Connect with us
Anthem Game Review Anthem Game Review

Game Reviews

‘Anthem’ Review: Flighty Fun, but a Mech-Filled Mess

Published

on

Dive bombing an unsuspecting sniper with the melee-focused Interceptor Javelin (the name Anthem gives its exosuits), eliminating an entire wave of enemies with a succession of the Storm’s tempestuous energy abilities, tearing through the sky, the jungle sun gleaming off of the Javelin’s exterior, there are many moments when Anthem literally shines. These moments provide glimmers of hope, brief glimpses into a potentially bright future for developer BioWare’s cooperative, mech-fueled, looter shooter. Unfortunately, any brilliance Anthem displays is too frequently eclipsed by a poor game state at launch rife with repetition, dismal design decisions, a grating grind, punishing pacing, and a lackluster narrative, the antithesis to the game’s gorgeous graphics and generally great gameplay.

Relics of the Past

Narratively, Anthem is a fairly familiar sci-fi affair involving a mysteriously absent forerunner species capable of shaping the planet, powerful relics they left behind, and the different factions attempting to control or contain said relics. That could be a description of Halo. Where Anthem manages some distinction is the “cataclysms” resulting from these unchecked relics, which take the shape of monster spawning portals and, perhaps in an environmentalist turn, devastating storms. To combat these cataclysms and contain these relics, humanity devised the Javelins. Now humanity’s last hope is in a small faction of Javelin pilots, the Freelancers.

The rest of the narrative could be read as a metaphor for the game itself. Previously revered as heroes, the Freelancers (BioWare) have fallen out of favor with the public (gamers) after failing to live up to their reputation and some costly mistakes (Mass Effect Andromeda). Unable to prevent a hostile faction known as the Dominion (EA) from activating a relic hidden beneath the heart of Javelin operations has resulted in the worst cataclysm humanity has ever seen, the Heart of Rage (gamer rage). Failing to stop the Heart of Rage once (Anthem‘s launch), could the key lie in the past (a lot of updates and patches)? Pepper in some nonsense sci-fi jargon giving purpose to the player for doing the same thing over and over and over again and, bam, you’ve got your AAA, live game, sci-fi shooter recipe!

“Slow Alone. Stronger Together.”

The world of Anthem is littered with quite a few intriguing characters for the player to interact with back at Fort Tarsis, the game’s central hub, that help push the narrative along. Well acted and captured, these characters provide a spark of life to the game’s first-person sections and give the otherworldly plot some heart and history. In these sequences, players are given fully voice acted dialogue options, that, while having no perceivable impact on the narrative, keep these sections interactive instead of just one-sided conversations. That’s not to say that some of these dialogues aren’t vexing NPCs dumping nonsense sci-fi exposition onto unwilling players’ heads in the name of plot development, but in the best instances I was eager to make a good impression with the more relatable characters I had taken to.  What I didn’t take to was having to slowly jog through the poorly mapped Tarsis to get from one monologue to the next, especially if it ended in more generic sci-fi babble over meaningful character interaction. That slow jog can’t be understated, resulting in tedious strolls through a notably single player space in cooperative game. It does explain the game’s slogan: Strong Slow Alone. Stronger Together.

Moments like these accentuate issues with Anthem‘s pacing. Tearing through the campaign as the most agile Javelin, the Interceptor, most campaign missions take no more than fifteen minutes. This is immediately followed by a mandatory trip to Tarsis to adjust my Javelin and the tedious task of walking to dialogue sequences to progress the story and or collect new quests, not to mention the loading periods loading in and out of the hub, resulting in five to ten minute periods away from the game’s main draw, the cooperative action. If played simultaneously with friends, these waits between missions can be even longer as each player modifies their loadout and pushes through the dialogue delivered context for the next mission. I’ve critiqued Destiny in the past for its over-reliance on exposition dumps when flying in to the next story mission, but I’d take that over a required trip to Tarsis any day, especially since players can multitask and mess with their loadout while loading in Destiny. Anthem, on the other hand, requires players to have access to the Forge back at the Fort or in the mission pre-launch menu to swap weapons and gear. That’s sure to spell out frustration in any loot oriented game, especially when early gameplay trailers boasted gear swapping on the go.

