![]() ![]() This means you can out-maneuver your opponents if you become outnumbered, using the buildings and terrain to your advantage. Here, you’ll find labyrinthian corridors with plenty of indoor and outdoor areas, lots of cover, and numerous ways to get around. So far, our favorite area for close-quarters is Town, which is found on the west side of the map. That isn’t to say that long-range engagements are obsolete, but the map truly feels built for close to medium-range firefights, which keeps the pacing at an all-time high. On Fortune’s Keep, this almost never happens, as there’s typically plenty of cover around to keep you safe. Sure, Warzone has offered plenty of close-quarters battles in the past, but many previous maps have often felt too wide open, leading to you getting sniped by an onlooker who happened to be staring in your direction as you made the trek through an empty field. The action never lets up on Fortune’s Keep. Plenty of cover can be found throughout, and you’ll never find yourself at a dead-end, especially if you go up to the rooftops. The Keep is one of the best examples of design excellence, featuring numerous paths that always leave you with a way out, even if you’re outnumbered. But it doesn’t stop there: There’s a major subsection of the map that takes place underground, with caves and water available to keep things interesting. Doing so is a high-risk/high-reward maneuver, but if you’re fast, you can safely pull off eliminations before jumping back down to safety. Much of the map is designed with verticality in mind, giving you plenty of different ways to get up to a building or vantage point. This means players who know their way around the map are rewarded, while others who like to sit and wait for enemies to funnel into their crosshairs might not be so fortunate.īut your escape routes aren’t restricted to left, right, forward, or back. The map feels simultaneously wide open and condensed, with almost every main area offering multiple avenues to get in and out. On Fortune’s Keep, this doesn’t happen nearly as often. ![]() This meant that you’d often get eliminated because of being restricted to one particular path, forcing you to choose between an untimely demise to the gas or to your opponents. Activisionĭue to the design of Verdansk, Rebirth Island, and Caldera, there were often only a few available routes to get in and out of any given situation. Fighting at the new Keep hub is a thrill beyond anything we’ve experienced on Caldera. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |