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First up was Call of Duty staple, Team Deathmatch. Stop paying attention even for a moment, and you could miss your chance to take out an enemy before they put those first few crucial rounds into your armor.ĭuring our hands-on time with Infinite Warfare, we played several modes of the upcoming game. Though we were only able to play a handful of maps during the event, you could get a sense of lane design, and while the action occasionally occurred in hotspots, most of the time enemies were where you least expected them, and a common motif permeated the game: every second matters.
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These playspaces were designed with four pillars in mind: there’s a fast time to combat, lanes force head-to-head engagements, there are never-before-seen environments the first time you play each map, and layouts are varied in their design. Lead Multiplayer Designer Joe Cecot stated that the core vision for Infinite Warfare focused on the “Player” and the “Playspace.” Levels tend to be lane-based, though these lanes are usually not as obvious as in a MOBA game.
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