【Super Virgin (2012)】
There's one thing you're going to hear over and Super Virgin (2012)over in relation to Call of Duty: WWII's multiplayer experience: "Boots on the ground."
The four-word catchphrase refers to the way WWIIstrips out the modern contrivances of more recent games -- such as booster packs and exoskeletons -- in favor of more traditional close combat. It amounts to a simplification: everyone will have an easier time getting a handle on Call of Duty multiplayer in WWII.
SEE ALSO: The painstaking process behind making strategy guides, from the guy who’s spent his life doing itSledgehammer Games focused primarily on the game's story mode in its April 26 reveal, but we did pick up a few facts about how PvP action will factor in.
Headquarters is one of the most intriguing ideas in the new multiplayer. It sounds like Sledgehammer will introduce a new online social space, something Call of Dutyhasn't ever seen before. It reminds me of Destiny's Tower, though studio co-founder Michael Condrey pointed instead to another popular game during a recent interview.
"We know that gamers today want a place to be social. You can see that in many different types of games. To me, some of the high water marks for that experience is the cities in World of Warcraft," Condrey said.

The goal is to give Call of Dutyfans "new ways to engage ... and do interesting things" outside of the more familiar battle arenas.
"I will always remember that first time I went to Orgrimmar in World of Warcraftand it was just filled with activity and people, and that community was really powerful," Condrey added.
In many ways, Headquarters is an obvious next step for Sledgehammer. The studio's first Call of Dutyeffort -- 2011's Modern Warfare 3, co-developed with Infinity Ward -- introduced the "Call of Duty Elite" social network. Then, the studio's solo 2014 game,Advanced Warfare, let players actually see and customize their PvP soldier.
"It's really been a six-year evolution for us," Condrey said. "We introduced the virtual lobby in [Advanced Warfare] to get you your first true attachment to your Call of Dutyavatar. Prior to that, you really didn't have any representation of yourself."
Headquarters carries that avatar into a playable virtual space where you can run around and meet up with other players -- though to what end remains unclear.
"Headquarters for us is a way to bring the community back together and allow them to socialize and recognize [each other's achievements] and be rewarded," Condrey said. "[It's] your 'off the front line' experience as a community."
There are other new elements in WWIImultiplayer as well. Divisions offers a re-thinking of Create-A-Class, which in the past allowed players to tailor their loadouts around whatever weapons, tools, and ability-enhancing Perks they desired. The details aren't entirely clear, but now you're selecting a particular specialty, such as infantry, armored, or airborne.
Of course, that doesn't exactly line up with Call of Dutymultiplayer as most know it. The series has brought player-controlled vehicles into PvP before, but the maps are generally too small -- by design -- for that sort of battlefield sprawl. Assuming that's not changing: what are the benefits of, say, choosing the airborne division when you don't have fighter planes to hop into?

Perhaps we'll find the answer to that question in War, another new PvP wrinkle in WWII. Built around "narrative-driven gameplay that expands the multiplayer universe as we know it," it sounds like the mode intentionally tips what has traditionally been an even balance between PvP teams.
The example we're given is the D-Day assault of Normandy beaches in France. In that scenario, Axis forces defend their fixed position with superior firepower while Allied forces rely on their numbers to overwhelm.
More details on War, Divisions, Headquarters, and other multiplayer features in Call of Duty: WWIIwill have to wait. Sledgehammer is holding back any specifics until E3 in June.
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