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amazon Call of Duty WWII reviews
Call of Duty: WWII – Somewhere far away in the West, perhaps an older man is telling his descendants that, when he was in the army, he once received a military uniform and the EXP bonuses from… a crate falling from the sky!
Call of Duty: WWII (Activision and Sledgehammer Games take this title seriously) was the first game in the series to mark the return of the World War theme, nine years from now when Call of Duty: World at War closes.
Since then, the direction of Call of Duty has turned 180 degrees: the intimidating prospect of war gives way to the “superheroes” coming out of Hollywood action movies. The multiplayer part is even better reinforcement, and the collaborative zombie game has a fan base that is no less than multiplayer.
And it also encounters a vicious cycle of irony from the fanatic side, when its uncreative “copy-paste” makes people boo and disparage because it’s old, but it’s “evolutionary” efforts. And innovation also encounters “bullet-shaped” looks for odd reasons: because it’s… not Call of Duty.
Sledgehammer Games attached their wings to the generation of superheroes of Call of Duty: Advanced Warfare three years ago. Once again, at the forefront of discovering a new dimension (but stale) for this series – it is to put heavy rocks in their shoes and jump on a time machine in the future more than 70 years ago.
However, it seems that the “rooting” effort Sledgehammer Games made in Call of Duty: WWII has shown that this appears to be the result of fan polls and referendums, not a product that people who “broke the law” in 2015 nurtured to the fullest extent of their inherent abilities.
Although not suitable for “turn-based survival” games like Killing Floor or Horde Mode of Gears of War, I only planned to experience a quick experience of playing Nazi Zombies by Call of Duty: WWII to have something; called “general impression.”
Result?
It’s very interesting and arguably the most valuable item in the entire game.
Calling Nazi Zombies as a turn-based survival game is inaccurate because it has a counter-strategy to the inherent “take down all enemies as quickly as possible” of this genre. Called “kiting” – in which a player “leads” the last zombie around the game screen to give his teammates time to solve puzzles or look the way.
That’s right, the map “The Final Reich” in Nazi Zombies is not simply an area containing a flood of brain-dead zombies for players to shoot for pleasure. Still, the whole game level is designed like rooms large, tackling a series of puzzles from simple to quirky that the squad needs to overcome with a lot of computation and coordination required to be done.
Listening tasks seem as simple as activating four power boards (players have to find their positions), knocking out zombies around the energy source to recharge it, and escorting a member to carry it. It may seem simple to hear from the start to the critical area, but the player will feel how valuable an ally (of course, knows what he needs to do) is useful when going through these segments alone.
It’s also surprising that even though the missions in The Final Reich are unchanged, the replay value of this level hasn’t diminished thanks to its high difficulty, Easter Egg, and hidden characters unlocked” by performing challenges.
This game mode also possesses some small but extremely important resource management elements because they are used to upgrade characters, paving the way, or rescue in certain cases.
Kill zombies and perform missions that will bring Jolt – a temporary currency in the game screen, which can open doors, set traps, buy weapons, and Blitz upgrades.
“Consumable,” as the name suggests, are disposable accessories that include special weapons like bazookas and flamethrowers. As well as very useful “power-ups” like the Totengriff that allow “punching. die “all the enemies in a short time, or Vernichten dropped a nuclear bomb and wiped out the zombies at the same time.”
The character-building system mainly consisted of a selection of “Mods” – simply the usual “Perk” but modified for the Nazi Zombies game and a supplement to the special skills of the four main Special classes.
One big problem that the latest version of Call of Duty: Infinite Warfare has, is the “feature creep” that makes the game too … messy for the real thing. Anyone not familiar with the game system.
Call of Duty: WWII multiplayer and Nazi Zombies avoid this problem. The way to unlock Mods through Raven Research is extremely simple with Unlock Token (similar to the character-building system in Multiplayer ) but did not cause a heavy impact on the depth of the item preparation section.
I can’t explain that, according to statistics, only 20% of annual Call of Duty owners spend time completing single-player. Still, this part of the game focuses on most fans and is often promoted most strongly by Activision each year.
Do you know what Sledgehammer Games made when it first introduced the game?
That is Call of Duty: WWII will be very “brutal, dark, harsh and violent” – phrases that I dare to bet that 99% of people buy games to “kill” in the online game a little bit of interest.
