The Long Game
Progress reports on the games we just can’t quit, featuring the battles won in Call Of Duty: y WWII
Black Ops IIII’s scavenger hunt approach to game design, cherry-picking elements from its peers, is not without Call Of Duty precedent. Last year’s entry took a trip back to WWII, picking up elements from Battlefield (the grand scale of the new War mode) and Destiny (the social hub Headquarters, the pervasiveness of the loot-crate system) along the way.
The launch was executed with anything but military precision. For weeks after release, we found ourselves wandering the HQ area alone due to connectivity issues. But properly populated for several months, this has become more than a place to practise with weapons and scorestreaks. Loot-crates are regularly opened in front of other players – much to Activison’s delight, no doubt. Another player can be challenged for a quick, tense, best-of-three, one-on-one deathmatch in the tiny purpose-built arena. HQ is also a place to deploy emotes to amusing effect; we’ll never forget the time we saw the weirdly authentic sight of four players performing jumping jacks together.
War remains the standout element of the online experience, but the more traditional modes have been greatly improved by some significant post-launch updates. Silencers and incendiary shotgun shells for example, previously tied to the Airborne and Expeditionary divisions respectively, are now unlockable weapon attachments for all, opening up a wealth of new character build possibilities.
At launch, our highly trained soldier was incapable of running for more than a few seconds at a time before tiring; Sledgehammer Games has reversed this completely by granting an infinite, if slightly slower, sprint. Surprisingly enough, very few players take full advantage of this, meaning keeping up with the pace of matches is still relatively simple. If nothing else, it makes melee builds more viable.
And the most recent addition to the division lineup offers yet another tactical layer to dip into. Cavalry comes with a shield large enough to hide behind completely whilst crouching (though it leaves you extremely vulnerable from behind and to either side), and can level up to capture objectives faster than normal. The mobility and weapon-swap-speed disadvantages prevent this division from becoming overpowered, yet it remains a popular choice.
Sledgehammer has also become more comfortable with celebrating the less serious side of the series. At time of writing, Gun Game (replicable in any game mode via the new Wanderlust basic training) and Infected are trial reintroductions that have stuck and, alongside Prop Hunt, offer welcome distraction from the likes of Team Deathmatch and Domination for those who desire it. A magpie it may be, but Call
Of Duty: WWII has proved that there’s no shame in standing on the shoulders of giants if it’s done properly. Your move, Black Ops IIII.