Video summary
DO NOT BUY MW4...
Main summary
Key takeaways
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