If I had to describe Call of Duty: WW2’s single-player campaign in just one word, that word would be loud. Boasting some of the biggest and most deafening set pieces in a Call of Duty campaign to date, those who enjoy bombastic moments and hair-raising intensity should find themselves quite satisfied. And yet it wasn’t until the gunfire stopped and I was told I needed to stealthily infiltrate an enemy garrison disguised as a Nazi that I learned another kind of fear WW2 had to offer.

The mission itself is simple enough: Make contact with your associate and exchange briefcases. To get to him, you’ll have to talk your way through Nazi guards and officers, convincing them there’s nothing out of the ordinary. The entire sequence is action free, but one of the most edge-of-your-seat moments I’ve ever experienced in a Call of Duty campaign.

You begin in a car ride toward a Nazi-occupied garrison. You’re told to memorize a dossier containing key details of your undercover persona, which is vital, because your first interaction is with a Nazi officer demanding to see your paperwork. In the build I played, this encounter had no subtitles, and while I’m not sure if this was intended, if it was, it’s genius. The constant fear that you could be found out at any moment coupled with the fact you have no idea what this officer is saying to you unless you speak German is panic inducing.

The entire sequence is action free, but one of the most edge-of-your-seat moments I’ve ever experienced in a Call of Duty campaign.

It’s terrifying having people speak about you in a different language, especially when they hold your life in their hands. So as I searched for subtle nods of approval, I could feel myself becoming more and more scared of what might come. After lying my way through the first encounter, I entered a beautiful building complete with small, gorgeous details and a number of people with which I could interact.

The freedom to move around the building at your own free will was both liberating and chilling. While it was nice for the game to allow you to walk wherever you want and interact with people at will, it gave me an eerie feeling that I was perpetually in danger of triggering the wrong person, possibly setting off a trail of events that would ultimately lead to my discovery.

As I walked through the big open rooms of the the Garrison, I got the feeling I was always being watched. When I tried to joke with a Nazi officer, he became annoyed with me and I felt right then that I had blown the mission. Luckily he demanded my dossier, and after giving him a correct answer, I was waved off, but warned that other officers may not be as forgiving. Nazi’s don’t like jokes, apparently.

Most of the mission had me approaching different officers while looking for my main contact. But my heart really began to race when a member of the garrison stopped me dead in my tracks, unprepared and vulnerable without those precious opportunities to review my dossier before an interaction that I’d come to rely on.

While I won’t spoil the ending, know that it contains some of the most chilling dialogue I’ve ever experienced in a Call of Duty campaign. In a game full of explosive moments that had, up to this point, pierced my ears with loud explosions and disturbing sights, it wasn’t until the game got quiet that I truly felt the fear of this war. When you’re in a firefight, you expect gunfire, but in acts of espionage, it’s the unexpected that will truly make you feel uneasy.

Mark Medina is a Features Producer at IGN. He is very glad to see Call of Duty return to World War 2 era, and wonders where the series can go from here.

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