Call Of Duty WWII - In The Battle There is No Victor

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"In the battle there is no victor, they are all losers." Simple words that any rational individual would understand and agree decisively, but 60 years ago 30 countries chose to throw more than 100 million people into a vicious war that gave up so many casualties, so many twisted individuals, and many urban areas. It's not appropriate, at this point, to feel disgust and the intensity of WWII and the extermination that it abandoned, nothing better than launching a WWII game from the shore of the Normandy Sea.

Where the player plays the role of a young officer from the territory of "Texas" who gets himself and close to him by the German forces in the witnessed fighting represented by many films and computer games in different structures, and within a time frame that was evaluated in 6 hours, you will sometimes end up with He pushed the German forces in Operation Cobra to regain control of the town of Marigny, and on various occasions invaded a Nazi camp in Paris to obtain explosives for use in another activity.

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Extraordinary Experience

Previous Call of Duty games have always offered extraordinary stories and different occasions that fascinated me, for example, MW2 and Black Ops, those games that saw incredible changes in their entirety and took a step in the world of shooting match -ups. In WWII, the story works perfectly. Positive in all occasions and presenting a variety of coherent and persuasive missions and positions. What would anyone immediately feel facing insight re-presented as if they recently played these missions or saw similar settings and plans in other previous games, including the Call of Duty cut.

The first extends to the character plan as well, where you will locate the clever, fearful, hesitant friend and typical gathering in any artwork focused on World War, as if Activision uses the same formula to present the same ingredients it did more than 10 years ago in a game introduced in 2017 with Fundamental changes that I cannot think of as rearranging that promises to continue distribution annually.

One of the developments that the game found in its story was the abandonment of the player's ability to naturally restore his health, which definitely affected the style of play and would make any client move cautiously and focus on his opponents better on the basis that each injury cost him his life faster than expected, and instead From an approach that makes more sense from an advanced group perspective.

The story

About 10 years ago, those who watched the Call of Duty arrangement moved away from its foundations, which promised them a fan base that was the largest throughout any shooting match. At the time of World War II, the game that was presented in different shapes and tasks in its initial clips was just a prelude to the change to fights. The contemporary era, including fast-forwarding towards futuristic battles, even buffs indulged by clinging to similar interactive components in the Past 3 Sections, which were negatively reflected in the Infinite Warfare deals and careful analysis of Activision's choice to revisit WWII time again through Call of Duty: WWII.

Truth be told, it was not Infinite Warfare's analysis of the game itself, but rather the organization's focus on moving forward into the future and failing to make major changes between annual deliveries, so WWII came as a perfect answer to meet the fans' needs and ensure the standard benefits of the game, which shrunk with IW. , But instead of presenting the time of WWII in an alternate and fictional way, as happened with WWI in Battlefield 1, the game focused on the very basic elements, the components that it had used to offer over the past years, and the desire to make a protected progress without playing big changes that might get responses Negative.

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Gameplay

Primarily, the player will get a visitor in the base camp for the activities called Headquarters, where they can practice in a range of different social exercises, for example, talk to different players, and try to put together the most popular model. Activision games, and conquest boxes containing specific extras and outfits, here the virtual character appears from the point of view of the third individual and the player can look at various difficulties and tasks, for example, requests and contracts that give him a goal to continue, while at the same time helping to redesign the character And get more focus experience in less time.

Central Command for the new tasks is an extraordinary expansion of energy investment away from the combat zone by changing the presence of the character, clothes and hat, modifying weapons and decorations, or changing the group that fights according to its standards, and talking about the progress of the game 5 people to look at them, and each of them has his own style and different tools Which can be fully known through a short explanatory video, there is a division of reinforcements, infantry and parachutes, and according to the group the player chooses, the competencies and devices he can access to take advantage of the contrast.

The WWII collective theatricality was generally enjoyable, considering the exquisitely planned presentation of a variety of guides sparked by the most famous skirmishes of WWII and giving the player numerous alternatives in managing his enemies, for example, Aachen's Guide, which he binds. Nazi banners every inch or visit the Soviet Union via Gustav Cannon or go to the frozen Belgian terrain with a guide to the Ardenne Forest.

The more opponents a player can execute without exceeding the character, the more unique bonuses he gets, namely Killstreaks. Contrary to what was expected, the arrival of the arrangement into the WWII period did not change these increases to suit the new conditions, however you will equip yourself to recognize the locations of the enemies map and control the plane remotely, while the different capabilities remain somewhat more logical, for example, Bringing avionics to detonate an area or detonate a bomb remotely and things like that.

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Cinematography

It is a notable story among other artistic stories presented in shooting matches unsurprisingly, with little attention paid to differentiating the significance of the events presented, regardless of whether it is in a positive way, for example, an amazing observation mission or in a negative way. For example, ignore the Holocaust as if it had not happened.

Emergency Treatment Packages and Unique Abilities in Control of Your Crew are Delivered to Kill More Nazis, Regardless of whether you need clinical assistance or coordinate missile strikes towards an area, you need to run left and right in search of the one in control. About this and ask for his help.

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Missions

Where players must make a set of undertakings to control the game, for example, attacking an area, making sure there is a moving vehicle, or preventing opponents from advancing. Each mission creates some special memories and players must coordinate together to achieve the goal effectively as the opposing group aggressively tries to block the attack. By consolidating their space, this mode has given an alternate and varied atmosphere from previous CoD games featuring more players and more and more fun matches that contrast with game designs reworked each year.

Then again, the zombie design is back again and does not seem to fade anytime in the near future, as the player plays a group of celebrities who choose to participate together to confront Nazi savages by killing them no matter how many they are. They can reasonably be expected to get cash with the point of opening more entrances and buying more powerful weapons and ammunition, ensuring they get to the point where this can be.

The most unmistakable change in this style is simply the zombie plan, and the cool capabilities that provide the player with more important alternatives in killing enemies, but without that there are no critical changes and you will feel that you are facing the same experience that the game has provided since World at War.

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