so, three core components on the launch edition review of this that i'll inevitably revisit in a few months

CAMPAIGN: this isn't as bad as people make it out to be. i say that to say that it's pretty bog standard call of duty all-around. i'd give this 3 and a half stars. the writing's frenetic, nothing ever feels truly desperate and the ending is genuinely abhorrent pacing. where it earns the stars is in the concept of the open combat missions, which are a stellar change of pace to call of duty's traditionally insanely on-rails universal studios rides. that comes at a cost, and they're very obviously imperfect, but navigating a shipping yard with nothing but a knife and trying to complete objectives entirely undetected was really neat. a lot of people took issue with open combat because it felt like it could be really easily trivialized, which didn't make any sense to me. it was like having another, more-specific difficulty slider. another friend i watched did the same shipping yard mission guns-blazing, going instantly loud, setting off every alarm and pushing every engagement he could. i kept parachuting off of cranes and executing people. it's what you made it, and what shines through more than the laziness of SHG in their campaign execution is the lack of creativity people are conditioned to have with regard to the series. solid stuff, post-credits scene is absolutely the most interesting thing that happens in the whole MW reboot so far

MULTIPLAYER: it's MWII with slide canceling, an insanely forgiving TTK akin to BO4 and an incredibly focused powercreep toward the new weapons. one glaring flaw with this game is that all of the maps are from the original MW2, which has a lot of drawbacks. the original MW2 had absolute laserbeam weapons like the ACR, the FAMAS, the UMP and the M4 that were consistently able to erase people from good headglitches. being stealthy was insanely easy because spawns and flow were so predictable. with 14 years of series progression, we no longer have guns capable of beaming folks off of headglitches, which are now far more oppressive because hitboxes have become so much more spotty and realistic. we've also got more dynamic spawn systems that turn these maps on their heads a lot of the time. oh, and the most aggressive EOMM we've seen in the series thus far, rendering most higher-skilled lobbies completely unplayable at a casual level.

ZOMBIES: this is where the game's getting a lot of star power back. it's polarizing completely turning something as tried-and-true as round-based zombies on its head with an open-world, timed extraction shooter mechanic found in DMZ but to argue that it's not a great step forward is silly. there's a lot of dynamicism in it. it's been five days of it so far and i've already had incredible experiences frantically dashing around the High Danger zones, enormous house-sized monster trailing behind me as i make feeble attempts at forming a plan with olympic-level zombies converging from all angles. i've seen calls for help from downed players across the map with 10 minutes on the map timer and done rescue missions, rewarded by the paltry inventories of grateful operators on my way out. i've gotten myself into sticky situations, lost it all and gone in with nothing but my fists to come out adorned with a loadout that could take on an easter egg boss. it's just got so much opportunity. it isn't without flaws: the solo player experience feels so overtuned for the casual player, there's myriad bugs and errors that cost players their hard work, a lot of the missions feel downright impossible without how-to guides and there's not a lot to discover... but this is a lot of what was said about DMZ last year before IW went balls to the wall and turned it into what seems to be, undebatably, the absolute best part of the pretty rocky year of MWII. what matters now is extrapolating what makes this mode enjoyable from the feedback and analytics and hammering in more experiences like that

all in all, i really enjoy it so far. i'm hoping for them to push the absolute hell out of supporting it and turning it into a cornerstone of the franchise

Reviewed on Nov 15, 2023


1 Comment


6 months ago

oh. also, there's a lot being made of "all these fucking missions take place on the warzone map" and for those reading those reviews, you're being deliberately misled by people who WROTE THEIR REVIEWS BEFORE THE WARZONE MAP EVEN RELEASED. there are 6 open combat missions. the first one features a building from the original warzone, but the map is original. the second one features a lot of warzone assets and a building found in the new warzone map, but isn't just a chunk of the warzone map. the third, fourth, fifth and sixth all take place on maps that, from my experience playing a metric ton of Zombies on the new map (the Warzone map!), have no Warzone assets whatsoever. the only actual "reused Warzone map" is for a mission in Verdansk Stadium, which was on the Warzone map from 4 years ago and is far more fleshed out now. also, makes sense within the story context! it's the biggest stadium in the region! no shit they used it