Like a Dream

Luckily, combat and general gameplay is the antithesis of Fort Tar-slow. Flight controls in Anthem are tight and responsive, and each Javelin “handles like a dream.”  Players can leap into flight at will, dive enemy troops on the ground, roll out of harm’s way, and hover above the field for an aerial advantage, all while an overheating mechanic ensures players are conscious while in flight and can’t over-utilize these techniques in a fight. Paired with the equally fast and fluid combat makes for some furiously frantic fun. Leveraging maneuverability to skate around an incoming attack or to deftly flank an enemy tank before letting loose with slur of shotgun shells or machine pistol munitions is extremely gratifying. Different guns pair better with different Javelins, courtesy of each Javlins unique strengths, adding depth and distinction when playing with a diverse team setup. The lightning-quick Interceptor, for example, can make excellent use of close range arms that pair with its range of melee attacks, while the Colossus benefits from hunkering down and shooting at a greater range. Even more distinct and satisfying to use are the series of abilities unique to each Javelin that punctuate Anthem‘s gameplay.

Each Javelin provides a great deal variety and perfectly encapsulates a core concept with its inherent and unlockable abilities. The Storm has a wide range of elemental and area-of-effect attacks ideal for slaying slews of enemies and hovers above the battlefield with a personal shield. The Colossus is a heavy hitting tank type with a range of multi-target attacks. The Ranger is an all range Javelin with a levy of grenade and rocket type attacks. The Interceptor is an agility based, melee monster with an assortment of throwing glaives and dashes to accentuate this style of play. So satisfying are these abilities, in fact, that I frequently go through missions without firing a single shot, opting to instead dice my enemies to death with the Interceptor itself. Not all abilities are created equal, however, and it is disappointing to be stuck with a weak or slow one for an entire mission or to have your best ability by a wide margin be one you don’t like. At least in the first scenario, you know for certain that a trip to Tarsis is only around the corner. Gameplay can also get a little stale once all of the abilities have been experienced since Anthem reserves most of its engaging gear and activities until after the twenty-or-so-hour campaign.

Combat tends to be engaging to the point that I generally don’t mind how repetitive the mission structure tends to be, however, it doesn’t take long to recognize how similarly every level is set up. Fly here, clear some ads, follow the radar to a specific point, hold to investigate, fly there, clear ads, protect a circle, done. Thankfully, again, flight and combat are really fun, but it’s a shame that most variety comes late in the game, similar to loot.

Shoot. Loot. Repeat.

Speaking of, perhaps the largest concerns with Anthem center on the loot drops. While most flags raised have been regarding the endgame loot grind where this is more critical, from the outset Anthem‘s loot seems antagonistically. Early on it just doesn’t matter since early gear drops so much more commonly. All the same, in most looter shooters I’ve experienced, almost all gear dropped through the campaign is at or above the players Gear Score, or Light Level, or whatever you want to call it, to help them climb through the early ranks. It’s typically not until the endgame grind that more powerful gear drops exclusively from endgame activities. In Anthem, however, it seemed like roughly half of all gear gained was worse than my current gear making the climb early on, again when it doesn’t matter, much slower and RNG based than necessary. This issue is only compounded when operating at higher levels.

For an investment cycle to work in a live game, players need to feel they’re earning tangible rewards for the time and effort invested. Anthem‘s constant struggle has been striking the proper balance, and in its current state, the rewards simply do not match the difficulty and time investment. There’s also a severe lack of endgame content to keep players invested longterm, limited primarily to three Strongholds, dungeon-like missions culminating in a large, unique boss fight. While Strongholds do propose an engaging challenge, that’s still pretty on content, though, as a live game, there is, of course, a roadmap charting the course for more content to come.

