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Call of Duty: WWII Final Weekend – Overall Thoughts and Impressions

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The Call of Duty: World  War II beta has unfortunately come to an end. The second weekend of play closed on Monday night at 7 pm where players from around the world were aptly booted from the online servers. 

While the reception for the Call of Duty: WWII beta was overwhelmingly positive, we only got a small bite sized offer of what is still to come. The reintroduction of core boots-on-the-ground gameplay has re-energised the Call of Duty community and brought back previously lost fans of the franchise. There are, however, a few elements of the multiplayer gameplay that Sledgehammer will need to revise before the full launch on the 3rd of November. 

Last week we gave you some of our first impressions of the game, which you can view here. In the previous review, we touched on the new divisions and lobby system, which fundamentally didn't change in the second weekend of play. Accordingly, we won't be going into detail about the aforementioned in this review. The focus for this week will be on the additions made and how they have been implemented. We will also touch on the brand new game mode, War, which has brought a brand new way in which to tackle a heavily objective based game mode. 

New Map, Aachen – Not a great map for what's on offer 

There was a brand new map that went live in the second week of play called Aachen. The map's design is based around one of the largest urban battles fought by U.S. troops in World War II. The design uses a combination of long lines of sight through the middle of the map, via the main street, and shorter more confined areas on both flanks. 

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The map has received a fair amount of criticism based on its 'clutter' and 'head glitch locations'. Michael Condrey, the co-founder of Sledgehammer Games went so far as to respond to a critic by asking for constructive criticism, stating in a response Tweet, “It's built to encourage range play. Though not our largest map. All – name three structural changes you'd recommend. And be constructive.”

I believe part of the criticism of the map is fair. There are some fairly cluttered spaces, the head glitches are rather pervasive and they largely remove the speed out of the game for objective, respawn (where you have more than one life) game modes. That being said, I think the map will be well suited to Search and Destroy as it provides tight game play for pushing bomb sites but also gives a long line of sight through the middle of the map which be valuable to gain information on player rotations. 

I think the map got a rather harsh critique based on what was on offer for players, in terms of the game modes that were available to play. 

War – what COD desperately needed

The brand new War game mode for Call of Duty: WWII is a heavily objective based and combines elements of Hardpoint, Safeguard, Search and Destroy and bunker building. Players that are familiar with Overwatch's Payload game mode will naturally feel at home with War which was likely inspired by the Blizzard First-Person-Shooter. 

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The field of play takes place where two teams, one attacking and one defending. The attacking has the biggest task ahead of them as they are required to;

  • Take control of an Outpost (Point Limit) – Similar to Hardpoint 
  • Build a bridge (Two sections) 
  • Plant a bomb and destroy an armoury – Similar to Search and Destroy 
  • Escort a tank to a specific location – Similar to Safeguard 

Each one of the respective tasks has a time limit. If the time limit is reached and teams are unsuccessfully in completing the task the match will end and teams will swap sides. Similarly, if a team successfully completes the final task the match will end and teams will swap sides. 

The War game mode is exactly what the Call of Duty franchise needed. It combines both elements of casual and competitive play to bring a depth of strategy and gun skill to the fore. One of my favourite aspects is that the game mode doesn't display your kills or deaths during game play, which means that the only way for players to gauge their standard of play is whether or not they were successful in defending or attacking the objective. 

I can't wait to see how they elaborate on the War game mode. I hope that they mix up the formulae slightly for other maps, as there was only one on offer during the beta. 

Weapon and Score Streak refinement needed 

This past weekend we saw some new weapons and scorestreaks that were added to the game. Here is a very brief breakdown on some of them; 

  • M1903 Springfield Sniper rifle – A great addition, will likely become the most used sniper rifle in the full release due to its high potential to one shot kill opposition players.
  • Toggle Action Shotgun – A rather middle of the road shotgun. Close range shots don't seem to kill opposition in one round, which rather defeats the point of the weapon. 
  • M1A1 Carbine – The semi-automatic rifle is quite tricky to use without attachments but once you put on a grip and a reticule you can go to town taking out opposition consistently and without recoil in medium to long range engagements. 
  • M1828 Thomson SMG – A very solid SMG with a great fire rate and decent damage to match. The Thomson excels in short to medium range engagements. Very closely matched by the PPSH. 
  • Machine Pistol – Way too strong at present. The Machine Pistol offers too much to be considered a secondary weapon. It has great range and outguns most SMGs in close quarters. Feels like a primary weapon except for the small magazine size.
  • Flamethrower Scorestreak- Hugely overpowered at the moment due to players being able to utilise the weapon after dying. 

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The good thing about the weapons and scorestreaks is that they are quite easily tweaked. I'm sure that most of the outlying issues will be sorted out when the game does eventually launch on the 3rd of November. 

Final thoughts 

What Sledgehammer Games offered us over the beta was just a small bite size chunk of what will be available come the 3rd of November. Judging from what we had that was on offer for multiplayer, I believe that Sledgehammer Games have put together a solid first-person-shooter with enough depth in both game modes and map design. Where there are several inconsistencies, those are quickly fixable and it seems that Sledgehammer Games are more than willing to listen to the community when an outcry is made. We can only hope that those outlying issues do get sorted by the time the game launches. 

The Call of Duty: World War II Beta gave us a strong indication of what is to come for the online multiplayer, and for the most part I am walking away from the past two weekends wanting to play more.

If you want to check out some of my thoughts on the entirety of the beta, you can view the video below. 

MWEB GameZone Top 5 Plays 

We want to see what you managed to achieve or fail at completely whilst playing Call of Duty: WWII and you could win some epic vouchers. 

What you have to do

  • Make sure you record your clip and upload it to Google Drive,
  • Send the link to top5@acgl.co.za OR gamemaster@mweb.co.za

You can view last weeks Top 5 Plays below

If you have any questions, comments or queries, please feel free to ask us in the comment section below.

MWEB GameZone is currently running a promotion in coordination with Takealot.com where you can receive R100 off of your purchase. 

Use the code CODALOT to secure R100 off Call of Duty: World War 2 for PS4, Xbox One, and PC – Valid until 15 September 2017 (50 codes available) One code per customer T&Cs apply.

What were your thought and impressions on the Call of Duty: World War II Beta? Let us know by commenting below or hitting us up on Facebook or Twitter. 

Read more about the Call of Duty: WWII Beta

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