Home / Technology / Boom-shaka-laka: the new "Gunfight" mode of Call of Duty looks like an NBA Jam with rifles

Boom-shaka-laka: the new "Gunfight" mode of Call of Duty looks like an NBA Jam with rifles

Coming October 25th. And today, we know more about a new multiplayer version of the series.
Enlarge / Coming October 25th. And today, we know more about a new multiplayer version of the series.

Quartier Activision / Infinity

LOS ANGELES – This spring, I visited the Infinity Ward gaming studio to learn more about its upcoming "reinvention" of Call of Duty: Modern war. During the revelation, the studio representatives mentioned several "pillars" of the upcoming CoD game, which should be launched on October 25, before focusing on the single-player missions of the game.

Shortly after, someone entered the room and said: "The rest of this event is under embargo for an indefinite period" and then unveiled probably the best thing I've seen in a CoD game for years: a two-on-two game. "Gunfight" versus fashion.

This embargo is finally lifted, following the official revelation of Gunfight's gameplay on Twitch this morning. So I can finally talk to you about a first person mode versus a mode combining the original frenetic action of 2007. CoD4: MW and the total voltage of Counter Strike. In a gaming landscape altered forever by the royal battle modes, Gunfight says that sometimes, less, it's more.

A more eventful arena

Although the representatives of Infinity Ward compared this mode to "street fighter with guns ", I would say that Gunfight plays more like a cross between NBA Jam and Golden eye. The reason is that this mode was designed with a mix of specially designed and narrow arenas and generic weapon possibilities.

Each Gunfight match begins with four fighters (two teams of two) appearing at opposite ends of a small, mostly symmetrical arena. (I sampled two of these arenas at the May press conference, and a third was unveiled during the broadcast of today's Infinity Ward movie.) Silent, "where could they go?" .

At each turn of these 21 matches, all soldiers appear with two identical weapons (perhaps two pistols, a shotgun and a grenade launcher), and march forward to kill the opposing team. (To clarify, this weapons load remains random for two rounds before it is reset.) The damage done by a weapon is comparable to a standard CoD death match, which means that it does not will not take a lot of shots to kill an enemy. But in the likely case that at least one soldier on each side stays alive after 40 seconds, the goal changes: a flag appears in the center of the map and at this point a team can win the round by standing near the flag for three seconds.

Although I have often seen a lot of fast and close fighting to death in the day, something about Gunfight looks different from the most comparable mode to the first person compared to recent memory, Halo 5 Guardians& # 39; "Arena." This mode is a four-to-four affair, which seems huge compared to Gunfight's two-on-two fights, and Arena has more spread cards and slower dead; these two facts underline Halo 5Following superpower maneuvers.

No Oddjobs?

Gunfight's exclusive cards from the revelation event have recalled something halfway between the first Modern war game and the original N64 Golden eye, in terms of relatively flat maps that point out divergent paths. During my game, I frequently rushed down the halls to blind spots to communicate with my only teammate to claim the best possible territory and try to take control of each one in each extremely short combat round.

The pace of each turn looks like something NBA Jamin terms of rushes on the pitch, opportunities to react and a moment to breathe after achieving a perfect three-point score or wildly depressed. Part of this pleasure comes from Gunfight's intelligent digital adjustments, especially the 40-second flag rotation. But I suspect that a good deal of the fun factor comes from what is missing at Gunfight: none of the series' successes accoutrements like killstreaks or custom loadouts. Instead, every turn, you and your opponents react to identical and random weapons, no more.

If you wonder why this multiplayer-centric article on a future CoD game does not mention any other mode, it's apparently wanted by the design. Activision has already confirmed to Ars that there was more CoD: MW news to come. Are we going to see a crazy royal battle mode as an option after all? What form will the more "traditional" multiplayer combat of the game take? Cooperation challenges? We do not know, and although we may be discovering a lot of things during a Twitch feed from August 1st, I'm not excited to let you know all the news news CoD: MWlaunch of October.

But Gunfight is a very, very good gesture from a publisher renowned for his microtransactions, his design issues and his trends. Gunfight avoids all these negative trends, and assuming that Activision does not spoil it, I'm happy to take a moment and declare it as a victory on the part of the publisher. As part of CoD: MWWith the basic retail package, this mode focuses on pure and high-speed competition in a truly exhilarating way. I would go so far as to say that my brief time with this mode has awakened a nugget of forgetfulness for a long time Counter Strike Fandom in my soul as a player. In one way or another, Infinity Ward is dehydrated CSThe philosophy "every action counts", then injects it into a purer and more concentrated combat experience. I'm thirsty for another shot.

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