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Call of Duty: Modern Warfare III Review: A $70 Expansion?

Is Modern Warfare 3 a true sequel or just a glorified DLC? Read our balanced review of the campaign, zombies, and the return of classic 2009 maps.

Christian KuriJul 2, 202624 MIN READ
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Call of Duty: Modern Warfare III: A Sequel or a $70 Expansion?

Call of Duty: Modern Warfare III arrives with an identity crisis baked into its DNA. The most immediate and uncomfortable truth is that this isn't a traditional sequel; it feels like a premium expansion pack, a $70 patch for the previous year's game, hastily repackaged to fulfill an annual release obligation. This perception isn't born from cynicism but from observable design: the narrative picks up seconds after Modern Warfare II's conclusion, the multiplayer carries forward nearly every weapon and cosmetic, and the entire experience is funneled through the same bloated Call of Duty HQ launcher. Developed primarily by Sledgehammer Games with support from Infinity Ward and Treyarch, this release feels less like a new chapter and more like a contractual obligation, a product whose seams show from the moment you boot it up.

The development context is impossible to ignore. With a truncated production cycle reportedly aimed at salvaging what was initially planned as Year 2 content for Modern Warfare II, the game's structure bears the hallmarks of a rushed assembly. This manifests not just in the short, threadbare campaign, but in foundational systems like the Armory Unlock progression—a grindy, daily-challenge-locked system that feels designed to artificially extend engagement rather than reward it. The narrative continuity, Task Force 141's immediate pursuit of Vladimir Makarov, is so direct it lacks any sense of a new beginning, playing more like an extended epilogue to last year's story. This isn't a fresh start; it's the next mission in a playlist you've already been running.

Call of Duty Modern Warfare III screenshot highlighting the game's controversial identity as a sequel
Modern Warfare III faced scrutiny over whether it was a true sequel or a large expansion.

The most damning evidence of its expansion-pack nature is the technical bloat. Installing Modern Warfare III requires carving out over 200GB of storage, as it nestles within the same Call of Duty HQ launcher that manages the previous titles. This isn't a standalone product; it's a module added to an already cumbersome platform, complete with persistent playlist resets and a UI that aggressively pushes microtransactions.

For players invested in the ongoing Modern Warfare saga, this approach creates a bizarre value proposition. On one hand, the carry-forward system is a generous, player-friendly move—your hard-earned gear from MWII remains usable, preventing the frustrating annual reset. On the other, it reinforces the feeling that you're paying full price for what is essentially a substantial content update. The game exists in a strange middle ground: it's too similar to be a true sequel, yet too expensive to feel like a reasonable DLC drop. This foundational ambiguity casts a shadow over every component of Modern Warfare III, setting the stage for a review that must grapple with whether this package justifies its premium price tag or simply capitalizes on a franchise's unstoppable momentum.

Modern Warfare III Campaign: The Series' New Low Point?

Here's the uncomfortable truth about the Call of Duty: Modern Warfare III campaign: it’s a profound disappointment that fails to justify its existence, let alone its place as the narrative conclusion to a rebooted trilogy. Clocking in at a shockingly lean three to four hours on standard difficulty, the experience feels less like a crafted story and more like a contractual obligation hastily assembled from leftover parts. This isn't just a short campaign; it's a skeletal one, where the series' once-reliable blockbuster spectacle is replaced by a checklist of chores and a narrative so thin it evaporates on contact.

A stealth sequence in Call of Duty: Modern Warfare III which some players found too short to be impactful.
Traditional linear missions are brief and interspersed with open-ended segments.

The story picks up exactly where Modern Warfare II left off, with Task Force 141 hunting the escaped Vladimir Makarov. Yet, any promise of a tense cat-and-mouse thriller is squandered immediately. The script reduces iconic characters like Price, Soap, and Ghost to hollow vessels spouting generic military jargon. Their established chemistry is present in cutscenes, but it's a borrowed warmth—they have no meaningful arcs, no personal stakes beyond the mission directive. You're told to care about them because you remember them from better games, not because Modern Warfare III earns that investment. The narrative propulsion comes from chasing McGuffins—missiles, gas canisters, intel folders—with a plot so predictable that Makarov's "backup plans" feel less like cunning and more like narrative stall tactics.

