Along with Animal Crossing: New Horizons and DOOM, Call of Duty: Warzone formed part of what I've been internally referring to as "the saviour trilogy" - the three games that were up to the task of keeping me in the game of the early pandemic when everything was uncertain, indeterminate and appalling. Warzone was by no means a perfect game - it was janky, it was buggy, it was stupid (in both pejorative and complimentary senses) - but it was more than capable of performing the crucial "zoom call with the boys" function: while my girlfriend and my grandmother and my work colleagues hopped onto group video calls to play murder mysteries and do pop-quizzes, me and the fellas used Warzone as an excuse to war-room about what was (or, more accurately, what wasn't) happening in our lives while the viral battlefront raged outside.

The gameplay was mostly ancillary, but had plenty of highlights: BIG-team Call of Duty with proximity voice chat and "death screams" combined with semi-invincible vehicles and 1km+ sniper rifles lead to a lot of hilarity and outside-the-box gameplay you wouldn't expect from the franchise - chasing dudes up staircases with quad bikes, throwing tomahawks at UAVs, having a smoke+riff sesh with your dudes in a helicopter that's flying too high for the guys with SMGs and shotguns in the Final Circle to reach... the possibilities were more or less endless, and the creators of 1.0 seemed happy to permit revelry in regressive behaviour (though in reality I imagine patching a 100GB+ game in April 2020 was a living nightmare for Infinity Ward and the 13 other Activision studios who supported them).

The day Warzone asked me and the squad to download two 100GB patches in one week was the day the game died for us. We were all playing on Base PS4s with default hard-drives, luddite gamers who had no interest in Pros and Plus and Platter-Externals for the sake of a F2P Zoom call. We trailed off into the world of Hunt Showdown and Fortnite and never looked back at the gigabyte-gomorrah we uninstalled ourselves from; like Animal Crossing, there was probably some degree of post-covid relief to be found in that digital distance. I only ever really heard about the game again via the bizarre phenomenon of grown men in their thirties and forties telling me, with surprising frequency, that they'd queued for 8 hours or spent £1000 to get a PlayStation 5 specifically so that Warzone would load faster and could be installed alongside other games. Crazy, huh? Imagine being that invested in video games.

Ironically, it wasn't any new feature or map or content that brought me back for Warzone 2.0 - it was the simple announcement that the install size of the game had been reduced by 80%. The wonders of next-gen gaming! As you might expect from a project that has 23,000 people in the credits, the game itself is almost completely unchanged from Warzone 1.0; while there's an initial awkward adjustment period in exchanging East European forests for Middle-East Asian fields, it's surprising how familiar everything feels - almost as if someone's run a Google Translate AI filter over all the Кока-Кола billboards to make them say الكوكا كولا instead; difficult questions re: globalisation that emerge in trading out Ukraine for Iran are mostly side-stepped by simply having the new war-country act as a toybox for generic PMCs. War has changed in order to become unchanging. An eternal battleground that persists regardless of what language the 400MB road signs are in. And as far as gameplay goes, my only complaint is that they made the cars and trucks are weak as shit.

DMZ, the new Tarkov/Hunt/DayZ mode, comes under much tighter scrutiny. Or it would, if it was capable of running for more than 20 minutes at a time. Essentially a mini COD MMO with anywhere-PVP, it's a classic case of a gamer's platonic dream-ideal making way for a CEO deadline-induced nightmare: progress lost; parties blocked; playlists broken; queues abound; hard crashes at crucial moments - arguably it's all launch-week teething issues that will pass like unconvincing PhysX dust on the plains of Notpakistan, but this is a mode where every mote and moment of progress is supposed to count for something: all decisions are final, and there's only one way out. Losing progress to the desktop's void stings all the tighter when so much of the moment-to-moment gameplay here involves inventory management that doesn't matter - inventory management in games never matters all that much, but it really doesn't matter here: weighing up whether to stow the Aged Wine or the Vintage Wine for the difference of $50 (to buy a gun that costs $5000+) only to walk over a lagged-out landmine moments later and lose three hours of progression... That's life, I guess, but it's not exactly condusive towards the life-escaping levels of Zoom Call With The Boys.

Feels impeccably timed that this would drop at the same time as the Qatar World Cup - a broken Middle-East-bound versimilitude of something that once existed in a cleaner, sturdier but no less morally-ethically dubious form. Why was it palatable then, but not now? We're still chewing on it with some degree of gratitude, but there's a look of hypocritical disgust in our eyes. I guess the difference now is that the wheels are now coming off of everything everywhere and we can see the cracks that 'workers' once had the time to paper over. When everyone's connected all at once, there can be no blind eyes. Hopefully they patch in the ability to gib people with chopper blades again.

Reviewed on Nov 25, 2022


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