Warzone 2 DMZ imagines a world where Call of Duty soldiers mostly just mind their own business.
has a totally different vibe than other extraction shooters I've played. DMZ is not like Escape From Tarkov, where other players are automatically enemies, or like Hunt: Showdown, where squad sizes are even and everyone's competing for one prize. It's sort of a micro MMO like GTA Online played in 30-minute chunks, where players roam a big map, usually traveling in different directions and mostly minding their own business until someone gets in their way.
My solo DMZ experience has so far been the part in every '90s movie where a band of spiky-haired bullies roll up on an unsuspecting nerd and stuff him in a locker. That's not to say the imbalance is unfun: it can be a thrill to hole up in an empty house until the roving APC outside passes. In fact, stealth has been an invaluable tactic for surviving a full round of DMZ.Surprisingly, actual players have been the least of my problems during solo ventures into Al Mazrah.
The AI are so ruthless and deal so much damage that I can't help but think DMZ was balanced exclusively around teamplay. As a solo player with only one default armor slot, it's easy to die after less than two seconds of sustained damage. If you're in a squad this isn't a big deal, because even completely dead squadmates can be revived once the fight is over.
To be fair, I could stick with teammates from the start. By default, the game matches you with at least one or two other players. This can be cool if you happen to match with nice, cooperative strangers, but playing with randos doesn't really gel with DMZ's one main progression track: faction missions. These are disconnected, chore-like tasks that you sign up for before the match, like destroying a certain number of vehicles or capturing a stronghold.
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