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Review: BETA CALL OF DUTY®: MODERN WARFARE® 4

A return to its roots that still needs to prove it can evolve without losing control



The opportunity to review the Beta of Call of Duty: Modern Warfare 4 came at a time when I was already on the twelfth page of the fifth season of Black Ops 7 and, to be honest, I was still having a great time with it. There is, however, one characteristic of the franchise that has always pushed me slightly away from the Black Ops games: their themes. I have always been much more drawn to Modern Warfare, probably because this was where I first learned to enjoy Call of Duty. Because of that, experiencing a Beta for a new chapter in the series that has had the greatest impact on me naturally created a different kind of expectation, especially considering that Infinity Ward promises a return to more precise combat, with greater control over movement and every confrontation.

It is important to make it clear from the beginning that this review is based exclusively on the experience provided by the Modern Warfare 4 Beta. The available content is still limited compared to the full game, which arrives on October 23, so some of the points discussed here may naturally change before launch. The Beta serves precisely as an opportunity to test systems, gather feedback and identify problems before the final version.



DETAILS


The Modern Warfare 4 Beta is essentially divided between a small sample of the campaign and multiplayer, which naturally contains the majority of the content available at this stage. The first weekend offers early access to those who preordered the game, while the second will be open to all players, including those playing on Nintendo Switch 2. The full game will launch on Xbox Series X|S, PlayStation 5, PC and Nintendo Switch 2, with no previous generation versions.

On PC, the experience begins with a characteristic that, although familiar to anyone who follows the franchise, remains difficult to ignore. Before even entering a match, I had to wait several minutes for the shaders to compile. Even on a high speed SSD, this remains a rather annoying step, especially because small changes or updates can cause the process to be repeated. Beenox is specifically working on optimizing the PC experience, something Activision itself has already presented as one of the development priorities for Modern Warfare 4.

I also noticed an important change in the game's structure. The lobby feels more detached from the large launcher that previously concentrated several Call of Duty games and modes. In practice, it feels like a lighter and more straightforward interface, something that was missing from previous titles.




And speaking of the interface, this is one of the changes that caught my attention the most during the Beta. The elements are larger, more prominent and organized in a way that feels much more modern to me. The Quick Play option and popular modes are highlighted right away, while the filters are easier to identify. The main change, however, is the side menu, which brings together different areas of the game much more clearly, such as playing, ranking, store and progression.


It was something I felt was missing from the previous interface, and it now works in a much more natural way. Daily challenges are still present, maintaining a structure we already know, but the navigation as a whole seems less concerned with putting as much information as possible on the same screen.


Even class selection has been reorganized. Instead of a predominantly vertical presentation, we now have a side based structure that makes it easier to find the different options. The match loading screen, on the other hand, remains quite familiar.



CAMPAIGN



The campaign available in the Beta represents only a small sample of the full game and begins in South Korea, amid battles against North Korean soldiers. There are five difficulty levels, in addition to Realism, which is unlocked after completing the campaign on another difficulty. The game will also be fully dubbed in Brazilian Portuguese.

The opening in the snow covered trenches works very well to establish the tone of the conflict. Some armored enemies feel like damage sponges when hit in the body, but accurate headshots make these encounters much more efficient. The lighting and shading are generally good, although some indoor environments are too dark.




At one point, we take control of a tank, with the ability to destroy cars, structures and even larger elements of the environment. The explosions are well executed and give the battles considerable weight, although friendly fire can be somewhat annoying during these sequences.


I also really liked the transitions between combat and first person moments, which happen quite naturally. The artistic direction manages to balance tension and storytelling, especially during underwater sequences, where the lighting and sound create a genuine sense of distress.


Even though it is a short sample, this part of the Beta leaves a good impression and presents a campaign with a very defined artistic direction, focused on a modern military conflict that begins on the Korean Peninsula.


MULTIPLAYER


Multiplayer is where I spent most of my time, and the changes are much more noticeable. Movement is more controlled and, most importantly, less exaggerated than in Black Ops 7. The character is still fast, but there is a greater sense of weight, while sliding has a more natural presentation. For me, this was one of the best changes in the Beta.


The initial grenade configuration, however, bothered me. The default throw feels more like a short drop in front of the character rather than the traditional throw I am used to, and it took me a while to understand how the new system worked. It is an interesting idea, but I would like to have an alternative configuration.


Combat has also gained more impact. Gunshots feel stronger and certainly managed to deliver some of the best shotgun gunplay I have experienced here. We can now also better visualize the points that were hit when we die. I really liked the change to assists. Now, when we contribute to an elimination without being responsible for it, the game actually registers an assist, which I consider much more consistent for competitive players.


Another very positive point was the speed at which matches begin. In my experience, the process was almost three times faster than in Black Ops 7, significantly reducing the time between matches. Small destruction effects also help bring more life to the maps, although it is still too early to know how much impact they will have on lower end machines.


Not everything works perfectly. Team balance still seems inconsistent, with matches where one team completely dominates the other. The respawn system also needs adjustments, as on several occasions I spawned very close to enemies or even on top of a grenade.


The Gunsmith interface was one of the few visual changes that I did not like. The weapon is centered and surrounded by attachments, but I consider the previous design simpler and more functional. Class organization, on the other hand, has improved considerably with the new side menu.

I was also pleased with the removal of the exaggerated movement from Black Ops. I even tried to reproduce some parkour and wall running movements, but they simply are not part of the experience in the same way. Modern Warfare 4 seems much more interested in giving the player control than turning every match into a sequence of acrobatics.



There is still plenty to test. The Beta includes different modes and maps, while the second weekend will add content such as Ground War and other experiences. Kill Block is also one of the multiplayer's main bets, changing the structure of maps through different combinations of areas.

Overall, multiplayer left me with a very positive impression. There are still issues with balance, respawns and some interface choices, but the more controlled movement, more impactful combat and faster match times make Modern Warfare 4 feel much closer to the experience I expected from a new Modern Warfare.



TRAILER OFFICIAL


CONSIDERAÇÕES FINAIS


My initial impression of Modern Warfare 4 is quite positive. I entered the Beta coming directly from Black Ops 7, which I was still enjoying quite a lot, but which represents a side of the franchise that I feel less connected to. Returning to Modern Warfare brought back that familiar feeling that has always made me enjoy Call of Duty.


The Beta still has some issues. The recurring shader compilation on PC remains annoying, some spawns are questionable, team balancing needs improvement, and certain interface choices could be simpler. I also think the aim assist needs to be revisited to better level the playing field between mouse-and-keyboard players and the raw skill of those who use this option.


On the other hand, there are changes that genuinely work. Movement feels more controlled, which to me is a win for players who prefer a more measured pace. Combat feels more impactful, the interface is more organized, matches start quickly, and the campaign features a more grounded artistic direction that left me quite curious to see the rest.


It is important to emphasize that we are evaluating a Beta, not the final product. The content is still limited, and several systems may receive adjustments before launch. Even so, Modern Warfare 4 managed to achieve something I did not necessarily expect to feel this early: the desire to keep playing and discover just how far this new approach can go.


If the final version can maintain these strengths, address the issues found in the Beta, and deliver the promised content, Modern Warfare 4 could represent a very interesting return for one of the sides of Call of Duty that I enjoy the most.




Nota: 8.0/10

 Review by Gamertag: SCOULZ

 
 
 

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