![]() ![]() It goes much further than that though, also stripping away the excessive loadout options of previous games. After three years of high-octane, wall-running antics, Call of Duty: WWII takes a no nonsense, “boot on the ground” approach. Online multiplayer is where we see the biggest changes. Wedged between the two halves of the campaign, there is also an espionage mission that will no doubt prove divisive. By racking up kills you can also activate squad abilities including an ammo resupply, mortar strike, and highlighted enemies. The regenerating health system has been swapped with a health bar and usable medkits scattered around each level, as in the very first Call of Duty. It’s still an enjoyable 6-8 hour romp, with Sledgehammer working in a few nuances here and there. It’s a different approach and one that gives us a more down-to-earth perspective of war, though it lacks the hard-hitting emotional impact many were no doubt expecting. Unlike most Call of Duty protagonists, these aren’t expert killers who have been drafted in to save the day, they’re real people, for lack of a better term, and the game’s story definitely leans in on this point. That said, Sledgehammer has made clear efforts to anchor Red and his brothers in arms. In terms of gunfights and set piece action, it’s doesn’t break from series traditions, combining tight, fast-paced sequences with larger, more open battles. From there, Call of Duty’s campaign takes you on a tour through central Europe as the Allies battle and eventually break the Axis powers. It’s a bloody, brutal affair that sees Private Ronald “Red” Daniels and his squad push through a storm of machine gun as they advance upon the German bunkers. Kicking off the campaign is a gritty death march on the shores of Normandy beach. ![]()
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