The taste of blood … and the war
He has a great deal of curiosity about Call of Duty WWII’s single player campaign . Since its first release, the mode has tasted a lot because of its strong film footprint, which turns into violent, spectacular scenes, combined with a vaguely dramatic and evocativ
e tone. At the E3 in Los Angeles we attended a closed-door presentation where we were shown a stunning sequence from the Stronghold Mission : collapsing palaces, brutally killed soldiers, and action at cardiopalm. Everything so well remembered, for example, the atmospheres seen in Save the Soldier Ryan. The hope was to go back to enjoying an adventure that was not just ancillary to the multiplayer segment, but that enriched everything in the
whole gaming offer of the product. The doubt disappeared after a few hours of gameplay: the WWII campaign is certainly one of the strongest points in production, however net of some defect. The Sledge’s set up is in some respects trivial, yet functional to
create the right context to develop a nice story and will not fail for a few moments over the lines. The protagonist is the soldier Daniels, who together with his fellow fighters will fight against the ruthless Nazi force. You start from the beaches of Normandy, then to experience a path that will be full of obstacles and complications. What strikes is the direction, and the staging: the foot is pressed on the accelerator from start to fini
sh; accidents, explosions, clashes in many intense and other situations that are driven by a component seen in the most pompous war movies. There is no moment of respite, the rhythm is tight, urgent, and it is often stressed out by some variants of gameplay that will diversify your gameplay: stealth, air combat, chase and shootings on board various media.
In short, a good range of different contexts, almost always well implemented. The inspiration from the big blockbuster is therefore evident, and is remarked by a technical subculture that cures facial animations and filters, granular and perfect
to create the atmosphere of great war movies. Much attention is paid to the characterization of the characters who, to the extent possible, will each have a well-defined picture. At the structural level then the WWII campaignpr
esents two novelties: life that is not regenerated more automatically, and the skills of comrades. Things are actually connected, as the skills of our allies will allow, among other things, to restore the protagonist’s health. It will therefore be crucial to be compact and to kill as many enemies as possible, to load a small bar that once fu
ll will allow us to use the abilities in question. We will have, for example, the ability to point out onscreen enemies, or call a mortar attack, or even recharge all of our weapons and, of course, give us kits to restore the health. The single player campaign therefore looks cautious and interesting, lasting about 6/8 hours, depending on our ability and level of difficulty.
The result is therefore an impact experience driven by a prevalent film footage that is talked about through a discreetly diverse gameplay but weaken
ed by artificial intelligence that sometimes seems unmanageable. The idea of recreating an interactive war movie can be considered successful despite some gaps that may undermine credibility. However, these are elements that, although not finished, do not affect the enjoyment of a single player who, overall, is one of the best in the saga.
Kill as in the old days
Forget wallrun and jetpack of all kinds. As you will know, WWII is back to its origins, and it does not just by eliminating the
cute engines or exoskeletons, but also and above all in the nature of a gameplay that retrieves the feeling of the best chapters in the brand. Time to kill in full COD stylebut still balanced, made even more tolerable by attractive weapons, able to always offer a viable alternative, except for a couple of slightly more unbalanced mouthpieces than others. There are also the Divisions, the new ranking system for soldiers, which also creates a much stratified progression, dividing divisions
from the player’s level and proposing different classes with unique features and rewards related to the type of weapon used. Getting in touch wi
th these new features will not be immediate, but we will be able to go to the Headquarters, the new social zone that can be accessed at any time and without loading time, at the touch of a button (options / start). Here we can meet other players,