Call of Duty: Modern Warfare II’s massive Open Beta testing provided a comprehensive first look into the innovative multiplayer features of the upcoming multiplayer FPS game from Infinity Ward.
Here’s a deep dive into the improvements. These surely will get players well acquainted ahead of the launch on October 28, 2022.
Swimming and Aquatic Combat
One of the most significant improvements in Modern Warfare II is how the water-based combat has received technological advancements.
Action now happens above, on, and in water. The water physics captures the currents and rapids in rivers and large waves in oceans; the water conditions may vary from clean, murky, to even polluted with debris. As for vehicles, they can be driven into or on top of water.
These updates allow players to work around the water and use them as an escape or include them in their strategy.
Mantle and Ledge Hang Movements
Modern Warfare II is building on the introduction of Tactical Sprint and Mounting from Modern Warfare three years ago.
Now, characters can Slide or Dive to the floor, depending on running speed. The new Dive occurs from a Tactical Sprint into a Crouch.
The Ledge Hang aids in vertical maneuvering as a natural progression from Climb or Mantle. Developers are also exploring the possibility of being able to pull up a pistol from a Ledge Hang.
For now, you can now Ledge Hang and Mantle out of a parachute descent.
Vehicle Interactivity and Destructibility
For this aspect, Infinity Ward focused on more dynamic destruction and action-oriented maneuvers, particularly on the new vehicles.
Among new moves that one can be capable of executing are:
- Leaning out of vehicle windows and shooting (both driver and passenger)
- Mantling onto vehicle roof
- Destroying vehicle sections (bumpers, doors using RPG or high-powered rifle)
- Blowing out tires to slow down vehicles
- Employ multiple ground, air, and water vehicles, depending on the game mode and map
The roster of all-new vehicles includes nine land-based ones, such as hatchback cars, SUVs, cargo trucks, and heavy tanks. Players may also take the Light Helo and Heavy Chopper airborne, or the Rigid Inflatable Boat and Armored Patrol Boat in the waters.
Tacticals, Lethals, Field Upgrades, Perks
More unique options have also been introduced to Tactical Equipment and Field Upgrades:
- Tactical Camera (field upgrade): Can be thrown at a surface to activate a small camera and tripod to monitor the area, to be accessible by anyone on your team
- Shock Stick (equipment): Depending on its environment, the Shock Stick sends out a burst of electricity that can harm opponents and destroy equipment or vehicles
- Drill Charge (equipment): An even more lethal piece that can be thrown, the Drill Charge bores a hole and then launches a grenade for splash damage when lobbed towards a building
- DDoS (field upgrade): This attack lets you know if there are equipment or vehicles in the periphery for you to deactivate them and disrupt enemy sensors
- Inflatable Decoy (field upgrade): A dummy that rapidly inflates after throwing that doesn’t only fool enemies but also acts as a proximity mine
Aside from these, Perk Packages which consist of two base plus a Bonus and Ultimate which are earned during a multiplayer match at the 4- and 8- minute marks in non-round based modes may be utilized.
Gunsmith: Weapons Platforms
With Modern Warfare II, Gunsmith weapon customization also receives enhancements. Unlike in the preceding Modern Warfare where every weapon is a separate family within Gunsmith, weapons are now grouped into “Platforms” for more control over the weaponry brought into matches.
Here’s how it works:
- Rank up to receive base Weapons Platform
- First weapon unlocked on a Platform is known by its Receiver, a core of the weapon that determines its primary use and strengths
- Unlock more Receivers as you progress to access additional weapons within a Platform
- Change a receiver and alter a weapon. It’s considered a “new” weapon when building a loadout but still stays within the same Platform
For example, the Open Beta Weapons Platform for the M4 unlocks the base M4 AR, as well as four Receivers. The additional M4 receivers will be unlocked later on. These are the M16, 556 Icarus LMG, FTac Racon Battle Rifle, and FSS Hurricane SMG.
Change the Receiver and you’ll build a weapon with different capabilities, like an AR, LMG, Battle Rifle, or SMG.
