Call Of Duty WWII: The War Machine DLC Review


Fresh maps and lots of zombies: The second, paid DLC package “The War Machine” provides neat content for “Call of Duty WW2”, but is it worth the purchase?

When Call of Duty WWII was released in November 2017, It had a successful action gameplay and ample scope away from the relatively short held campaign.

But since then, the game changed every month. The developers worked closely with their community and provided regular patches, but also free additional maps. The support from Sledgehammer Games is absolutely exemplary.

With The War Machine, the second chargeable DLC additional package has been available for a short time.


But before we go into the contents of “The War Machine”, we also have to talk about the current patch 1.13 to “Call of Duty WW2”. The nearly 5 GigaByte large data bundle brings with it many important changes and provides for a partly drastically changed feeling.

The most important innovation concerns the sprints. Your soldier no longer has to take breaks, but simply runs. This guarantees – despite slightly reduced tempo – floatier matches. Once you are shot down, you will return to the fights faster and overall the battles will be faster.

Sledgehammer makes some adjustments to the divisions and classes. For example, you can easily reduce the damage caused by grenades while at the same time making add-ons that are previously tailored to specific classes, such as the bayonet, accessible to all classes. Of course, you have to unlock these talents first, but “Call of Duty WW2” offers much more options when equipping the classes and thus invites you to experiment.


The flesh of “The War Machine” is undoubtedly the four fresh multiplayer cards. These could hardly be more different. The good news in advance: none of the maps disappointed and still there are smaller, qualitative differences.

Our personal favorite is “Dunkirk”. As the name suggests, it plays in the French coastal town of Dunkirk. The level adheres to old “Call of Duty” virtues and has three areas with the beach, the sidewalk in front of it and the houses in which you play with other players. The structure is clear and clear and who have already played other Call of Duty maps will feel at home very quickly and safely. Only a few unfortunate respawn points disturb and occasionally cause frustration.

By contrast, “Egypt” is much more complex. This map, based in Giza, relies on a hard change of bright exterior and dark temples. Occasionally the narrow tunnels even feel like a labyrinth. “Egypt” is currently suitable for shotgun shooters and melee, a sniper will get problems here. The map proves to be a solid map and offers the usual fast fire changes.

The same applies to “V2”, which, however, offers more variety in terms of map design and includes, for example, a tower for snipers.

Operation Husky brings some innovations to war mode, not all of which are truly outstanding. First, the use actually stealth claim: The Allies are supposed to steal information in the dark. But as “Call of Duty” is, sneaking away quickly turns into pure action.

This is followed for the first time by a somewhat unhappy air battle. It does not really fit into the overall concept of the map and thus acts as a foreign body. So “Operation Husky” is quite moody but does not seem to be as unified as previous cards.

Written by Mickey Bucks


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