When Infinity Ward first announced it was making a free Call of Duty game called Call of Duty: Warzone, focused its marketing around Call of Duty & # 39; s on the battlefield. But while battle mode can get people in the door Warzone, another way of the game, Robbery, the reality star of the show.
Each Error Game has 102 players, divided into three players each. Each team competes to be the first to earn $ 1 million in in-game revenue, or earn as much as 30 minutes. Players can earn money by completing contracts, looting, or taking down deductions from enemy players when they die. Unlike in the drag racing games, everyone on the Plane went up after death. The only way to keep your money safe is to buy it by purchasing an expensive take-out balloon, which you can put anywhere you want, or waiting for a helicopter to land at a very dangerous public place.
A small break makes the spoils very different: the money you collect does not belong to the group, at least not until deposited. Instead, players hold each cash until it is included. This makes for ever-changing roles. If you have two wealthy strikers who need to get out of the danger zone, and your bank account is empty, guess who will stay behind and play the decoy?
But the loot still feels built into the bones of a war-fighting game.
Robbery uses the same map as WarzoneThe battlefield. The map, Verdansk, is filled with a variety of fire stations – from dams to forests to many large urban areas that give you the kind of feel that many combat maps have.
Photo: Infinity Ward / Activation
In fact, Looting does a good job of encouraging you to explore more maps instead WarzoneThe battlefield. Contacts, which can include things like hunting down specific enemy players or scoring certain goals, all happen and redirect you to new areas you may not have visited on your own. In addition, the game marks three squares for a large amount of money at any given time, which can send you across the map in search of extra cash, rather than being stuck inside a circle.
More important than the map, however, is the player's count of looting. With over 100 players per game, it sounds like anyone can wait in the next corner or building across the street. It looks like the fight is always threatening to break out. But in the wars themselves, the spoils separate them.
In a typical battlefield game, everyone who defends himself feels like he has a high figure; lose the fight and risk being eliminated. However, Robbery gives everyone an unlimited amount of gains, but spying will reduce your character's cash. This changes the equation of how battles work and when you choose them. It keeps the stats high for each fight, without the threat of a game ending with one well-placed shot.
In another game, my team and I were hunting for one of the leading teams. Eventually we found them on a small farm and managed to bring down three of the three players and hold their money. Before we get a finalist team member, some teams seem to want to cut this award. Suddenly we were in the middle of a gun battle with a few players. Any mode can make this kind of chaos special, but when the first one starts is that things get complicated.
Looting allows players to reappear, but every death splits your money in half. The other half is left on the ground where you fell. This also makes this a fun anti-risk scenario: Do you take part of your savings and run away, or put another 50% of your money in the hope of coming back with a loss.
In the shape of my farmhouse, we started carrying around $ 200,000. Another $ 100,000 rested on the bodies we had not yet loaded. But when our enemies began to shut down, my party began to die many times – collecting the money we had dropped was almost impossible when it was under siege.
After three or four deaths, our strategy changed. One player tried to take as much money as possible to stay alive. Every time I woke up, I would go back to clothes in hopes of protecting my party's pig bank, but I found myself attacked, forcing me to collect some money and repeat the cycle. In all cases, the total amount goes down.
Photo: Infinity Ward / Activation
At our highest point, my team had a spot of about $ 350,000 – a huge amount, and 35% of the total amount we needed to win the game. But by the time we tied our tails between our legs, we ran into the battle (still on the farm), and we had $ 21,000 left between us. We had spent about 15 minutes falling into a very good example of sunk costs decrease and there is nothing to show him. On the other hand, it was also one of the most fun multiplayer games I've played in recent memory.
Spoil battles sometimes end with a flash, or they can take up to 10 minutes, but each person still feels like a Call of Duty. During the battle of my team at the farm that turned into an Alamo it was as if we were stopping our game of 100 players to have a mini-game of Call of Duty Team Deadmatch.
Robbery sounds like the first major attempt to break the genre of war into its composite parts and create something new in pieces. While other battlefield games have pushed the boundaries in limited game time mode, such as FortniteThe mode of execution of John Wick, they all still feel like a drag game of war. The robbery sounds like something different, even though there are still a few glimpses of the war on its DNA.
What Warzone announced, all eyes were on the battlefield. But by taking the premise of battle, with its large map and great player counts, and building a new game mode on it, Infinity Ward managed to create a great mode that stole the show. It may not be a battlefield issue, but it sounds like a different call of Duty style to the genre that gives it that much bigger fight story.



