News - Should You Purchase Warzone 2i Zombies. I Day 1 Impressions

And then let's get into the negatives, with the biggest being the DMZ approach and the base the mode is built off of. This is the largest issue with the game, and one I feel is derived from the mode taking so much from DMZ in the first place. This feature will most likely be the breaking point for a ton of players, so I'll break it down the best way I understand it.

In Operation Deadbol, players have only an hour in the zone, which sounds like a long time but goes by rather quickly for the first couple of matches. The cycle of operation Deadbolt is a continuous loop of building and rebuilding your setup over and over again, and in a normal game of Modern Warfare 3 zombies, players aren't able to get fully set up within the hour allotted time slot.

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To compensate for this, players slowly but surely build their kit up, completing objectives, scavenging rewards, and recovering items that can be reused for later missions. For example, if players manage to recover an ethereal wrench and fill it with it unused in their inventory, they'll be able to stash the item and use it for a future run-through where players can try their hand at harder territories and successfully collect an even more powerful loop.

This is the primary gameplay loop, fueled by the completion of objectives and story missions. I think what falls flat for me is the concept. When I originally saw gameplay for Modern Warfare 3 zombies. I assumed players would go through the basic setup of zombies in an hour, with a complete game of Operation Deadbolt being all that players needed to experience the full product.

should you purchase zombies

On the one hand, I'm happy to be wrong, but on the other, this feels like unnecessary padding that creates the illusion of long-term progression that is disguised as a limited pool of upgrades. If players wish to progress to the higher tiers, they'll have to spend games in the lower tiers, which I don't really think is a whole lot of fun at face value, and for the casual player.

I don't think they'll be interested in playing the game for numerous run-throughs to make minimal progress on their collection of acquisitions. But on the other side, I can also see how that's a lot of fun for players. Being able to start slowly and having that long-term progression of building up an arsenal of powerful items that allows you to break into the higher areas might be some really good long-term progression for a lot of new players joining the series.

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I know it personally. That's not really something that I quite enjoy, and I would rather be able to get the whole experience out in one go, kind of like how you can do in most zombie entries by just doing the whole Easter egg the first time you play the map. By the way, any of these items, or acquisitions, as they're called, can be lost at any time if players consume them before the match and they bleed out or don't properly fill.

For those who don't know, this is the exact same gameplay loop as DMC anyway. This is a criticism from me personally, but for those of you who like DMZ, I think you'll get a lot more out of this than a strictly zombie fan such as myself would. Then there's the game's look. Despite how gorgeous some encounters can feel, the game's visual art style is massively held back by the more realistic-looking Modern Warfare engine, and despite the hard work from the art team, the game looks just as bland as any other entry.

In fact, one of Modern Warfare 3's weakest aspects is its visual style, which is not too dissimilar from just about any other generic shooter on the market. What's always made zombies, and more specifically, Treyarch zombies, unique is the mod's ability to look and play unlike anything else on the market.

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Its iconicism is derived from its impeccable art direction, and even more modern entries like Cold War still manage to produce their own distinct flare, but Modern Warfare 3: Zombies just looks like another generic looter shooter. Sure, the enemies and their designs appear to be strictly zombies, but the actual art direction and overall design feel like a cheap knockoff you'd find somewhere online.

Then there's the mini map. This might be because it's my first impression, but the mini map and overall UI are some of the worst I've ever seen. You have this massive map with a million different tiny objects scattered about. Being able to select and pin a target location is clunky and cumbersome at best, and while the movement speed of the characters.

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I can say, is much faster than I thought, being able to locate key locations and objectives is anything but smooth. Probably one of my biggest issues is how far away essential perks are, Jug. Now this is how the acquisition system is supposed to work: you're incentivized to go through many different games collecting free canisters of jugs or any other supplemental items, and then when you respawn back into operation Deadbolt, you can apply items such as acquisitions to your loadout.

For example, jugs completely cut the middleman out of the process, and instead of having to hunt down jugs, which can be anywhere around the massive war zone like a map, they're already instilled into your player kit, which I could tell the developers are trying to shoot for. But I don't think this is a very fun process, and it kind of just seems to be a Band-Aid issue, especially on the fact that how far away each and every perk is, especially when you consider stuff like stamina up, quick revive, and jug are some of the games most useful and are often across the map from each other.

And then there's the UI, which is a massive mess all on its own, and it makes you wonder how it even got past QA in the first place. Another annoying aspect I really disliked was the way the characters were handled once again. Now we all know Activision will never get rid of the operator system, but would it kill the developers to create a protagonist?

or a story-driven, unique character that you can play as someone who interacts with the world and the characters around you. This was something severely lacking from both Cold War and Vanguard, and in Modern Warfare 3, it appears that the writers have doubled down by having our playable characters say next to nothing, and that's ignoring the characters you do have here in Operation Deadbolt.

You speak with various key figures that provide commentary throughout your objectives, with the most notable being Renov, who has officially made his return since Hiatus last year. None of these characters provide you with any real insight, and even if you do manage to hear them, your brain will be completely overstimulated by everything around you, and they'll simply become white noise you can barely understand, as if their dialogue currently offers you any strategy or advantage anyway.

And that's another issue. You can open up supply drops, items, and different boxes, and you just find random junk on top of junk on top of junk. Sure, you can sell some of these items, but your backpack space is an extremely limited commodity, so it makes you wonder why you would carry something that only offers you 10 points when workshops that you can sell points at are very few and far between.

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Hello there fellow zombie slayers! My name is Stanley557, and after spending some time with Modern Warfare 3 Zombies I decided to put together a little video describing my thoughts on the mode and what players should expect. This is not a review and should only be considered a day 1 look at the mode.
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