Call of Duty: Modern Warfare (2019)

“A grounded, morally grey reboot whose bold storytelling and standout townhouse raid outweigh deliberately sluggish movement, recurring visual glitches and a Warzone-shaped ending.”

The 2019 reboot rebuilds the franchise around a genuinely uncomfortable premise: a war with no clean side. Stolen chlorine gas, an occupied capital, a rebellion against a general whose crimes everyone politely ignores, and CIA handlers who keep their fingerprints off everything. The tone lands hard and early, with a content warning that turns out to be entirely earned, and the campaign keeps its dread intact throughout. This is a reboot rather than a remake, a distinction that matters for anyone expecting the original’s plot beats.

The Farah childhood flashback is unusually bold storytelling for the series. Playing her as a child through a gas attack, hiding under beds while soldiers search the house, crafting a spoon shiv in a prison cell, the sequence explains her hatred of chemical weapons through lived horror rather than exposition. It is the writing’s emotional foundation, and it recontextualises every later choice she makes. Few blockbuster campaigns give a trauma this much room to breathe.

London’s Piccadilly attack opens the civilian-stakes register: multiple suicide bombings within the first half hour, civilians who cannot be reliably distinguished from attackers, and the wire-cutting bomb defusal that follows. The tension is real, and the mission justifies the warning label single-handedly. Clean House then delivers the campaign’s peak, an SAS night raid through a townhouse rendered in tight, claustrophobic gunplay. It is the remembered highlight, and deservedly so.

Movement speed is the standing complaint, flagged from the first mission to the closing credits. The deliberate slowness is clearly a design choice, part of the tactical register, but it never stops feeling restrictive, and combined with a fast time-to-kill it produces frequent deaths that feel less like fair fights and more like ambushes. Stealth and positioning become the only viable approach on Regular, which suits the game’s intent even when it frustrates the thumbs.

The night-stealth missions blur together. Barkov’s compound and the highway ambush both offer good atmosphere, but the shared night-vision palette and similar objective structures make them hard to tell apart, and the multi-layered estate infiltration, for all its craft, repeats beats the compound already played. The highway sniper ambush with notch-based ranging is the exception, a genuinely distinct set piece. The oil-filter suppressor crafting and RC-plane kamikaze strikes similarly earn their slots.

The campaign’s structure alternates viewpoint characters well: the Urzikstan insurgency, the London policing thread and the childhood flashbacks each carry a different register, and the joint lab assault closes the arc with real momentum. Frequent checkpoints keep the fast deaths from ever costing much progress, which softens the movement frustration considerably, and the pacing holds even when individual missions echo one another. Character continuity with the original games is deliberately loose, and the new ensemble is strong enough that the loose ends read as freedom rather than neglect.

Visual glitches recur throughout: flickering clothing on moving characters, single-frame shadows, occasional lighting freak-outs. None break the game, but all undercut its obsession with photoreal grimness. The ending is the other misstep, teasing an unknown leader and an under-attack city in a way that feels more like battle-royale setup than campaign closure, and Hadir’s betrayal lands as expected rather than shocking. The reuse of legacy characters is thin window dressing; the new cast carries the story on its own terms.

Overall, this is a strong, surprising reboot whose bold, morally grey storytelling and standout set pieces outweigh its pacing quirks and continuity oddities. The slow movement is a defensible but persistent irritant, the visual glitches are cosmetic rather than structural, and the ending’s setup lean is forgivable in a campaign this confident. The tone, the flashbacks and the townhouse raid make it a genuine highlight of the modern series.