Let's be real. If you picked up the 2023 reboot of Call of Duty: Modern Warfare 3 expecting the cinematic, globe-trotting spectacle of the original 2011 classic, you probably felt a bit cheated. I know I did. There is a weird tension in the Modern Warfare 3 missions this time around. On one hand, you have the high-fidelity gunplay that Sledgehammer Games and Infinity Ward have spent years perfecting. On the other, you have a campaign that feels like it was rushed out the door to meet a release window, leaning heavily on "Open Combat Missions" that basically feel like you’re playing Warzone by yourself.
It’s a controversial shift.
Most people play CoD campaigns for the "Michael Bay" moments—the collapsing bridges, the scripted stealth sequences, and the tightly choreographed breaches. But in this game, the structure is fractured. It's a mix of traditional linear levels and these wide-open sandboxes where you choose your loadout. Honestly, it changes the DNA of the game in a way that hasn't sat well with the hardcore community.
The Problem with Open Combat Missions
Basically, the Modern Warfare 3 missions are split into two distinct styles. You have the "Cinematic" missions, which are what we’re used to, and the "Open Combat Missions" (OCMs). OCMs let you explore a large map, find crates with weapons, and decide if you want to go in quiet or loud.
Sounds cool on paper, right?
In reality, it feels a bit hollow. Take the mission "Precious Cargo." You’re dropped into a shipping port as Farah. You have to find GPS trackers. The map is huge, but it lacks the narrative tension that made missions like "All Ghillied Up" from the older games legendary. You're just... wandering. The AI isn't particularly tuned for stealth in these open environments either. You’ll find yourself getting spotted through a warehouse window from 200 yards away, and suddenly the "tactical" choice you made is out the window. It becomes a standard shootout, just with more walking.
These OCMs make up a significant chunk of the 14-mission campaign. Because they rely on reused assets from the Urzikstan Warzone map, the sense of "place" is diminished. You aren't visiting a unique, handcrafted location designed for a specific story beat. You're visiting a playground.
Where the Campaign Actually Shines
It’s not all bad. Not even close. When the game decides to be a traditional Call of Duty experience, it actually hits some high notes.
The mission "Operation 627" is a perfect example. It serves as the game’s opening, and it's classic CoD. You’re infiltrating a gulag under the cover of night, using night-vision goggles and internal suppressors. The lighting is incredible. The water physics as you emerge from the sea feel heavy and realistic. It’s atmospheric. It’s tense. It’s exactly what the Modern Warfare 3 missions should have been from start to finish.
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Then there’s "Passenger."
Without spoiling the specifics for the three people who haven't played it yet, it’s a spiritual successor to the infamous "No Russian." It’s uncomfortable. It’s provocative. Whether or not it works as a narrative device is up for debate—many critics felt it was shock value for the sake of shock value—but it at least feels like a curated experience. It has a point of view.
Breaking Down the Narrative Flow
The story picks up right after Modern Warfare II. Vladimir Makarov is the big bad again. But unlike the original trilogy, where Makarov felt like a global shadow-master, here he feels a bit more like a generic terrorist leader. The stakes are supposed to be high, but because the Modern Warfare 3 missions are so short—the whole campaign can be beaten in about four to five hours—there’s no room for the tension to breathe.
Look at the mission "Flashpoint."
This is a flashback mission set in Verdansk. Seeing the old map again is a massive hit of nostalgia for anyone who spent 2020 locked inside playing Warzone. It captures that feeling of a city under siege perfectly. You're moving through a stadium, dealing with a hostage situation, and the pacing is frantic.
But then, the game throws you back into an OCM like "Gora Dam." The whiplash is real. You go from a high-stakes, scripted terrorist hunt to basically playing a solo round of DMZ. It breaks the immersion.
The Difficulty Spike and AI Issues
If you’re playing on Veteran, some of these missions are a nightmare, but for the wrong reasons. In the OCMs, the enemy density is weirdly inconsistent. You might clear a building, turn around, and have a squad of armored enemies spawn right behind you. It doesn't feel like a fair challenge; it feels like a technical limitation.
- Armor Plates: You have to manage armor plates just like in Warzone.
- Loadouts: You find weapon crates to unlock better gear for subsequent playthroughs.
- Parachutes: Many missions start with a HALO jump or involve jumping off buildings.
