Review of Call of Duty: Warzone 2


 Battle royale games are notoriously dog-eat-dog and very competitive, so establishing friends with new players isn't usually the focus. However, Call of Duty: Warzone has done a commendable job of encouraging cooperation, communication, and social interaction even during the intense battle to be the last one standing with its major 2.0 overhaul. Some of its other novel concepts, like the rather uninteresting new map and its stupid backpack system, don't exactly work out as well. But even if you ignore all of that, gathering a squad and returning to Warzone is highly recommended in light of the fantastic new PvPvE mode. for a few of the games. The friends we gained along the way might end up being the true victory screen, after all.

In squad-based lobbies, if you happen to lose a teammate, you can actually recruit hostile players to your side. This is the first provocative new social concept. This is a very creative approach to keep more people interested in a match for longer and to offer weaker teams or lone stragglers a fighting chance. Making friends in a battle royale is also enjoyable, even though it's a concept that might function better in theory than in actual use. I haven't been able to persuade anyone to join my squad because most people still tend to open fire on sight, but it's still exciting to try. 


In the pandemonium that results, the Unhinged Trios mode truly lives up to its name—you can invite up to six individuals to join your team mid-match. That could lead to a situation where many people simply don't want to play with six players on a team and frequently don't cooperate. Our parents' advice to never trust someone you find online—and the fact that most people playing Unhinged Trios look like regular trios—must have stuck with us all. Though the actual gaming mechanic of it being a squad-building simulator was a little frustrating when no one really wanted to engage in that aspect, I still loved it just fine in that sense as well. 

New Stomping Grounds

Our new battleground, Al Mazrah, is an interesting map to explore thanks to its many cities full of buildings to loot from and 18 points of interest, from a literal fortress to airports and even a mining city. That said, the vast stretches of terrain between those exciting locales aren’t quite as varied, and I felt like I was really just looking at a lot of sandy and beige backgrounds as I ran through the map. I understand Al Mazrah is a take on a realistic region with cities and industrial areas sprinkled throughout, but the fact that buildings and houses in those cities all look so similar and the same color palette is applied compared to many other modern battle royale arenas, the entire area detracts from the game's aesthetic appeal. In comparison, the topography (and even weather) of Apex Legends and Fortnite are incredibly varied, especially with Apex's World's Edge, which features a single area that features urban landscapes, lava, and snow all mixed together. 

Every IGN Call of Duty Review



Al Mazrah, on the other hand, is the largest map Warzone has seen to date, comfortably holding 150 people, and it features some new, fascinating water tunnels that allow you to move by boat in addition to land and air vehicles. Since it means you're not necessarily obliged to take a car or try to hail a helicopter from a very vulnerable spot, I enjoy that it opens up transport alternatives to the ocean. Additionally, it expands our options for escape routes—especially as the routes on the map change in their turns due to the waterways.

The challenge of needing to continuously scan the map and alter my course in unexpected ways has been enjoyable.

The open spaces that exist between each building cluster serve as a great way to show off how large the map is while you're trying to get from one place to another on foot. This might have been an issue, but given how Warzone 2.0 has redesigned the constantly constricted circle, it's not a huge concern. There was only one safe circle in the original Warzone, but in version 2.0, there's a possibility that the circle will divide into three, dispersed throughout the area, and your only chance of surviving would be to run to the nearest one. After that, the three circles will reassemble into one for the 

final minutes of a match, requiring the three isolated groups' survivors to ultimately square off in one location. I appreciate how this new and different take on the battle royale genre requires me to continuously scan the map and adjust my movement in unexpected ways. Even enjoyable are the moments when my group and I locate suitable structures to hide out in an attempt to eliminate stragglers who failed to pay heed to the splits.

Gulag 2.1

Additionally, Warzone 2.0 introduced a fresh new twist on the Gulag mode, which is where you go after losing the main game. In this mode, you can be matched with an opponent at random for a brief truce, meaning you'll have to make friends with strangers in order to survive. It's innovative, but at times it seemed a bit annoying because you can't always communicate with your random teammate, which made it feel like I was in a 1v2 battle. Additionally, you frequently cannot enter a full Gulag if you are sent there and discover that there is just one other player there. match; you just get sent back onto the battlefield when the timer goes off. Thus, even if this new system is intriguing, I still like the previous 1v1 Gulag better because matches were brief and you could depend on yourself. 



