![]() What’s missing is the constant time pressure of the diminishing circle, leaving this a much more freewheeling multiplayer experience-at least to begin with.Īt which point Outbreak buttons up, tightens its tie, and becomes a genuinely cooperative game. Outbreak, by contrast, successfully evokes Warzone’s sense of violent orienteering, asking you to regularly consult the map for the position of objectives and your teammates. While increasingly elaborate and enlivened by the odd wormhole, they remain classic COD maps-warrens of interconnected pathways rather than wide-open playgrounds. ![]() It’s a very different kind of playground than the usual Zombies level. There’s a recognisable rhythm to the way your squad moves from house to house in the Ural Mountains, listening for the telltale noise of a nearby loot crate-which no longer rattles like a malfunctioning fridge but rather giggles in the voice of a creepy child. It’s intended to woo Warzone players into paying for Cold War while it's free-to-play for a week, and it’s likely to be successful. Outbreak isn’t built to win over Save the World diehards, of course. As players casually one-shot zombies in twos or threes or trundle down dirt roads in Eastern European sedans, Outbreak occupies just enough of the brain to loosen tongues, facilitating easy conversation in ways a Zoom video chat does not. ![]() It has the same big, purple sky, and what I once fondly referred to as the ‘natter phase’-an early, undirected stage of the match where close coordination simply isn’t necessary. Call of Duty: Cold War's new Outbreak mode takes me right back to those weird months before Fortnite found its final form.
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