This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:11:41
The video critically examines the evolution of Call of Duty: Warzone across its three iterations, focusing predominantly on Warzone 2. Key points addressed include changes in movement mechanics, with players expressing frustration over the removal of elements like slide canceling, despite the addition of features like dolphin diving. The discussion on maps highlights Al Mazrah for its pacing, despite a reduced player count, and Vondel as a favorite among the Resurgence community. The video also covers adjustments to inventory and looting mechanics, such as the initial inclusion but later removal of backpacks and armor satchels, and changes to make looting more accessible.
Further, it delves into gameplay challenges, such as winning consecutive games to complete 'N contracts' and the addition of ranked play and proximity chat, which enhanced competitiveness and social interaction. The speaker provides insights on sniping mechanics and significant changes to gas mechanics that affected gameplay strategies and mentions Dynamic Resurgence's improvements for solo players. While Warzone 2 introduced several well-received features, critical elements like movement and gunplay fell short. The speaker concludes by recognizing Warzone 2 as a necessary experimental phase that paved the way for the current state of Warzone 3.
00:00:00
In this part of the video, the speaker discusses the evolution of Warzone over its three iterations, highlighting that Warzone 2 is the most disliked amongst players. They intend to explore this through eight categories, starting with movement. The movement changes in Warzone 2, such as the removal of slide canceling and limitations on running while plating, paired with a fast time to kill, made gameplay frustrating for many. Despite this, the addition of dolphin diving was seen as a positive change.
The discussion then shifts to the maps, noting that each has its strengths. Al Mazrah is praised for its pacing despite a reduction in player count, which negatively impacted gameplay flow. Ashika Island, while not as popular, is still appreciated for its functionality, and Vondel is highlighted as a fan favorite, offering fast-paced gameplay that resonates well with the Resurgence community.
Lastly, the looting system in Warzone 2 is praised for its personalization options, enhancing the overall battle royale experience.
00:03:00
In this part of the video, the speaker discusses changes to inventory and looting mechanics in the game. Initially, players had extra slots and could use backpacks for additional items and a third weapon, allowing for more strategic gameplay. However, this system was removed after season 1. The looting process also changed from manual sorting to items spilling out on the ground for easier access. Additionally, armor satchels, which allowed players to carry three armor plates instead of two, were also removed after season 1. The speaker criticizes the addition of visual recoil, which made aiming more challenging, especially for mouse and keyboard players, and notes that reload cancelling was not available, leading to frustrating situations. Sniping mechanics are briefly discussed, with an emphasis on changes to sniper effectiveness and a desire for the return of one-shot snipers.
00:06:00
In this part of the video, the speaker discusses various aspects of Warzone, focusing on the challenges of achieving certain contracts and gameplay mechanics. They highlight the ‘N contracts,’ which require winning five consecutive games with the same squad to attempt, and emphasize how difficult and prestigious completing this contract is. The speaker also mentions the ‘black site’ quest, unlocked after completing a stronghold and involves fighting AI and a juggernaut for exclusive loot. Despite initial issues with AI, the feature became more balanced. They express that although these elements add depth to the game, the randomness can be annoying. Additionally, the speaker touches on the introduction of ranked play, which added a new layer of competitiveness and a reason to grind, and proximity chat, which enhanced in-game social interactions and content creation. Overall, they view these additions as positive improvements to the Warzone experience.
00:09:00
In this part of the video, the speaker discusses significant changes and nerfs related to gas plays in Warzone, highlighting how the impact of the gas has intensified compared to Warzone 1 and how gas stations were temporarily disabled very quickly after entering the gas. They explain adjustments to Dynamic Resurgence, which scales the resurgence timer and loadout prices according to squad size, improving solo play. The speaker assesses the overall gameplay experience of Warzone 2, pointing out that while there were some good updates like maps and proximity chat, critical aspects such as movement and gunplay were lacking. They conclude that although Warzone 2 felt like an experimental phase, it was crucial for developing what Warzone 3 is today. Finally, they encourage viewers to share their opinions, subscribe, and join their Discord.