One entertaining modification in the Gulag, though, is that you can rejoin a match without necessarily defeating every opponent. Instead, everyone can work together to defeat an AI-controlled Juggernaut Jailer, which enters the arena after a certain length of time. If you succeed, all of the survivors can redeploy. Alternatively, you can keep trying to wipe out the entire other team as mayhem breaks out. As you can expect, most of the time people have chosen the ruthless course of killing one another in the hopes of achieving a self-serving victory. One entertaining modification in the Gulag, though, is that you can rejoin a match without necessarily defeating every opponent. Instead, everyone can work together to defeat an AI-controlled Juggernaut Jailer, which enters the arena after a certain length of time. If you succeed, all of the survivors can redeploy. Alternatively, you can keep trying to wipe out the entire other team as mayhem breaks out. As you can expect, 

most of the time people have chosen the ruthless course of killing one another in the hopes of achieving a self-serving victory.

Proximity chat, which lets everyone within hearing distance listen in on your audio communications, is one of the greatest new features in Warzone 2.0. Battle royales don't frequently offer experiences as enjoyable and cunning as that one. For instance, I could hear a team in the building next door talking about how they were able to have a better idea of where I was and my teammate's whereabouts by listening in on us while we were robbing. Although hearing the enemy player's microphone immediately after you kill them has always been a pleasant way to celebrate defeat in Warzone, proximity chat significantly alters that in an intriguing way.

The addition of proximity talk has greatly improved the overall Warzone experience.

One feature that I didn't think a first-person shooter or battle royale required is proximity chat, but it's really improved the entire Warzone experience. Because Warzone is cross-play, when you approach close to someone, you may occasionally hear them playing with their controllers' microphones open without them realizing it. Even though we are adversaries, there have been enjoyable exchanges between us where we just converse informally, interrupt one other in conversation, or joke around while we try to find the other. It also permits some hilarious situations when users get inventive and, for example, pretend to be cab drivers for players who would otherwise be at odds with one another during a brief ceasefire and trade money for rides across the game. 



Even with the significant depth compromises made for quick satisfaction, Call of Duty: Warzone's beta is still a lot of fun. Even though some of the elements that often make battle royale so thrilling and replayable are diminished, the basic formula is still there. Given how simple it is to obtain, I'd want to see a chance to attempt something different than my Modern Warfare multiplayer loadout in the future. I also believe that the armor plate system and gulag need to be improved. Though the specifics of how and why weren't really important, my time in Verdask was nonetheless incredibly enjoyable. - March 20, 2020, James Duggan


Warzone now feels a lot more like a bustling battlefield thanks to proximity chat, which constantly reminds you that the other players you're up against are real people. Naturally, this doesn't guarantee that those encounters will go well; I've heard some unpleasant comments and some talks that I'd prefer not to have. However, most of the time, if you want to be social or want to be able to detect when attackers are close by, it's a fun option to activate and provide you a small advantage.

Stunted, stealing, and then shooting

The new lootable backpacks in Warzone 2.0, which let you carry more stuff without compromising ammo and armor plate space, are a less appealing feature in my opinion. It's a risky decision for Call of Duty, as the community has been debating whether or not to replace the tiered bag system in Apex Legends with a more straightforward one. Should we be allowed to create a bigger backpack or must we search for them as loot? 

Having limited slots in a backpack is a bit annoying.

I must admit that after using it in Warzone 2.0, I lean more toward the latter group. I've experienced frustration when I ran out of armor plates or ammunition because I was unable to carry enough in my regular backpack and couldn't locate a crate of armor supplies or ammunition to carry as backups. Ammo and inventory management weren't too difficult in the past because you could merely gather the maximum number of each type and have your tactical and deadly equipment automatically filled. It can be a little inconvenient to have a bag with few spaces, especially since You must click on the object you want to loot, such as a box or an enemy's discarded backpack, and then click on each item you wish to take or trade. This slows down the looting process and might result in a frustrating death if you find yourself needing to quickly switch out weapons or ammunition while searching through an enemy's backpack. It's only made the gameplay slower, and it seems like a reversion to the old Warzone, where you could just jump over obstacles, get treasure fast, and carry on with your game. 



Furthermore, the armor vests have been altered such that you now only lose slot-two armor plates, necessitating the looting of a higher-value three-plate vest in order to maximize your protection.


The ability to tell an enemy's armor type when you strike them is a good addition to this update. Blue hit markers show an adversary is wearing a two-plate vest, while purple hitmakers show a three-plate vest. This provides you with more information to consider when you're making snap decisions about how to engage the adversary; for example, if they are equipped more effectively than you, it might be wiser to flee quickly.

Warzone has finally caught up to other battle royale games thanks to a revamped ping algorithm.

In other news, Warzone has finally caught up to other battle royale games thanks to a much-needed update to its ping mechanism. It lets you play without requiring voice chat by providing you with an endless array of alternatives for pointing out foes. Even so, I like to double-tap the ping button to pinpoint the precise location of any enemies I've seen. It is particularly helpful and great to have the ability to highlight an enemy with a live ping, where the ping moves with the tagged enemy for a brief period of time. This may also be a stealth strategy if you want to avoid being overheard on proximity talk. It has only made Warzone 2.0's gameplay better.