It’s basically "Warzone: The Campaign." And for a lot of fans, that’s just not what they bought the game for.
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A Look at the Mission List
To give you an idea of the scope, here is how the missions are actually laid out. You'll notice the length varies wildly.
- Operation 627: The high-octane prison break.
- Precious Cargo: An OCM that feels a bit like a chore.
- Reactor: Another OCM where you destroy three helicopters. Very "checklist" gameplay.
- Payload: A mix of stealth and action in a missile silo.
- Deep Cover: A very short, narrative-heavy mission that is actually quite cool.
- Passenger: The controversial plane sequence.
- Crash Site: An OCM where you search for mobile phones. Yes, really.
- Flashpoint: The Verdansk flashback. High point of the game.
- Oligarch: An OCM on a private island. Pretty, but shallow.
- Highrise: Another OCM. It's basically a vertical maze.
- Frozen Tundra: A linear sniping mission that feels more like classic CoD.
- Gora Dam: Another open-world checklist.
- Danger Close: A massive AC-130 mission. Always a fan favorite.
- Trojan Horse: The finale in London.
The finale, "Trojan Horse," is particularly divisive. It ends on a cliffhanger that feels abrupt. After years of following Price, Ghost, and Soap, the way the story wraps up—or doesn't wrap up—left a lot of people feeling like this was just a bridge to the next $70 game rather than a standalone experience.
The Technical Side: Graphics and Performance
If there is one area where the Modern Warfare 3 missions cannot be faulted, it’s the tech. The IW engine is a beast. On a PS5 or a high-end PC, the facial animations are some of the best in the industry. You can see the micro-expressions on Captain Price’s face. The way the light reflects off the wet pavement in London or the dust motes in the air in Urzikstan is breathtaking.
But graphics can't save a weak mission structure.
The sound design is also top-tier. The "thud" of a .50 cal sniper rifle or the frantic shouting of enemies in different languages adds a layer of realism that few other shooters can match. It’s just a shame that this incredible tech is used for missions that often feel like filler.
Why the Backlash Matters
The reason people are so vocal about the Modern Warfare 3 missions is that Call of Duty used to define the genre. When you think of "Takedown" or "The Enemy of My Enemy" from the original MW2, those levels stay with you for a decade. They were curated experiences.
The OCMs feel like the developers were trying to solve a problem that didn't exist. They thought players wanted "freedom," but players actually wanted a "story." By giving us the freedom to go anywhere, they lost the ability to tell a tight, focused narrative. You can’t have a dramatic character moment if the player is currently 400 meters away looting a crate for a thermal scope.
Actionable Tips for Playing the Campaign
If you haven't played it yet and you're planning to jump in, here is how to get the most out of it:
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Don't play it like a traditional CoD. In the Open Combat Missions, treat it like a tactical stealth game. If you try to run and gun like it’s a scripted level, you’ll get frustrated by the infinite enemy spawns. Find a suppressed sniper rifle early and take your time.
Focus on the crates. If you care about the "completionist" aspect, the weapons you find in OCMs carry over to your next run. It makes replaying on Veteran much easier if you start with a fully decked-out M4 instead of a base pistol.
Appreciate the small moments. The dialogue between Task Force 141 members during the linear missions is still great. The chemistry between Barry Sloane (Price) and Neil Ellice (Soap) is the heart of the game. Even when the mission design fails, the performances usually land.
Lower your expectations for the ending. Just know going in that this is part of a longer narrative arc. Don't expect a neat bow on everything. It’s a middle chapter, through and through.
Ultimately, the Modern Warfare 3 missions represent a turning point for the franchise. It’s a move toward a "live service" model even for single-player content. Whether that’s a good thing is something the community is still debating. For now, it’s a mixed bag of brilliant technical achievements and disappointing gameplay loops.
If you're a die-hard fan of Task Force 141, play it for the characters. If you're looking for the next evolution of FPS campaigns, you might find it a bit lacking. The best way to approach it is to see it as a high-budget expansion rather than a full-scale sequel. It makes the short runtime and recycled maps a lot easier to swallow.
To get the most out of your experience, start by focusing on the "Operation 627" and "Flashpoint" missions to see the game at its absolute best. Then, when tackling the Open Combat Missions, prioritize finding the silenced weapons crates first to bypass the clunky AI detection. This strategy turns the most frustrating parts of the game into a much more manageable, tactical experience.