Clicking on the men in WARFACE
The anger that followed CS:GO’s shift to free-to-play made me want to revisit Warface, a game whose mission has only ever been to provide a multiplayer military shooter that you can play if you really want to play Call of Duty but don’t want to spend any money. This describes a healthy audience, as it happens, and the game has continued to plod on over the years, being average.
Warface is something you can do if you would like to shoot at the bad men from the bad private military company with friends; it is something you can do if you would like to shoot at your friends, or, failing that, a rotating cast of strangers who quit mid-match because nothing much matters. Warface has two remarkable qualities: its name, which is profoundly silly, and its reticle bloom, which is profoundly huge. It’s so large that it feels like a statement: you don’t want to go to war, you just want to see a big X when you click on someone’s head. And reader? They’re not wrong. It’s a very, very big X. It makes me happy when I see it.
Warface has always been more of a platform than a game, and in the years since its release it has gained most of the things you’d expect: a battle royale mode, a battle pass. By ‘things you’d expect’ I suppose what I mean is ‘things Fortnite has’. As cynical as it all is, at least it doesn’t try to hide it. Want about 75% of a decent Call of Duty, right now? Want to pay for it with time rather than money? Here you go. Now, PCG has a long history of giving Call of Duty games scores in the upper-mid 60s, so let’s treat this coldly calculated bit of game design to a coldly calculated score.
75% of 68 is... 51, right?
Let’s go with 51.
I love you, big X that tells me I’m good at things.
The ’00s are back and they’re here to party!