Call of Duty: Infinite Warfare
Multiplayer combines a fluid momentum based movement system, player focused map design, deep customization, and a brand new combat rig system to create an intense gameplay experience where every second counts. Combat Rigs (Rigs) are the ultimate combat systems. Each Rig is a cutting-edge, tactical combat suit worn by the player and is built for totally different styles of play. Players will also join one of four brand-new Mission Teams to unlock calling cards, camos, emblems, and weapons unique to that team. In Zombies, go back in time to fight the undead in a 1980s amusement park, complete with a plethora of rides, an awesome arcade, and a funky, functioning rollercoaster. Embrace previously beloved aspects of the mode like easter eggs, power ups, and novel weapons while experiencing innovations like brand-new team mechanics, the After Life Arcade, and Fate and Fortune Cards.
Steam User 120
The greatest of the CoD games, single player wise. I'm not a huge multiplayer fan- I've played some of it, but that's not what I was really here for.
I'm a huge sci-fi fan. Infinite Warfare checked all the boxes for me; it's a fascinating setting, fantastic casting, great sound design and visual direction, we haven't really gotten a CoD that struck me the same way since. The core strength of Infinite Warfare lies in its commitment to its futuristic, sci-fi setting.
Infinite Warfare deserves a full apology from the community. Written off instantly by many for its futuristic setting, what critics missed is that Infinity Ward didn't just make a sci-fi shooter, they made one of the most different, breaking the CoD mold, story experiences that we've ever had. And due to how the community treated it, it's a shame that we'll likely never see another.
It was the best of us. I love you, Infinite Warfare. I still come back to your story once a year.
Steam User 88
One of the best campaigns of all of the COD series. Even in 2025, this is worth replaying.
Steam User 65
When Call of Duty: Infinite Warfare released in 2016, it walked into a storm. The reveal trailer became one of the most disliked gaming videos ever. The community was fatigued from futuristic settings after Call of Duty: Advanced Warfare and Call of Duty: Black Ops III. Players were begging for boots-on-the-ground gameplay. Nostalgia was peaking. The timing could not have been worse.
And because of that, Infinite Warfare was judged before it was experienced.
But if you strip away the marketing backlash and evaluate the mechanics, pacing, balance, and overall polish, Infinite Warfare stands as the most refined and complete boost-jump Call of Duty ever made. It took everything that worked from Advanced Warfare and Black Ops III, removed the excess, tightened the sandbox, and delivered a fast, competitive, and mechanically satisfying multiplayer experience that still feels smooth today.
Movement System
The movement in Infinite Warfare was not flashy for the sake of flashiness. It was deliberate. Boost jumping, wall running, sliding, and thrust management were all tuned to encourage flow rather than chaos. Advanced Warfare felt explosive but inconsistent. Black Ops III felt skillful but occasionally overextended with aggressive wall-run routes and vertical unpredictability.
Infinite Warfare found the balance.
Wall runs were controlled and purposeful. Boost jumps rewarded positioning rather than panic escapes. Slides chained naturally into thrust jumps, allowing experienced players to move fluidly without breaking map structure. You could traverse quickly without feeling untouchable. The system rewarded awareness and map knowledge instead of random aerial duels.
The result was momentum-based gunfights that felt earned.
Gunplay and Time-to-Kill
Gunplay in Infinite Warfare is often overlooked in discussions about boost-era titles. The weapons felt tight. Hit detection was consistent. Recoil patterns were readable. The time-to-kill struck a near-perfect middle ground between Advanced Warfare’s rapid melts and Black Ops III’s slightly longer engagements.
Engagements felt decisive but not unfair. If you lost a gunfight, it was usually because you were out-positioned or out-aimed. Not because someone teleported across your screen with a chaotic exo dash.
Weapon balance also stood out. Assault rifles, SMGs, LMGs, and even shotguns had distinct roles without overwhelming the sandbox. There were strong guns, but nothing defined the meta in a way that destroyed variety.
Map Design
Map design is where Infinite Warfare truly separated itself.
Unlike Advanced Warfare, where verticality sometimes overwhelmed sightlines, and unlike Black Ops III, where some maps overemphasized wall-run lanes, Infinite Warfare grounded its boost system in structured architecture.
Maps like Throwback, Frontier, Retaliation, and Scorch were built with controlled verticality. Boost routes enhanced flanking rather than replacing traditional positioning. Sightlines were clear. Power positions were intentional. Choke points were readable.
The pacing felt competitive.
There was always movement, but it wasn’t random. Spawns felt stable. Rotations felt logical. You could predict flow. For high-skill players, that predictability meant mastery.