Finally, it’s also worth mentioning that all cosmetics are exclusive to Anthem‘s in-game store thus far, so while players are free to extensively color their Javelins, players won’t be grinding for cool armor which denotes their in-game achievements to other players any time soon. In a third person game filled with rad exosuits, this was a horrible decision as it means one less incentive to chase.

For all of its issues, I still find Anthem incredibly fun and am inclined to return again and again. Viewed as the game as a service that it’s been billed as, its difficult not to notice issues with the engame, the loot grind, and some of the missing investment opportunities on top of Anthem‘s struggle with pacing and repetition. Viewed as a momentary diversion and Anthem looks far more inviting. Exceptional in-game maneuverability, enthralling arena combat, thrilling Javelin abilities, with plenty of diversity in the form of new weapons and especially different Javelins each with their own unique abilities make Anthem distinct and worth experiencing. Viewed in that light, it is exciting that even if not fully invested, Anthem can be returned to later and it will hopefully be improved and have more to experience. In the end, Anthem might not be quite ready yet, but it has potential, like an inert Javelin waiting to take flight.

Tim is not the droids you are looking for. He resides quietly in the Emerald City where he can often be found writing, reading, watching movies, or playing video games. He is the Xbox editor for Goomba Stomp and the site's official Pokémon Master.

Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Advertisement

Game Reviews

‘Woven’ Review: Comfortably Soft and Lumpy

Despite those blurry visuals and stilted gameplay, there’s something endearing about this innocent elephant’s adventure.

Published

on

With a sincere warmth and fuzziness that conjures up dreamy recollections of 3D games gone by, Alterego Games’Woven mostly overcomes its blurry visuals and technical jankery to somehow create a pleasant, old-fashioned experience. Those excited by modern gaming probably won’t give this lovable hand-me-down a second look, and perhaps they shouldn’t; extremely simple actions and soothing narration support a fairy tale quality that’s probably best suited to younger players. However, anyone willing to look past the well-worn exterior in search of a relaxing break from stressful button pushing may squeeze more fun out of this familiar stuffed toy than they might originally expect.

Woven tasks players with taking control of a meandering patchwork elephant named Stuffy, and guiding him through a sparsely populated knitted world that seems to have met an untimely demise. Because Stuffy has cotton for brains, he is assisted on this journey by a much smarter metal firefly named Glitch (a reference to his role in this story?), who floats alongside the curious-but-clumsy plush toy and provides hints as to how he can use his various abilities. Together, this odd couple will traverse open plains blanketed with colorful yarn grass, maneuver around impassable felt trees and plants, and hopefully discover the secret of where Stuffy’s clueless kin have all gone.

Along the way, the duo will walk great distances (often without much event), solve the occasional environmental puzzle, and generally just keep on keepin’ on.Woven is mostly straightforward in its campaign, merely about getting from point A to B by whatever means the path requires. Most often this involves finding new blueprints that allow players to change Stuffy’s design from an elephant into a wide variety of other animal shapes, each with a set of abilities that come with a new set of arms, legs, and a head. For instance, while the stocky (and adorable) bear can push plush boulders and perform a mighty stomp, the goat and frog can both use their legs to hop, while the kitty cat is able to push buttons on rusted consoles that activate dormant machinery.

However, these abilities are usually only able to activate when context-sensitive prompts from Glitch appear, so don’t expect some sort of platforming freedom. Woven handles a bit clumsily in that regard and others; strolling is definitely the order of the day, as long as Stuffy doesn’t get hung up on the geometry.

But these actions do help provide variety; a tropical bird of some sort (toucan, maybe?) can sing certain notes, while a pelican-thing can fly (sort of) over land and shallow water with great speed. And so, it often becomes necessary in Woven to alter Stuffy’s look with a total reweave. These designs can be applied at various sewing machine-like stations scattered about, which go a step further than just swapping Stuffy the deer for Stuffy the ape. Each blueprint is comprised of five parts, allowing for players to create a Frankenstein Stuffy made up of all the best abilities the player has on hand (or cushioned paw). By mixing certain sets, Stuffy will soon be able to scale mountainside crags, cross piranha-filled rivers, and pick up industrial cogs without the need to make a pit stop and bust out new needle and thread.

