Call of Duty: Ghosts is an interesting entry in Activision's flagship series. As the first major cross-gen release for the global juggernaut, this Call of Duty game bridged the gap between the PS3 and PS4 console generations. It was also a bold step forward for Infinity Ward, as it served as the first time in several years that the developer was moving away from the safety of the Modern Warfare brand.
The much-memed fish AI demo did not exactly get fans hyped for Call of Duty: Ghosts, and it did not help that the game was releasing after the beloved Call of Duty: Black Ops 2. Ultimately, it marked the end of the golden age for theCall of Duty series, as it was not as successful as the games that released from 2007-2012 and served as the start of a rough patch for the series. Each game mode has downsides, meaning there are several reasons why the game never received a sequel.
Infinity Ward’s RPG Should Be a Continuation of Call of Duty: Ghosts’ Extinction Mode
Each core mode of Call of Duty: Ghosts had its flaws, and the campaign’s were perhaps the most obvious. For starters, Infinity Ward had the challenge of getting fans invested in a new universe and fresh cast of characters, which was an uphill battle given the popularity of Modern Warfare and figures like Captain Price. The decision to feature a group called the Ghosts that had no relation to Modern Warfare 2’s Simon Riley (aside from a dog whose name was a tribute to the character) was odd, and the silent protagonist Logan proved hard to connect to.
Alongside some stiff voice acting from the members of the Ghosts and a predictable story, the campaign felt like a step back from Call of Duty: Black Ops 2’s creative singleplayer mode. In that campaign, players could make
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