Players can also augment weapons via two pools of attachments, the Weapons Platform Attachments and Universal Attachments.
In the Vault Edition of the game, the FJX Cinder Weapon Vault which is free to use is an entirely unlocked Weapons Platform – with every attachment unlocked and ready to use. This is the Ultimate Weapon Blueprint which allows for immediate customization.
New Maps, Modes, Third-Person Perspective
Lastly, a more refined design across MP maps and modes could also be seen particularly in the Battle Maps (up to 32v32) and Core Maps (6v6).
There are three new modes: Knockout Mode, Prisoner Rescue, and Invasion (Ground War).
Knockout Mode takes elements from the 2v2 Gunfight and the final circle action within Warzone. Here, players eliminate opposing forces or hold the package to win – without respawns.
In Prisoner Rescue, players will have to locate hostages and get them out alive while defending them. All Players may also switch to a third-person perspective across the multiplayer and specific modes.
Meanwhile, the chaotic Invasion mode is a mayhem deathmatch. It’s a mix of players and AI fighting alongside and against each other. It can be condensed to as simple as eliminate or be eliminated.
Additionally, Special Ops has been brought back, giving players even more exciting things to look forward to.
Players who pre-order the Modern Warfare II through the PlayStation store will receive an exclusive operator at launch: Hiro “Oni” Watanabe, who will be playable in both Modern Warfare II and Call of Duty: Warzone 2.0.
Gaming
Nintendo’s latest toy is Super Mario Wonder’s Talking Flower
It tells the time and jokes around randomly throughout the day.
Late in 2024, Nintendo announced the Alarmo, the quirkiest alarm clock we would’ve grabbed immediately if alarm clocks were still a big thing. Today, the company has announced its next clock-like toy: the Talking Flower from Super Mario Wonder.
To me, the Talking Flower was a welcome addition to the franchise’s burgeoning cast of characters. The occasionally appearing character delivered timely quips that broke the monotony of the level’s music or provided meaningful tips.
However, there is a good number of players who find the flower irritating and mute the character altogether. If you’re part of this group, then Nintendo’s latest clock isn’t for you.
The new Talking Flower doesn’t have its own clock display. It only has a speaker, but it can announce the hour “mostly accurately,” according to Nintendo.
It’s an odd product. The brand wants the flower to be glitchy. Besides being “mostly accurate” with the time, it can also randomly blurt out alerts in one of its handful of available languages, outside of what the user set.
Further, it can comment on the weather and play music. It can also say “words of encouragement and silly quips” randomly throughout the day. The Talking Flower certainly has the spirit of the character it’s modeled after.
As for input buttons, it only has a single button. One press makes it say something outside of its scheduled prompts. Holding the button for two seconds silences the thing.
The Talking Flower will ship out on March 12. It will sell for US$ 34.99.
SEE ALSO: This Nintendo Alarmo clock looks absolutely adorable
Gaming
You can now race as teams in Mario Kart World’s Knockout Tour
The free update is rolling out now.
Mario Kart World needs little to no improvements. The latest entry in the legendary racing franchise introduced players to the open-world format. Taking advantage of that new format, the game also has a unique new mode called the Knockout Tour. Today, Mario Kart World is getting a surprising-but-welcome update which adds a team option to the survival mode.
In stark contrast to Mario Kart’s usual gameplay, Knockout Tour introduces a battle royale element to the game. The mode strings together a series of races seamlessly leading from on to the next via the open-world format. Players are eliminated for placing at or near the bottom after every leg, eventually leading to a three-way race to finish first.
Prior to today’s announcement, players race for themselves. But now, via a free update, players can now compete in two teams of twelve, three teams of eight, or four teams of six. They must still survive individually, but points are now collated based on teams.
The number of points derives from finishing position. Finishing in P1, for example, will bag the player a total of 50 points for that leg. Meanwhile, eliminated players get only a single point. At the end of the entire tour, everyone’s points are tallied up, and the win is awarded to the team with the most points.