Some truly hilarious (or horrifying, depending on your sensibilities) aberrations can be created; seeing Stuffy hobble on hooves as he flaps a wing on one side and swings a muscular gorilla arm on the other, all with the head of a squirrel, is freakishly entertaining. In addition, for those who like to wander off the beaten path, there are a plethora of knitting patterns to discover, tucked away in both obvious and devious locations (and denizens). These cosmetic enhancements can also be applied at the sewing stations, essentially giving players seemingly endless amounts of customization. And these aesthetic changes even get in on the puzzle act every once in a while, especially when a pesky cobra shows up.

But outside the odd ‘connect the power line’ or ‘raise and lower platforms’ objectives, Woven doesn’t throw much at players that even young children shouldn’t be able to handle — and that seems to be the aim. Stuffy’s adventure lives or dies on its wholesome and serene vibe, which players either buy into or they don’t. There’s no combat here, very little to actually do outside hunting down those patterns, illuminating some painted caves, and activating some of Glitch’s ‘memories’ contained by machines hidden in the soft folds. Ongoing narration is pleasant to the ears, often conveying old-fashioned morals and cutesy jokes, but there’s no more story than in a classic fable.

And make no mistake — though the world is certainly bright and cheerful, it’s also quite fuzzy around the edges. The tactile nature of the cloth textures is lessened greatly by the low definition (at least on the Switch version), eliciting memories of the Wii-era. An increased crispness would have really made the world of Woven pop off the screen, perhaps luring in a larger audience who have become accustomed to such. There is still plenty of charm, but it feels like a missed chance at that true magical feeling the game seems to be shooting for.

Other stumbles come when certain worlds try to open up a bit more, which might lead a younger audience to get frustrated by the lack of direction (especially when they keep getting hung up on that geometry!); Woven definitely works better when it’s casually guiding players along, letting gamers of all ages envelop themselves in the easygoing atmosphere instead of requiring tedious backtracking. There’s just something nice about sitting back and relaxing to hummable music, watching the roly-poly amble of a stuffed kangaroo.

Woven will not be for everyone; those who play for challenge or eye candy won’t find either here. And yet, despite those blurry visuals and stilted gameplay, there’s something endearing about this innocent elephant’s adventure. Woven certainly has its share of lumpiness, but somehow remains cozy regardless.

‘Woven’ is available on PC, Xbox One, PS4, and Switch (Reviewed on Switch).

Continue Reading

Game Reviews

‘Destiny 2: Shadowkeep’ Review: Moon’s Haunted but Still Shines

‘Destiny 2: Shadowkeep’ returns to a familiar destination but Bungie is reworking Destiny with each expansion and Shadowkeep is no exception.

Published

on

Destiny 2 Shadowkeep Review

Destiny 2: Shadowkeep may be a return to a familiar destination, the Moon, but Bungie continues the trend of reworking Destiny with each new expansion, and Shadowkeep is no exception. Replete with a reworked season pass system, progression systems, customization options, sandbox re-tuning and quest interface, Shadowkeep is both a welcome iteration and extension of the existing Destiny 2 experience offering more RPG-esque player agency than Destiny has ever seen before. While the game is still haunted by some overly familiar issues, Shadowkeep is a welcome expansion and a promising start to the third year of Destiny 2.

Old Haunting Grounds

The Moon isn’t the only familiar face in Shadowkeep. Keeping with tradition, Eris Morn has returned from a long absence for another dark, lunar expansion (the first being D1′s The Dark Below when the character was first introduced) as she investigates a disturbance deep within the Moon. Quite literally haunted by the past, Eris has called upon the Guardians to assist her in finding the source of the phantoms plaguing the Moon and vanquishing “Nightmare” versions of familiar visages from the past.

