IGN has an in-depth, hands on review of MW2's new multiplayer. This is some extensive info about the game instead of purely just screenshots and videos. Obviously, with all of the info coming out of the MW2 event, a lot of this will be repeat news for some, but it is still good to hear a game described after being played instead of purely basing a game off visuals and a couple of comments here and there. Read a snippet of the hands-on review below:
Read the full article here.
What's your opinion after reading this? Do you agree with this writer, disagree? Obviously, we have not had hands-on gameplay to judge ourselves, so our decision would purely be based off what we know so fare concerning MW2. And that knowledge continues to grow with all of the community members pumping out MW2 info from the event.
Multiplayer Hands-on: Part 1 – First Impressions
As a self admitted Call of Duty junkie – I'm going to classes, and I'm using the steps – I was eager to jump in and give the new multiplayer in Modern Warfare 2 a serious run through the paces. Not a hands-on "dabble" with the game; a real runthrough. Thus far I've had a chance to play three matches, each of which were different, and experimented with three different class sets. The beta we're currently on is totally locked out at the beginning, starting with each player at level one, and resetting every time a 20 minute interval is up. Needless to say, that limits the amount of guns I've had a chance to use, but it also keeps the playing field even.
The first major note I can make on the game is that, as expected, it's pretty unchanged in the gameplay department from the previous Modern Warfare. IW knew it had a hit on its hands in the first game, and as such Modern Warfare 2 feels like a true Modern Warfare experience. The team sizes are set at nine on nine, the levels are a mix of indoors, outdoors, and varied height, and yeah, there are still sections of the game when you're totally confused as to why you died. It happens.
I'll kick it off with the guns, starting with the weapons themselves. The beta includes a huge range of weaponry, with the list comprised of the M4, FAMAS, SCAR-H (which is a mix of AK-47 and M4), Tar-21, the MP5K, UMP45, a submachine gun called the Vector (similar to the original MP5, but with a faster firing speed), the aforementioned light machine guns, and sidearms. The SCAR was a blast to play with, and the iron sights were easy to use from even mid to long range. Speaking of long range, kills from a farther distance earn you extra challenges, as do double and triple kills and headshots. Not bad. Oh, and the P90 wasn't playable, but it's in the list, and in the first half of submachine guns you unlock.
Where things really get interesting, however, is in the new gun-based attachments. Modern Warfare had things like doubletap as a perk. This time around, gun attachments include modifications like those as well, so you've got silencers, the ACOG scope, red dot, grips, heartbeat scanners, improved speed, and high-cap magazines. With the new Bling perk you can have two attachments at a time as well, so increased firing speed and a larger mag is entirely viable. These don't take the place of any perks either (minus the Bling one), so tweaking weapons is now deeper than ever.
As a self admitted Call of Duty junkie – I'm going to classes, and I'm using the steps – I was eager to jump in and give the new multiplayer in Modern Warfare 2 a serious run through the paces. Not a hands-on "dabble" with the game; a real runthrough. Thus far I've had a chance to play three matches, each of which were different, and experimented with three different class sets. The beta we're currently on is totally locked out at the beginning, starting with each player at level one, and resetting every time a 20 minute interval is up. Needless to say, that limits the amount of guns I've had a chance to use, but it also keeps the playing field even.
The first major note I can make on the game is that, as expected, it's pretty unchanged in the gameplay department from the previous Modern Warfare. IW knew it had a hit on its hands in the first game, and as such Modern Warfare 2 feels like a true Modern Warfare experience. The team sizes are set at nine on nine, the levels are a mix of indoors, outdoors, and varied height, and yeah, there are still sections of the game when you're totally confused as to why you died. It happens.
I'll kick it off with the guns, starting with the weapons themselves. The beta includes a huge range of weaponry, with the list comprised of the M4, FAMAS, SCAR-H (which is a mix of AK-47 and M4), Tar-21, the MP5K, UMP45, a submachine gun called the Vector (similar to the original MP5, but with a faster firing speed), the aforementioned light machine guns, and sidearms. The SCAR was a blast to play with, and the iron sights were easy to use from even mid to long range. Speaking of long range, kills from a farther distance earn you extra challenges, as do double and triple kills and headshots. Not bad. Oh, and the P90 wasn't playable, but it's in the list, and in the first half of submachine guns you unlock.
Where things really get interesting, however, is in the new gun-based attachments. Modern Warfare had things like doubletap as a perk. This time around, gun attachments include modifications like those as well, so you've got silencers, the ACOG scope, red dot, grips, heartbeat scanners, improved speed, and high-cap magazines. With the new Bling perk you can have two attachments at a time as well, so increased firing speed and a larger mag is entirely viable. These don't take the place of any perks either (minus the Bling one), so tweaking weapons is now deeper than ever.
Read the full article here.
What's your opinion after reading this? Do you agree with this writer, disagree? Obviously, we have not had hands-on gameplay to judge ourselves, so our decision would purely be based off what we know so fare concerning MW2. And that knowledge continues to grow with all of the community members pumping out MW2 info from the event.

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