The new mode can be raced locally or online. If the pool lacks players to round out the teams, the game will provide AI opponents.
The update is rolling out now and is for free.
SEE ALSO: I played Mario Kart World and it was a full-throttle race to the finish
Gaming
Now playing: Final Fantasy VII Remake INTERGRADE on Switch 2
Final Fantasy VII Remake, handheld again
There are two ways I ended up playing Final Fantasy VII Remake Intergrade on the Switch 2: handheld, and docked. And in many ways, that split mirrors what this release is really about—flexibility, familiarity, and a little bit of re-learning.
Relearning muscle memory
Let’s get the small friction point out of the way first. Button prompts. Even after all this time, my brain still defaults to PlayStation glyphs. Triangle means something very specific to me in Final Fantasy VII Remake, and retraining that muscle memory on a Nintendo layout took a bit longer than expected. That’s not the game’s fault—it’s just the reality of revisiting something you’ve deeply internalized on another platform. And honestly, it’s something I’ll just have to get used to as more of these previously PlayStation-first titles land elsewhere.
Once that adjustment period passed, the bigger surprise came quickly—especially in handheld.
Midgar in the palm of your hand
Without even stacking it up against the PS4 or PS5 versions, the Switch 2 version already looks impressive on its own. In fact, it looks really good. There’s a moment of quiet disbelief when you realize you’re holding Midgar in your hands, running locally, and still retaining that sense of scale and atmosphere the remake is known for.
I’ve played Final Fantasy VII Rebirth on devices like the ROG Ally and Legion Go, and the feeling here is similar. Not in raw power comparisons, but in that same sense of admiration—Square Enix managing to package something this dense, cinematic, and emotionally loaded into a handheld experience without it feeling compromised at first glance. That same awe of seeing this classic reimagined is still intact, even on a smaller screen.
Living with 30fps
Performance-wise, the most noticeable limitation is the 30fps cap. It’s there, and anyone coming from a 60fps playthrough will notice it immediately. That said, it never felt like a dealbreaker to me.
Command inputs still land cleanly, combat remains responsive, and nothing about the experience felt sluggish. If you’re sensitive to frame rate shifts, this might take some adjustment. But in motion, and especially in handheld, it rarely pulls focus away from the game itself.
Streamlined progression, real relief
One feature that quietly made a big difference for me is the new Streamlined Progression option. Being able to start with maxed-out stats, unlimited resources, and reduced friction is a genuine quality-of-life win—especially for players who’ve already finished the game once and don’t necessarily want to grind their way through Midgar again.
It turns Intergrade into a smoother re-experience, letting you focus on the story beats and combat flow rather than progression systems you already know by heart.
The storage reality check
The less glamorous reality check comes with storage. At roughly 90GB, this is a heavy install, particularly if—like me—you lean heavily toward digital purchases. I had to delete three games just to make room.
If you have the option to go physical on Switch 2, that might be the more practical route, especially as more large-scale ports make their way onto the platform.
A familiar journey, made portable
Contextually, this release matters beyond just another port. Final Fantasy VII Remake Intergrade arriving on Switch 2 is part of Square Enix’s broader push to bring the entire remake trilogy to more platforms, with the final entry already in development.
It also reinforces Intergrade as the most accessible entry point into the series—bundling the main campaign with the Yuffie-led EPISODE INTERmission, and now offering features that lower the barrier for newcomers while respecting returning players’ time.
At US$39.99, it lands at a price that feels fair. Whether you’re completely new to Final Fantasy VII Remake or just want a portable version of a game you already love, this is an easy recommendation—storage caveats aside.
Overall, this is an impressive Switch 2 port. Not perfect, not trying to outmuscle the PS5 version, but confident in what it is. Seeing Final Fantasy VII Remake Intergrade run this well, this comfortably, on a handheld still feels a little surreal—and that alone makes it worth playing again.
If you’re looking for deeper technical breakdowns and direct comparisons with the PS4 and PS5 versions, Digital Foundry continues to do excellent work on that front. But as a lived-in experience, this one already earns its place on the Switch 2.
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