Video summary

DO NOT BUY MW4...

Main summary

Key takeaways

Gaming

Storyline (from the video)

  • The speaker mainly discusses multiplayer, but also comments that the campaign is expected to be a strong “MW19-style” experience with varied missions, including:
    • a tank mission
    • underwater swimming
    • trench warfare
  • They hope multiplayer connects to the campaign through new characters, but worry that new MW characters may only appear briefly (they compare this to Adler becoming a staple in Black Ops Cold War).

Gameplay highlights (what the game is like)

Positive gameplay elements

  • Gunplay / feel
    • Infinity Ward is said to have some of the best gun handling in the franchise.
    • Guns are described as feeling and sounding great, and getting kills is very satisfying.
  • Recoil & smoke feedback improved
    • Visual recoil and excessive smoke from an earlier build are believed to be fixed.
  • Attention to detail
    • Immersion-boosting effects are highlighted, such as blood on weapons during intense combat and snow effects on snow maps.
  • Operators
    • Operators are praised for looking more grounded and appropriate for the setting, avoiding “wacky collab skins” (for now).
  • Create-a-class menu
    • The menu is described as clean and easy to navigate, especially compared to recent MW2 UI changes.
    • Streaks/perks are also described as more straightforward.
  • Streaks power
    • Streaks are framed as strong, momentum-shifting, and annoying in the “right” way—rewarding good play while requiring organized counterplay.
    • Examples:
      • An attack helicopter reportedly takes multiple rocket launchers to remove.
      • A Hellstorm-style marker missile where you choose an area and it detonates—used strategically (e.g., protecting/clearing objectives like a B flag).
  • “Gunny” (AI class/build helper)
    • The speaker likes an AI system that quickly helps players choose a class type via short/medium/long-range selection.
    • It also saves/iterates builds to reduce overwhelm for newer players.
  • AI networking / hit feel
    • Satisfaction is partially attributed to hit detection/network feel, even though they criticize other elements.

Negative gameplay elements

  • Core negative: matchmaking
    • Biggest complaint: matchmaking is described as worse since the open beta.
    • The experience is compared to a CDL/worlds-style sweat-fest.
    • They argue it should be reverted to the earlier system (pre-“BO7” era / earlier referenced changes).
    • They also claim lobby conditions were easier before (COD Next vs open beta), and that current matchmaking becomes a chore—slower matchmaking, harder-to-find acceptable games, and/or higher skill pressure.
  • Maps
    • Beta maps are described as incredibly small, making fights feel faster and pacing more mindless (“brain rot”).
    • Cited maps:
      • a cat café themed map (stylistically compared to a BO7 map)
      • Transit 213
      • a snow map
    • They strongly dislike the “small brain-rot” style and want bigger maps and/or maps that better fit classic faster-but-not-overcracked pacing.
    • They describe the loop as: fight → death → spawn → repeat.
  • Movement
    • Movement is described as “cracked”, dominated by a slide/jump/lay-down loop in gunfights.
    • They feel you need stimulant-level focus to keep up, contrasting it with earlier “controlled” movement (example given: Ghosts sliding that couldn’t be shot during it).
    • They want classic movement and specifically suggest removing/tuning tactical sprint.
    • They also argue the game needs a classic playlist at launch (not later).
  • TTK (time-to-kill)
    • They believe TTK is too quick, especially with fast maps and fast movement.
    • Comparison recalled:
      • “MW19 up close, MW3 far away” (via a comment attributed to Jack)
    • They don’t want BO4-style high health, but do want a bit longer to die.
  • Attachments / Gunsmith balance
    • Attachments—especially optics/red dots—are said to slow ADS, which they consider unintuitive.
    • Their view: attachments should improve guns more like BO2.
    • They dislike both visual clutter (“mush”) and the sheer number of attachment options overwhelming new players.
  • Spawns
    • Spawns are described as “not very good,” contributing to the overall “brain rot” loop.

Strategies / key tips mentioned

  • Use the Hellstorm/marker-style streak smartly
    • Drop it near objectives.
    • Example described: throw it near/at the B flag, run away, and let it explode people pushing the objective.
  • Counter-streak counterplay (implied)
    • Strong streaks require organized team response.
    • Example: multiple rocket launchers to take down an attack helicopter.

“Should you buy MW4?” (verdict)

  • Overall verdict: No—wait.
  • Conditions / caveats to reconsider
    • Wait for both weekends of the beta so Infinity Ward can apply feedback.
    • Key required changes they emphasize:
      • revert/improve matchmaking
      • adjust maps / make them less small
      • slow/tune movement
      • increase TTK slightly
  • They argue the game could be solid at its core, but currently needs too much work.

Additional topic: DMZ “hot take” (not gameplay tips)

  • The speaker doubts DMZ will meaningfully move the needle, suggesting extraction shooters may have passed their peak.
  • They speculate (conspiracy-style) that DMZ development may have been accelerated due to Arc Raiders’ success, implying DMZ wasn’t planned early enough.

Sources / gamers featured (mentioned at the end of the video content)

  • T Dog Plays
  • Treyarch (mentioned generally for comparison)
  • Jack (named as someone working on the game)
  • TP
  • Butters
  • ExclusiveAce (referenced for matchmaking videos/quotes)
  • Infinity Ward devs (general reference)
  • Peanut
  • War Dogs (mentioned for a beta with concurrent players)

Franchise/timeframe comparisons referenced (not sources in the “creator” sense):

  • Fortnite, COD Ghosts, BO1/BO2/BO3/BO4, MW2, MW19, MW3

Original video