This structural emptiness is mirrored in the baffling portrayal of the villain himself. Makarov, a figure who loomed large in the original trilogy's mythos, is rendered a one-dimensional cartoon of chaos here. With reportedly less than fifteen minutes of total screen time, he's less a character and more a plot device, a mustache-twirling symbol of "bad" whose motivations begin and end with anarchic violence. A late-game sequence attempting to homage the infamous 'No Russian' mission underscores this creative bankruptcy. It aims for shock but lands with a hollow thud, feeling like a cynical, context-free callback rather than a meaningful narrative beat. It's nostalgia as a crutch, a reminder of when this series had something to say.

Where the campaign's visual presentation shines, it only deepens the frustration. The in-game lighting, environmental textures, and especially the character models in cutscenes achieve a near-photorealistic, uncanny valley brilliance. Watching a weathered Captain Price detail a plan in a dimly lit safehouse is a technical marvel. This makes the squandering of such talent all the more galling—you're watching a masterclass in digital acting wasted on a Saturday morning cartoon script.

The brevity and narrative failings would be more forgivable if the moment-to-moment play was consistently thrilling, but the campaign is structurally schizophrenic. Half of it is comprised of the new Open Combat Missions—a topic for deeper analysis in the next section—which often feel like solo Warzone matches dropped into the story. The other half are traditional linear missions, and here, the rehashing of past glories becomes most apparent. There's a stealth sequence evoking 'All Ghillied Up' but without the patience or tension, and an AC-130 gunship run that feels like a shorter, less impactful retread of MWII's version. They are competent shooting galleries, but they're cover versions of songs you already know by heart, lacking the original's punch or innovation.

In the end, the Call of Duty: Modern Warfare III campaign doesn't conclude; it simply stops. An abrupt, anticlimactic cutscene offers no resolution, serving only as a bridge to future content. For a series that once built its reputation on cinematic, single-player bravura, this represents a staggering new low. It’s a four-hour proof of concept that feels like it was assembled from a mood board of "Call of Duty Things," utterly failing to deliver a coherent, compelling, or complete narrative experience. You finish it not with a sense of epic fulfillment, but with the empty realization that you’ve just witnessed a premium franchise treat its story mode as an afterthought.

Open Combat Missions: A Failed Sandbox Experiment?

The most ambitious and divisive addition to Call of Duty: Modern Warfare III is its attempt to reinvent the campaign mission structure. The Open Combat Missions are a bold, high-concept swing—semi-open sandbox areas that promise player freedom and tactical improvisation. The problem is that the swing misses, landing as a clumsy, half-hearted experiment that feels more like a proof of concept for future Warzone features than a meaningful evolution of the single-player experience.

Call of Duty: Modern Warfare III gameplay showing the tactical freedom and loadout options in open missions.
Players can experiment with different approaches and loadouts in the new open-ended levels.

These missions drop you into sprawling, often familiar-feeling maps—many are lifted directly from Warzone’s Verdansk or multiplayer assets—and present a checklist of objectives. The design intent is clear: move away from Call of Duty’s trademark linear corridors and offer agency. In theory, you can approach a mission like “Reactor” with a sniper rifle from a ridge, a silenced SMG for stealth, or a loadout of explosives for pure mayhem. There’s a roguelike-esque loop where dying lets you restart with gear you’ve scavenged in previous attempts, and finding hidden caches of killstreaks or armor plates can feel like a genuine reward. On Hardened or Veteran difficulty, this system almost works; you’re forced to plan, use your tools, and treat every engagement with respect, because the game’s lethality punishes recklessness.

The illusion of freedom, however, is paper-thin. The objectives themselves are generic, repetitive chores: tag three crates, destroy four helicopters, plant two trackers. They lack narrative weight or environmental storytelling, feeling like DMZ contracts awkwardly stapled into a cinematic campaign.

This is where the Open Combat Missions fundamentally break down. The asset reuse isn’t just a visual shortcut; it dictates the entire experience. The levels feel like empty Warzone maps, lacking the bespoke pacing, scripted moments, and visual density of a crafted campaign mission. The UI borrows directly from the extraction modes, complete with loot chests and a tac-map cluttered with icons, constantly reminding you that you’re not in a narrative-driven operation but a glorified training simulation. The stealth mechanics, a supposed pillar of this “choose your approach” design, are sabotaged by inconsistent enemy AI. Guards can be oblivious one moment and possess psychic awareness the next, and once you’re spotted, reinforcements often spawn in ways that make a stealthy recovery impossible. This turns many missions into a binary choice: perfect, often tedious stealth, or a chaotic, messy firefight where the open spaces offer little interesting cover or verticality to exploit.

