture. There aren't any real recommendations to levelling up - Just choose your favourite game mode, stick at it and you'll get to where you need to be eventually. War and Search and Destroy was my personal preference.

Finally, we have the Zombies mode, which equates to the remaining 10 trophies within the list. I have garnered a love/hate relationship with Call of Duty Zombies experiences over the years, and my overall experience with any Call of Duty trophy list has been heavily influenced by my satisfaction levels within Zombies. Sometimes it's been good, sometimes it's been about as bad as imaginable.

On that scale, this probably fits somewhere around the mid, with most of the trophies requiring you to fulfil fairly simple tasks, which you can do solo or within an online lobby/private group. However, there are still a couple of trophies attached to the old Zombies Easter Eggs that we've all become well acquainted with over the years, and this is where the challenge of the overall list hits a few extra notches.

The "Dark Reunion" trophy, awarded for, saving Klaus in The Final Reich, plays out exactly how you expect any Zombies Easter Egg to play out - by carrying out a set of specific actions across the map in certain orders, culminating to the final stage, which, in this instance, is defeating the final boss on the map.

A couple of things about Zombies as a general note compared to my previous experience;

Movement is fluid and the map is bigger, which actually helps the game flow better. It felt so easy to get overwhelmed by the undead in previous versions of Zombies, and maps always felt tighter, so you never had anywhere to go when things got a bit hectic. Better movement mechanics, which always used to feel more stagnant and rigid in older games, and a larger, more open map generally avoids these frustrations, and makes for a better quality of life experience within the Zombies game mode. I frequently reached round 25-30 and even sometimes higher where necessary, which would just never happen previously, and that makes it more fun - There was never anything more demoralising than going for a trophy and dying so late into a game knowing you probably had to spend at least another couple of hours grinding back up to that point.

There's also a change in how the health system works here too. Previously, unless you had the Juggernaut perk, you'd take a couple of hits and die, and there was never a visual indication of your health. This has been addressed, and not only are you now shown a visual health bar, to allow you to understand how close you are to dying, but you also have the ability to purchase shields, which give you 3 when fully stocked. If you get hit enough times, it will break a shield, then you'll have the cushion of 2 more before you go down, but most importantly, you can visualise your health, and also have the ability to purchase more shields if necessary, providing you better protection in general. It's definitely the most positive change.

The Easter Egg comes in 2 forms, and you can obtain the trophy for the shorter form of this Easter Egg fairly easily, because it's the main goal most people play towards in public lobbies. The steps are mapped out on the screen and give a clear indication to the player on what they have to do to reach the end - Something that has also never existed previously in Zombies.

However, not all the steps are documented for the "Hardcore" version of the Easter Egg, and this requires a list of hidden steps in order to reach the conclusion, which is where it gets a little bit more complicated.

At the point where you're told by the game to trigger the ending of the shorter Easter Egg, you'll have the option, unbeknownst to everyone in the lobby, to take things further, and complete a handful of additional steps to trigger an alternate ending. Whilst it means you have to advance a bit further to complete this, that isn't really the issue - The issue is making sure that the players in the lobby don't trigger the ending for the lighter Easter Egg conclusion, and almost everyone will do this because the game instructs them to.

I attempted this a couple of times with a group, and this isn't exactly an issue with the game, so it wouldn't be fair to blame the game for this, but there are alot of people who are looking to unlock Easter Egg trophies in Zombies and just simply come unprepared. These challenges are further complicated when they don't use a headset or cannot respond to verbal instructions, and if these steps aren't carried out like a well-oiled machine, then things will go wrong.

It doesn't really matter for the shorter version, as instructions are clearly signposted right through to the end, and I even grabbed this one naturally whilst going through my own process of understanding and learning. However, the "Hardcore" version has too many extra steps for players to just walk in unprepared, and I failed on a few occasions due to botched attempts caused by a couple of people who were either just clearly looking for a carry from others, or just did the wrong things, such as triggering the ending for the shorter version of the Easter Egg accidentally or just simply not knowing what to do next when they needed to play their part.

To have a defined ending within Zombies is a big change. Zombies games were infinite to the point where everyone died, so the fact you can now trigger a boss fight, which will end the game automatically once complete, makes it a pain when this ends up slipping out of your control.

Ironically enough, my success eventually came from playing with a random player who I noticed was level 1000, and I chanced a direct request for support, which he duly obliged with. This identified another positive with the Easter Egg, whereby you can still achieve it with just 2 players. Large parts of my disdain for Zombies in the past has come from those Easter Eggs that contained steps that mandated the need for 4 players, so it's great to see that this isn't the case here.

But, it also just proved the importance of playing with people who know exactly what they're doing. Easter Eggs in Zombies have always been about intricacy and attention to detail. Research and study are important, and there are just too many people out there who want to be the beneficiary of the effort of others, and this isn't viable in Zombies for the vast majority of the time.

The Single Player Campaign is not the gruelling experience it was once infamously known for on it's Veteran difficulty, and being able to freely dip back into chapter select to go back for any mission specific tasks or collectibles, makes it a seamless journey. The Multiplayer element of this list is no more than a minor commitment to grind, but still doesn't stack up against some of the truly grindy levelling tasks that sit out there within the wider trophy community.

In reality, the majority of this Platinum difficulty rating rests on the Zombies experience. It wasn't as straight-forward as I had it planned out, but that was mainly due to the deficiencies experienced from attempting to achieve the end-game with players who just didn't have the same common goals, or weren't good enough to keep an Easter Egg attempt rolling into the latter stages of a game.

Being able to just call on the support of a random player I happened to get into a lobby with, partly based on their Zombies level, but also pure instinct, was just another example of being resourceful. Sometimes, trophy hunting is just about seeing opportunities you don't necessarily look for, and playing by ear, especially when it comes to seeking help from others.

If I rated in halves, I'd give this a 6.5/10. Outside of the Zombies trophies, I don't think the wider experience does enough to propel this into the upper echelons of the difficulty scale. I enjoyed the foray back into the Call of Duty experience. It wasn't enough to bring me permanently out of hiatus, but it was fun to revisit something that's important to remember gave me alot of enjoyment over the years, and that is always worth it.

Notable Trophies - 

Distinguished Service - Complete the game on Veteran difficulty.
General of the Army - Enter Prestige 1 in Multiplayer while playing online.
Dark Reunion - In The Final Reich, save Klaus.

Hardest Trophy -



Dark Reunion
In The Final Reich, save Klaus