It begins, unsurprisingly, on the beach. The throwback to a
throwback, from Call of Duty World War to Call of Duty 2, from Medal of
Honor Allied Assault all the way to Saving Private Ryan. As the bullets
whistle past your ears and thud into the churning sea, as sand scatters
and machine guns rattle, as soldiers scream and shout and run, there's
more than a feeling that we've done this all before.
And
of course we have many times over, but not like this, at least not for a
while. WW2, the 14th mainline Call of Duty, is a reclamation of the
series' fundamentals - an eschewing of sci-fi tropes, of Black Ops
conspiracies, Kit Harrington and the Ghosts, whoever they were. This is
Call of Duty as it once was, or at least that's what the marketing would
have you think. In actual fact, this is Call of Duty refined if not
entirely redefined - a slick, luxurious and impressive triple-A product,
forged in the image of Sledgehammer but shameless in its lifting of
ideas, concepts and mechanics from both the series past and any number
of its competitors. And it's all the better for it. Call of Duty WW2,
as is now the series' tradition, is split into three distinct sections,
each almost feeling like their own game. It's a little disconcerting to
see the words 'NAZI ZOMBIES' emblazoned across a product that's
otherwise keen to demonstrate how earnest and respectful it is to the
subject matter, but such is the way with Call of Duty, whose tonal
inconsistencies you've been able to rely upon since Modern Warfare 2.
It'd be easy to skip past the campaign and go straight into the meat
of the multiplayer, but to do so here would be to miss the strongest
single-player Call of Duty offering since Black Ops 2. A spirited
run-through of the 'greatest hits' of the war's decisive last two years,
it doesn't deviate from the classic Call of Duty formula of
rollercoaster shooting galleries and scenery-crunching set pieces, but
it does it all with some style. Sledgehammer has worked hard to both
streamline and subtly change the COD formula, opting for a
back-to-basics approach of set-up, shootout and cool-down, broken up
across key parts of the Western European theatre.
It's all
mercifully light on low-agency scripted set pieces, too. Aside from a
couple of weak driving sections and a final mission that could have done
with a few less Panzerschreck, this is a game of epic, thrilling
shootouts and a surprisingly engaging story, with more than a little
heart. It's cliche after cliche, of course, but the performances are so
strong and the game so stunning to behold that it's easy to get wrapped
up in its theatrics.
It helps, too, that your band of brothers are
given an active role on the battlefield. As levels progress, your squad
mates gain access to helpful abilities which you can call on - one can
chuck you an med pack, for example, while another offers ammo. These
aren't huge paradigm shifts for Call of Duty, but you're consistently
interacting with your mates and it helps create a sense of camaraderie
in a smart piece of design.
A more noticeable change comes in the
form of medpacks and diminishable health, marking a move away from the
trend of healing yourself by hiding behind a wall and breathing heavily
that's gripped first-person shooters for well over a decade. It's
another smart move - there's inherent tension in having low health in a
shooter - and while you're rarely caught without a medpack to hand,
having something to manage while you're navigating the carnage makes
every shootout that much more engaging. It all helps make for a
memorable campaign, matching some wonderful production values with
everything you'd hope for from vanilla Call of Duty.
It's
also tonally respectful - if a little over earnest - which is more than
can be said for the Zombies mode. Still, for all its incongruity
Zombies has come a long way since the watered down Left4Dead of old,
doing away with the tedious planks-on-windows nonsense, and focusing
instead on a dense, elaborately designed environment. It's still not a
patch on Gears Of War's horde, or even Mass Effect 3's multiplayer for
that matter, but there's an awful lot of fun to be found in the knowing
schlock of what remains a seriously odd diversion.
Onto the main
course, then. Call of Duty WW2's multiplayer marks a real change of
direction for the series - the biggest, perhaps, since Sledgehammer's
own Advanced Warfare revolutionised Call of Duty's player movement.
Here, you won't be seeing 1940's infantrymen and women double jumping or
wall-running, so the competition refocuses on lines-of-sight and
gun-on-gun accuracy. And, of course, shooting people in the back while
hidden under a table.
It's a treat to go back to basics. Black Ops
3 and Infinite Warfare always felt like bad Titanfall rip-offs to me,
as they nixed some of Advanced Warfare's more interesting movements in
favour of ludicrous slides and easy wall-runs. Here, though, Call of
Duty regains some of its own identity, and it's a reminder of how good
that fundamental game really is.
As always, your actual enjoyment
of the multiplayer will vary depending on your skill. It's funny how
almost any multiplayer shooter is enjoyable when you're demolishing your
opposition, and a horrible broken mess when you're on a 2-27 K/D run
and you just got quickscoped by someone a pixel high. Yet even at its
most frustrating Call of Duty WW2 is evidently a very high quality
online shooter. The usual modes are now joined by the frankly excellent
War, which liberally nicks bits of Battlefield and Overwatch to create
something very enjoyable indeed. Basically, it's Battlefield's Rush, but
with much smaller teams and far more varied objectives. It benefits
from the same thrill of pushing an objective or holding a bunker that
both Overwatch and Battlefield fans know only too well.
It's
a mode that flies in the face of the K/D nursing Call of Duty
community, but the map and objective design is good enough to make you
forget about that precious stat just long enough to charge up the Omaha
beach, or push a tank deep into a German village. Still, most people
will likely spend their time in staples such as Team Deathmatch,
Domination or even Free For All, but War is most definitely where it's
at (probably not a tagline they should use on the box, mind).
Now I
can't leave without addressing that hottest of hot topics, those loot
boxes. Well, controversial opinion time - I'd be lying if I said I
didn't like them. The daft manner in which they appear from the sky, the
way all the players in the Tower-like social space stare at them as
they open, the stupid cosmetics that pop out - it's enjoyably
ridiculous, and most importantly it doesn't affect the core loop of the
multiplayer at all. Some will hate them regardless, and certainly it's
tough to sell a game on its authenticity when such patent ridiculousness
is right there in the middle of the social space, but for me, they're
good fun. Your own mileage may vary, of course.
A quick word on
that social space too. It's neatly designed, full of little secrets and
tidbits like the Pit 1-on-1 mode, the firing range's hidden sequences,
and there's even a collection of retro Activision games, all of which
amounts to a fun diversion - if and when it works. Somewhat atypically
for the series, Call of Duty WW2 has launched with more than its share
of teething issues, with server problems and social spaces that are
embarrassingly devoid of other players. Be warned that, in these early
days, this is a game that's still finding its feet.
Even taking
those issues into consideration, Call of Duty WW2 is quite the package.
By returning the series to its roots, Sledgehammer has made the series
feel relevant again. There's a stunning-looking campaign that's the most
enjoyable single-player since Black Ops 2, a smartly retrogressive
multiplayer with some enjoyable add-ons, and a game that looks like it's
going to earn every bit of its inevitable commercial success. Call of
Duty WW2 isn't just a throwback - it's the best entry in the series for
quite some time.
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