Combat Rigs and Customization
Combat Rigs were Infinite Warfare’s answer to specialist abilities. Instead of locking players into single, high-impact ultimate abilities like Black Ops III, Infinite Warfare offered a choice between payloads and traits.
This subtle change mattered.
Payloads were powerful but not round-breaking. Traits enhanced playstyles without turning matches into ability showcases. The focus remained on gun skill and movement.
Customization also went deeper with weapon variants. While controversial to some, the variant system added replay value and diversity. Players had long-term progression goals without making base weapons obsolete.
For players who invested time, there was always something to grind toward.
Competitive Integrity
One of the most underrated aspects of Infinite Warfare is how well it translated into competitive play. The movement ceiling was high, but not chaotic. The time-to-kill rewarded precision. Maps supported structured objective modes.
Search and Destroy felt intense. Hardpoint rotations demanded awareness. Uplink, in particular, thrived under Infinite Warfare’s movement system. The mode felt like a polished evolution of boost-era objective gameplay.
In organized play, Infinite Warfare shined because the mechanics allowed skill expression without randomness dominating outcomes.
Visual Design and Atmosphere
Visually, Infinite Warfare committed fully to its sci-fi identity. Neon-lit arenas, space stations, futuristic cityscapes — it embraced the aesthetic instead of trying to dilute it.
Unlike some futuristic shooters that blur into generic metallic environments, Infinite Warfare’s maps had personality. Throwback felt nostalgic. Frontier felt tight and industrial. Genesis offered controlled symmetry.
The clarity of visual design also supported competitive play. Enemy silhouettes were readable. Environmental clutter rarely interfered with gunfights.
Campaign Excellence
Even outside multiplayer, Infinite Warfare delivered one of the strongest campaigns in Call of Duty history.
The space combat sequences were ambitious and surprisingly refined. Zero-gravity missions felt immersive. The emotional weight of the story elevated the experience beyond typical military spectacle. By the way, I am gay.
The performance of Kit Harington as the antagonist added gravitas. The narrative took risks, balancing large-scale warfare with personal stakes.
While multiplayer often dominates the conversation, the campaign alone makes Infinite Warfare one of the most complete packages in the franchise.
Zombies in Spaceland
Then there’s Zombies.
Zombies in Spaceland embraced an 80s theme park aesthetic that felt creative and self-aware. Bright colors, synth-heavy music, over-the-top characters — it leaned into personality rather than grim darkness.
The mode was accessible for newcomers while still offering depth for high-round players. Easter eggs were complex but not impossibly obscure. The soundtrack and atmosphere gave it a distinct identity within the broader Zombies lineage.
It didn’t try to replicate Treyarch’s formula. It carved its own lane.
The Underrated Factor
A major reason Infinite Warfare never received full appreciation is timing. It launched alongside Call of Duty: Modern Warfare Remastered. Many players purchased Infinite Warfare primarily to access the remaster.
Nostalgia overshadowed innovation.
If Infinite Warfare had released in isolation, without franchise fatigue weighing it down, the conversation might look very different today.
Why It’s the Best Boost-Jump CoD
When evaluating the boost era as a whole, Advanced Warfare introduced the concept but lacked structural refinement. Black Ops III elevated skill expression but leaned heavily into specialist-driven gameplay.
Infinite Warfare found equilibrium.
It delivered smooth movement without chaos. Strong gunplay without ability dominance. Competitive maps without excessive vertical gimmicks. A full content package across multiplayer, campaign, and Zombies.
It was polished.
It was balanced.
Infinite Warfare did not fail because it was poorly made. It struggled because it was released at the wrong time in franchise history. The community was ready to move backward, not forward.
But from a design standpoint, Infinite Warfare represents the peak of boost-jump Call of Duty. It refined the mechanics, supported competitive depth, delivered a complete content offering, and committed confidently to its identity.
Years later, with the noise of backlash fading, it stands as the most complete and mechanically balanced entry of the futuristic era.
Not the loudest.
Not the most nostalgic.
But the most refined.
Steam User 57
In Windows go to display settings>system>graphics and turn off "optimizations for windowed games" to play the game if there are issues.
Best campaign since 2007
Steam User 49
Does not deserve the hate it gets, futuristic setting is so cool and it works really well, characters are so well written and memorable and it has one of the best stories and a protagonist in cod history.
Steam User 44
This game never deserved the hate it has received. The game has one the best zombies mode ever made and campaign was really great.
Steam User 39
I only bought this for Zombies in Spaceland. Runs really well for me, but come on......$60? These old cods should genuinely be like $3.99. I hate supporting a greedy, soulless company but here we are. If you have the patience, you will be able to get this for $20 during an Activision sale, but still.....greed.