All is not entirely as old players might remember. An immense hive structure, the Scarlet Keep, now overshadows previously unexplored territory on the Lunar surface. New Lost Sectors hide in the depths of the Moon, and new secrets a la the Dreadnaught or the Dreaming City lie waiting to be discovered by inquisitive players. And at the very center of the expansion an ancient, unknown threat lies in wait, an ominous foreshadowing of the trials ahead.

While the expansion does a decent job ensuring the familiar haunts don’t feel overly recycled, it’s hard to say Shadowkeep makes the most of the Moon. The campaign opens on such a high note as players storm the moon in an unexpectedly matchmade sequence before individual Fireteams independently uncover an unanticipated twist that absolutely shatters expectation. Unfortunately, the narrative quickly devolves into uninteresting fetch quests that fail to live up to the intrigue of the initial mission nor live up to the narrative heights of some of the most memorable missions the Moon previously housed including fan favorites The Sword of Crota and Lost to Light to name a few. That’s tough company to keep, and Shadowkeep fails to measure up.

Similarly, a bit of that intrigue is reintroduced in Shadowkeep‘s final mission, but, like the campaign as a whole, it’s over before the player knows it and fails to live up to the precedent set by previous, lengthier campaign conclusions. More mileage is gotten out of the narrative and destination in the post-game in the way of a new weapon farming system, a new activity known as Nightmare hunts that play like mini Strikes, and a Strike proper, but that does little to alleviate the disappointment of an overly terse campaign that reads like a teaser for what’s to come over a distinct, fleshed-out story.

A New Era, a New Season

Part of that is presumably courtesy of a shift in Bungie’s approach to content releases. While the previous expansion, Forsaken, similarly opted for procedurally released content over the course of the season, Bungie has doubled down on that strategy with Shadowkeep ensuring there’s something new to be experienced each week that players sign in. While certain activities have alway arrived post-launch including raids, dungeons, and exotic weapon pursuits, Shadowkeep and its “Season of the Undying” has seen new PvE and PvP activities launched after the expansion’s initial drop, adding to an already lengthy list of Destiny to-dos.

Central to the season is the new PvE, matchmade activity, the Vex Offensive, which pits six players against waves of Vex combatants paired and features some minor puzzle elements, all for the sake of earning a series of weapons exclusive to the mode. While the Black Garden locale of the mode is certainly eye-catching, the Offensive, with its recycled mechanics and familiar enemies, doesn’t leave much of an impression beyond that. It might pale in comparison to activities introduced in past seasons (like Warmind‘s Escalation Protocol, or last season’s Menagerie), but is intentionally terse, intended to match this new seasonal philosophy, and will be removed from the game after Season of the Undying (though the exclusive arsenal will still be available in the loot pool obtainable through undisclosed means). Like the Vex themselves, the Vex Offensive might not seem like much independently, but collectively is a piece of a greater whole challenging and rewarding players for participating within the specific season.

Bungie is further defining each season with the inclusion of a seasonal artifact and a season pass system. The artifact, again only available for the season, offers players an avenue for additional, limitless Power gains while also offering unlockable gameplay mods encouraging players to utilize specific classes and builds. The Oppressive Darkness mod, for example, debuffs enemies hit by void grenades, encouraging players to construct discipline-oriented, void builds. Another mod, Thunder Coil, increases the power of arc melee attacks by fifty percent, giving all new life to the Hunter’s Arcstrider subclass. Meanwhile, the season pass operates similar to that of Fortnite or any number of games and replaces the previous cosmetic only level up system of Destiny 2‘s past. From the season’s outset, any and all experience goes toward unlocking rewards from the pass including new armor, armor ornaments, exclusive weapons and exotics, and engrams. The experience requirement for each level is static, meaning progress is fair and steady throughout and never feels throttled. Both seasonal systems are fantastic new additions that reward players for playing the game while making experience gains more purposeful than any other time in Destiny‘s endgame.

