Defusing D-Day: How Call of Duty: WWII Undermines What Should Be Its Most Powerful Moment

I didn’t really play first-person shooters until 2002’s Medal of Honor: Frontline. What appealed to me about that game wasn’t just its historical setting, which resonated with me far greater than shotgunning demons in Hell or chasing disfigured polygonal versions of James Bond enemies, but the chaotic power of its opening D-Day beach-storming scene. It captured the fear, bravery and savagery of the infamous sequence from Saving Private Ryan to an extent that I didn’t think was possible with games at the time. It was harrowing in a way no fictional videogame scenario could be, and more somber and serious than the other shooters of its era. It’s been 15 years and I still think about that scene whenever I start up a new military shooter.
Call of Duty: WWII, which came out last Friday, and returns the series to World War II for the first time in almost a decade, also starts its single-player campaign with the Normandy invasion. 15 years of technological improvements make this scene look and sound more lifelike than Frontline’s, with graphic depictions of injured servicemen across the beach and the vivid boom of gunfire and explosions. Despite that bombast, the scene doesn’t come close to matching Frontline’s impact.
Part of it is that you can’t really capture that moment twice. Frontline was the first game to present a first-person recreation of D-Day, and any subsequent attempts will always wind up being compared to it. There’s something deeper here, though, that hinges on some of the decisions Sledgehammer Games made about WWII’s story. By introducing us to its cast of characters before D-Day, WWII strips away the faceless universality of Frontline and Saving Private Ryan.