Call of Duty: Advanced Warfare multiplayer review

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A few days ago we talked about what the campaign had to offer Call of Duty: Advanced Warfare, the installment developed by Sledgehammer Games called to renew or, at least, refresh a formula that showed clear symptoms of exhaustion in Ghosts.

But every fan of the franchise will know that the main pillar of it is its multiplayer section and it is for this reason and because it deserves an in-depth analysis that you can read, after the jump, a thorough analysis of what you will find on the competitive side of Advanced Warfare.

One thing is clear from the first second and that is, even with the many important additions, Advanced Warfare still has the unmistakable essence of the franchise. Sledgehammer's title is, yes, much faster and more direct. The movements that the exoskeleton grants us, such as double jumps and propulsion in any direction, are one more layer of depth that alters the gameplay and makes our movements through the

Making clear from the first moment the resounding changes when it comes to moving, we have to focus on the content; the other day we focused on analyzing what made the multiplayer of a Call of Duty great and with a similar structure we are going to detail what the competitive mode of Advanced Warfare has to offer.

Weapon selection

Despite the important time jump towards the near future, the weapons offered do not offer too groundbreaking experiences with what has been seen and played so far, saving a couple of peculiarities from the extensive catalog of weapons, accessories and gadgets: the… .. is a laser weapon that shoots a continuous beam of energy without the need to recharge, just be careful that it does not overheat; On the other hand, the IMR is an assault rifle that fires three-shot bursts and that gradually generates its own ammunition, avoiding the use of the Scavenger advantage.

In the rest of the aspects, the variety is present again and we find automatic, semi-automatic, burst weapons and a long etcetera. In these first days of the game it seems to be clear that assault rifles, especially the BAL-27 and AK-12, are somewhat overpowered and their exaggerated effectiveness at a distance should be added a good performance in close combat, making interesting submachine guns such as the KF5 or the AMS1 lose some sense in our games.

The elimination of explosive devices such as C4 or Claymore is a clear step against the static and conservative style of play that fits so little with the philosophy of the franchise.

Maps

For me, one of the key points in any self-respecting multiplayer and even more so when mobility is so changed as in Advanced Warfare. The title brings a wide selection of 13 maps that offer a remarkable variety, both aesthetically and in design and size, with scenarios for all tastes.

The assessment of these is, obviously, subjective but we may be facing one of the Call of Duty with the best selection of maps, still far from jewels like MW or Black Ops 2. Leaving aside a map like Greenband, too labyrinthine and without sense or Instinct, the heaven of the campers, we can find Riot, Ascend, Horizon, Detroit, Retreat or Terrace, Maps that work seamlessly with balancing and respawning in a multitude of modes.

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Casualty streaks

We could summarize this aspect in that if your style is to always find the sky filled with air streaks that do not stop constantly annihilating, Advanced Warfare is not your game. Those that return to being streaks of points are, perhaps, the most expensive to obtain and, above all, the most balanced of the franchise.

In addition, the fact of being able to customize them by providing them with different advantages and improvements (a UAV that marks the direction of enemies or that updates faster, for example) gives another layer of depth one of the pillars of multiplayer.

It is true that, perhaps, there are certain streaks that, without previous modifications, lack the effectiveness that one would expect from them.

Class creation

Black Ops 2 offered the very interesting Pick 10 class creation model and Advanced Warfare takes a step forward by including point streaks and exo-abilities in the scheme, finding ourselves before the deepest class building system seen to date offering more tactical varieties than ever.

It is true that we found small incongruities such as the elimination of the classic Deadly Silence perk (instead we found an exo-ability that silences our footsteps for a short period of time) that subtracts any tactical aspect in game modes such as Search and Destroy or, again, the conversion of the Trophy System into an ability of our exosuit that eliminates the tactical component and in favor of the equipment of previous deliveries.

On the contrary, new abilities such as invisibility or a temporary acceleration can add effectiveness to those players focused on a more conservative game or on the rush respectively. Without a doubt, we are facing the most customizable Call of Duty and the one in which we can tailor our equipment and skills.

other developments

Advanced Warfare not only brings new features in basic concepts such as mobility, class creation or the design philosophy of the maps, but also has innovated in obtaining equipment or game modes in a remarkable way.

Supplies are gear boxes or loot that may remind the Battlefield 4 Battlepacks that include customization pieces for our character (very extensive and well-worked), help packages for our next game, double experience during a specific period of time and, here is the main pillar, different modifications (both aesthetic and functional) of the different weapons in the game.

These come in three different classes: Cadet, Professional and Elite and, although they do not respond to clear and specific requirements to be unlocked, they are another incentive when it comes to playing and, above all, a tremendous addition to a very long catalog of unlockable content.

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Regarding game modes, Initiative and Liaison They are the two main additions of Sledgehammer Games in this regard and they are a master class on how to perform a perfect mode both for the competitive part of the title and for those pachangas with friends.

Initiative is something similar to the rope game; We will have five points to capture along the map, with two on each side and a large central point. Thus, to capture each point we will need to have the previous one in our possession and the mode will become a constant give and take.

Enlacen, for its part, is the closest thing to a rugby match that you can see in an FPS. Each side will have a point to defend and in the middle of the map you can pick up a ball (or satellite) to introduce, either by throwing or getting inside with it, at the points of the rival team. The extra layer of depth comes when the ball carrier can not shoot, coming into play tactics like throwing the ball at an enemy that we are facing to prevent him from shooting and so on.

Conclusions

What Sledgehammer Games has done with the multiplayer of Call of Duty: Advanced Warfare is an example of how to revitalize a franchise without altering or breaking with the classic mechanics of the same. A more attractive and polished packaging has to be added a new way of moving that is extremely useful and that will vary the way we play. And not only that, Advanced Warfare adds new features in the creation of classes, the system of points streaks, customization, the catalog of weapons and in the list of game modes. And the best thing is that they all make up a really balanced and striking experience. We are, without a doubt, facing one of the best multiplayer modes in the history of the franchise.

MVJ RATING: 9


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