For all their flaws, these missions do offer a sliver of replayability potential that the linear missions lack. The ability to parachute off a dam to bypass a fortified position, or to return with a customized loadout featuring a specific killstreak, provides a different kind of satisfaction. Completionists might enjoy scouring the map for every weapon cache and piece of gear. Yet, this feels like a consolation prize, a mechanic designed to artificially extend a three-hour campaign rather than enrich it. The difficulty balance highlights the dichotomy: on Recruit or Regular, you can blast through these missions mindlessly, rendering the sandbox pointless. On Veteran, the demand for tactical use of plates and streaks reveals a more engaging game, but one constantly fighting against the bland objectives and borrowed environment.

Ultimately, the Open Combat Missions in Call of Duty: Modern Warfare III represent a fascinating failure. They demonstrate that Call of Duty’s core gunplay can function in an open arena, but they completely lack the curation, stakes, and spectacle that define the series’ best moments. They are less a failed sandbox experiment and more a stark admission that the campaign’s development was redirected towards servicing the live-service ecosystem. You don’t leave them feeling like a spec-ops legend; you leave them feeling like you’ve been beta-testing a new mode.

Multiplayer in Modern Warfare III: Nostalgia as a Saving Grace

If the campaign is the embarrassing skeleton of Call of Duty: Modern Warfare III, then the multiplayer is its familiar, beating heart—a heart that’s been surgically transplanted from 2009. This is where the game’s identity truly crystallizes: it’s not an evolution, but a meticulously curated museum exhibit, a greatest-hits tour that leans entirely on nostalgia to mask a profound lack of new ideas. The core gunplay remains the industry’s gold standard, but it’s now performed on a stage made entirely of recycled sets.

Call of Duty Modern Warfare III multiplayer gameplay featuring remastered maps like Rust and Highrise.
Modern Warfare III brings back fan-favorite maps with updated visuals and mechanics.

Let’s start with what works, because the moment-to-moment feel of a firefight is still Call of Duty: Modern Warfare III at its absolute best. The movement system has been dramatically overhauled, and it’s a revelation for the franchise’s pace. The return of a more effective slide-canceling (though slightly delayed from its peak) combined with faster strafe speeds, quicker ADS times, and a diving maneuver transforms the maps into kinetic playgrounds. This isn't the grounded, weighty movement of the 2019 reboot; it’s a return to the fluid, almost balletic aggression of the Black Ops series. You can chain slides, mantle swiftly over cover, and re-challenge angles in a way that feels empowering. The increased time-to-kill (TTK), a clear influence from Treyarch’s design philosophy, complements this perfectly. With higher base health, gunfights become less about who shoots first and more about tracking, strafing, and smart positioning. You can actually get shot from the side, turn, and win the engagement through superior aim—a dynamic that rewards skill and creates thrilling, multi-kill potential that was often absent in the twitch-based, instant-death meta of recent entries.

The gunplay itself is snappy, responsive, and deeply satisfying. The reduction in muzzle flash and visual recoil compared to Modern Warfare II makes target acquisition cleaner, and the sound design—from the crack of a headshot to the metallic thunk of a hitmarker—provides flawless feedback. This is the series’ foundational strength, polished to a mirror shine.

Yet, for all these mechanical refinements, the entire multiplayer suite is built upon a foundation of pure nostalgia. The most glaring evidence is the map selection: Call of Duty: Modern Warfare III launches with zero original 6v6 maps. Every single one is a remastered, HD version of a fan-favorite from 2009’s Modern Warfare 2. Playing on Rust, Highrise, or Terminal is an undeniable thrill, a shot of pure dopamine for anyone who spent their teenage years there. The maps are faithfully recreated, with some modern tweaks like added doors and, in some cases, expanded verticality or swim lanes. For a few hours, it feels like coming home. But this reliance on a 14-year-old map pool is also the game’s biggest creative failure. It reinforces the pervasive feeling that this is a premium expansion, not a sequel. The nostalgia is potent, but it’s also a finite resource; once the warm glow of recognition fades, you’re left with the realization that you’re simply re-grinding camos on the same corridors you mastered over a decade ago.

