![]() Isonzo's classes aren't quite as elegant as its maps, unfortunately. Once they capture that, then it's the defenders turn to retreat down the other side with their tails between their legs. One map begins at the foot of a mountain with attackers pushing up at a major disadvantage. The mountains in particular are effective, being both very pretty to look at and creating the most distinct areas in Isonzo. You can tell that Blackmill has had its fill of maps that capture the WW1 we see in our heads-flat, muddy hellscapes where nothing happy can exist-and decided to cut loose with postcard-worthy Italian countrysides, quaint villages, and strikingly beautiful mountains. Second only to Battlefield 1, this is the most gorgeous, colorful portrayal of WW1 I've ever seen in a game. ![]() Isonzo's Italian setting is refreshing and feels great to fight in. Foxholes, trenches, and blown-out vehicles are both realistically and tactically placed to provide cover for disadvantaged attackers. The focused layouts have also allowed Blackmill to get really granular with map design. I thought this would get boring, but it's actually the opposite-the narrow battlefield keeps firefights focused and minimizes the number of lone wolf riflemen sitting in a bush for the entire match. ![]() This is the most Battlefield-like that a milsim has felt in ages.Īll maps share a runway-like linearity that typically splits the map into two or three viable paths for attackers to progress down. Isonzo's maps are pretty huge compared to most multiplayer shooters, but they're noticeably smaller and boxier than similar milsims. ![]() It's a far smoother, more consistent experience than Beyond The Wire or Hell Let Loose, and I reckon a big reason is Isonzo's reined-in scope. The rush format gels so well with Isonzo.
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