And the company “Sledgehammer” did not … “exaggerate” at all.
Advanced imaging technology makes the performance of Call of Duty: WWII truly impressive, with precise lines down to the millimeter every time cinematic segments take place.
The physical simulation is so good that each broken brick looks like it is ready to come in your face; the light effects and weather are “numb.” That makes the writer sometimes want to beat Photo Mode to enter the game to take pictures of hill 493 to satisfy your instinct to press the F12 button.
The face emulation is extremely pleasing. The “slime” scenes make me think that the entire budget for multiplayer has been cut to make it possible every scene “bleeding” becomes as realistic as possible!
Call of Duty: WWII starts with a beach scene (you probably already know a beach somewhere), and you get the only instruction – run to the nearest wall and open the way.
And so, first-person Ronald “Red” Daniels became one of the “chosen ones” in the D-Day slaughter.
We spend the six-hour remainder of the campaign as Red, with the features that have made the series so famous.
Brutal scenes can only take place in war (or Michael Bay’s blockbuster movie). Players have to do everything their teammates require, from small to big, fighting against dozens of troops enemies, sometimes lurking behind the enemy’s line of sight. There is no shortage of scenes that try to “shake people’s hearts,” like when Nazi soldiers drop a loved one’s picture on the ground after surrender or the entangled from prisoners of war and civilians.
It almost converges all the elements that make up the classic campaign games in previous versions.
Perhaps not many people notice that the two most recent versions, Call of Duty: Black Ops III and Call of Duty: Infinite Warfare, have tried to resolve one of the most common criticisms of this series: they are too linear.
No one is asking Call of Duty to become an open-world game. Still, one thing I noticed that is quite odd that the series is increasingly placing players in cutscenes or activities implemented automatically, instead of letting players control the character naturally, even when the stage structure is just a straight line.
And unfortunately, the single-player portion of Call of Duty: WWII is again… suffering from this old problem.
The best game in Call of Duty: WWII, which is the first half of Liberation, where the player plays the role of the leader of the French resistance who infiltrates a Paris garrison.
The player must memorize the false information he is assigned in response to every question asked by any character he meets; the player mostly makes their way to the meeting point directed by the NPC and forever after. A new direction icon appears the stealth action segment didn’t make the player lose as soon as it was discovered, and there was a small detail that caught the writer’s attention. The extremely open window act small is not interrupted by a predefined animation; you hold down the F button, and it opens automatically.
Unlike modern Call of Duty at all, the Liberation game’s a shame that the rest of the game doesn’t “believe” in the player’s abilities like in Liberation.
The D-Day landing was very successful in recreating the fierce battle. Until I realized that 10 minutes out of its 20-minute length was just cutscenes, special distinguishing the Red segment dragging Zussman to an unnecessary safety zone mode that forces the player to hold the S button and “shoot and kill” the Nazis with M1911.
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Call of Duty: WWII – PlayStation 4 Standard Edition: Buy it now
Call of Duty: WWII – Xbox One Standard Edition: Buy it now
Many other small actions are also limited by repetitive and time-wasting animations of the player:
- Opening the bunker door.
- Placing the thermite box to destroy the mortar.
- Jumping on the tank.
- Throwing the grenade.
That is not to mention the situations where the player can “shrewdness” and bypass the script, but the game bluntly responds by saying “no”: a gunner ambushes your platoon in a large alley?
You have to run into a house on the right because if you try to use a bazooka to take him down, there will be invisible magic that will divert the bullet from his position.
Another sniper standing on a watchtower and pressurizing a nearby injured ally?
The game forces you to dig into the watchtower, although you have a good vision and can fire bullets into his area from the outside.
I did not mean to point out the smallest possible points to disparage Call of Duty: WWII. Still, in the second game, all these little animations make this whole section seem like they want to put the player in a passive position and affect the replay value more or less.
Enjoying it is very eye-catching, but once officially “control” the character, the feeling of annoyance is very clear.
So let’s talk a little bit about the gameplay in single-player
I liked Zussman a lot, but mostly because of Jonathan Tucker’s great acting, not because he threw Red dozens of first aid boxes when the player needed them.
