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Call of Duty: World at War: Final Fronts

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Call of Duty: World at War: Final Fronts
Final Fronts
Developer(s) Rebellion
Publisher(s) Activision
Engine Asura Engine
Released NA November 11, 2008
EU November 14, 2008
Genre(s) First-person shooter
Mode(s) Single-player
Ratings BBFC: 15
ESRB: T
PEGI: 16+
USK: 18
Platform(s) PlayStation 2
Media DVD-DL
Input methods Gamepad
"We thought we were going to win the war all by ourselves... We were wrong."
Joe Miller

Call of Duty: World at War: Final Fronts is the PlayStation 2 version of Call of Duty: World at War. Despite sharing virtually the same title and cover as the Xbox 360, PS3 and Wii versions, the PS2 version is almost completely different with its own set of missions involving the U.S. fighting in the Pacific theater and the Battle of the Bulge in Europe, as well as the British advancing on the Rhine River into Germany. This version has a total of 13 missions, with no online multiplayer, and no Nazi Zombies game mode. It was developed by Rebellion, instead of Treyarch, but was still published by Activision.

Contents

Story Mode Edit

The first mission of the game is a training mission, and introduces the character the player play as, Joe Miller, as well as his two squad-mates, Roebuck and Polonsky. The training mission itself acts as a go-between for learning to use the controls, and introducing the setting of the game, as the training mission cuts short, resulting in the player going to war. Players fight as Pvt. Joe Miller, possibly modeled after C. Miller of the American 2nd Marine Division fighting in the island hopping campaign in the Pacific. Players will also control Pvt. Lucas Gibson of the American 80th Infantry Division, Gunnery Sergeant Alex McCall of the American 4th Armored Division, and Pvt. Tom Sharpe of the British 6th Airborne Division as they fight through the final battles of the Western Front in the European theater of the war. The game has the player facing enemies that employ lethal new tactics and know no fear, no mercy, nor the rules of war. Unlike Call of Duty: World at War, there's no Soviet campaign in this game.

Game Features Edit

Call of Duty: World at War: Final Fronts uses its own physics engine, as opposed to the engine in Call of Duty: World at War, due to the limited processing power of the PlayStation 2. The game's graphics are similar to other Call of Duty games on the PS2. As well as this, the menu systems, character models and fonts all bear resemblance. The game's sound is similar as to what is heard in Call of Duty: World at War and Call of Duty 3. Kiefer Sutherland lends his voice to Sgt. Roebuck once again, recording new dialogue, and there are many other voice talents used from Call of Duty: World at War, such as Polonsky's and Sullivan's. The shouts and screams of enemies are also re-used, which gives the game a feel of continuity within the series. Guns such as the Thompson, M1 Garand and Type 100 also return. Additionally, two levels in the game include the M2 Flamethrower.

Levels Edit

War in the Pacific Edit

Winter Offensive Edit

Victory in Europe Edit

Victory in the Pacific Edit

CharactersEdit


Gallery Edit

Trivia Edit

  • In Call of Duty: World at War, Polonsky is a Private, but in Call of Duty: World at War: Final Fronts Polonsky is a Corporal. This suggests that Final Fronts happens after the events of Call of Duty: World at War. This, however, is not possible, as the player in Call of Duty: World at War is with Polonsky to the end of the war.
  • This version's Pvt. Miller is named Joe Miller. It is unknown whether C. Miller and Joe Miller are the same characters (as the first name may have been an oversight due to the different development cycles). However, it is more likely they are different characters.
  • Roebuck and Polonsky are also team members in this game. They have the same voice personalities, but their appearances differ slightly.
  • Instead of using Id Tech as do virtually all the other Call of Duty games, this one uses Rebellion's Asura engine.
  • Call of Duty: World at War: Final Fronts has some of the same features as the Xbox 360/PS3/PC version. The flamethrower can still burn away elements of the terrain, and characters can get their helmets shot off. Albeit the most noticeable difference between the two games is that Call of Duty: World at War: Final Fronts has no blood and gore.
  • There is an extra American campaign set in the European theater and a British campaign, which the other versions of Call of Duty: World at War lacked. However, Call of Duty: World at War: Final Fronts does not have a Russian campaign, which the regular Call of Duty: World at War had, as the British campaign takes its place.
  • Unlike Call of Duty: World at War on PC, Xbox 360, PS3, and Wii, Call of Duty: World at War: Final Fronts has a training level.
  • Call of Duty: World at War: Final Fronts is the last Call of Duty game produced for
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    the PS2.
  • The game is lighter in tone than the other versions, akin to previous installments in the Call of Duty series.
  • In Call of Duty: World at War: Final Fronts, virtually all guns have a higher ammunition limit.
  • The Type 99 in this game is referred to as the Type 99 LMG, since the rifle known as the Arisaka in the console versions is called Type 99.
  • The melee action is not performed with a knife. Rather, it is performed with the rifle's butt stock making it the last Call of Duty game to use this as the melee attack.
  • There are no pistols featured in this game.
  • Lethal Grenades have visible timers shown by six red bars surrounding a white dot, identical to how grenades were cooked in Call of Duty 2: Big Red One and Call of Duty 3.
  • Roebuck looks very similar to Sgt. Dixon from Call of Duty 3 and Sgt. Maddock looks like Cpl. Keith also from Call of Duty 3.
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