
Call of Duty®: Advanced Warfare envisions a powerful future, where both technology and tactics have evolved to usher in a new era of combat for the franchise.Power Changes Everything.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Russian**languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 602 reviews with recorded playtime.
Reviews
Themes across 601 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Very poorly optimised for PC with some controls vital to level progression not working. It's a good game but do not buy it for PC, play it on console
[h1] 《使命召唤11:高级战争》我最喜欢的COD战役 [/h1] 其实,《高级战争》是第一款我在主机上玩的《使命召唤》,诞生于那个世代更迭时期的它,给了当时从自己的低配办公本刚刚升级到Xbox One的我不小的震撼,本次重温,还依稀回忆到到当年那个少年心中的感受。 [h2] 次世代的《使命召唤》 [/h2] 这是《使命召唤》系列首次更换完全重构的新一代引擎,也因此成了自初代以来,隔代视听规格升级幅度最为惊人的一代。实际上,就算是在今天,11的观感乍看之下依然不觉得老,并且这一路马拉松过来,也是再次尝到了初见时的那惊鸿一瞥。 无论是预渲染CG、即时演算过场还是实际游玩的表现皆是如此,再搭配上时至今日审美上依然经得起考验和回味的、酷似Neill Blomkamp电影的近未来工业设计语言、以及大咖演员Kevin Spacey的加盟、外加本作更是系列首次使用完整三年开发周期打造,才让《高级战争》呈现出了一种COD系列少有的质感和姿态、一种新鲜独特的同时,还能十年后都不曾落伍值得重温的作品。 [h2] 近未来战争演绎 [/h2] 和之前玩的《黑色行动2》一样,本作也取材近未来,但选择了2050往后的时间点,而非BO2的2025,且实际上工业设计变得更加保守(这反而令本作的语言在今日看来没有过时,BO2的美术风格则是当年时髦可今日略显俗套,这很讽刺?) COD11构想的是全套的近未来世界,小到磁力手套、AR手雷和墙壁透视;再到武器和载具,最后一路到城市和基因生化武器 。本作版本的外骨骼、重型机械坦克、动力装甲、静音炸弹、无人机蜂群、真·激光武器EM1、苍蝇无人机等设计概念时至今日都属于科幻游戏中依然会被提起的经典范例(不过其实还诞生了著名的Press F to Pay Respect Meme),这也是《使命召唤》少见的原创力时刻。 [h2] 系列目前为止最高机动性与其他创新和遗憾 [/h2] 游戏横跨少见的舞台首尔(甚至复刻了我实际旅行去过的清溪川,那叫一个熟悉)、巴格达、西雅图、南极,我一向对于做电子游戏中少见舞台的作品有额外好感;不过也有老受苦人旧金山金门大桥和不算少见的芝加哥,虽说在本作中成了一个类似《最后生还者》似的地方。 世界舞台跳了挺多,那战斗中呢?你还真别说,《高级战争》也是COD马拉松一路玩过来目前为止机动性最高的一作! 二段跳、跳跃悬浮、抓钩、滑铲、外骨骼近战、闪避因为外骨骼的加入一应俱全,以至于本作打起来一定程度上还真能上蹿下跳,左闪右滑,虽然血还是比较少,但外骨骼甚至解决了COD一直以来的重度几乎不可能还手型受击反馈! 通过一个加点系统,你可以降低80%的效果,同时,还能点诸如冲刺/换弹速度、手雷数量、装甲、瞄准速度等升级。没错,这应该也是《使命召唤》系列首次引入角色成长系统,通过完成特定挑战来升级外骨骼就是本作对于系列而言系统上的一个创新。 《高级战争》也是COD首次尝试对于武器而言使用沉浸式UI,得益于其AR设定,手雷数量和弹药都会显示在枪身而不是屏幕右下角;本作同样有着空战甚至开小潜艇船穿梭于运河中的关卡,此外对于QTE的强调也许也是系列之最。 不过最令我遗憾的,还是本作叙事结尾明显仓促的收笔,以至于这是COD系列的战役第一次让我没反应过来“啊?这就是最后一关了?”的情况,甚至让人觉得有些说不通,前一关我们还在惨败越狱全军覆没,后一关就直接大获全胜,中间并没有什么过渡和解释……… 本座还有一个性能问题,玩得越久,就越容易出现卡顿,必须重启游戏、很神奇。 虽然叙事有他的不完美,但从那张Atlas名片瞬间切换到枪械上的转场和其美剧式的旁白与叙事手法而言,本作的叙事依然在很大程度上算是COD系列里子IP首作最为精彩的之一。 本作的结尾伏笔虽然不如《幽灵》那般明显,但那句“这仅仅是个开始”不也预示了本该成为系列第四个子系列IP的AW吗?很可惜,十一年过去了,AW已经和幽灵一样被雪藏了。如果说问我你最希望看到的《使命召唤》子IP续作是什么,我知道,一定不是甚至去重启做了6作的《现代战争》和马上要出7的《黑色行动》,而一定是《高级战争2》 Damn it,我多么怀念当年那个充满原创力、开拓各色全新子IP的《使命召唤》啊!
very underrated cod, even the multiplayer was fun to me but the campaign is undoubtedly very good
游戏画质没的说,就是为啥还不给上中文?
I remember when this game came out, it got a lot of hate. I actually really enjoyed the single player. Lots of cool gadgets. Though the game did crash a couple times, and the cutscenes before every mission are un skippable.
역시 연출은 콜옵
The Game overall has decent visuals but is not tuned well for new-gen PC. Shadows entirely eat your performance from simply enabling them (Going from 10% base GPU to 90/100% with high detail shadows) and it entirely feels like the game just isnt build for modern hardware. I would suggest the game but on older-gen consoles such as the PS4 or Xbox 1 as clearly it was built for it and performs better based on my playthrough on my old console as opposed to PC
"Мы приходим в этот мир с закрытыми глазами, большинство предпочитают прожить так всю жизнь... Айронс открыл глаза, он увидел как несправедлив мир и решил исправить его. Если он нашёл ответ, то унёс его в могилу." ©Джек Митчелл
this game is 100% worth it the campagin is great and the exo zombies is good too
The game where the "Press F to pay respects" meme originated from. Yeah, I didn't know initally lol. Overall good game with a memorable campaign. Exo-Zombies is good but multiplayer is dead. Worth picking up on sale.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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