Warzone 2 has exposed the lies at the heart of battle royale. Common complaints have been ripped from the pages of Reddit and are actually communicated in real-time, as players stalk the sprawling terrain of Al Mazrah in quest of exfiltration and in defiance of proximity chat. I’ve heard it all, from the boys who cry hacker to the blaming of every missed shot on server lag. However it’s those who direct their squads to sure death – on a false promise that an opponent is “one shot” after a quick battle – who remain my favorite. Warzone 2 gives every one of us the fitting to answer to such indiscriminate lies, and loudly exposing a falsehood on an open comms line, before opening fire for a squad wipe, is the most satisfying maneuver that you can pull off in multiplayer proper now.
The implementation of proximity chat into an online first-individual shooter is hardly uncharted territory, but it’s one of many many smaller-scale additions which assist to breathe new life into Call of Duty’s battle royale. The results are remarkable – Warzone 2 is remarkable, at the same time as changes to fundamentals like loadouts and looting prove to be divisive for an already embattled community. Infinity Ward has succeeded in making the traversal of increasingly hostile territories exciting once more, regardless of whether you’re contemporary meat for the grinder or have already committed hundreds of hours to repeating the circuitous cycle of demise, rebirth, and occasional victory throughout Verdansk and Caldera.
Despite the technical improvements that underpin Warzone 2 – a really ambitious playspace, aquatic fight, an overhaul of weapon ballistics and handling – Infinity Ward has, in a way, returned to the basics of battle royale. The experimentation inherent in hybrid experiences like Resurgence, and objective-based modes like Plunder, which helped to define the original Warzone are out.
And so 150 players drop onto a single, sprawling map with little more than a pistol. Solitary survival is interspersed with frenetic firefights at random intervals, as backpacks fill with loose ammunition and equipment. And when the ultimate expletive is cast throughout death comms, one combatant is exfiltrated from a small, circular area – victorious, with a story to inform to anybody who will listen.
Warzone 2 is defined by the stories it permits you to generate, and how well you’ll be able to navigate the wide areas between a round’s most memorable moments – defiance in the face of loss of life; racing against a closing gas circle; the quiet isolation of looting the sunken Sawah Village. Adrenaline-elevating battles are more rare in Warzone 2, unless your squad is insistent on hot-dropping over the city of Al Mazrah’s high-rises. Because of the scale of the map, you are likely to see fewer enemies while exploring, and if you do encounter one, there is very little margin for error as soon as a trigger is pulled.
That is largely because of Warzone 2 embracing (and increasing upon) the core Modern Warfare 2 platform. Key mechanical improvements, progression systems, and overindulgences are shared between the two. Shared, and undoubtedly heightened within the struggle to survive Al Mazrah – from the wicked time-to-kill and steadier movement speed, to the more convoluted approach toward weapon customization and loadout retrieval. Warzone 2 is a slower, more considered experience than its predecessor, with combat pacing among the many most severely impacted areas of play.
To understand why, you first must have a real grasp of Al Mazrah. The Warzone 2 map is the most spectacular (and largest) ever created for Call of Duty; densely detailed and smartly sectioned, with territories that make fine use of dense urban sprawls, sparse open ground, and undulating terrain that can act as makeshift cover in a pinch – the glimmer of a shimmering scope ever-current on each horizon. What’s incredible is that Al Mazrah would not really feel like a patchwork, whilst it has you moving throughout authentic areas and old favorite multiplayer maps (Showdown and Shipment from MW; Afgan, Terminal, and Quarry from MW2; MW3’s Dome and even Neuville, from the original Call of Duty).
Visibility and detail is obvious, distance between POIs is palpable, and the size of menace shifts cleanly as you move between areas. Al Mazrah is a cleaner map than Caldera, and more balanced than Verdansk. However, rotating between positions is slower. The viability of tactical dash has been reduced, your turning circle is wider, and weapon handling is heavier than it has ever been in Warzone. Engagements have changed as a result.
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