Modern Warfare 4 Open Beta Hands-On: Warzone’s Slower Movement Is My Biggest Concern So Far

Hands-on with the Modern Warfare 4 Open Beta: Warzone feels slower without default Tactical Sprint as Infinity Ward adjusts movement during Weekend Two.

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The second Call of Duty: Modern Warfare 4 beta weekend has given a much clearer picture of where Infinity Ward’s new game is heading. There is plenty to like, but a handful of crashes during hands-on play and, more importantly, the slower feel of Warzone without default Tactical Sprint have left some real concerns before launch.

Weekend Two offered the chance to see whether Modern Warfare 4 would build on the promise of the Early Access beta. As we noted in our look at what needed to change between the two beta weekends, this second test was always going to be more important because it opened the doors to far more players and, for the first time, added a playable Warzone Resurgence experience on Zodiac.

That broader test has been useful. Multiplayer still has a lot going for it, and the core gunplay remains one of the strongest parts of the experience so far. But Weekend Two has also exposed some rough edges that Infinity Ward needs to address.

Multiplayer has promise, but the crashes cannot be ignored

The most obvious technical problem during my time with the Open Beta has been stability. I had Multiplayer crash a few times across my sessions.

That does not mean every player is seeing the same problem, and this is still a beta, but it is exactly the kind of issue that needs to be found now rather than after release. Infinity Ward’s own Modern Warfare 4 Beta patch notes show that the studio is actively working through stability and bug reports. One of the fixes already deployed addresses a crash that could occur while mounting, alongside a much wider collection of gameplay, interface and performance fixes.

In that sense, the beta is doing its job. It is better to encounter these problems during a public test and see Infinity Ward responding to them than discover them on 23 October. Even so, repeated crashes are worth reporting because stability has to improve substantially by launch.

Warzone is where the bigger concern starts

The more important issue is not a bug at all. It is the change to movement.

Infinity Ward removed Tactical Sprint as a default movement option for Weekend Two, moving it into the Blood Rush perk and adjusting its speed and sprint-to-fire behaviour. The studio described the move as an experiment intended to give combat a more classic, deliberate pace while still offering a faster option to players who want it.

There is some logic to the change in standard Multiplayer. A slightly more grounded pace can make gunfights easier to read and reduce the feeling that every engagement is being decided by movement mechanics rather than positioning and aim.

In Warzone Resurgence, though, the change is less convincing.

Zodiac is a map where you are constantly moving between fights, repositioning, escaping the gas and trying to regain control after a team-mate goes down. Without default Tactical Sprint, that movement feels noticeably less fluid in play. The game can feel heavier at exactly the moments when Resurgence benefits from urgency and momentum.

That matters because Infinity Ward and Raven have deliberately aligned the movement in the Zodiac test closely with MW4 Multiplayer. The official Weekend Two beta briefing confirms that Resurgence is being used to gather feedback on the new systems ahead of the next phase of Warzone.

We had already highlighted how significant it was that Warzone was getting a beta of its own. After playing it, the value of that decision is obvious: the movement changes feel very different in Resurgence than they do in a conventional 6v6 match.

Infinity Ward is already adjusting the pace

The encouraging part is that the developers are not treating the current balance as final.

On Saturday, Infinity Ward increased weapon sprint speeds by between 3% and 5%, raised dedicated melee sprint speed by 3.5% and increased aim-down-sight strafe movement speeds by between 6% and 10%, depending on weapon class. The studio said the changes were made in response to player feedback to create a more fluid experience while retaining the deliberate pacing it wants from combat.

That is exactly what a beta should be for, and it suggests Infinity Ward is listening. But the core Tactical Sprint experiment remains the bigger question. Increasing standard sprint speeds helps, yet it does not completely replace the rhythm and flexibility that Tac Sprint gives Warzone.

Movement is likely to be one of the most heavily debated areas coming out of this weekend.

Zodiac itself has plenty of potential

It is important not to let the movement discussion overshadow the fact that Zodiac is an interesting Resurgence map. Its mix of industrial areas, vertical routes and varied points of interest gives fights plenty of variety, and it needs more playtime before a final judgement on its flow.

The problem is that movement is fundamental to how a Resurgence map feels. A good layout can still become frustrating if rotating between areas feels slower than players expect. That is why the Tac Sprint decision deserves more attention than many of the smaller weapon or balance changes being tested this weekend.

DMZ also changes the value equation this year

There is another important change surrounding Modern Warfare 4 that is worth keeping in mind even though DMZ is not part of this weekend’s playable beta.

The returning DMZ is being positioned as a core Modern Warfare 4 mode rather than a free-to-play Warzone offering. Activision’s official DMZ deep dive ties the new extraction experience directly to MW4, its campaign and its wider progression systems, while the official Modern Warfare 4 page presents DMZ alongside the game’s other core modes.

That marks a significant change from the original DMZ Beta. Activision’s original Season 01 overview described Warzone 2.0 and DMZ as part of the free-to-play ecosystem, meaning players did not need to own Modern Warfare II to access the core mode. MWII ownership later unlocked additional DMZ content, including the Crown faction missions. With the new DMZ forming a core part of the paid Modern Warfare 4 package, the price of entry will matter much more to players primarily interested in the extraction experience.

On the other hand, bringing DMZ into the paid game may also give Infinity Ward more freedom to treat it as a fully developed third pillar rather than an experimental side mode. The Hajin Exclusion Zone, persistent Forward Operating Base, progression systems and dynamic operations all suggest a much more ambitious version of the extraction format.

This is why the MW4 beta matters

Before the beta began, we argued that Modern Warfare 4 could be one of Call of Duty’s most important public tests in years. Weekend Two is proving the point.

Infinity Ward is not simply testing server capacity or a handful of maps. It is testing the feel of Multiplayer, changing movement rules, bringing Warzone into the process and gathering feedback that could influence several different parts of the Call of Duty experience at launch.

From the hands-on time so far, the foundations are encouraging. The gunplay feels good, there is plenty of content to test and the developers are making meaningful adjustments during the weekend rather than waiting until it is over.

But there are also clear areas that need work. The crashes encountered during testing need to disappear, and Infinity Ward needs to look very carefully at whether removing default Tactical Sprint is really the right direction for Warzone.

Tech Torque Verdict

Modern Warfare 4 remains promising after more hands-on time, but Weekend Two has highlighted two issues worth watching closely before release.

The Multiplayer crashes are the straightforward one: this is a beta, Infinity Ward is already fixing stability problems, and there is still time before launch.

The movement question is more complicated. There is a case for a slower, more deliberate style in parts of Multiplayer, but in Zodiac Resurgence the lack of default Tactical Sprint makes Warzone feel less fluid. The fact Infinity Ward has already increased standard sprint speeds suggests the studio knows movement remains a live issue.

There is still plenty of beta left, and that is exactly why now is the time to experiment. The hope is that Infinity Ward takes the strongest parts of this new movement system without losing the speed and responsiveness that make Resurgence work.

Ben Oliver Editor at Tech Torque Media
Ben Oliver

Editor-in-Chief of Tech Torque Media, leading the publication’s editorial direction and overseeing its specialist reporting desks across EV & Technology, Gaming, Home Entertainment and Motorsport. He writes and edits hands-on reviews, in-depth features and analysis across consumer technology, gaming and automotive technology, with an emphasis on real-world experience, practical insight and clear recommendations.

Away from the editorial desk, Ben is an avid Xbox gamer and Apple enthusiast, a lifelong motorsport fan and Manchester United supporter. He also enjoys golf and fishing, alongside keeping up with the latest films and TV series.

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