Warming up to Vanguard's latest multiplayer experience hasn't been the easiest of tasks. There are some things the game does not initially explain which are crucial to having a more enjoyable time. Though there are plenty of familiar aspects to it, and some slightly enhanced features this latest Call of Duty is a beast all unto itself. Some players will swear up and down that it's the worst game in the series while others might tell you it's alright. In my opinion it makes running and gunning doable again, and camping less of an issue.
With multiplayer the menu format is almost a carbon copy of the Cold War layout. Minus the new modes of play, new gun loadouts, perks, field upgrades, and lobby size settings. Returning to the laundry list of game modes are TDM, Kill Confirmed, Domination, and Free-For-All. New to the mix are Patrol, and Champion Hill Duos/Trios. Patrol is basically a moving capture point mode where players have to patrol, and secure a moving capture zone. Champion Hill, as seen in the Beta, is more of an arena style experience with small teams, and a set elimination quota. The modes come with 16 standard multiplayer maps, and 4 large/small scale maps. Das Haus, for example, being the Nuketown of Vanguard. That's 20 maps that cycle through during each matchmaking session, and are available from purchase. No doubt more to come with time. The maps, for the most part, are designed with verticality in mind, as well as light destructible barriers in the form of windows or walls. They also include many flanking and cover points. To win in most situations you have to remain on the move at all times, and not tarry too long in one spot. The tracking perk, in particular, makes hiding or camping less doable this time around.
In regards to the new loadouts, guns return in basic types. Both primary and secondary. There's AR's, SMGs, Tactical Rifles, Sniper Rifles, Shotguns, and LMGs. Melee options return for secondary as do pistols, and launchers. The primary weapons each come with 10 unlockable, and applicable parts. These parts include handles, ammo, grips, sights, barrels, stocks, magazines, proficiency, and melee ... among other things. With the proficiency, and melee add-ons being newer additions to the loadout formula. You can attach one of each of the 10 parts to the primary gun. Thus making it as OP as you wish. That being said gun parts come with their pros and cons once again making a proper balancing effort a must for the most efficient loadouts. Alongside the primaries, secondaries also get their plentiful supply of parts.
Perks, and Field Upgrades return alongside gun options as a part of the overall loadout. These have changed to suit the WWII theme, and will work in a similar fashion as to the Cold War experience. You can equip 3 perks, and one field upgrade. Perks are expanded upon in Vanguard, and replace some of the more tech savvy bonuses in Cold War. You'll find perks to keep you off radar, to silence your approach, and perks geared towards defense as well as offense. The Killstreaks, which return from previous Call of duty games, include things such as attack dogs, or the Flamenaut. There's even a WWII themed spy plane that is truly OP in that it's difficult to spot or takedown. Lethals, and Tacticals are there as well. S-Mines replacing the bouncing betties, and claymores in the lethal listing while stun grenades, and smoke grenades are some of the tactical options.
When it comes to lobby settings, and mode matchmaking there is a distinctly different setting unique to Vanguard. It is an option that changes the pacing of gameplay. There are four options in total including All, Tactical, Assault, and Blitz. Each growing the size of teams progressively in that order, and changing up spawns. For traditional experience I'd strongly suggest selecting Tactical over the others. Blitz, on the other hand, seems to be the problem part for most players as the pacing, and spawns are intense, and seemingly unfair. I will say that I missed this feature the first few playthroughs, and having it set to All by default was infuriating. Enough to give a bad first impression. Once I set it to Tactical though it was a fun run & gun experience.
Lastly, let's talk about Operators and the Barracks. Operators in Vanguard come locked from the start. To unlock them you must complete a challenge centered around gun and melee play. Once unlocked you can level up the operator by completing operator specific challenges. In addition to that by getting all operators to a certain level you can unlock skins much as you would with gun camo. Operators all come with their own cinematic story intro upon unlocking. Ultimately fleshing them out. Keep in mind that the developer definitely went full blown with the diversity and inclusivity checklist this time around. Also worth noting is the addition of character quips (spoken quotes on a list of actions), finishing moves as well as end match MVP action sequences. Things that borrow from games like Apex Legends. If you make the end match MVP top 3 you will essentially compete for player votes based on different deciding factors. Things like E/D (Eliminations/Deaths), closest time near enemies, and most multi-kills factor into MVP status. Voting also acts as an XP reward with +25 XP per given vote.
Returning along with these operators, and operator options comes the Barracks system. This is your ID HQ where you can add a clan tag, a banner, and an emblem. That, a title and a banner border. These bits and baubles are unlocked much as they were in Cold War by completing challenges under various feat headers. All located in the Barracks HQ. Unlocking all banners in one feat group will of course unlock that animated banner. This extends beyond multiplayer, and into zombies. Likely with seasonal banners to be added in. Currently the game is in pre-season with Cold War and MW2019's season pass still ongoing. The season pass progression in Vanguard is universal with the previous two Call of Duty games.
The Verdict ...
As of this review I'm having a good time with the Vanguard multiplayer. It feels different finally being able to run around, and enjoy the map. The gunplay also seems mostly fair, but there are some instances where players will ruin it through lagswitching, DDoS'ing, and cheating. Cheating has unfortunately become as bad as it was in Cold War, and the anti-cheat seems to do nothing much at all. Thankfully there is a player report option that cheaters cannot avoid. In Cold War this was a big issue as player names would not show up. Removing any chance you had at reporting the cheater. Overall it's an alright game experience though, but do go in realizing it is cheater compromised.
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