This retro design clashes violently with modern expectations in one critical area: the spawn system. The small, symmetrical layouts of these 2009 maps were not designed for the lightning-fast movement and lethal killstreaks of today’s game. The result is a spawn system frequently described as bad, random, and uncontrollable. It’s common to spawn directly in an enemy’s line of sight on Rust or to have the game flip spawns chaotically on Scrapyard, leading to instant deaths that feel cheap and frustrating. Spawn trapping, particularly in objective modes on maps like Afghan, becomes a dominant and oppressive strategy. This undermines the skill-based gunplay, creating moments of pure frustration that the refined movement and TTK cannot salvage.

The map-voting system is a welcome band-aid, allowing players to avoid the most broken experiences, but it’s a solution to a problem the developers created. The lack of original content extends beyond maps to the feeling of progression. While the carry-forward system is consumer-friendly, it means you’re largely unlocking and using the same weapons and attachments from Modern Warfare II, battling enemies wielding the same TAQ-56 and Vaznev-9K you’ve seen for a year. New modes like the tense 3v3v3 Cutthroat or the large-scale War are bright spots, but they operate within this recycled ecosystem.

Ultimately, Call of Duty: Modern Warfare III’s multiplayer is a paradox. It offers the most purely fun and skill-expressive core gameplay loop the series has seen in years, wrapped in a package that feels creatively bankrupt. It’s a masterclass in refinement and a failure of ambition simultaneously. You’ll have a blast reliving your glory days, right up until the moment you realize you’ve paid $70 to do exactly that.

Modern Warfare Zombies: Operation Deadbolt's Open-World Shift

The shift to an open-world extraction sandbox in Call of Duty: Modern Warfare III’s Operation Deadbolt is the most radical departure in the mode’s history—and the most divisive. This isn't Treyarch's Zombies as we know it. The claustrophobic corridors, the escalating round-based tension, the arcade-style point hoarding, and the cryptic, whimsical soul are all gone. In their place is a vast, 45-minute deployment onto the Urzikstan map—a Warzone locale repurposed for PvE—where you complete contracts, loot gear, and race to an extraction helicopter before a deadly storm closes in. It’s a competent, sometimes enjoyable co-op sandbox, but it’s a Zombies mode in name only, sacrificing its unique identity to chase the extraction-shooter trend.

Modern Warfare III Zombies gameplay showing the extraction-style mechanics similar to the DMZ mode.
The new Zombies mode adopts extraction-style mechanics on a massive open map.

The core loop of Operation Deadbolt is straightforward and, for a while, compelling. Dropping in with a squad of three (expandable to six through in-match team-ups), you’re tasked with completing contracts—defend a point, clear an infested stronghold, escort a payload—to earn cash and better loot. The map is segmented into threat tiers, with the outer rim being relatively safe and the central zone swarming with elite enemies and powerful bosses. This risk-reward structure works. Venturing deeper to find a higher-tier Pack-a-Punch machine or to take down a Mega Abomination with a squad of randoms provides genuine moments of cooperative thrill. The freedom to gear up, tackle objectives in any order, and exfil whenever you choose creates a palpable, low-stakes playground vibe that’s more accessible than the punishing, round-based gauntlets of old.

Yet, this accessibility comes at the cost of atmosphere. The eerie, synth-driven tension of being trapped in a bunker with a horde at the door is replaced by the open, sunlit anxiety of a battle royale timer. The mode feels like a rebranded DMZ, complete with backpack management, armor plates, and the same contract icons. The zombies themselves often feel like secondary environmental hazards rather than the primary, overwhelming threat. You’re not fighting for survival against an endless tide; you’re completing chores while occasionally swatting away undead mosquitoes. The loss of that signature, escalating dread—the mounting pressure as the round number climbs and the soundtrack swells—is a profound trade-off. This is Zombies-lite, a casual-friendly interpretation that has sanded off every rough, beloved edge.

