Call of Duty-World War II : Battle Of The Bulge [Mission 9] {Gameplay/Walkthrough}
Channel: theRedLad
Date: 2017-11-27

Call of Duty World War II
Mission 9 : Battle Of The Bulge
[No Commentary]

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IGN Review : The 1944 European setting definitely provides for an interesting Call of Duty experience. Taking a step away from a long stint of futuristic shooters – including last year’s far-future Infinite Warfare – this Call of Duty understandably loses a lot of the past games’ verticality and speed, but that’s not to say that combat is slow. It does require a bit more patience in identifying targets, more accurate shooting without the assistance of a variety of high-tech scopes and sights, and it tacks on a campaign exclusive health bar for Daniels that requires constant attention, but enemies still drop fast and I still needed to keep constantly moving to stay alive.

It’s refreshing: it felt good to be a little grounded, vulnerable, and have a less flashy HUD. But WW2 doesn’t leave you high and dry when it comes to equipment and options. Instead of relying on exosuits and drones for assistance to turn you into a one-man army, you depend on a squad to behave like an actual army. Daniels’ teammates each have an item ability – ammo, grenades, enemy callouts, artillery strikes, first aid kits – that charges up as you kill enemies, and they certainly pulled their weight as I called on them to resupply me in battle. It’s a tradeoff, as I found I had to stay close to them to redeem their perks, limiting my movement a bit. Overall, teamwork is a nice substitution for technology.
As I played, I was happily surprised to see that Daniels isn’t the only star of the campaign; though he’s a competent soldier, he’s not cut out for espionage, operating a tank, or piloting a fighter plane. Instead, WW2 set Daniels aside and even upstaged him as I played through other intriguing missions as even more interesting characters, whose nature I won’t spoil. Their varied tasks were a welcome change to Daniels’ cycle of clearing and capturing areas or destroying artillery.

That’s not to say the basic gunplay isn’t solid, as it typically is with Call of Duty, but the Daniels’ part in the war is a little more limited in terms of objectives and moment-to-moment gameplay. Though their appearances were fleeting, I appreciated the few diverse characters that highlighted the work of soldiers and resistance groups other than white American men in WW2.
They all use a similar set of tools, though, and the M1A1 Carbine was my best friend by the time I finished the campaign. Even without fancy sights or scopes, the rifles felt best in the predominantly medium to large firefight areas. Generally, though, WW2’s weaponry is effective but well-worn – this game isn’t rewriting history, so it’s pretty much all weaponry we’ve seen before in dozens of other games set in this period. The only gun I was in a hurry to drop is the default pistol, especially when I came across a rare rifle that had an attachable grenade launcher or shotgun with incendiary shells. Those were awesome.

Aside from mowing down Nazis with all manner of guns, Daniels is also charged with manning specialty weapons like rocket launchers and sniper rifles. Rockets are somewhat rare – and fun, as blowing things into smithereens is always satisfying – but the sniping was more of a chore than a treat. There’s nothing wrong with the guns themselves, but the cover fire tasks you’re assigned are often tedious. Clearing waves of enemies was fun at first, but as they just kept coming and I wasn’t allowed to leave my post to maneuver and change things up, I got a little tired of the job. It started to feel like work, and I couldn’t help but wonder why someone else wasn’t providing the cover fire for me so I could do the fun stuff of destroying mortars or fighting Nazis face to face.