Call of Duty is famous as a series of games that always pushes players forward at their own pace, and true blood bags don’t match in a game where damage from “hits” weapons is impossible to avoid.
The second version of this series understands that, and the auto-heal system becomes the standard of Call of Duty, simply because this system is consistent with the gameplay core of the game series.
In Call of Duty: WWII, I don’t feel how much of my game-changing blood bags on the difficulty level of Hardened.
The number of bags of blood that Zussman provided was never short of supply. Without the Jewish fellow, there would still be boxes of blood lying around in every corner, so there was the ultimate tension of not automatic healing? If there was something different from before, the number of smoke grenades used to block the enemy’s vision increased significantly. Other auxiliary aids, such as the request for cartridges, smoke grenades to mark the bombardments, or even draw the enemy with white lines, made the writer unable to stop thinking that these were the solutions to the problems. The subject never existed in this series.
Of course, you can’t hack and remotely control an enemy robot-like in Call of Duty: Infinite Warfare because it’s 120% sure to be out of tune in the context of World War, but Sledgehammer’s redundant “improvement” efforts. Games tried to cram into the single-player portion of Call of Duty: WWII was very successful in… undermining the tension the storyline was trying to achieve.
And the plot of Call of Duty: WWII … perhaps the phrase “lack of harmony” has never been so appropriate when it comes to the tone of a story. On the one hand, we have character characters that are unique and memorable depending on what you expect from them, which applies even to characters whose game is deliberately unpleasant to characterize them. On the other hand, it seems that the story cannot decide whether it will turn out to be realistic or ridiculous, and so it decides to mix the two.
As a result, the story should have had no main villain, was crammed with a minor character in the Liberation level to the extent of the rules, and characterized as if the scriptwriter was playing Wolfenstein 23 hours a day, so decided to turn him into a quasi-insane Quentin Tarantino. The game kicks off with tens of thousands of American soldiers being thrown into the meat grinder at D-Day. Forty-five minutes later, we are presented with a shot of machine-gunning at dozens of stupid Nazi soldiers standing gagging on a train. Almost copied from the Mind The Gap level in Call of Duty: Modern Warfare 3 ended with a scene like some crazy guy unpacking the carriages over there. Behind the scenes and then throw it on the screen giving it “splash.” Who would describe the greatest war in human history and still dare to clap his chest, saying it was “brutal, dark, harsh and violent”? At least the fourth phrase still applies significantly. Call of Duty: WWII – Game Reviews Finally, the single-player part of Call of Duty: WWII has too much opportunity to expand and stick to its subject matter. But in the end, the game ditches them to manipulate a familiar story with clichéd motifs, extreme simplicity in storytelling, and a bizarre revelation that exists only to Red Daniels player and non-player in the game’s end.
It’s been six years since Call of Duty decided to leave the multifaceted structure from the two main characters following two forces in the same storyline. In the final installment of Modern Warfare and Call of Duty: WWII, enough means to recreate this method, but the game loses that potential. Sledgehammer Games said this was not a “collection of great World War II milestones” because its scale was much smaller: the memoir of an extraordinary American hero with the ability to slow down time and Make the jeep explode, shooting the driver.
The way of shooting in Call of Duty: WWII must say is above all great, from the sound to the “bouncing” level and the feeling of weapon control in general, perhaps this is the version of Call of Duty that makes people I have only had an impression on shooting in particular since Call of Duty: Modern Warfare 2, and is also the only factor that kept me lingering on the game. It’s not surprising that Sledgehammer Games continues to fail to make full use of this element by undermining the multiplayer portion of Call of Duty: WWII by various means.
The writer always attaches importance to creativity and innovation on par with the motto “what is okay, don’t try to fix it,” so someone should send the second side to the developer after what the company has done character-building system in the multiplayer section. Instead of rebalancing the Perk and equipment in the Pick 10 system (choosing 10 “elements” in a Class) was so well perfected by Treyarch that Infinity Ward also followed in Call of Duty: Infinite Warfare, Sledgehammer Games. Eliminate this system and bring us Division and Basic Training with the motto: if the balance doesn’t work, limit the player’s choices.
