Skip to main content

Call of Duty: Vanguard’s messy alpha has me worried about the future

Over the weekend of August 27, Activision and Sledgehammer Games released a limited-time alpha for the upcoming Call of Duty: Vanguard. It featured the debut of a new online mode called Champion Hill — a fresh take on an elimination-style competition.

While the mode itself showed promise, numerous gameplay design decisions point to a troublesome product overall and make me worried for the full release. It’s possible many of its issues will be addressed once the full game launches, while others will probably get swept under the rug.

Champion Hill shows promise

Promotional art for Call of Duty: Vanguard alpha.
Image used with permission by copyright holder

Before diving into the plethora of issues this alpha had, I want to acknowledge just how creative of a premise Champion Hill is. In it, eight teams of two start off with 12 lives and are paired against one another individually. The final release will feature teams of three, as well as solo competitions. In somewhat of a round-robin approach, teams are whittled away as eliminate one another in short, fast-paced deathmatches. Within each round, players are thrown into small maps to compete head-to-head with another squad in a fight to the death.

Holding everything together is an in-game economy that allows players to spend cash on killstreaks, perks, equipment, and weapons. Cash is found littered throughout each map and is rewarded upon the conclusion of a round. This is a unique approach that borrows elements from Warzone, while stripping away much of what makes the battle royale so complicated. It’s easy to understand, while still offering enough strategy to make each match enticing to play.

The mode certainly has its problems, like the inability to use streaks at will. Instead, they automatically activate at the start of the next round, which removes the agency and strategy of using a streak. Overall, however, Champion Hill is shaping up to be a strong mode that can be made even better with a few tweaks here and there.

The main problem is that terrible design decisions could threaten the full game.

Forest for the trees

Promotional art of squad in Call of Duty: Vanguard.
Image used with permission by copyright holder

Right off the bat, the game’s most noticeable issue has to do with its visuals. Specifically, the artistic design of a game that takes place during World War II is, unsurprisingly, dark and muddy, which works well from an immersion perspective. During an online competition, however, the muddy color palette makes it difficult to distinguish opponents from the environment around them. In fact, there were numerous situations in which we’d simply look for the red name tag that appears above the heads of other players to determine their location. Since this is a fundamental artistic design decision, it’s tough to imagine it will change much in the final release, which is a shame.

I would often be gunned down by an opponent without knowing where they were until we’d watch the killcam — only to discover they were straight in front of us, disguised by their surroundings. While this is certainly realistic, it makes the game less fun.

Audiophile’s nightmare

Coupled with the terrible visual issues, Vanguard has even more problems with its audio design. Granted, this is far more likely to be fixed in the final build, but the overabundance of issues is still concerning. Competitive Call of Duty players often rely on audio cues to make split-second gameplay decisions. For instance, it’s a good idea to turn around when players hear an enemy approaching from behind. The problem with Vanguard so far is that enemy footsteps were often masked by the sound of gunfire going on elsewhere, outside of the map itself.

In Call of Duty, it’s common to hear gunfire from outside of the match as a way to set the tone, adding more immersion, but in the Vanguard alpha, all of the surrounding sounds are so loud that it’s near impossible to hear enemy footsteps. Since audio cues are such a major aspect of the Call of Duty experience, it was jarring to get taken out by an enemy who should have been easy to hear. In the final build, we’d expect to be able to hear a variety of sounds in the distance, but they shouldn’t be so loud that enemy footsteps are indistinguishable — especially when they’re nearby.

The minimap is practically useless

Armored soldier in Call of Duty: Vanguard.
Image used with permission by copyright holder

Traditionally in Call of Duty, players firing unsuppressed weapons would appear as a red dot on the minimap. This is a feature that has appeared in many other games and is quite standard at this point. It’s great because it makes it easy to find opponents and keeps up the pacing of a match. However, Vanguard is running on the same engine as 2019’s Modern Warfare, which utilizes a significantly different minimap system. Instead, players only appear as a red dot on the compass toward the top of the HUD, which is far less precise than the minimap. They don’t show up on the minimap when firing an unsuppressed weapon. The only time players appear is when a Spy Plane is used, which might not happen often during any given match. Ultimately, this makes it difficult to tell where enemies are, especially since the audio and visuals were lacking in the alpha.

It was a constant battle of trying to wade through the drab structures while being overpowered by the sounds of explosives and gunfire from afar, coupled with the inability to tell where enemies were. Many matches consisted of us haphazardly running around the map with no rhyme or reason, which left a lot up to chance. This was even more frustrating than you might expect since the spawns were so bad. Enemies would frequently spawn behind us, leading to an unfair elimination. The spawn issue has been addressed, fortunately.

Looking ahead

The Vanguard alpha actually had way more wrong with it than we have covered above, but thankfully, Sledgehammer Games has acknowledged these criticisms. Sledgehammer took to Twitter to highlight many of the most prominent points of feedback, including visibility when damaged and spawn tuning.

