Call of Duty®: Black Ops
grind


Preview by Michael Gapper

Releasing Black Ops 2's DLC in honking great map packs as opposed to Modern Warfare's one-map-per-month schedule is good for his designers, says Treyarch's design director, David Vonderhaar. It's good for finding themes and good for experimenting with the usual rules behind Black Ops' multiplayer maps, and while that's not to say that Revolution is a Battlefield 3-style “nothing but tanks!”, “nothing but close-quarters!” explosion of creativity, it's trying out new things with cover, corners and map interactivity to test whether the old Treyarch design rules are still valid.

The Treyarch rulebook (actually more of a rule-Powerpoint-presentation) governing engagement distances, first engagements, spawning, angles of attack, cover height and map structure tends to make modern Call of Duty maps feel similar but also makes it hard for any designer to build a bad map. They're rules with deep foundations, and they run almost entirely contrary to the name on the box this DLC doesn't come in: Revolution is about micro-updates rather than wholesale changes to COD's oh-so-delicate formula.

Hydro, Mirage, Grind and Downhill are all based on those same Treyarch design rules as described by online director Dan Bunting – three 'lanes' across the map with lots of space for flanking - making most maps into oval or circular paths around a central murderbox filled with claymores and madmen with shotguns. There have been some adjustments however: some cover heights prevent players from returning fire, one map uses curved corners to deny corner-strafing, and two have interactive elements to monkey with the workings of the murderbox. I played all four at Treyarch's studios where I also ate three slices of fruit bread and a chicken sandwich which, while delicious, in no way swayed my verdict on the DLC.

HYDRO


Hydro is a big grey concretey map set atop a dam with a central hub which regularly floods and kills anything standing in the map's lower channels. “I'm really into the Call of Duty competitive scene and Hydro is a super-competitive map,” says Vonderhaar. “It's almost symmetrical and it plays super, super, super-fast. It's also interesting because we've done one of the things we like to do at Treyarch – a big rush of water will eliminate the entire centre path, and it actually matters. You can use it to split the map and split the opponents.” Hydro plays best in Team Deathmatch or Kill Confirmed where the central channel becomes a meat grinder and limited sightlines keep sniper domination at a minimum.

MIRAGE


A Spec Ops: The Line-style sand-blasted hotel in Dubai, Mirage's central hub is the hotel's lobby and the left and right channels couldn't be more different. On one side a crashed bus creates a narrow chokepoint while a large pool on the opposite side makes for a large, open and coverless space where sand banks allow quick access to first-floor windows and turn otherwise defensible elevated positions into deathtraps. It's the smallest of the new maps and plays a great game of Search and Destroy – bomb one goes near the largely indefensible pool, but bombing the pool first makes the second bomb at the sheltered bus crash chokepoint almost impossible even with your tastiest Scorestreaks dropping from the sky.

GRIND


“Grind is based in Venice Beach California – the birthplace of skateboarding,” says Dan Bunting in a studio about twenty minutes from Venice Beach California – the birthplace of skateboarding. “Our lead level designer came up with the idea of making a map in a skatepark and I really didn't get it, but we trusted him and it's my personal favourite of the four maps.” Now, as a skatepark Grind is pump, but as a shooter map it's the best of the four, particularly in Domination and Hardpoint where every control point is made difficult to defend by the curved walls of the quarter pipes which surround the arena. The central hub includes what might be a skate shop with a claymore-friendly staircase, while one channel is a twisting series of quarter pipes opposite another channel built from full and half-pipes.

DOWNHILL


The first multiplayer map with a snowman, Downhill is set in the French Alps with a central hub made dangerous by cable cars which are both mobile cover and an instantly deadly man-squasher if you try crossing the ski lodge without observing the Green Cross Code. Of all the maps it's Downhill which feels the most familiar – channels littered with boulders for cover, lots of sniper vantage points, and a clear bias towards Capture The Flag where the map's sheer length and the difficulty of negotiating the cable car terminal at speed raises some interesting tactical questions and turns some of the more rocky parts of the map into circular Benny Hill chases while you wait for backup to arrive.

DIE RISE


Die Rise is Revolution's new Zombies map filled set atop a skyscraper where narrow corridors and insta-kill drops make it the hardest Zombies map ever. Just finding a decent weapon without falling to your death is a challenge, and since most of the paths through the level are one-way only, it's easy to get split up from the rest of your team. It's far too easy to get mobbed and far too easy to get stranded and it's altogether a thoroughly unpleasant place to be, in the best possible sense.

TURNED


Turned is billed as a competitive version of Zombies, but that's misrepresenting it entirely. Set on just one tiny map, Turned feels more like an obligation than a good idea; an answer to fans' demands to play as a zombie without ever considering why someone would want to be a zombie or how it might be fun. Left 4 Dead, for instance slots you into the regular co-op campaign as a more powerful creature in an asymmetrical deathmatch of sorts, but Turned is a five-player free-for-all game of high-speed Tag. Zombies can sprint but are unarmed, the sole human player is slow but armed to the teeth, killing a human lets you play as the human, and whoever accumulates the most time with meat on their bones wins. Except in practice, the bonus for being alive when the clock runs out is so massive, in our games it was the last man standing who won every time.

But wait, there's more!


Revolution is home to the first downloadable weapon in COD history, which has already scared the pants off everyone hoping the game stays balanced. Now, all Black Ops 2's weapons are balanced in the same way – designers have ten 'points' to spend on characteristics like range and power – but not all weapons are born equal and the Peacekeeper is an SMG with the range and stopping power of an assault rifle. It's every bit as scary as the pro players feared but while it's probably the easiest weapon for any newcomer to handle, anyone who's graduated to something more specialised will retain an advantage. Probably.

