User blog comment:Crazy sam10/My views on a MW4/@comment-78.97.91.207-20130309082056/@comment-78.97.91.207-20130309213139

What you described is MP, the campaign is basically scripted corridor shooting to the max, handholding, punishing you for everything you do that the game doesn't want, just to convey a story. Interactive movies with tons of cheap mechanics and limited replay value. Tell me again how that's bad, and how the traditional model of getting from A to B by any means, with minimal obstacles that hinder gameplay just to convey a story is bad? Look at Half Life before you start saying that it's the only way of immersing and telling you a story.

I pretty much only play FPSs that allow me to think during gameplay and that aren't movies, but those kinds of games are pretty much on the brink of extinction, like I've already said. What's so wrong with that and what's so good with limiting gameplay to convey a story?

Sometimes I wish I just played it and went rambo and shot everything, but unfortunately I'm impeded by "you are leaving the area" markers, "complete objective now or fail" marker, "press E to do something" marker, timers, triggers, triggers that suck you into a cutscene, forcing you to use or do something because that's what the plot requires and you have no say, etc.