Issues we’re addressing include:

– Visibility when damaged
– Spawn tuning
– Map visibility
– Audio mix tuning
– Name plate visibility issues
– Aim assist through destructible walls

— Sledgehammer Games (@SHGames) August 28, 2021

The company also acknowledged audio mix tuning, which could be in line with our feedback about being unable to hear enemy footsteps, but that is unclear. It was an alpha, so issues are expected, but oddly enough, hardly any of them were glitches or bugs. They all seemed to be design oversights that significantly impacted the overall enjoyment of the game. Individually, these problems might not amount to much, but overall, we’re worried about Vanguard.

Call of Duty: Vanguard launches on November 5 for PS4, PS5, Xbox One, Xbox Series X/S, and PC.

Editors' Recommendations

Joseph Yaden
Joseph Yaden is a freelance journalist who covers Nintendo, shooters, and horror games. He mostly covers game guides for…
Call of Duty: Modern Warfare III trailer teases a No Russian reimagining
No Russian's reimagining in Call of Duty: Modern Warfare III

Activision Blizzard has fully pulled back the curtain on Call of Duty: Modern Warfare III following an in-game event in its predecessor. This came alongside new gameplay that concludes by teasing a rebooted version of the series' infamous No Russian mission.
The gameplay trailer focuses on the campaign missions, which got a lot more detail in a post on the game's website. It affirms that the game follows Task Force 141 as they take on Vladimir Makarov and will feature some "Open Combat Missions" that give players multiple ways to complete objectives. The gameplay seems to mainly feature a stealthy run to one of these levels. Of course, the trailer's most shocking moment comes at the end.
Gameplay Reveal Trailer | Call of Duty: Modern Warfare III
We see Makarov text someone "No Russian," before they pull out a gun on a crowded plane. If you don't remember, No Russian was one of the original Modern Warfare II's most infamous missions, as it had players partake in a mass shooting terrorist attack at an airport with Russians. The level has influenced the tone of this rebooted Modern Warfare series, and it now looks like Modern Warfare III is set to reimagine this mission in some way, following up the Modern Warfare II post-credit scene that referenced it.

While the trailer focused on the campaign mainly, that post confirmed a lot of new info on multiplayer and Modern Warfare Zombies too. Its multiplayer features all 16 launch maps from 2009's Modern Warfare II, two larger Battle maps for Ground War and Invasion, and an even bigger War map for the return of the War Mode introduced in Call of Duty: WWII. Map voting returns, so you can have a say in where you want to play a match.  Finally, Activision says Modern Warfare Zombies takes place in a new open world where players will fight Dark Aether Zombies, complete missions, and incorporate Extraction game elements. 
Call of Duty: Modern Warfare III launches on PC, PlayStation 4, PS5, Xbox One, and Xbox Series X/S on November 10.

Read more
Activision teases Call of Duty: Modern Warfare III’s biggest improvements
The official logo for Call of Duty: Modern Warfare III.

Activision has just teased lots of new details about Call of Duty: Modern Warfare III, which launches this November. That includes the fact that the game will contain a Zombies mode, more open-ended campaign missions, and introduce a new "Call of Duty HQ" that will serve as a hub for all future Call of Duty games.

These details were all revealed in a new blog post posted on the series' website ahead of the in-game event that will give us our first in-depth look at Modern Warfare II. In it, Activision clears up a lot of rumors about the game to try and show that Modern Warfare III is still an "incredible, premium annual game experience across Campaign, Multiplayer and Co-operative modes" despite reportedly starting development as a Call of Duty: Modern Warfare II expansion.
Some of the features listed we already knew about, like the fact that this year's campaign features Makarov as a villain and that players can carry over their progression and inventory from Modern Warfare II. Others are new, though, like the fact that the campaign will feature new "Open Combat" missions. That seems to imply that Modern Warfare III's campaign levels will offer more freedom than is typical in a Call of Duty level. When it comes to multiplayer, the post states that players can expect new combat vest, perk, tac-stance movement, and after-market parts systems in addition to some Riochet Anti-Cheat Improvements.
More importantly, it's finally officially confirmed that this year's game will feature a Zombies mode. Titled Modern Warfare Zombies, Activision calls it the "largest Zombies offering to date." Finally, Activision made it clear that it plans on keeping all Call of Duty content closely bundled together going forward. After Modern Warfare III launches, Call of Duty HQ will be introduced and serve as "one access point for your future Call of Duty content."
While there aren't many specifics on all of these things, we at least now have a broader picture of what to expect from Call of Duty: Modern Warfare III when it launches on November 10.

Read more
These 6 Call of Duty: Warzone Season 5 changes are a step in the right direction
Main character of Warzone Season 5.

The recent Call of Duty: Warzone Season 5 update included a slew of great changes, many of which were highly requested features. While the game still needs a bit of work, the changes introduced during Season 5 are certainly a step in the right direction.

There are a lot of little Season 5 changes to dig into. Some are subtle, but each one is doing its part to fix up the base game, which still struggles to reach the heights of its predecessor. From movement tweaks to perk changes, these are some of the best and most impactful changes introduced during Warzone Season 5.
Movement speed adjustments

Read more