New Duds to Boot

Shadowkeep also marks the debut of Armor 2.0, a new system that allows players more agency in character customization than ever before. Whereas armor previously rolled with random perks and a roll of only three stats (Mobility, Recovery, and Resilience), Armor 2.0 comes with no perks and six stats as Destiny 1‘s Intellect, Discipline, and Strength (determining the charge rates of player’s super, grenade, and melee abilities) make their triumphant return. Instead, Armor 2.0 has slots for modifiers so players can pick and choose whatever perks they want just as long as they’ve unlocked those mods. Mods are acquired from most activities, while enhanced mods (better versions of certain traditional mods) are exclusive to some of the game’s more challenging content. While the grind for mods seems excessive in the face of the rest of the game’s grind, it’s a one-time affair, some of the best mods are unlocked via the seasonal artifact, and the payoff is astounding, providing customization like never before.

Convoluting the process, unfortunately, is a messy elemental affinity system where certain mods can only be slotted into armor of a matching elemental type. Mods relating to pulse rifles, for example, are exclusive to Arc armor, so a piece perfectly rolled to a pulse-rifle-inclined player’s preference with a solar affinity won’t do them any good if they were hoping for pulse rifle perks. It was undoubtedly an intentional design decision to generate an arbitrary grind since players won’t need to chase armor with perfect perks any longer but is ultimately a mar on the face of an otherwise pretty great new system.

Convoluting the process, unfortunately, is a messy elemental affinity system where certain mods can only be slotted into armor of a matching elemental type. Mods relating to pulse rifles, for example, are exclusive to Arc armor, so a piece perfectly rolled to a pulse-rifle-inclined player’s preference with a solar affinity won’t do them any good if they were hoping for pulse rifle perks. It was undoubtedly an intentional design decision to generate an arbitrary grind since players won’t need to chase armor with perfect perks any longer but is ultimately a mar on the face of an otherwise pretty great new system.

Axe to Grind

Speaking to the grind, Destiny has often struggled and failed to find the perfect balance of meaningful power climb and tedious grinds recycling the same old activities. Luckily, at the outset of the climb towards max power, Shadowkeep strikes a much better balance centered on beloved ritual and new and or seasonal activities. Power drops now operate on a clearly labeled, tiered system, incentivizing players to prioritize new or challenging activities for maximum gains. Ritual activities (Strikes, Crucible, and Gambit), though tier one, retain their relevance by offering multiple weekly powerful drops for match completions, vendor bounties completed, and rank progression. Previous, otherwise irrelevant avenues towards power have been retired, but this is a welcome reduction and there is no shortage of powerful drops in the climb to max power. That isn’t to say that the grind couldn’t be shorter ensuring more players can participate in endgame activities when they first arrive, but progression generally feels smoother than any time in Destiny‘s past.

Conversely, content flow might overwhelm casual and even dedicated players as there’s simply too much to do and grind for players tight on time. Bungie now considers Destiny and MMO with proper RPG mechanics, and, in terms of time commitment, that really shows with Shadowkeep. On a certain week, a player might have an accomplished week in-game after sinking only three to five hours into the game. Other weeks the game seems to demand closer to the ten to twenty-hour range. One week, for example, saw the release of the new dungeon, a new Crucible game mode, an exotic quest, a new public event, and the start of the Festival of the Lost, a limited time, Halloween event. That’s simply too much, feels like poor pacing, and favors streamers, Destiny content creators, and hardcore players for whom Destiny is their exclusive hobby, a burgeoning theme with Season of the Undying. While it’s certainly exciting that there’s always something to do in D2, it doesn’t seem true to the game’s roots as a hybrid, a shooter with MMO elements, that could be taken at a more casual pace but still offered an engaging endgame for the dedicated audience. Now, there’s only an endgame with no end in sight.

