Warzone 2 has exposed the lies on the coronary heart of battle royale. Common complaints have been ripped from the pages of Reddit and at the moment are communicated in real-time, as players stalk the sprawling terrain of Al Mazrah seeking exfiltration and in defiance of proximity chat. I’ve heard it all, from the boys who cry hacker to the blaming of every missed shot on server lag. However it’s those that direct their squads to sure demise – on a false promise that an opponent is “one shot” after a brief battle – who remain my favorite. Warzone 2 gives every one among us the best to reply to such indiscriminate lies, and loudly exposing a falsehood on an open comms line, earlier than opening fire for a squad wipe, is the most satisfying maneuver that you would be able to pull off in multiplayer right now.

The implementation of proximity chat into an internet first-person shooter is hardly uncharted territory, but it’s one of many many smaller-scale additions which help to breathe new life into Call of Duty’s battle royale. The results are remarkable – Warzone 2 is remarkable, at the same time as adjustments to fundamentals like loadouts and looting prove to be divisive for an already embattled community. Infinity Ward has succeeded in making the traversal of increasingly hostile territories exciting once more, regardless of whether or not you’re fresh meat for the grinder or have already committed hundreds of hours to repeating the circuitous cycle of loss of life, rebirth, and occasional victory throughout Verdansk and Caldera.

Despite the technical innovations that underpin Warzone 2 – a very ambitious playspace, aquatic fight, an overhaul of weapon ballistics and handling – Infinity Ward has, in a way, returned to the basics of battle royale. The experimentation inherent in hybrid experiences like Resurgence, and goal-based mostly modes like Plunder, which helped to define the original Warzone are out.

And so 150 players drop onto a single, sprawling map with little more than a pistol. Solitary survival is interspersed with frenetic firefights at random intervals, as backpacks fill with loose ammunition and equipment. And when the final expletive is cast throughout dying comms, one combatant is exfiltrated from a small, circular area – victorious, with a story to tell to anybody who will listen.

Warzone 2 is defined by the tales it lets you generate, and the way well you can navigate the wide areas between a spherical’s most memorable moments – defiance in the face of death; racing against a closing gas circle; the quiet isolation of looting the sunken Sawah Village. Adrenaline-elevating battles are more rare in Warzone 2, unless your squad is insistent on hot-dropping over the city of Al Mazrah’s high-rises. Because of the size of the map, you’re likely to see fewer enemies while exploring, and once you do encounter one, there is very little margin for error once a set off is pulled.

That is largely because of Warzone 2 embracing (and increasing upon) the core Modern Warfare 2 platform. Key mechanical improvements, progression systems, and overindulgences are shared between the two. Shared, and undoubtedly heightened in the battle to survive Al Mazrah – from the wicked time-to-kill and steadier movement speed, to the more convoluted approach toward weapon customization and loadout retrieval. Warzone 2 is a slower, more considered expertise than its predecessor, with combat pacing among the most severely impacted areas of play.

To understand why, you first need to have a real grasp of Al Mazrah. The Warzone 2 map is the most spectacular (and largest) ever created for Call of Duty; densely detailed and smartly sectioned, with territories that make fine use of dense city sprawls, sparse open ground, and undulating terrain that may act as makeshift cover in a pinch – the glimmer of a shimmering scope ever-present on every horizon. What’s incredible is that Al Mazrah doesn’t really feel like a patchwork, at the same time as it has you moving across authentic areas and old favorite multiplayer maps (Showdown and Shipment from MW; Afgan, Terminal, and Quarry from MW2; MW3’s Dome and even Neuville, from the original Call of Duty).

Visibility and detail is clear, distance between POIs is palpable, and the scale of menace shifts cleanly as you move between areas. Al Mazrah is a cleaner map than Caldera, and more balanced than Verdansk. However, rotating between positions is slower. The viability of tactical sprint has been reduced, your turning circle is wider, and weapon handling is heavier than it has ever been in Warzone. Engagements have changed as a result.

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