The new structure also introduces a punishing permadeath risk that feels at odds with the mode’s more relaxed pacing. If you fail to extract—whether by dying, the timer expiring, or, most frustratingly, being downed on the extraction helicopter as it takes off—you lose everything: your equipped weapons, your looted perks, your self-revive kits. This mechanic, borrowed from hardcore extraction shooters, creates high stakes but can feel brutally unfair in a mode where lag, random boss spawns, or simply getting overwhelmed in the final exfil scramble can erase an hour of progress. It discourages the kind of wild, experimental play that defined classic Zombies, replacing it with a conservative, loot-hoarding mentality.

This grind extends to the narrative. The story of Operation Deadbolt is told almost exclusively through audiologs scattered across the map and locked behind absurd challenges. Want to understand the plot? Be prepared to complete a gauntlet of tedious, repetitive contracts across multiple sessions. It’s a baffling design choice that walls off what little personality the mode has, relegating its lore to a collect-a-thon for the most dedicated players. Compared to the integrated, character-driven narratives of maps like Mob of the Dead or Der Eisendrache, it feels like an afterthought, a checklist designed to artificially extend engagement rather than enrich the world.

Ultimately, Call of Duty: Modern Warfare III’s Zombies is a functional, even fun, co-op sandbox that will appeal to fans of DMZ or Cold War’s Outbreak mode. But for purists, it’s a hollow shell. The cooperative sandbox works on a mechanical level, but it has traded the mode’s soul—its tight maps, its arcade spirit, its unique atmosphere—for a vast, checklist-driven playground that never quite captures the magic of being trapped in the dark with something hungry.

Technical Performance and the 'Carry Forward' System

The technical foundation of Call of Duty: Modern Warfare III is a study in contrasts: a rock-solid, high-performance engine wrapped in a progression system that feels deliberately antagonistic. This is a game that runs flawlessly on modern hardware but often feels like it’s fighting against your desire to actually engage with its content.

Call of Duty Modern Warfare III weapon modification menu featuring new aftermarket parts and attachments
New aftermarket parts offer unique weapon modifications with significant performance trade-offs.

On a technical level, this is arguably the most stable and performant Call of Duty launch in recent memory. On PlayStation 5 and Xbox Series X, the game offers a choice between a high-fidelity mode targeting a stable 60fps and a high-performance mode that pushes up to 120fps. Both deliver on their promises with remarkable consistency. Across dozens of hours of play, reports of crashes, game-breaking bugs, or severe framerate dips are conspicuously absent. The core visual presentation, particularly in the traditional linear campaign missions and the remastered multiplayer maps, remains stunning, with photorealistic character models and detailed environments that pop. This technical polish is the game's silent, unsung hero—it never gets in the way of the moment-to-moment action, which is the highest praise you can give a competitive shooter.

This stability makes the game's other systemic flaws all the more glaring. You're never pulled out of the experience by a crash, but you are constantly pulled out by a sense of friction imposed by the design itself.

The most player-friendly innovation is also the most damning evidence of the game's "premium expansion" status: the Carry Forward system. For the first time in franchise history, nearly all weapons, operators, camos, and cosmetic purchases from Modern Warfare II transfer directly into Call of Duty: Modern Warfare III. This is an unequivocally generous move that respects players' time and investment. It prevents the frustrating annual reset where your hard-earned gear becomes obsolete, and it provides an instant sense of familiarity and power in a new ecosystem. Starting a match with your fully-kitted TAQ-56 from last year feels great. However, this system also reinforces the overwhelming sense that you're playing a massive content update rather than a true sequel. The battlefield is cluttered with familiar gear, and the lack of a clean-slate weapon roster makes the "new" feel recycled before you even begin.

Where the design actively works against you is in the new Armory Unlock system. In a baffling regression, core gameplay items like perks, killstreaks, and even new weapons are locked behind a daily challenge grind. You're capped at completing a handful of these challenges per day, turning what should be a natural progression of play into a frustrating, artificial gate. Want a specific tactical grenade? Hope you feel like playing a specific game mode to get three kills while injured today. This system feels explicitly designed to manufacture daily engagement metrics rather than reward player skill or time investment. It replaces the satisfying, linear grind of previous titles with a chore list, creating a palpable sense of friction every time you check your unlocks.

This friction extends to the audio design, which is uncharacteristically inconsistent for the series. While gun sounds are punchy and satisfying, the spatial audio is broken in critical ways. Multiple sources note that distant teammate footsteps can often be louder than those of an enemy flanking you from just around a corner. In a game where audio cues are vital for situational awareness, especially in modes like Search and Destroy, this isn't a minor quirk—it's a direct detriment to competitive integrity that can lead to cheap, frustrating deaths.

