Call of Duty: Ghosts
|Call of Duty: Ghosts|
Developer: Infinity Ward
This game has unused code.
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Another entry into the perpetually growing Call of Duty series, now with high quality, detailed military dog models! And revolutionary fish AI, of course.
Several cut weapons with varying amounts of completion, several of which do actually show up in either scripted sequences or being used by NPCs in cutscenes:
- The RPG, SMAW, and USP are completely intact and usable with mods/hacks.
- The AK-47, M4A1, and P90 are also playable and feature various attachments.
- The Five Seven, Stinger, and XM25 are not playable, but have assets present in the files.
- The G18 and MP5 are the least complete, only having text strings left & using the Remington R5 model in-game respectively.
Unused Announcer Audio
Text is great and all, but get this audio ripped and uploaded. Not much good if the assets aren't here to prove the claims.
The game's announcers have many unused lines referencing cut assets.
The announcer mentions Capture the Flag, Demolition, Hardcore Sabotage, Headquarters, Sabotage, and Team Defender modes.
There are unused voice lines stating the names of a Comlink, Marksman, Gunsmith, Covert, and Bounty perk.
There are voice lines for a myriad of cut pointstreaks:
- Cerberus Drone
- GPS Buddy
- Grenade Crate
- Guardian Drone
- Halogen Gas
- ODIN Battle Officer
- Recon Marker
- Salvo Drone
- SAM Turret
- Scout Drone
- Spitfire Drone
- Strafe Run
There are a few unused camos:
- Seven barbed wire camos, each with a different background.
- Small pieces of gold mashed together.
- Gold chains, golden diamonds, and circles with the Ghost skull in them.
Additionally, the marijuana camo is present in the base game's files, but is not playable without the Blunt Force DLC.
Tactical Insertion Outside of Infected
The Tactical Insertion equipment is in the game, albeit only in the Infected gamemode. Some cut audio implies it would have been able to be used in other gamemodes.
Unseen Campaign Content
- Sin City:
- When trying to locate Keegan, Keegan actually runs to the edge of the doorway when the kitchen door is opened, but this cannot usually be seen as the player is with the group when this happens. It can be seen though if the player runs ahead.
- In the same sequence, the Federation soldier that first enters the kitchen has an unseen animation for pushing the door open.
- Shooting a soldier during this sequence will cause the squad to attack them.
In some levels of the campaign, if the player fails to complete a designated task sometimes an event will happen that will complete the task for them. While most of these "failsafes" can normally be encountered, some normally cannot be encountered at all, often times because they are tied to a task that is virtually impossible to fail.
- On "Sin City", in the very first room in the level where the team kill several Federation soldiers, if the player does not pick up a weapon at any point they will immediately pick up a P226 when approaching the door out of the room. This failsafe is virtually impossible to trigger.
- The Chain SAW has a grenade launcher placed prominently on the bottom of the gun that is never used and is replaced by another grenade launcher when the Grenade Launcher attachment is selected. The prominent placement suggests it might have been used at some point in development.
- The ejector port of the L115 is placed on the left side of the sniper rifle yet ejects bullet casings out the right side.
- The Venom-X in multiplayer cannot knife lunge.
The description of Stonehaven was slightly mistranslated in the Russian version.
- In the Russian version, the MK14 EBR is called M14 EBR, the weapon's name in prior games in both languages.
- The level "Into the Deep" is called in the German version "Die Tiefe" (The Deep).
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