Infinity Ward closes its rebooted Modern Warfare saga with a split campaign that pushes Captain Price past his old red lines while a new recruit fights a full scale invasion on the Korean Peninsula. The result favors tight corridors, timed set pieces and character pressure over the open objectives that slowed Modern Warfare 3 open missions. It does not fix Call of Duty storytelling. It sharpens the action around it until the flaws matter less.
This review is based on hands-on play on Nintendo Switch 2 and PlayStation 5, covering campaign structure, dual story design, mission pacing and cast performance. Length ranges below reflect that playthrough.
Editor's Take
Modern Warfare 4 delivers the most focused linear campaign since the 2019 reboot, carried by strong acting and two clashing storylines that outweigh blunt villains and one slow survival mission.
Pros
- Tense Price versus Ghost dynamic
- Strong Paris and nightclub set pieces
- Clear return to linear pacing
- Excellent lead and villain acting
- High stakes finale with real losses
Cons
- Cartoonish North Korea portrayal
- Blunt Archer motive reveal
- Slow DMZ style survival chapter
- Rushed Park to commando arc
- Heavy character turnover stings
Game at a Glance
| Detail | Info |
| Developer | Infinity Ward |
| Publisher | Activision |
| Series | Modern Warfare reboot saga |
| Campaign leads | Captain Price, Private Park, Gaz, Ghost |
| Structure | Linear missions with one survival chapter |
| Campaign length | About 7 to 8 hours |
| Price | US$69.99, CA$89.99 at Best Buy Canada |
| Platforms | Nintendo Switch 2, PC, PlayStation 5, Xbox Series X and S |
| Modes | Campaign, multiplayer, DMZ continuation |
| Verdict | A confident action closer with elite acting and pacing that survives weak villains. |
Story and World: A Rogue Price and a Private Thrown Into Invasion
The campaign splits time between two tracks that share one theme. What happens when loyalty to the mission breaks loyalty to the team.
Price anchors the darker half. He has gone absent without leave to hunt Makarov and funds that hunt through an uneasy deal with Valeria and her cartel. The show frames him less as a steady commander and more as a man who knows he crossed a line and keeps walking. That callback to his 2019 warning about dirty hands lands harder here because you watch him live it.
Gaz and Ghost give that fall real weight. Command tasks them with stopping Price and the orders leave room for lethal force. I found those hunts more gripping than the invasion battles because the tension is personal. Gaz in particular carries the cost of aiming at a mentor. One playable shift to his view shows how little he wants the trigger pull. Price warns them to stand down and says he will fire if they keep coming. Barry Sloane plays it flat and tired rather than loud, which makes it colder.
Park carries the larger war half. North Korea invades the South and Park moves from ordinary private to behind lines saboteur. The arc runs fast. Grief hardens him. Each loss narrows his focus.
The world around Park is the weakest writing. North Korean forces read as caricature with stock imagery and scorched villages. One early choice moment puts you in the boots of a soldier ordered to hang a prisoner. Refuse and you die too while the prisoner dies anyway. The game wants moral pressure. It lands as shock staging because neither outcome changes anything.
Russia enters as connective tissue. Moscow backs Pyongyang while Archer supplies the new face of planning. The final explanation of Russian motive ties threads together but it tells more than it proves. Viewers who want grounded geopolitics will roll their eyes. Viewers who accept Call of Duty as pulp with good lighting will move on fast.
Death hangs over both tracks. Infinity Ward billed this as the closing chapter and the body count reflects it. Some exits feel abrupt by design. That choice respects momentum over mourning, though two farewells needed one more quiet beat before the next firefight. Compared to other cinematic military shooters, this one commits harder to permanent losses.
Gameplay: Linear Action, One Survival Detour and Set Piece Control
Modern Warfare 4 steps back from the open combat areas that dragged down its predecessor. Most missions return to authored lanes with clear entry points, timed triggers and compact arenas. You breach, push and reposition under scripted pressure. The loop feels closer to classic Call of Duty where level design builds rhythm through doors, roofs and sight lines.
Paris shows what that focus buys. The mission layers a vehicle chase, foot pursuit through tight streets and a climb into a sniper perch without losing direction. The nightclub mission does the opposite job well. It compresses everything into neon and close quarters that force weapon swaps and quick target reads. Fans have compared its staging to John Wick and the comparison fits the blocking. It moves like an action film that trusts geography.
Gunplay keeps the reboot feel. Weapons carry distinct recoil, tracers read clean at mid range and audio sells distance. Stealth sections allow suppressed pistols, camera tagging and quiet takedowns before alarms turn the room loud. The game rarely punishes a failed sneak with instant failure. It punishes with volume.
The outlier is the mountain survival chapter with Park. Cut off in snow, he must gather resources, upgrade guns and complete linked tasks to call for extraction. Systems echo DMZ with scavenging and vendor style upgrades inside a campaign mission. In isolation the loop functions. Scarcity forces route planning. In context it stalls the story for close to two hours. Players who enjoy extraction modes will tolerate it. Players here for campaign drive will check the time.
Outside that chapter, pacing holds. Missions end before tricks repeat. A chase never runs three extra blocks. A defense never adds three extra waves. Infinity Ward also adds a cutscene theater that lets you replay cinematics. Given how much Mads Mikkelsen, Sloane and Samuel Roukin do in limited screen time, the feature feels earned.
