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User Rating: 9 | Medal of Honor: Warfighter X360
Medal of Honor: Warfighter is a first-person shooter video game developed by Danger Close Games and published by Electronic Arts. It is a direct sequel to 2010's series reboot Medal of Honor (2010) and the fourteenth Medal of Honor installment in the series. Warfighter strives for this by giving you a genuine impression of what it's like to live as a Tier 1 operator, the elite operatives at the center of the modernized Medal of Honor series. It's clear from the first cutscene all the way to the end credits that developer Danger Close has the utmost respect for the extraordinary skills and bravery of these soldiers. Warfighter spotlights one tired design idea after the other. Each linear action sequence boils down to whack-a-mole with firearms: AI enemies mindlessly pop out from the same cover spots or stand out in the open just waiting to die. When they've all been killed, your squad kicks down a door, kills a handful of evil terrorists in slow motion, and moves onto the next section of the predictable pattern. Warfighter leaves little room for strategic thinking too, since it funnels your team down narrow paths by blocking alternative routes with rocks, bushes, or invisible walls. Much of Medal of Honor is out of your hands, stripping you of the satisfaction that comes with making a difference or any impact on the world in a meaningful way. Many doors don't open until allies let you through. Suspects you chase on foot conveniently wait when you fall behind. Choppers fly in to finish the job you couldn't, airstrikes level buildings in your way, and an entire two-minute mission consists of taking a single shot you can't miss. Hey, at least the weapons feel terrific, with bullets biting through enemies at an almost uncomfortable level of efficiency. Great firefights are far for the course in Frostbite Engine-powered games, and Medal of Honor feels as good as it looks. Warfighter's incredible attention to atmospheric environmental detail gives Battlefield 3 a run for its money, and establishes a sense of place where the level design can't.