This weekend, Call of Duty players on PlayStation 4 get on with this one Autumn Modern Warfare . Activision has launched an early alpha version of the new 2v2 Gunfight mode. So far, it's mainly the good mood and the fast-paced gameplay for Infinity Ward's newly launched Duty (1
9459021). Modern Warfare (19459022) was originally scheduled for PlayStation Store today, Aug. 23, but prematurely released Thursday. The PS4-Exclusive Alpha will be available until August 25, with no PS Plus subscription required.
Gunfight is a round 2-on-2 multiplayer mode in which the opposing duo is simply to be eliminated. If a team does not retire before the end of the short 40-second round, a flag will appear in the center of the card that will initiate 10 seconds of overtime. A team must either capture the flag or turn off their opponents to win the round in extra time. The first team to win six rounds wins the match.
The mode definitely holds the promise of fast-paced matches. I played gunfight until the early hours of the morning, and the matches were rarely exhausting or extra-long. However, if both teams hold back in extra time and the flag is not captured, the team with the highest combined health wins. The round ends in a draw when both teams drop out and have the same number of life points. That sounds like a terribly boring way to play Gunfight.
It is common for players to move slower and play more conservatively in those modes that offer only one life per round. In Gunfight, however, it will not always be beneficial to play on the safe and combative route. Overtime generally forces players to act, and 10 seconds is not enough time to get a grip on the round, especially since the conquest of the flag itself takes three seconds.
One of the things I like most about Gunfight is that each player has exactly the same loadout that is randomly selected and changes every two turns. Custom loadouts are usually great, but I think it's good that everyone is on the same field in this mode. And there are no stupid or funny loads, so it's not like there are rounds where players have only a rocket launcher or a shield. Occasionally, a loadout will provide a launcher as a secondary weapon, but I did not find many players who even used it.
Gunfight is also a great opportunity to get a feel for the weapons. The selection was limited, and we could not pick our preferred attachments, but most rifles gave me old-school humor with perhaps a touch more kickback Speedball card. “/>
Example of a loadout on the Speedball card. Screenshot: Kotaku (Activision)
The three available cards are small, specially designed for Gunfight cards. "Speedball" is a shooting range map with many hoops and low walls that looks like it's a fun place to play paintball. "King" is a department store where I can very well find the 2007 Killhouse card (19459021), Call of Duty 4: Modern Warfare (19459022). My least favored of the three is definitely "pine", as the locale of the forest is the map that most likely will camp.
As previously reported, the long-lasting mini-map of this new Modern Warfare [19459022entfernt]but it's hard to judge how much this affects the overall speed of the standard multiplayer mode until we try the larger modes. I do not think any mini-map is okay for 2v2 modes, but I'm still worried that the tempo of the traditional 6v6 multiplayer will be affected.
This new Call of Duty now offers the option to mount your weapon on certain surfaces. I tested this briefly, but I think this new feature will work better in standard multiplayer or big games. Gunfight rounds are short and often aggressive, so it does not make sense to waste time trying to assemble and post the gun.
My biggest complaint about the Gunfight alpha is that there are almost no step audio data. This can really be a problem on such small cards. Even with a really good headset, an adversary without an audio ad can flank you and literally run right behind you. I can sometimes hear enemies running up the stairs on King when I'm in a quiet 1-on-1 situation, but most of the time, the steps are inaudible. Thankfully, this problem has already been resolved. A tweet from Infinity Ward's senior communications manager states that the tone will be adjusted and the changes will be reflected in the upcoming beta.
Gunfight will probably also need some penalties for bad teammates who are raving games, and there must be a timer to turn off inactive players. I was fortunate to have duo partners all night, but there were a handful of opponents who had fallen into unfortunate 1-on-2 situations because their team-mate was MIA throughout the match.
A much smaller complaint is the dramatic appearance when you take damage. Blood splatters over your vision, which is often considered a damage indicator in Call of Duty games, but now your screen will also turn black and white. Of course, that's nothing that ruins the game for me, but it just seems to be a strange effect to add something in addition to the already bloody vision. It's just an unnecessary distraction.
I have some complaints from Modern Warfare has an extreme motion blur effect, but I would not know it because I disabled this setting before I even mine played first match. There are two motion blur settings that are enabled by default. So, if you're like me and you're getting a lot of exercise, you should disable it before playing.
Modern Warfare gives me the early alpha more positive than negative vibes for the multiplayer feel this fall. I had no technical issues and the gameplay was fast and addictive. I can not say how much I'll stay with Gunfight when the game is over on October 25, but that's a nice taste of what's to come! Early access beta for standard multiplayer starting at the September 12 is available on PlayStation 4. A crossplay early access beta will be available on PlayStation 4, Xbox One and PC starting September 19th.