News - Warzone 2 Is Improving, But Still Missing Identity. Spectating Randoms. State Of The Game

Intro/start to explain identity issue

Intro/start to explain identity issue

So we're here with a random kind of walkthrough of gameplay and kind of talking about the current state of War Zone, which for a lot of people is slowly improving while for others it's getting worse. We'll talk about various aspects of the game. It sounds like my voice is a little bit weird, but that's because I had a cold last week and have already pretty much recovered, but it is what it is.

It isn't going to die slowly because it's a big zone, which is good for the zone's right stronghold, and it should be opening up in a little bit, like, five more seconds, three more seconds. Strongholds are now available, so now we have the introduction of five strongholds. This is a brand new change, and one thing that I was kind of talking about online is that War Zone 2 really doesn't have that strong identity yet.

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Continue state of game and reacting to spectating randoms

Continue state of game and reacting to spectating randoms

Welcome back, and I think it's in a good state right now. The game is actually in beta, but I think it's still struggling with its identity. We look at it like one of the originators of the Battle Royale genre, H1Z1. Even if they weren't in their battle royales—that's the one that kind of put battle royales on the map—they introduced a ton of different mechanics.

Then you had Pubg, which had lootable backpacks, elude, attachments, and the way the healing mechanics work, there was a lot of stuff, and you know mechanics are good when they get carried over, then Fortnite came out; there were other battle royales in between, but let's say Fortnite came out and they simplified it.

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They also introduced cross-platform play on all platforms. You had Apex, which introduced abilities, and the Legends with abilities: what's this guy going to buy? They bought his weapons; they're cheaper now, only $2500 from the original price of $5000, and so easy to come up with individually. The loadout situation, though kind of pricey for the Quad I think 25, 000 is probably pretty easy to get for, like, a trio for 24, 000 needed, but 32 is a little bit of a stretch.

Keep it on the same topic. Apex Ultra introduced respawning, such a good mechanic, at least I believe they did that Fortnite added the little respawn, vehicles, so you could respawn your teammates, and then in Warzone, it introduced a gulag, which was like my god loadouts, which were huge, and we'll talk a little bit more about loadouts and how they impact the meta at the end of the day, they don't really impact the meta the way that people think they do because we had a month essentially without loadouts and the loadouts.

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The guns that people use on Day 1 that I recommended are essentially the same guns people have used for the entire month, with or without loadouts. People just go get the $5,000 and buy them. They're just cheaper now, so more people have them, so it's like a little bit less RNG in a battle royale, which allows skill to shine through even though the skill gap isn't that high.

We also had buying stations in the war zone. I'm sure there are other features, whether you know I'm just not thinking about the top of my head, but this game kept a lot of those things, got rid of a lot of things, but some of the things they kept or added that are unique—at least for this genre in my opinion—are strongholds.

AI in a battle royale is kind of weird to me; that's kind of foreign, even though I'm not the biggest battle royale purist, but they're just chilling and waiting for the next zone, which is a smart move. The buy stations have a lot of buy stations now, so there are some strongholds right there, and they added more of those, which is a nice change.

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They do the split circles, but it didn't seem like people were liking those because they actually lowered how often you got split circles, which I think is an interesting concept. I don't know if the ideas flood or the execution fails, but either way, I think we're tweaking it, and it could be a really good concept, right?

So, few people actually ever see a nuke interact with another nuke; it just doesn't happen that often. Are you going to go for it? Foreign so you have the nuke, which has almost no experience, and you've got to push it toward you. Is there anybody else near you to the left? There might be a third party.

Yeah, that was the original guy. You're dead where is he? Maybe they thought you jumped in the car that guy baited for you; it could be like the ultimate help right here if the guy's clueless that you're fighting. No, I didn't kill him with a free shot in the back. You heard him. You heard his footsteps.

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All right, either way, like I said, we got the nukes, which are for like point zero, one percent of players, so they're not really a feature that deserves that much time input into the game. It's best if you can't even get leaderboards and combat record stats to count anything of value where people are actually interested in seeing themselves improve; I mean, that was a detriment.

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