Call of Duty: WWII Multiplayer Review

In my review of the single player campaign I felt that CoD:WWII was worth getting based on the fact that it was a small part of a larger package. Since completing that review I've spent about 15 hours with the multiplayer component and whilst that is a fraction of what many players have put in, it's enough for me to be able to comment on the experience.

The multiplayer component is separated into two parts, your traditional adversarial shooter and a co-op nazi zombies experiences. The overwhelming majority of my time was spent with the adversarial aspect and so most of this review relates to that.

The core experience is what you'd expect from a Call of Duty game. A series of game modes such as free for all, team deathmatch etc where players fight it out against other players. There is nothing particularly exceptional there, nor would gamers expect much to change. Compared to some other games, such as the Battlefield series CoD:WWII keeps the player count relatively low with objective based modes have 6 players on each side. Maps are based around this player count and so never feel empty and it's easy to develop a nemesis or dominate a single enemy. This lends the game an intimate and rewarding feel, though players who prefer their combat on a grand scale will be massively disappointed.

The game relies on fast reactions and a level of strategy, but it isn't as fast paced as previous instalments such as Advanced Warfare or Black Ops 3. Also the game is a 'Boots on the Ground' title, meaning that there are no crazy boost jumps or wall running.

Player advancement is well handled. Initially you are asked to choose a division such as Infantry or airborne. This division gives you an initial weapons loadout and a special ability. As you play as that division it rewards additional skills. For example, the infantry division initially gives a bayonet charge with rifles but at division level 2 you gain the ability to add an extra attachment to your primary weapon. One important point is that your division doesn't limit your weapon choice, all divisions can use all weapons, though you will lose some potency if you opt for a weapon from another division. Other Divisions are unlocked quickly and easily. Each time you gain a player level you get an unlock token which can unlock a perk, weapon or division. I had comfortably unlocked all divisions within a few hours play and you can swap at will during the game. In essence the division's work as classes and I'm surprised at how well the system works.

My favourite game mode is War. This is an objective based 6v6 mode where attackers take on defenders. The most striking is Operation Neptune which reenacts the Normandy beach landings. This somehow delivers an experience vastly superior to the single player campaign that tries to recreate the same event. Attackers have a set time to achieve an objective if they fail the defenders win, if they succeed it's on to the next objective. Operation Neptune has attackers take the bunkers overlooking the beach, then storming an inland bunker to destroy radio equipment and finally destroying two artillery guns. Win or lose the game is replayed with attackers and defenders swapping sides to see if they can do a better job. There are only three maps for War and overall the number of maps seems a little light and, as is the way these days, will be filled out with a schedule of downloadable content.

There is a loot crate system (though they are referred to as supply drops) which at launch does not seem overly intrusive but that is sure to change as additional weapons are added to the game. Supply drops are unlocked via levelling, randomly by playing, daily/weekly challenges,  and contracts. Contracts are purchased with an in game currency, that seems to flow fairly easily, and require you to carry out a difficult task, e.g. kill x enemies in y minutes. As a casual player all of these contracts have seemed too difficult to be worth attempting. Overall there does seem to be a steady supply of these loot boxes. My main gripe with the system is that I can't work out where to equip uniforms that have been unlocked as options are scattered between the UI and the HQ social space. Sadly the HQ is broken at launch and it's a social space which only contains you. Instead of rubbing shoulders with other players you get to wander around by yourself.

The Nazi game mode is a bizarre co-op experience where you face wave after wave of zombies that increase in toughness and number. Players get currency by killing zombies which allows them to buy weapons, ammo and upgrades that are non persistent. On top of this is another levelling and customization system. I personally find the game mode confusing, but that is the point. Over numerous plays you will work out the game as it slowly reveals itself and is a huge addition which makes the overall package far more attractive and better value for money.

In summary this is a fairly straightforward Call of Duty game that is enjoyable throughout. If you're not a fan of the series there is nothing for you, but those who have been put off by the futuristic setting or wall running  of previous games will find a very enjoyable, competently delivered occasionally thrilling experience.