News - Call Of Duty Warzone 2 / Dmz Gameplay Review
The long-awaited War Zone 2 and DMZ are finally here, and listen, this is not a horror game, but Warzone 2 genuinely has one of the scariest things I have ever seen in a article game. Just look at this. Anyways, in all seriousness, yeah. I'm not going to sugarcoat any of the negative things, but I am going to give credit where credit is due for all of the positive elements.
Now, before we do that, you guys may be happy here. I'm doing a few more giveaway codes for Modern Warfare 2 if you still don't have the game yet and would like it.
The map
This is the new Al Mazura map, specifically for Warzone 2, and I feel like the map is like the centerpiece, or perhaps the most important puzzle to get correct in your BR, or at least that's like some of the fundamentals that you've got to get correct, and I'm happy to report that almonds are just as incredibly well balanced.
It's not perfect, but the size of it and the pace of it seem to work pretty well whether you're playing solo squads, duos, or what have you. Now let me clarify what that means and where that's coming from. I generally regard a braille map as having a good pace. If you have these bouts of really intense action, there are some slower periods, and then it kind of, you know, comes and goes and waves as the match goes on.
To me, that is the sign of a good map. I know that you know that Call of Duty has like Rebirth Island and stuff, and that map is so incredibly small that it pretty much plays like a multiplayer game or just a big ground war map with how quickly you engage and respawn and all that kind of stuff. This plays like a true BR format.
If that makes sense, you do have these slower punctuations of downtime where there's not much action going on specifically. As for the dance squads in the original war zone, maybe I'm just getting used to them; they're okay looking.
Map design
I I guess it's very bland, but when it comes to just literal map design, I think it's actually on one of the better ends of the spectrum. Spectrum, while not perfect, has some pain points. I think the things that it really gets right are the average distance at which you engage with enemies; that stuff seems to be really well thought out for most of the map, and then also getting in and out of buildings makes a lot of sense with Modern Warfare 2's movement and is completely seamless; it's not clunky or awkward at all, and that's actually one of the biggest things that I noticed that was an extreme positive: that traversing, whether you're you know on foot or on vehicle, was really well done, so big plus there.
The new looting system
The backpack system
will be in their backpack but the thing is the backpack is a lot more. Well thought out and intuitive than the one in BO4, so I actually thought this was going to be one of the biggest detriments. To the game and was really going to make it feel clunky. And slow, but it's honestly not too bad in that regard.
I'm not entirely sure, but I'm willing to give the new backpack system a try. And also, many of the things that you want to poke up anyway from backpacks are automated, so you don't have to manually click on a lot of things. It's a bit more intuitive than I'm probably making it sound once you get in the game; you'll kind of know what I mean, but it's definitely a positive for me, but, you know, there are a few concerns that I have with it.
I believe it'll probably get tweaked and polished as Warzone 2 goes on, but it's a pretty good basis right now. Let's talk about something I'm not really the biggest fan of, which is a bit of a negative: the implementation of the AI in the form of "strongholds." Throughout the map, so basically, they're kind of like these little just bases that get flooded with waves and waves of enemy AI, but if you take it over or do some certain objective there, you're going to get rewarded with a ton of loot, and on paper, that sounds really good, but not only is the AI implementation.
Its own interface is a little bit clunky, but the problem is that you get to a certain point in the game where you really have no use for the stronghold anymore. It's like it just shuts down a total area of the map; theoretically, playable space is now just completely null and void because nobody really wants to engage with these AIs; not only that, but if you paint a massive red target on yourself for everybody else in the battlefield.
So at some point in the game. I know you can't raid strongholds forever; at some point. I think even really early on, they become completely useless, and it almost becomes a negative to even go after them in the first place, depending on the circumstances. I'm not in love with this Edition I. This is where I actually have a suggestion for improvement, or at least just want to throw this idea out there.
Now War Zone 2 plays a lot slower compared to the original War Zone in terms of how players move about the map because you have way fewer tools at your disposal for moving around that application to begin with.
Time to kill in warzone 2
It's way less movement-based, and there's not as much of an emphasis on that, but the problem with that in My eyes are also that the time to kill in Warzone 2 is really fast, like it doesn't seem like you have as much health as you would like, so it ends up feeling a little bit just like a system of random if you happen to make the wrong guess or if you happen to walk into somebody's line of sight, you don't really have enough health to react to it, and you don't have the movement to get out of it, so it's a bit of a conundrum, and I think the compromise for this is either give us some more movement you know tool kits to play with.
Actually, you can change up how gunfights engage and interact and give aggressive players something they can use to turn the tide of situations if they need to. That or make the health a little bit higher in general because even with full armor and three plates, it still feels like you die way too fast than you should.
To put it simply, if I engage somebody in a gunfight and they just happen to see me first, it's likely they're going to completely chew through my health and armor before I can even get my gun up to react, based on how slow the weapons themselves are. Just the lack of movement that you have to begin with—I think that's a fair compromise.
Either give aggressive players more movement to work with or make the health a little bit higher so people have to stay on track longer to take down targets and allow people to react to these situations. because right now it just doesn't really feel like the worst of both worlds in some way, and there are a few really weird decisions.