The basic Training system is a collection of many Perk, Wildcard, and even equipped with weapons from previous versions, only the player is only allowed to choose only one Basic Training for each Class. We have a lot of “monstrous” limitations that the writer does not understand the idiot came up with: instead of the possibility of “two-handed two guns” (Akimbo) present in the equipment part of the gun like before. In this period, you had to sacrifice all the useful Perks to choose a Duelist. Similarly, if you want to use a mortar/grenade launcher, you must select Launched. To carry both offensive and defensive grenades, you must choose Bang. Want to replace the main gun with a melee weapon, you must choose Serrated. To attach a third accessory to the main weapon, one must choose Primed (formerly Wildcard Primary Gunfighter).
The question that the writer posed is: why? We have over 20 Basic Training with the same function, but the game treats them equally for some reason. As a result, the 4/6 Class of the writer who did not use Shotgun and SMG both chose Lookout – now the enemy’s name when aiming at long range, because the other options do not support or help any weapon and its style. Basic Training is used to balance the excessively powerful Perk combos in previous versions. Still, the results it brings are only predictable, boring, and tasteless Basic Training options that are not left at all flexibility in the character building of the Pick 10 system.
Next up is the Division, introduced as “choosing a playstyle that suits your weapon,” but in fact, it’s another arbitrary limitation that Sledgehammer Games uses to “balance” the game. Only SMG can mount the silencer (although the silencer P-08 is present in the single-player); if you want to hold your breath when using a sniper rifle, you must choose Division Mountain, the ability to run. The faster, longer seems a good fit for Shotgun, but it belongs to Airborne for SMG.
You can choose the corresponding Division deviation weapon, but it also means sacrificing “special auxiliary” for that weapon. The Division also ruined some of the classic Call of Duty class creation methods. For example, the Secret Action Class that includes silenced weapons, running fast, stealthed against UAVs and mechanics in general (also known as Cold Blooded is now impossible in Call of Duty: WWII because all these factors are scattered in Division Airborne and Mountain.
Call of Duty: WWII debuted with … 9 levels, a figure that must be said is unacceptable for a game that sells for $ 60 and owns Season Pass for $ 50.
But that number is not the biggest problem because 6 out of 9 levels can be seen as the worst maps in the history of the Call of Duty game series.
The writer expressed his dissatisfaction with Gibraltar and the trench Pointe du Hoc during the beta testing phase. The official version continued to surprise me with the quality of the classic gameplay. That made Stonehaven in Call of Duty: Ghosts must also pay homage: the USS Texas is a low-budget Hi / Skyjacked version with no basement, two interconnected cabins looking straight at the revitalization area.
Flak Cannon lacks a barrier on either side of the map, and the central area becomes a “nightmare” when taking up a base in Domination mode.
London Docks oddly lacks barrier balance in the middle and interior lanes.
Finally, Gustav Cannon, the most “infamous” game of Call of Duty: WWII, deserves any criticism for it with the dumbest layout I have witnessed in the entire series. A cannon located in the center with a view of 95% of the rest of the game, who “dare” step foot out into the plain with useless barriers, surely take the opportunity of pressing the F button to revive.
Within seven years of playing Call of Duty, this is the first time that I hate a game so much that I would rather quit the game and calculate the loss than waste time in this “trash” game.
Finally, there are other issues that the writer is tired of mentioning after 45 hours of experience in multiplayer: why is the healing time so slow compared to normal?
Why does teammate grenade cause a Shellshock effect?
Why is the frequency of teammates appearing overhead so inconsistent in Hardcore?
Why is the position of resurrection point in every level so bad?
Is there any reason for the spawn point at the end of the bridge in the Ardennes jungle scene?
Why is Quickscoping coming back?
Why are 3/4 of the Shotgun in the game useless except in Hardcore?
Why is the damage when shot in the head so low compared to previous versions, even when using High Caliber?
Why is Play of the Game so bad at selecting the ending scenes?
Why is Hitreg sometimes so random?
And there are many other “why” that I really can not understand why Call of Duty: WWII got when the predecessor games have repaired and performed much better than it.
The new War mode may be new and break the multiplayer’s traditional story formula. Still, its quality isn’t enough to compromise the number of levels of the basic gameplay for the writer.
The Supply Drop system may be better than Call of Duty: Black Ops 3, but is the quality of this game so submersible that we can only compliment its Microtransaction way of doing things?