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  • Call of Duty WWII Beta Review

    Call of Duty WWII Beta Review

    Call of Duty: WWII hosted it’s beta this labour day weekend (29th Sept - 2nd October). A modern adaptation of an old era, losing the sci-fi jetpacks and augmented bodies for.... Read More
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Call of Duty WWII Beta Review

Call of Duty: WWII hosted it’s beta this labour day weekend (29th Sept - 2nd October). A modern adaptation of an old era, losing the sci-fi jetpacks and augmented bodies for something more classical for the First-Person-Shooter Genre. WWII brings us back to the 1940s, a setting in which many of the older generation of gamers will find nostalgic due to the likes of Medal of Honor: Allied Assault, Battlefield 1942, and of course a game in the same series the original Call of Duty.

WWII takes us back to an era we have been to before but does it bring enough modern changes to win our affection again.



War Mode

I’m going to start by mentioning my favourite part of the beta by far and that is the new war mode. 6v6 intense action of attacking and defending 4 unique objectives in an endeavour to see which team is better. The beta only came with one map Operation Breakout and what a glorious map it was. The mode introduces easily identifiable zones in which players know they can enter, if they go outside of this zone the enemy gets a very distinct outline of the player immediately alerting the team to where they are, stopping those pesky flankers. Each objective offers different strategies and is unique from each other in many ways. For example the first objective in which the attackers goal is to raid a house to keep as a checkpoint on their assualt. Playing myself I found 3 strategies whilst attacking (coincidentally this aligned to 3 different divisions); the first as mountain IF the opponent decided they were going to defend from outside the house and step out into the courtyard taking cover behind sandbags and concrete to attack in close quarters. Using a sniper was a very effective way of clearing 2 or more enemies out and giving the rest of your team an opportunity to push. If the defenders opted to hold down inside the house infantry was more suited to peak enemies through the windows at medium to long range and deal some damage with grenades. And last the stalling technique as the airborne division, for which you rush through the demolishable wall of the house and camp out in the room, shotgun ready waiting for the enemy to investigate why the point is contested. Whilst not individually great as a position as it is hard to push the enemy back from this spot it is a good spot to hunker down and draw attention as your teammates flank the other entrance.

Each objective was laid out with the same complexity with multiple ways to attack and defend. For different counter-plays it was an ever changing battlefield offering immense diversity and focusing heavily on teamwork. With Call of Duty still heavily involved in the eSports scene I am very keen to see War make it’s debut in the coming circuits.




The rest of the maps were amazing and not cluttered. Having smooth surfaces is something I have seen neglected in my recent gaming experiences but was not missed in WWII the infuriating feeling you get when you are cramming against a wall or walking backwards to find that you have stopped moving due to your character colliding with the single thread of rope holding in the wall you're next to, I swear that experience is more rage inducing them being spawn killed 20 times in a row. The maps offer enough complexity to keep you on your toes whilst also staying simple enough to keep the standard pace you expect from a Call of Duty game without becoming a solely twitch shooter. The maps offer areas to camp (however you may despise it, snipers need a home too), narrow passages and places to hold down and commence a firefight over noman’s land. The maps have lost some of the verticality due to no longer including wall riding and jetpacks however even though I miss this it does not take away from the experience. A lot of the maps include areas of asymmetrical altitude meaning you’re still looking up and down as you're running through the trenches or forcing your way into a burning library. On hardpoint and domination the maps were laid out in such a way that there was always 2 or more points of entry into a zone this was great for an attacking due to that being a defender was often easier. The game again focusing on teamwork there was many positions that were easily defendable when facing one-on-one but became more difficult if multiple raided the zone at the same time. I am very excited to see further maps in the full release.

This latest edition to the Call of Duty franchise is a long awaited refresh of the series and brings the battle back to the ground and into our hearts. Graphics, amazing and detailed. Maps, complex and nicely paced. Gameplay, Solid and enjoyable. The 3 of us from FragNation who played the beta enjoyed it immensely and we hope you did too!


Gaming in Transit

Many times a week I find myself sitting on the train looking out the window thinking about the next quest to complete in Final Fantasy XIV or what I am crafting in Warframe. But sometimes it would just be good to use this travelling time to crack out a good gaming session.

Source: http://www.hdwallpaper.nu/

There is a few considerations when personallly choosing a game to play on the train. My average trip takes about 45 minutes so I wouldn't want to play something that has large gaps between checkpoints or something that is heavily story based like Final Fantasy X. I don't want to play something that has a dynamic time limit where games can go between 20 and 40 minutes on average but can go easily over that, so that takes out most MOBAs like Smite and League of Legends.


So I am usually left to quick turn based games or mobile games. On the turned based game side we have a lot of card games; Hearthstone, Magic The Gathering and my current favourite Hand of the Gods by Hi-Rez. The game takes place in the same universe as Smite so already has a huge selling point for me. It's a traditional deck building game in the sense of buying / unlocking different cards, constructing decks and taking part in your typical games modes; Vs bots, Casual PvP and Ranked PvP, but what makes this game unique is the style of play. Instead of a typical card game where the location on cards doesn't really matter, Hand of the Gods features a full x and y grid with a fountain for each player.

Cards are played each turn with the aim of dealing damage to the enemy fountain. The cards can contain creatures, gods or items from the Smite Universe. However the summoned beings can move across the map some being ranged attacking from a few blocks away and others being melee. Along with some abilities such as "Increase Range by 1 each turn" the game offers dynamic and complex strategy whilst also delivering something unique from the somewhat flooded appearance of the card genre.

Source: Hi-Rez

I will only mention one game for Mobile, Pocket Morty's. I urge you to download it and try it out yourself to see why it's enjoyable.


Let me know what games you like to play when your travelling, are you a mobile gamer or do you use a DS or Switch, post in the comments below.