A Better Destiny Awaits

That’s not necessarily a bad thing for players who want to pay a minimal price for seemingly unending content, and in that regard, Shadowkeep is a steal. A sensational new raid (minus some finicky new mechanics), a foreboding dungeon, an immense new arsenal to grind for, and a better tuned PvP and PvE sandbox in which to enjoy them mean Shadowkeep will keep Guardians’ attention the whole season long and is an excellent proof of concept for the seasonal structure going forward. If Bungie can keep this pace up, year three of Destiny 2 could easily be the best year in franchise history. As a general caution though, Destiny 2 now clearly caters to the hardcore, requires MMO levels of commitment, and is best enjoyed with a regular group; casual, time-restricted, and solo players beware. It might not be the best single expansion release in franchise history (that’s still a toss-up between The Taken King and Forsaken), but, beginning with Destiny 2: Shadowkeep, the third year of D2 is the closest the tumultuous title has ever come to Bungie’s ambitious vision for the shared-world shooter and the game fans have been waiting for these past five years.

Continue Reading

Game Reviews

‘Call of Duty: Modern Warfare’ Multiplayer Offers Classic Gameplay with a Couple of Twists

Love it or hate it, ‘Modern Warfare’ multiplayer is back and as nostalgic as ever, with a few twists.

Published

on

Call of Duty Multiplayer

Call of Duty: Modern Warfare often gets a bad rap as a formulaic franchise, especially when it comes to multiplayer. From the original Modern Warfare to more recent titles like WW2, the experience has often felt like a fresh coat of paint on an old, yet addicting, model.

This approach is not always a bad thing though. For fans of the series, the nostalgia and consistency is often the main selling point, and they are always ready to bring the same skills back into a new title’s running and gunning action.

So when Infinity Ward announced that the campaign of Call of Duty: Modern Warfare would focus on revolutionizing the franchise with realistic gameplay, no one was really sure what to expect. Naturally, fans were eager to see how this new combat and action would translate to a multiplayer experience but also wary of whether a radical change would ruin the experience they craved.

Well—love it or hate it—Call of Duty: Modern Warfare multiplayer is back and just as nostalgic and familiar as ever, although the update brings a couple of new twists. While it’s light years away from perfect, this newest installment in the franchise still offers up classic gameplay with a couple of interesting alterations. For longtime fans, these changes might be positive or negative, but Infinity Ward at least deserves some credit for trying.

Getting tactical

To put it simply, the Call of Duty: Modern Warfare multiplayer gameplay leans more towards what some would call a tactical, cover-based style of combat. In theory, this sounds like a fairly fresh approach to the run and gun style of the past. This new style forces teams to work together to slowly climb up the map, holding various chokeholds while pushing up on enemy positions.

With Call of Duty: Modern Warfare taking a more realistic approach to combat, it’s natural the multiplayer strategies will change as well. Like the campaign, guns feel more realistic and powerful, resulting in quicker kills and more damage taken. Combined with the new “mount” cover system, this often means that players get mowed down pretty quickly.

But—full disclosure—this new multiplayer gameplay generally means that the game rewards staying in one place for a majority of a match. For lack of a better word, camping. While past COD games placed a heavy emphasis on speed and movement, Call of Duty: Modern Warfare wants players to find a strong, defensible position and hold it.

Modern Warfare Multiplayer

Sure, running and gunning still have a place in Modern Warfare, but it’s definitely not as functional as it has been in the past. Often times, it means just blindly stumbling into the same quick death and missing out on those killstreaks. While not perfect—and a little unbalanced—switching the style up is an interesting move that could be successful with future updates, although no promises.

There’s no list like the quick playlist

It should come as no surprise that Call of Duty: Modern Warfare multiplayer’s best quality is its Quick Play maps. While the gameplay has shifted to a certain extent, this mode still is a grab-bag of the old nostalgic favorites that pretty much sum up the past decade or more of Call of Duty online. This option has all the old favorites—the traditional Team Deathmatch, Control, and Kill Confirmed—plus a few new additions.

For most COD veterans, these modes are the bread-and-butter of the franchise, and Infinity Ward has really boiled FPS fun down to a science. It’s that perfect video game balance of being both incredibly frustrating and insanely addicting at the same time, sucking players into a cycle of “yeah, okay, one more game.” The lobby keeps the matches coming, the ranks keep the unlocks rolling, and the stats make it all feel worthwhile.