For Canadian players, the campaign follows the modern template with scaled difficulty options, aim assist tuning on controllers and subtitle settings carried over from recent entries. Physical copies on console list at CA$89.99 at Best Buy Canada. If you buy through our retail links, GameHaunt may earn a commission.
Presentation and Performance: Cast Power and Blockbuster Craft
Acting carries this campaign further than the script deserves. Sloane gives Price a worn edge without losing command presence. He barks less and listens more. Roukin keeps Ghost dry and direct. Maria Elisa Camargo returns as Valeria with smooth menace. She negotiates like every favor has a hidden fee.
Prisca Kim stands out as commander Ri Ju-Yeon. The role risks tipping into cutout, yet Kim plays conviction with zeal that makes her scenes uncomfortable in a useful way. You believe her troops follow her. You also believe she stopped counting costs.
Mikkelsen dominates as Archer despite limited minutes. He plays calculation rather than rage. He listens, pauses and states terrible plans as logistics. The camera loves his stillness against chaos. The game wisely saves him for key turns instead of overexposure. I rewound his final confrontation in theater mode because the staging frames motive and menace in one locked shot.
Visual direction favors clarity over clutter. Paris glows with wet asphalt and signage. The Korean front trades gloss for gray ridges and burning tree lines. Club bass muffles gunfire in a way that feels physical. Mountain wind thins distant shots. Score stays out of the way until breaching beats.
A platform note: we played the campaign on Nintendo Switch 2 and PlayStation 5. On PlayStation 5, Performance mode targets smooth 60 fps play while Fidelity pushes detail at 30 fps. PC players should expect the usual scaler support seen across recent Call of Duty PC ports. You can confirm editions and platform details through the official Call of Duty site, developer updates from Infinity Ward and support pages on Activision.
How Modern Warfare 4 Compares
Modern Warfare 4 competes with cinematic shooters that trade scale for control. It also competes with its own history. Players deciding between campaigns should weigh story tone, mission design and replay hooks. The Black Ops 6 campaign offers the closest tonal alternative, while our wider Modern Warfare 4 coverage puts the series in context.
| Feature | Modern Warfare 4 | Modern Warfare 3 (2023) | Black Ops 6 Campaign |
| Campaign structure | Mostly linear with one survival chapter | Open combat areas plus linear missions | Linear with hub and choice missions |
| Story focus | Split Price rogue hunt plus Korea invasion | Makarov pursuit with Task Force 141 | Gulf War conspiracy with team dynamics |
| Mission pacing | Tight 7 to 8 hour flow | Uneven due to open zones | Tight but shorter core path |
| Villain presence | Cold planner in Archer plus Makarov shadow | Makarov returns with thin motive | Pantheon network with ensemble reveals |
| Cast strength | Elite screen talent across leads | Strong core cast, weaker material | Strong ensemble with period flavor |
| Set pieces | Paris chase and nightclub stand out | Strong openings, softer middle | Heist and infiltration highlights |
| Survival hook | DMZ style mountain chapter | Open objectives feed live modes | Safehouse upgrades and choices |
| Best For | Players who want linear spectacle and hard goodbyes | Fans who liked open objectives | Players who want intrigue and variety |
The table favors Modern Warfare 4 on focus and cast. It favors Black Ops 6 on variety and Modern Warfare 3 only if you preferred wide objectives. For series newcomers, this finale spoils fates from prior games, so start with the 2019 reboot before jumping here.
FAQ: Your Modern Warfare 4 Campaign Questions Answered
Is Modern Warfare 4 worth buying for the campaign alone?
Yes if you value short sharp linear shooters with strong acting. It runs about 7 to 8 hours and ends arcs that started in 2019. Campaign only buyers should weigh that runtime against full price.
How long does it take to beat Modern Warfare 4?
Expect about 7 to 8 hours on Regular difficulty. That splits into core action, a two hour mountain chapter and the finale. Higher difficulties add time.
Does Modern Warfare 4 connect to multiplayer and DMZ?
Yes. Infinity Ward positions DMZ as a story continuation after the campaign. Fallen operators remain available in multiplayer seasons. Treat live seasons as parallel rather than strict sequel.
How does Modern Warfare 4 run on PS5 and Switch 2?
We played the campaign on PlayStation 5 and Nintendo Switch 2. Expect a Performance mode aimed at 60 fps and a Fidelity mode aimed at higher detail at 30 fps on PS5. Check patch notes near launch before you choose a mode.
What is the Canadian price and availability for Modern Warfare 4?
The standard edition lists at US$69.99 (CA$89.99) at major Canadian retailers. You can find it through Amazon.ca and Best Buy Canada on console plus Steam with CAD billing on PC. Deluxe editions cost more and focus on multiplayer cosmetics.
Is Modern Warfare 4 better than Modern Warfare 3?
For campaign flow, yes. It drops most open combat areas and restores authored pacing. Modern Warfare 3 still appeals if you liked planning your own approach in wide zones. For story closure and acting range, Modern Warfare 4 leads clearly.
Verdict: Is Modern Warfare 4 Worth Your Time?
Modern Warfare 4 is the rare Call of Duty finale that understands its limits. It cannot sell its geopolitics and its survival detour tests patience. It compensates with clean linear design, two missions among the series best staged action and a cast that treats thin material with total commitment.
GameHaunt Score: 4.0/5








