View Full Version : Hands on impressions

08-11-2014, 05:55 PM
On the eve of Gamescom, Activision and Sledgehammer lifted the veil on the multiplayer portion of Call of Duty: Advanced Warfare (http://www.ign.com/games/call-of-duty-advance-warfare/xbox-one-20008259). We saw some standards at the event -- fresh maps were revealed, a wacky new mode was introduced to live alongside the franchise-standards, and some tweaks to customization were rolled out. But the first question on all of our minds was just how the superhero-powered nature of the single-player’s exoskeletons would translate into competitive multiplayer. Two IGN editors got to go hands-on with Advanced Warfare’s multiplayer for nearly an hour. Here’s what they thought.

Marty Sliva: The most immediate, and appreciated change I noticed in Advanced Warfare is just how great it feels. The sensation of dashing like an Olympian, leaping and double-boosting high into the air like an 16-bit platforming mascot, and smashing back down to your enemies with the force of a deadly comet all helped to give me a sensation of power that Call of Duty games have never really been able to accomplish.
Of course, some folks are going to immediately look at the super-powered exoskeleton and claim that Sledgehammer just copied from Respawn’s Titanfall playbook, but all it takes is one round to realize that the two games feel completely different. AW’s jetpacks, mid-air strafing, and ability to float in place for a short burst remind me more of Tribes or Unreal Tournament, and I mean that in the best possible way.
Once I got acclimated to the new pace, firefights became frantic, sci-fi bouts that seem to pull from the kinetic energy of anime. Looking down my sights at an enemy and squeezing the trigger on a head shot, only to see them immediately jet upwards and out of my field of vision adds a much-welcome new layer to the formula that the original Modern Warfare concocted back in 2007.

Brian Albert: As someone who’s played every Call of Duty since Modern Warfare, this new focus on mobility had me a bit wary. The series has felt great to play for years, and even as the structure of multiplayer changed, the snappy shooting and movement felt tuned and familiar in each release. Why mess with Call of Duty’s most refined quality?
After just an hour with Advanced Warfare, I get it.
I started out using jumps as a navigational tool only. Leap straight into the air, then rocket forward through a window, rinse, repeat. The exo boosts felt like a faster way to get into an advantageous position before a firefight. But then I accidentally dodged a grenade explosion by boosting during a firefight, and the new mechanics started to click. At my worst, juking from side to side kept me alive two seconds longer by making me a pesky target. At my best, I avoided mines, blasted into cover, and got the drop on my opponents with satisfying speed.
Fancy jumps and dashes don’t replace the reliable Call of Duty controls I’ve known for years. They’re additional variables in an ever-expanding game of possibilities, and for the first time in a while, I feel like Call of Duty has something genuinely new to teach me.

MS: Yup, I agree with you 100% there. It doesn’t reinvent the wheel, but it makes the wheel a hell of a lot more interesting.
Now obviously all of these fancy new mechanics are a complete waste if the levels aren’t designed for players with the ability to suddenly shift vertically and horizontally. Thankfully, the four we played all got the job done for me, with one notable standout. The first three maps were nice and varied --- an abandoned Iraqi prison with a semi-functional security system, a biological laboratory perched on the side of a snowy mountain, and whatever the hell a space elevator is. Each one catered nicely to their classic paired modes of Hardpoint, Team Deathmatch, and Capture the Flag.
But it was the fourth map, Defender, and its new mode Uplink that really stuck with me. Set in San Francisco under the Golden Gate Bridge in what seemed to be a take on the Sutro Baths, Defender houses well over a dozen different elevations of terrain, which makes it perfect for AW’s boost-centric mechanics. But the real kicker here is that halfway through the round, a giant tidal wave comes crashing in from the bay straight into the arena, flooding a good chunk of it and forcing players to scramble for higher ground while still filling each other with lead.
All of this was only intensified by the new rules of Uplink, which is pretty much Quidditch with murder.

BA: Uplink feels like the usual “bomb the base” mode, but spiced up with the perfect amount of playground nonsense. And yes, the Harry Potter comparison was on my mind too.
Here’s how it works.
A satellite drone spawns on the map. You must grab it and take the device to the opponent’s uplink -- a floating, glowing sphere. If you toss the drone into the target, you earn one point. If you physically carry the drone into the uplink, you net two. While holding the drone, you can’t fire any weapons, and, in a way, your best offensive option is the drone itself.
Imagine someone sees you running for the goal and opens fire. With good aim and reaction timing, you can toss the ball at the enemy, effectively disarming your would-be killer. It’s a gutsy tactic pulls a 180 on certain-death situations. You could also work together as a team to defend your bomb carrier, but the demo environment wasn’t great for that kind of coordination.
Uplink to me is, more than anything else, proof that Advanced Warfare is having a lot of fun with itself. That’s the most exciting takeaway. I’ve captured a lot of flags. I’ve shot a lot of dudes. That will always be fun. But so is “Quidditch with murder,” as you put it.

MS: Here’s to hoping that we don’t hear from J.K. Rowling’s legal team.
But in all seriousness, while we definitely hit on the major points of the Call of Duty: Advanced Warfare (http://www.ign.com/games/call-of-duty-advance-warfare/ps3-20017436) multiplayer reveal, there were so many little details and additions to the competitive aspect of the game that added to each match. Black Ops II's Pick 10 is back, but it gained some true OCD-cred and is now Pick 13. You can pop into firing ranges instantly in-between matches to test your new load-out, gain secret random loot crates for simply playing a ton of multplayer matches, and ogle your fully-customized male or female render in a voyeuristic viewer mode not unlike Activision's other 2014 shooter, Destiny.
Suffice it to say, Advanced Warfare's opening multiplayer salvo left us with a smile. Now when do we get to play murder Quidditch again?

Source (http://ca.ign.com/articles/2014/08/11/call-of-duty-advanced-warfare-multiplayer-first-impressions)

08-11-2014, 06:19 PM
Some more impressions.

Not since 2007, when I first got serious about Call of Duty multiplayer with the original Modern Warfare, have I had to stop and think about how to do something as simple as move in a Call of Duty game. Having remained dedicated to the series year in and year out, I, like many of you, am no stranger to Call of Duty. But, I sure felt like one during the four or so hours of hands-on time we were given at this pre-multiplayer reveal event. Forget about what this gun does, what that gadget does, or what these fancy battery-powered Exo Suit abilities do. I’m at last given the chance to re-remaster how I play Call of Duty from the ground up, and that’s the exact same chance Sledgehammer Games is going to bestow among millions of Call of Duty fans when Advanced Warfare arrives this Fall.

Read More Here (http://mp1st.com/2014/08/11/call-duty-advanced-warfare-multiplayer-preview/#.U-lO-WOTKYQ)

10-22-2014, 12:10 PM

10-22-2014, 12:42 PM

I may actually get this. I'm hating the jet packs in destiny PvP. Not day one but looking forward to some MP reviews.

10-22-2014, 04:05 PM
So the gameplay is fast.

10-22-2014, 04:25 PM
Are those people that only have a PS4? Cuz if you've played TitanFall, it probably feels the same.