No trouble with doubles

The newest Call of Duty: Modern Warfare multiplayer element, Gunfight, is absolutely a highlight of the experience. In this new mode, two teams of two duke it out in a close arena-style, last-team-standing match. Every player starts with the same gun and class and spawns in identical positions, and the first team to six wins takes the match. It’s a great example of leveling the playing field and letting the most skilled team win, and it is absolutely intense.

Like the rest of the gameplay, this mode seems to reward patience and teamwork. While running headfirst into danger is always an option, staying back and letting the enemy make the first move seems to be the best tactic and leads to the highest success rate.

While playing with a friend is always the best way to go, Gunfight is still an intense and fast-paced mode with a random partner. Yeah, it can be frustrating at times if players are paired with inexperienced or uncooperative teammates, but Infinity Ward seems to understand matchmaking fairly well.

Not all is perfect

Trying to keep up with other franchises, one of the major selling points for the Call of Duty: Modern Warfare multiplayer was the introduction of the new modes Special Ops and Ground War. While these ideas work on paper, they don’t exactly play out in practice.

Special Ops, the newest coop mode, feels a lot like Infinity Ward’s answer to the social shooter “Strikes” of games like Destiny 2. In teams of 4, players must work together to battle through waves of enemy bots and bosses to achieve different mission objectives and unlock more of the “story” (sort-of). In theory, it sounds awesome, but it’s mind-numbingly awful in execution.

In Special Ops, every objective is incredibly far apart, enemy bots feel both endless and worthless, and the incentive to keep continuing is nonexistent. Unlike Destiny 2 “Strikes,” there is no real coherent narrative that moves players from one objective to the next. Instead, it’s just cookie-cutter “shoot this character” or “stand by this area” quests that feel like huge wastes of time. Combine that with a large empty map and boring enemies, and it’s a recipe for disaster.

Modern Warfare Multiplayer

Similarly, Ground War—while a little more interesting—is just as much of a swing-and-a-miss. Taking a few pages out of the Battlefield franchise’s playbook, this mode has 32-man teams and vehicles fighting for control of strategic positions. Again, great in theory, but terrible in execution.

With this Call of Duty: Modern Warfare multiplayer game type, it isn’t that everything works poorly. It just doesn’t really sync up into a coherent experience. Ground War plays out exactly as one would expect with vehicles and a larger map, but it still somehow devolves into a convoluted mess of hallways shooting and rapid, almost random deaths. Simply put, its biggest issue is just an incompatibility between the Call of Duty and Battlefield models. The combat just does not feel well-suited to the style of gameplay and the mode just lacks the polish and balance of the Battlefield games.

Where’s the royale?

While many may still disagree, Call of Duty: Modern Warfare multiplayer feels like it needs a Battle Royal mode to round the whole experience out. As always, multiplayer quickplay is fun for a time, but having something else to break up the repetitive team deathmatch routine would be a welcome addition.

Infinity Ward could even try to mix their experience up a little bit by making a duos Gunfight-style mode the highlight of their BR offering. While single-player is probably the simplest way to play, adding an element of cooperation might make for an interesting and fresh experience.

Rumor has it that this multiplayer mode is in the works and coming in a later update, and it feels like a natural fit. The way that guns are upgraded in the class menu makes finding weapon parts a logical next step. Hopefully, this mode can revitalize the player base of Call of Duty once the holidays roll around.

More of the same

Overall, Call of Duty: Modern Warfare multiplayer is a slight variation of the traditional Quick Play-style gameplay that the franchise is known for, and that’s not always a bad thing. For diehard fans of the franchise, it’s the same old Modern Warfare package with a fresh coat of paint. Sure, the gunplay and combat changes do take a while to get used to, but after a few hours of mindlessly running through maps, players should be well on their way to 20 kill games.  

For those looking for a fairly basic Call of Duty multiplayer experience with some slight gameplay tweaks, this one is for you. But if you want something new and revolutionary, take a different route.

Check out our review of Call of Duty: Modern Warfare’s campaign mode.

Continue Reading

Trending