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Infinity Ward is back after four years away, and the gap shows - MW4 fixes core gunplay problems that have plagued the series while delivering 15 modes, 12 maps, and a revamped weapon system worth grinding.

I have watched Infinity Ward sit on the sidelines for four years while two other studios took the wheel, and if MW4's pre-release showing is any indication, the wait has done the gunplay real good. The headline change is the removal of weapon bloom on hipfire - bullets now go exactly where the barrel points, no invisible dispersion cone stealing your kills. For anyone who has ever lost a close-range fight and genuinely could not explain why, that single change matters more than any cinematic trailer. Recoil has been rebuilt from scratch, too, with Infinity Ward promising that your input maps directly to what happens on screen. That is the kind of commitment to feel that makes a 144hz setup actually worth sitting at. The movement system is a substantial step up from where the MW line left off. Omnimovement from Black Ops 7 does not carry over, but in its place you get mantling, hanging, shimmying across ledges, and a wider field of view that pushes the game closer to a bodycam aesthetic than the series has ever gone. Vertical play opens up in ways the older Create-a-Class reward structures never really supported, and with the new unified loadout system grouping your Operator, weapons, equipment, and killstreaks into one screen, building a kit for a specific role feels faster and less messy. The new Gunny feature - essentially a smart preset builder designed by Infinity Ward's own weapons team - is a solid on-ramp for players who do not want to read spreadsheets before their first match. Weapon progression now culminates in Apex Attachments, unlocked only after maxing a gun out fully. These are not slider tweaks. Early previews describe them as genuine identity shifts - changing handling, firing behavior, or tactical role in ways that standard Gunsmith modifications cannot touch. Some shotguns and SMGs reportedly arrive hot in pre-launch builds, which is a familiar song, but the underlying structure of progression is more interesting than anything the MW line has offered since 2019. Prestige has also been split into two paths: a Classic route that resets your loadouts in exchange for XP bonuses and exclusive rewards, and a Regular path that lets you keep your unlocks while still earning progression. That is a reasonable compromise that the community has been asking for loudly. The map and mode slate is bigger than expected. Twelve core 6v6 maps at launch, all new with no remaster padding, plus dedicated Gunfight maps, Big War maps built around vehicular action in locations pulled from the campaign, and Kill Block - a dynamic map that reconfigures its sightlines and routes between rounds with over 500 possible configurations. That last one is either going to be genuinely disruptive or a novelty that wears off in a week. DMZ extraction is back as well, with dynamic weather and military objectives layered on top of the core loop. Fifteen modes total on day one is a healthy number and suggests Infinity Ward had actual development time rather than a crunch sprint to ship something. The campaign follows Captain Price operating as an outlaw after the events of MW3, with a conflict against Ghost threading through a globe-spanning set of locations including Korean trenches, New York streets, Paris, and Mumbai. Whether that story lands is a question mark until release, but the audio and animation work shown in pre-release builds has drawn consistent praise - one journalist described flinching in their seat from a revolver shot, which is not something you write about a game that sounds mediocre. Fred, Scout Team

Call of Duty®: Modern Warfare® 4
Action

Call of Duty®: Modern Warfare® 4

TBAInfinity WardActivision
GamerScout Says

Infinity Ward is back after four years away, and the gap shows - MW4 fixes core gunplay problems that have plagued the series while delivering 15 modes, 12 maps, and a revamped weapon system worth grinding.

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About Call of Duty®: Modern Warfare® 4

I have watched Infinity Ward sit on the sidelines for four years while two other studios took the wheel, and if MW4's pre-release showing is any indication, the wait has done the gunplay real good. The headline change is the removal of weapon bloom on hipfire - bullets now go exactly where the barrel points, no invisible dispersion cone stealing your kills. For anyone who has ever lost a close-range fight and genuinely could not explain why, that single change matters more than any cinematic trailer. Recoil has been rebuilt from scratch, too, with Infinity Ward promising that your input maps directly to what happens on screen. That is the kind of commitment to feel that makes a 144hz setup actually worth sitting at. The movement system is a substantial step up from where the MW line left off. Omnimovement from Black Ops 7 does not carry over, but in its place you get mantling, hanging, shimmying across ledges, and a wider field of view that pushes the game closer to a bodycam aesthetic than the series has ever gone. Vertical play opens up in ways the older Create-a-Class reward structures never really supported, and with the new unified loadout system grouping your Operator, weapons, equipment, and killstreaks into one screen, building a kit for a specific role feels faster and less messy. The new Gunny feature - essentially a smart preset builder designed by Infinity Ward's own weapons team - is a solid on-ramp for players who do not want to read spreadsheets before their first match. Weapon progression now culminates in Apex Attachments, unlocked only after maxing a gun out fully. These are not slider tweaks. Early previews describe them as genuine identity shifts - changing handling, firing behavior, or tactical role in ways that standard Gunsmith modifications cannot touch. Some shotguns and SMGs reportedly arrive hot in pre-launch builds, which is a familiar song, but the underlying structure of progression is more interesting than anything the MW line has offered since 2019. Prestige has also been split into two paths: a Classic route that resets your loadouts in exchange for XP bonuses and exclusive rewards, and a Regular path that lets you keep your unlocks while still earning progression. That is a reasonable compromise that the community has been asking for loudly. The map and mode slate is bigger than expected. Twelve core 6v6 maps at launch, all new with no remaster padding, plus dedicated Gunfight maps, Big War maps built around vehicular action in locations pulled from the campaign, and Kill Block - a dynamic map that reconfigures its sightlines and routes between rounds with over 500 possible configurations. That last one is either going to be genuinely disruptive or a novelty that wears off in a week. DMZ extraction is back as well, with dynamic weather and military objectives layered on top of the core loop. Fifteen modes total on day one is a healthy number and suggests Infinity Ward had actual development time rather than a crunch sprint to ship something. The campaign follows Captain Price operating as an outlaw after the events of MW3, with a conflict against Ghost threading through a globe-spanning set of locations including Korean trenches, New York streets, Paris, and Mumbai. Whether that story lands is a question mark until release, but the audio and animation work shown in pre-release builds has drawn consistent praise - one journalist described flinching in their seat from a revolver shot, which is not something you write about a game that sounds mediocre. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopcross-platformachievementstier:aaaBloom-Free GunplayApex AttachmentsKill BlockBig War ModeDMZ ExtractionBodycam FOVDual Prestige PathsGunny Build SystemKorean Peninsula Campaign

System Requirements

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Game Info

Developer
Infinity Ward
Publisher
Activision
Release Date
TBA

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