The maps
As mentioned in the opening, Absolution tends to excel, but they are all four interesting and well-developed. Rather than pointing at a particularly successful set-up, this time it was decided to focus on a qualitative coherence that can only be appreciated.
Absolution proposes four new maps dedicated to multiplayer: between high and low, we can say that the average quality of design level and environment care is satisfactory. Bermuda is a town created around the remains of a wreck; a small, medium-sized map that likes the clashes from the short mid-distance, helping players with skill in using machine guns and assault rifles.
Taking possession of the central part is crucial, then being able to better handle the side corridors that will facilitate movement from one side of the map to the other. Great if played in dynamic and non-static mode. Permafrost is also small: set in a completely frozen city, it will stimulate players to move from one point to the other. The look of this’ setting is very interesting, it almost seems to be in a scenario of the movie “The Day After Tomorrow” because of these buildings destroyed, torn and invaded by ice and snow.
Also in this case assault rifles and machine guns will be the best choice. Fore, on the other hand, is larger than the previous maps, and from the point of view of design is surely the most varied and successful one.
It seems to be within an amusement park where every area is a different attraction: enchanted forests, giant glaciers and huge castles. The peculiarity of level design requires the best use of the map’s verticality, taking advantage of many elevated steps, but also on the ground. Knowing well each anfract will then allow you to take advantage of tactical positioning to get the best out of your opponents.
It closes the Ember offer, that is, the revision of the historic Modern Warfare 3 Resistance. Aesthetics is definitely peculiar: we are faced with a past environment characterized by modern technologies. The context remembers a little the feudal era, and even the level design undergoes this influence. We recommend playing cunning and taking advantage of the many corners and environments in the map: the most skilled snipers will also find some interesting spots that will give you a glimpse of their skills. To conclude: the four maps of or the revision of the historic Resistance of Modern Warfare 3.
The aesthetics is definitely peculiar: we are faced with a past environment characterized by modern technologies. The context remembers a little the feudal era, and even the level design undergoes this influence. We recommend playing cunning and taking advantage of the many corners and environments in the map: the most skilled snipers will also find some interesting spots that will give you a glimpse of their skills. To conclude: the four maps of or the revision of the historic Resistance of Modern Warfare 3.
The aesthetics is definitely peculiar: we are faced with a past environment characterized by modern technologies. The context remembers a little the feudal era, and even the level design undergoes this influence.
We recommend playing cunning and taking advantage of the many corners and environments in the map: the most skilled snipers will also find some interesting spots, which will give them vent to their abilities. To conclude: the four maps of We recommend playing cunning and taking advantage of the many corners and environments in the map: the most skilled snipers will also find some interesting spots, which will give them vent to their abilities.
To conclude: the four maps of We recommend playing cunning and taking advantage of the many corners and environments in the map: the most skilled snipers will also find some interesting spots, which will give them vent to their abilities. To conclude: the four maps of
Zombie at will!
A town turned into a horde of zombies due to a failed experiment, the 1950s context, and a new biological threat. This is the narrative plot of Attack of the Radioactive Thing !, a new zombie mode that continues on the false line of previous versions of zombie mode. If gameplay is structurally equal to any incarnation, the one that strikes is the effort to give a unique and cinematic cut to experience.
This time the icon of the story will be Elvira (to which Cassandra Peterson has been given): she will guide us into the “horror movie” that has been studied for us. It will provide us with valuable gameplay tips and useful warnings to survive.
I will complete all the cast of the protagonists, which will allow us to jump inside a ‘ experience that will not only make the fashion lovers happy, but will also smile on those who will catch the references and references to films and products that navigate in the same target of this mode. Completing the mission will require as usual collaboration and capacity, but we assure you that it is worth it.