
Call of Duty: Modern Warfare 2
The best-feeling gunplay Infinity Ward has ever shipped, bolted to a campaign that stops on a cliffhanger and a multiplayer suite that rewards patience over momentum.
GamerScout Verdict
Worth it for the gunfeel and two standout campaign missions, if you accept slower engagements and a game Activision stopped feeding.
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About Call of Duty: Modern Warfare 2
The gunplay is the high point here, and it isn't close. Weapon handling has real weight: recoil that settles rather than snapping back, reloads that read as motion instead of filler, and a sound mix where a suppressed rifle two rooms over is genuinely a different noise from an open barrel down the street. If your only question is whether pulling a trigger feels good, this is near the top of the genre. Everything wrapped around that trigger pull is where the arguments start, and the Mixed rating on Steam is not an accident. The campaign runs six to eight hours and puts you back with Task Force 141: Price, Soap, Ghost, Gaz, plus Alejandro and Los Vaqueros on the cartel side of the plot. It swings between two very different games. When it commits to spectacle it's excellent, and the oil rig assault in particular is one of the better set pieces the series has built. When it commits to improvisation it's better still. There's a mission where you're stripped of gear in a hostile town and have to scavenge and craft distractions out of tape, bottles and scrap, and it's the most genuinely interesting thing a Call of Duty campaign has attempted in years. Then there are the instant-fail stealth sections and a couple of vehicle sequences that exist mainly to reset pacing, and those are the ones you'll remember as chores. The story hits its beats and then parks on a sequel hook rather than an ending, which is worth knowing before you start. Multiplayer is a large, slightly unfocused buffet. Core 6v6 is present and correct, but so are Invasion and Ground War with vehicles and bot-padded squads, Prisoner Rescue and Knock Out on the slower tactical end, and a full third-person playlist that plays like a different game entirely. Gunsmith was rebuilt around weapon platforms, so unlocking a receiver on one gun feeds attachments to its relatives, and tuning lets you push attachments along two axes instead of just bolting them on. It's deep, and it's also a lot of menu time before you get to shoot anything. The bigger design shift is pace. Perks arrive in packages partway through a match instead of at spawn, the minimap stopped painting unsuppressed shooters as red dots, and a lot of the launch maps favor long sightlines and cluttered cover. Some players read that as a welcome move toward deliberate, positional shooting. Others read it as camping simulator, and honestly both readings are fair. Which camp you land in is the single best predictor of whether you'll enjoy this. Co-op is the underrated corner. Raids drop three players into scripted puzzle-and-firefight rooms that require actual communication, and Special Ops missions are decent one-and-done challenge runs. DMZ, the extraction mode, is the most interesting experiment in the package: you drop into Al Mazrah with a loadout, chase objectives while other squads and AI hunt you, and try to get out with your gear intact. It's rough, it's unbalanced, and it can also produce the most memorable twenty minutes you'll have with this game. Cross-platform play keeps lobbies filled, and full controller support and captions are in place. The complaints are real and worth being blunt about. The tile-based menu redesign was widely disliked and never fully fixed. Matchmaking works hard to keep you at a fifty percent win rate, which flattens the highs. In-app purchases sit prominently in the storefront tab. Most importantly, Activision moved on fast, and the game's post-launch runway was shorter than the price implied at the time. That combination, more than any single mechanical decision, is what dragged the user score down to where it sits. So who's this for? Players who want a campaign with two or three genuinely great missions and are fine with the filler between them, and multiplayer regulars who prefer measured, gun-first engagements over slide-cancelling chaos. If you bounce off slower time-to-engagement shooters, or you were hoping for a live game that's still being fed, look elsewhere. If you want a shooter that feels superb second to second and you're happy to treat it as a finished product rather than an ongoing service, there's a lot of well-built game in here.

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System Requirements
Minimum
- Processor
- Intel Pentium 4 3.2 GHz or AMD Athlon 64 3200+ processor or better supported
- Memory
- 1 GB RAM
- Graphics
- 256 MB NVIDIA GeForce 6600…
Recommended
- OS
- Windows® 10 64 Bit (latest update) or Windows® 11 64 Bit (latest update)
- Processor
- Intel® Core™ i5-6600K / Core™ i7-4770 or AMD Ryzen™ 5 1400 Memory…
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Game Info
- Developer
- Infinity Ward, Raven Software, Beenox, Treyarch, High Moon Studios, Sledgehammer Games, Demonware, Toys for Bob
- Publisher
- Activision
- Release Date
- Oct 22, 2022



