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Five years in development, the new Infinity Ward engine is finally in the hands of Call of Duty players in the rebooted Modern Warfare. It's a brilliant example of the late-gen multi-platform game - where long years of experience working with a fixed platform architecture pay dividends with some exceptionally impressive audio-visuals. Realism is on a new level compared to prior COD offerings, lighting and animation are radically improved, the interaction between illumination and materials is spot-on and the sheer level of detail delivered by the new technology is hugely impressive. This is an engine designed to scale - not just across today's consoles and up to the fastest ray tracing-capable PC graphics cards - but also to the next generation of Sony and Microsoft machines.
Of course, another aspect of the late-gen multi-platform game is that sometimes the scale of the ambition isn't quite a match for the available power of the consoles and it's fair to say that Infinity Ward treads a fine line here. Modern Warfare is a treat to play, but the enjoyment of Call of Duty is tied closely to performance - and there are key differences between platforms here, something that is all the more relevant owing to the game's forward-looking approach to cross-play.
Meanwhile, Infinity Ward's dedication to a smooth, filmic look to its visuals means that there are some very obvious differences between consoles - yes, resolutions are very different, but while we have pixel-count data for all machines, image quality is more about clarity rather than traditional artefacts like 'jaggies', pixel-popping or temporal shimmer. Not all aspects of the presentation are rendered at native resolution either, further muddying the waters.
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