Microtransaction Response

The $10 combat pass was the main letdown of Season One and the debut event for Warzone 2.0. For unlocks, there is a free track and a premium track, but both make use of a novel approach that I'm not really sure I like. On the "battle map," you must navigate through certain "sectors" where items are now locked. It functions similarly to Fortnite's battle pass in that you must first complete one tier or sector in order to advance to the next. I'm not fond of either, since the requirement to obtain unlock tokens in order to claim anything in specific areas overcomplicates matters. Please just provide me with a simple battle pass line where I can see what I'm going to unlock next, without making me go through five separate menus to get what I want.

Getting rewards is just as confusing to look at as it is to really do. Additionally, the debut season battle pass is devoid of  

Many benefits that I believe the majority of people would be interested in The weapon blueprints are only passable, and the operator skins are boring. Although you don't need to purchase anything to play Warzone 2.0 or DMZ, it's still disheartening to see such boring paid content. Fortunately, the game is free to play.

Even with all of the improvements, Warzone 2.0's general user interface still needs work, particularly since it appears that nothing has been done to simplify things. By moving up the Platforms, a new gun family tree, the gunsmith can unlock jobs. To unlock new Receivers, or weapons in its line, you must reach particular weapon levels within a platform. When you unlock the M4, for instance, you may access the progression page and see that you have two tracks left to unlock either the FTAC Recon or the 556 Icarus. Though thankfully not a big deal overall, it is quite graphically confusing. You can still gain firearms fairly quickly merely by playing Warzone or the new DMZ mode. Actually
The greatest place to unlock and level weapons is in DMZ, where you may level any weapon by simply having it in your loadout. 

The most effective way to unlock and level firearms is through DMZ.

DMZ takes Call of Duty's extraction mode and elevates Warzone beyond the typical battle royale crowd. With strongholds stocked with large groups of NPCs scattered throughout the map that you can infiltrate, DMZ—undoubtedly inspired by the popularity of games like Escape from Tarkov—keeps rounds from ever feeling like they are lacking gunfights. Of course, there's also a server with up to 66 players or 22 three-man human teams fighting for the same targets. A truly enjoyable and revitalizing diversion from battle royale rounds is this.


I've discovered that DMZ is an excellent method to explore and become familiar with its places because it also takes place on Al Mazrah. In addition, it offers a unique set of faction tasks that you can finish to earn experience points and other goodies including operator skins, calling cards, weapon blueprints, and more. From the three factions, you can choose up to three missions at once: Black Mous (hard difficulty), White Lotus (medium level), and Legion (the easiest challenge to finish). I had a great time planning which missions my coworkers and I could work together to accomplish.
collectively since your team as a whole can assist. For example, if the goal requires you to destroy six vehicles, any member of your team can destroy a vehicle and it will count toward your completion. These kinds of mission systems are great for giving a PvPvE mode some replay value and guidance, as the format might get monotonous in certain situations if there are no explicit objectives. 

Because DMZ is so simple to queue into and play without requiring the same level of effort as Warzone, I've found myself returning there more often than a complete battle royale match, lasting 25 to 30 minutes. Because you can choose to extract at any moment or wait for the last extraction time at the end, you are in charge of how long the match lasts. I don't feel demoralized even if I don't get an extraction and misplace the stuff I had gathered because playing DMZ with your squad is such a blast on its own. Al Mazrah's ability to run around, investigate, and go on rampages against AI opponents is a welcome departure from the battle royale survival strategies. Breathe, enjoy yourself, and concentrate on finishing tasks to earn rewards that you may share throughout your

Instead of always attempting to be the last person standing, use a Warzone account. I was greatly inspired to spend more time in DMZ by that shared growth in particular, without feeling as though I was sacrificing my Warzone unlocks.

The Verdict

 Warzone 2.0 is an improvement to Call of Duty's battle royale series, building on the already strong foundation of the first Warzone. royale mode, has a few minor disadvantages of its own. Aside from being the largest map ever added to Warzone, its new map isn't the most intriguing, but fantastic innovations like proximity chat and an improved ping system shake things up and breathe fresh life into the struggle for survival. And although the addition of bags as lootable items may have made looting less of a rush overall, if you can persuade your fellow inmates to band together against a shared foe for the greater good, the new Gulag makes for some unforgettable experiences. Additionally, as a bonus, the new DMZBy appealing to those who might not want to sweat through entire battle royale battles every time but still want to level weapons and receive a small taste of that fight for survival, extraction mode breathes new life into Warzone.






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