Warzone 2’s new sandbox extraction mode gives games a totally different feel from other extraction shooters I’ve played. DMZ is not like Escape From Tarkov, where other players are automatically enemies, or like Hunt: Showdown, where squads are even and everyone’s competing for one prize. It’s sort of like GTA Online over 30 minutes–whoever runs into you becomes an enemy.
As I learned an important DMZ rule, I realized that if a man is running straight towards you, fighting bare-handed with desperation in his eyes, he probably doesn’t want to be friends. When ol’ Burnt_Toast575 didn’t respond to my friendly messages, it should have been obvious that he was going for something else. He barely said “wanna team up” before landing three punches to my jaw and taking the shiny gun from me. Burny-T wasn’t looking for friends; he only wanted one thing: the gun I had.
Trying to play solo in an MMO is way too difficult. It’s hard to trust someone who says they’re “chill” when you’ve had bad experiences with random players in the past. I’m trying to be more intentional about who I squad with and DMZ seems pretty cliquish so far.
I’ve found that DMZ can be a great way for solo players to playing against their fears. So far the experience has been pretty intense and fun, like the part in every ’90s movie where the spiky-haired bullies shove you into an empty locker. You always have to stay on your toes and know when it’s time to hide – even if it means shutting yourself inside an abandoned house or something until the APC outside passes. Sneaking around is also a good way to survive a full round of DMZ as well.
Warzone 2’s new sandbox extraction mode gives games a totally different feel from other extraction shooters I’ve played. DMZ is not like Escape From Tarkov, where other players are automatically enemies, or like Hunt: Showdown, where squads are even and everyone’s competing for one prize. It’s sort of like GTA Online over 30 minutes–whoever runs into you becomes an enemy.
As I learned an important DMZ rule, I realized that if a man is running straight towards you, fighting bare-handed with desperation in his eyes, he probably doesn’t want to be friends. When ol’ Burnt_Toast575 didn’t respond to my friendly messages, it should have been obvious that he was going for something else. He barely said “wanna team up” before landing three punches to my jaw and taking the shiny gun from me. Burny-T wasn’t looking for friends; he only wanted one thing: the gun I had.
Trying to play solo in an MMO is way too difficult. It’s hard to trust someone who says they’re “chill” when you’ve had bad experiences with random players in the past. I’m trying to be more intentional about who I squad with and DMZ seems pretty cliquish so far.
I’ve found that DMZ can be a great way for solo players to playing against their fears. So far the experience has been pretty intense and fun, like the part in every ’90s movie where the spiky-haired bullies shove you into an empty locker. You always have to stay on your toes and know when it’s time to hide – even if it means shutting yourself inside an abandoned house or something until the APC outside passes. Sneaking around is also a good way to survive a full round of DMZ as well.
Right now, solo players are the toughest in hardcore mode. I think DMZ can be too easy with a team of four or more so I don’t mind this change. However, I’m starting to agree with the fans on Reddit who want a starter kit for solo players. Some people have suggested that solos get a self-revive kit at the beginning of every round.
One of the reasons I like DMZ is that it’s really easy to control. You’re not just dropped into a server with strangers – you can hit play and the game will automatically match you with teammates at least one or two. This can be cool if you happen to meet nice, cooperative players, but playing with randos fails to gel with DMZ’s one main progress track: faction missions. These are disconnected, chore-like tasks that you sign up for before the match.
This reviewer felt that the missions he had been getting were too simple and not fulfilling enough. He might be able to do them with friends, but there’s a risk of random players not cooperating.
In the first few weeks of Warzone DMZ, I found that there wasn’t much structure—or much in the way of rewards. But the possibilities felt very vast. If Infinity Ward or Raven Software commits to expanding this exciting new piece of CoD canon, Al Mazrah could have side missions, boss battles, or even social areas.
Ultimately, I’d love to see AI enemies who are smarter. They would avoid shooting you through smoke clouds magically, or being too aggressive and giving themselves away during stealth gameplay.