News - I Played The New Warzone Early. Is It Actually Different
You can really see how well thought out some of the locations were. For example, when you're in the downtown city area, you've got all of these skyscrapers that have horizontal zip lines connecting between them and the ability to use vertical zip lines to get up them. You can use these to move around and attack squads, make big plays, or free dive onto any of the buildings in the area.
There is an area, for example, in the high town and low town where there's effectively this weird underground tunnel system. The sea port district and the Lev Resort have these staggered buildings that allow you to fight from building to building with a certain degree of verticality. And there are all of these new types of buildings, like palaces and big set pieces like shahen mana, that seem to be designed in such a way that if you land on those locations, you're going to have wacky gunfights.
It's really difficult to convey what I mean by fun gameplay and big-moment game play, but I really feel as though once you guys get to play Zikan, you'll really understand what I mean. This map hasn't been designed for some random realism. DMZ mode hasn't been designed to fill up lots of multiplayer maps; it's been designed to complement War Zone to take all of the lessons from all of the maps made before the fun of the Dans, the well-designed nature of Al Mazra, and some of the decent points of interest in things like Caldera, and put it all together in such a way that I think it just creates fun and action-intense moments. Now there's no way I could talk about the changes coming to the war zone and how much of a difference it makes without talking about movement and fluidity.
New movement in warzone 3
Because this is the biggest area where you'll notice the biggest difference almost straight away, the problem with the current iteration of War Zone is that whenever you try to do something in the game, like make a risky play on somebody, try a little flank, or try something a little bit cheeky or a little bit sneaky, the game finds a way to use the movement.
The lack of reload canceling, the clunkiness of switching between things, or just the looting system to slow you down at every possible angle in the current version of War Zone, you were slowed down and basically told not to do those things in the War Zone 3.0 style integration; it couldn't be any more different.
The gameplay and gunplay feel really fluid. You can move in and around objects really easily, and I had this really cool sequence where I went from a horizontal zip line to a vertical zip line to skydiving onto a building, sliding across the building roof, and jumping down on somebody else, and it strung together in such a natural way that it was almost like I was webs slinging in Spider-Man 2, but I'm going to use one specific example to really drive home how much of a difference this makes and how even a few milliseconds or seconds shaved off of the movement here or there produces a different experience.
And here's just a clip of me mantling over various staircases, back to back to back. If you tried to do this in War Zone 2 right now, your character would be doing pull-ups; he'd have to pull his gun back out in the animation. And it'd be a good 3 to 4 seconds between each jump before you could even think about aiming down sight and an opponent and I can't tell you how many times it's drove me crazy in the current version of War Zone where I hop over a small wall and it's like my character has cinder blocks on his feet but just seeing the difference between how it currently is and how it will be really highlights the kind of dramaticness, of this difference and how important this change actually is and it feels like war zone has got its Joy back in a way and you need this kind of fluidity this kind of fluid movement to do risky things in the game to make stupid plays that you probably shouldn't attempt and hopefully they go well and it kind of links back to what I was saying earlier about Big Moment gameplay, or fun gameplay where things just happen to happen before you can do absolutely any of that you need a system in place a movement system a map design system and all these other things to come together to create that kind of dynamic naturally it can't just be forced by random limited time modes and other nonsense.
I think once you guys get hands-on with the new movement inside a larger map, because obviously those two things kind of work together, you will really appreciate how much of a change this is, and it does feel, in my opinion, like a more refined version of Modern Warfare 2019. I will say one more thing as a sort of semicross.
To end the article. I will say this: I genuinely believe Ukan is the best map Call of Duty has produced, and I would probably say it's the first map they've produced in a long time that I would rank a 9 to a 10 out of 10. I really do appreciate it.