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Call of Duty: World at War - Final Fronts
|Call of Duty: World at War - Final Fronts|
|Call of Duty|
|European Release Date(s)|
November 14, 2008
|North American Release Date(s)|
November 10, 2008
|Australian Release Date(s)|
November 12, 2008
|Awards | Changelog | Cheats | Codes | Codex |
Compatibility | Covers | Credits | DLC | Help
Localization | Manifest | Modding | Patches
Ratings | Reviews | Screenshots | Soundtrack
Videos | Walkthrough
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 mission 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 from the other version and published by Activision.
Story Mode[edit | edit source]
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 | edit source]
Call of Duty: World at War: Final Fronts uses its own physics engine, as opposed to the engine in 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 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 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.