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There’s also the fact that most weapons in the single player campaign feel generic and indistinguishable. This is especially true with the game’s ‘escort’ sections, with some companions dying incredibly quickly if you don’t know exactly where the enemies are coming from. In addition, the overall difficulty curve seems to jump wildly, creating some frustration that seems to want to encourage folks to shell out for power-ups in the in-game shop. The checkpoint system seems ill placed at times, with difficult sections coinciding with having to hear particularly annoying voice-overs repeatedly as you try to clear a section. Of course, Zero Hour isn’t without its annoyances with the majority of them being recurring problems that have been encountered in previous titles. While the virtual controls are still hit-or-miss (which seems to be the norm on most iOS FPS games), Gameloft does a decent job with its control options, including the ability to move around and resize any button on screen.
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Meanwhile, the in-game shop, which also makes a return from Fallen Nation, adds more options to customize your weapons with the credits earned while playing single player missions. For example, aim assist via scoping feels a bit snappier, while gyroscopic aiming also seems improved. This sort of theme continues with the actual FPS engine. These sound like small adjustments, but when taken together they do a good job of improving the overall experience. While the above items aren’t new to the series, you’ll notice that the voice acting (for the most part) sounds improved, cutscenes are not as jarring, and even the quick time events feel more appropriate. Also making a return are the occasional quick time event as well as a ton of cinematic cutscenes setting the stage between levels and checkpoints. The same four difficulty tiers returns, along with 12 missions across a wide variety of locales.
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Series veterans will even see the return of an old enemy from Fallen Nation, although he seems to have become a complete caricature of every generic bad guy ever.įrom a gameplay perspective, Zero Hour doesn’t so much change the core formula as it refines and improves on what’s already there. While Zero Hour isn’t going to win any awards for story-telling, it still manages to weave a somewhat cohesive story, even if the plot is completely over-the-top (and really, what military shooters these days aren’t?).
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The game employs some interesting techniques, such as letting you play the same event but from the perspectives of different teams. While players won’t find anything particularly innovative or substantially new to the series, they’ll still find a campaign with all the pros (and cons) we’ve come to know from Modern Combat.įollowing an overarching tale of terrorists launching simultaneous attacks around the world and kidnapping the president, Zero Hour puts you in the role of several different protagonists (and antagonists, for that matter) as they each play their parts in the larger narrative. As was the case with Fallen Nation ($6.99), Modern Combat 4: Zero Hour ($6.99) continues the trend of a decent single player campaign with an established formula made successful with the previous Modern Combat games. Another year, another entry in Gameloft’s Modern Combat series.