Fortunately, Call of Duty: Modern Warfare III partially redeems itself with one of the most robust accessibility suites in the genre. The options go far beyond simple subtitles, offering tangible gameplay aids. Features like high-contrast footprints for enemies (once unlocked), visual indicators for incoming fire direction, and a full spectrum of colorblind modes ensure a wider range of players can engage on a level field. The controls are fully remappable, catering to players with motor function limitations. This comprehensive approach to accessibility is a genuine highlight, demonstrating a commitment to inclusivity that stands in stark contrast to the restrictive progression systems. It’s the one area where the design philosophy feels unequivocally player-first.

Final Verdict: Is Call of Duty: Modern Warfare III Worth It?

Call of Duty: Modern Warfare III is a game of extreme contradictions, a product that simultaneously showcases the franchise’s peak mechanical polish and its most cynical creative failings. Assembling a final verdict requires separating what feels good in your hands from what feels hollow in your heart. The core truth is this: your purchase decision hinges entirely on which version of Call of Duty you value most.

For the die-hard multiplayer enthusiast, Call of Duty: Modern Warfare III offers a compelling, if familiar, playground. The movement and gunplay are the finest the series has offered in years. The return to a higher time-to-kill and the fluid, slide-cancel-enabled mobility create a skill-expressive, exhilarating combat loop that feels like a direct response to community feedback. Playing a match on the lovingly remastered Highrise or Terminal is pure, uncut nostalgia, and the generous carry-forward system respects your previous investment. This is the game’s primary audience: players who measure value in hours spent grinding camos, mastering movement tech, and chasing the next win in Cutthroat. For them, the package justifies itself through its refined core mechanics and the comfort of a beloved map pool, even if that pool is fourteen years old.

A final look at Call of Duty: Modern Warfare III gameplay summarizing the campaign and multiplayer quality.
The final verdict on Modern Warfare III depends heavily on your interest in its various modes.

The value proposition crumbles for anyone outside that core demographic. This is a game that asks for a premium price while delivering a bargain-bin campaign and a Zombies mode that feels like a side project.

If you play Call of Duty for its blockbuster single-player stories, Modern Warfare III is an easy, emphatic pass. The campaign isn’t just short or weak; it’s an insult, a three-hour collection of chores and callbacks that fails as both a narrative and a gameplay experiment. Paying $70 for this experience alone is indefensible. Similarly, the Operation Deadbolt Zombies mode, while a functional co-op sandbox, has sacrificed the soul of the mode for a checklist-driven extraction grind that feels more like work than whimsical horror. The Armory Unlock system’s daily-challenge gates further sour the experience, turning progression into a chore list rather than a reward for play.

This leaves us with the ultimate question of value. For an owner of Modern Warfare II, Call of Duty: Modern Warfare III feels like a $70 expansion pack—and not a particularly generous one. You’re paying full price for a suite of old maps, a gutted campaign, and a Zombies mode that repurposes last year’s tech. The technical performance is flawless and the carry-forward system is consumer-friendly, but these feel like concessions to mask a lack of substantial new content. For players who skipped last year’s entry, the value is slightly better, as the combined content pool is vast, but the foundational shortcomings remain.

Final Verdict:
Call of Duty: Modern Warfare III is a game built for a very specific player. Its exceptional multiplayer core is wrapped in a package that feels rushed, recycled, and creatively bankrupt everywhere else.

  • Buy it if: You are a competitive multiplayer devotee who lives for ranked play, camo grinds, and the specific thrill of the 2009 map roster. The refined gunplay will keep you engaged for months.
  • Wait for a deep sale if: You’re a casual fan who dabbles in all modes. The multiplayer fun is genuine, but not at full price given the campaign’s state and Zombies’ identity crisis.
  • Skip it entirely if: You primarily play Call of Duty for its campaigns or are a Zombies purist. This entry represents the series’ nadir in both those categories.

In the end, Call of Duty: Modern Warfare III is less a game and more a starkly partitioned buffet: one section serves a masterfully prepared, classic dish; the rest offers stale leftovers. Whether that’s enough depends entirely on what you came to eat.

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