
Call of Duty 4: Modern Warfare
GameBy Infinity Ward · Released Nov 5, 2007
Call of Duty 4: Modern Warfare differs from previous installments of the Call of Duty series. Previous Call of Duty games have a distinct three country-specific campaign style, while Call of Duty 4 has a more film-like plot with interlaced story lines from the perspectives of Sgt.
- How much revenue has Call of Duty 4: Modern Warfare made?
- How many players does Call of Duty 4: Modern Warfare have, and how is that changing?
- What do industry reports say about Call of Duty 4: Modern Warfare's performance?
- Which games compete with Call of Duty 4: Modern Warfare, and how do they compare?
Connections
Each row is a game or company named alongside Call of Duty 4: Modern Warfare, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Nov 5, 2007
- Developer
- Infinity Ward
- Publisher
- Activision
- Genres
- Shooter, Simulator
- Platforms
- PlayStation 3, PC (Microsoft Windows), Mac, Xbox 360
- Links
- Official site, Wikipedia
Game data from IGDB.com
Documents about Call of Duty 4: Modern Warfare
Call of Duty Modern Warfare 4 Reveal!!
The reveal of Call of Duty: Modern Warfare 4 marks a significant strategic pivot for the franchise, focusing on technical modernization and a departure from legacy hardware.
- Call of Duty: Modern Warfare 4 will exclusively support current-generation hardware, officially ending support for PlayStation 4 and Xbox One.
- Warzone service on legacy consoles is scheduled for full termination in October to facilitate the transition to modern hardware.
- The game introduces a modular map system called 'kill blocks' that randomizes environmental layouts and removes legacy features like omni-movement to refine core mechanics.
Call of Duty Co-Creator, Respawn Founder and Battlefield Boss Vince Zampella Has Died
Vince Zampella, a prominent figure in the global video game industry, passed away at the age of 55 following a car accident in Los Angeles.
- Vince Zampella, the co-creator of Call of Duty and founder of Respawn Entertainment, has died at age 55 following a car crash in Los Angeles.
- Zampella rose to prominence as the development director for 2002's Medal of Honor: Allied Assault before co-founding Infinity Ward, where he helped launch the Call of Duty franchise in 2003.
- After being fired from Activision in 2010 due to a contract and royalty dispute, Zampella co-founded Respawn Entertainment, which created the Titanfall series and Apex Legends.
Battlefield 6: Steam Sales and Wishlist Analysis
Battlefield 6 is currently demonstrating strong pre-release performance on Steam, signaling a potential recovery for the franchise under the leadership of Vince Zampella.
- Battlefield 6 has generated 605,000 pre-orders and $35 million in revenue on Steam ahead of its October 10, 2025, launch.
- The game has reached 2.7 million wishlists on Steam, with daily growth rates ranging from 95,000 to 150,000 during its initial momentum phase.
- EA has placed the Battlefield franchise under the leadership of Vince Zampella, a veteran developer known for his work on Call of Duty, Titanfall 2, and Apex Legends, to revitalize the series.
The Military-Entertainment Hero Complex: Playing the War Hero
This paper, by Caighlan Smith of Memorial University of Newfoundland, argues that the "war hero" archetype in war-based video games reinforces patriarchal and neoliberal capitalist ideologies rather than challenging them.
- The paper argues that the 'war hero' archetype in war-based video games reinforces patriarchal and neoliberal capitalist ideologies rather than challenging them, by framing player violence as necessary to avert greater catastrophe.
- The heroic framing obscures how patriarchy and capitalism generate and profit from modern warfare, positioning the hero as the best defence against societal collapse.
- The author contends that such games promote militarized masculinity and neoliberal crisis management, recasting players as compliant subjects of these systems.
Skyrim's Opening - How NOT to Start a Game - Extra Credits
The opening sequence of Skyrim serves as a case study in ineffective game design, specifically regarding how a title’s introduction should establish its core engagement.
- Game introductions must prioritize mechanics that reinforce the title's core identity rather than borrowing structural templates from unrelated genres.
- Skyrim’s opening sequence fails by forcing players into a passive, scripted cart ride that contradicts the game's fundamental appeal of freedom and exploration.
- The attempt to mimic the cinematic, linear opening of Call of Duty 4: Modern Warfare is ineffective because it ignores the mechanical differences between a high-stakes shooter and an open-world RPG.
Companies behind it
As the documents state it.