Revolution is available tomorrow on Xbox, which is how I played it, and in four weeks on PC because Heaven forbid Microsoft's DLC exclusivity deal should also include Windows. There's little new to Revolution's adversarial maps but that's the Call of Duty formula now – a not-at-all secret recipe of cover heights and engagement distances and eleven herbs and spices that are made all the more visible when Treyarch subverts them. It's a peek behind the curtain. Black Ops 2's first DLC is carefully designed and flawlessly executed but it's maths, not magic; method, not madness; an interesting convolution labelled a revolution.
Call of Duty®: Black Ops
Black Ops 2


If you splashed out on a Black Ops 2 season pass you'll get access to the zombified Nuketown map this Thursday. Zombie Nuketown has been knocking around Xbox 360 playlists for a short while, and serves as a taster for this year's season of Black Ops 2 DLC packs (which will kick off with the recently spilled Revolution pack.)

Zombie Nuketown is a haunted, skeletal doppelganger of one of Black Ops' most popular maps. It used to be a bright, breezy place where military sorts ran round shooting each other in the back for sport. Now it's grim, apocalyptic and full of crazed flesh-eaters and charcoal coloured mushroom clouds. Take a tour in the trailer below.

Call of Duty®: Black Ops
Black Ops 2


Martin's steed got stuck in quicksand and couldn't extract itself during our review of Call of Duty: Black Ops 2. According to the latest patch notes posted on the CoD forums, spotted by Strategy Informer, the problem has been fixed. The update also boosts CoD's field of view allowance to 90 degrees, good news for anyone experiencing the strange tunnel vision queasiness that those tight FOV settings can cause.

Performance has also been smoothed out for those with four or more CPU cores, server matchmaking has been improved and "connection interrupted" multiplayer errors fixed. Patch notes below.

November 21, 2012 Update for Singleplayer, Multiplayer, and Zombies


Max FOV increased to 90
Fix: Horse falling through the world in Afghanistan when playing on some CPUs with 4 or more cores
Fix: RC-XD and the AGR sinking into the map in MP when playing on some CPUs with 4 or more cores
General performance improvements in SP, MP, and ZM for CPUs with 4 or more cores
Fix: crash when a 7th player tries to join a 6 player league lobby
Improved dedicated server matchmaking
Fix: some cases of "Connection Interrupted" in MP while loading into a match

 
Call of Duty®: Black Ops



Call of Duty: Black Ops 2 is out. Evan, T.J., Tyler and Omri toss around their initial thoughts on its conspiracy-laden campaign alongside this week's news: the GTA5 trailer, Valve's new Source engine, next week's healthy lineup of releases, and more.

All that and a little more in... PC Gamer Podcast 337: The Blackest of Ops

Have a question, comment, complaint, or observation? Leave a voicemail: 1-877-404-1337 ext. 724 or email the MP3 to pcgamerpodcast@gmail.com.

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@ELahti (Evan Lahti)
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Call of Duty®: Black Ops
Black Ops 2


It's inevitable, I know. Do bears tango in the woods? Is there a party like an S-Club party? Will Call of Duty make money this year? Yes, to all these things. A thousand times YES. $500 million is the day one worldwide sales figure Activision are bandying around today for Black Ops 2.

“With first day sales of over half a billion dollars worldwide, we believe Call of Duty is the biggest entertainment launch of the year for the fourth year in a row,” intoned Actiblizz robo-boss Bobby Kotick. “Life-to-date sales for the Call of Duty franchise have exceeded worldwide theatrical box office receipts for “Harry Potter” and “Star Wars,” the two most successful movie franchises of all time."

Not bad I'm sure, given that I can't fit $500 million into my head without most of it leaking out as a stream of awed vowels. This means that the Call of Duty series is showing no signs of slowing down. It'll be interesting to see how they fare across the next gen transition. By our reckoning, Black Ops 2 was a middling addition to the series with a few interesting sparks. Get the full verdict in our Call of Duty: Black Ops 2 review.
Call of Duty®: Black Ops
Call of Duty Black Ops II brickfest


Although we'll soon pepper each other with bullets and trade drone-guided explosions in Black Ops 2's multiplayer later this evening, Treyarch still wants the chaos guided by a set of rules keeping abuse in check and ensuring friendly times all around. Eurogamer scoped into Treyarch's weekend post of its stiff-sounding security and enforcement policy, and among standard ban pitfalls surrounding piracy and hacking, players using the in-game live-streaming service with "unlicensed content" such as music risk a ban as well.

Treyarch's policies also hound boosters—players "colluding with another user to exploit the game for the purpose of gaining XP, prestige, game score, weapon level, or in-game unlock"—with equal fervor as hackers and glitch exploiters. In most cases, culprits receive temporary bans with increasing severity per case until suffering the almighty permanent ban which locks out online play, permanently blocks leaderboard appearances, and resets stats & emblems. It's sort of akin to a drumming out ceremony, except with less ripped shirts.

Treyarch's post has more details on the no-nos, so head over to Black Ops 2's forums if you want a look.
Call of Duty® 4: Modern Warfare® (2007)
Medal of Honor: Warfighter vs Medal of Honor: Allied Assault


Tyler Wilde, Associate EditorThe first player-controlled action in Medal of Honor: Warfighter is to shoot a guard in the back of the head with a suppressed pistol. I can’t move the pistol away from his head. An icon indicates that I should press the left-mouse button to fire. I don't want to.

After a few missions, I don't want to keep playing Warfighter's campaign at all. It isn't fun. It isn't lonely, either: along with Battlefield 3 and the last couple Call of Dutys, I don't think I like military FPS campaigns anymore. They've changed, but my taste hasn't changed with them.

So I went back to a classic. Ten years ago I loved Medal of Honor: Allied Assault (MOHAA) so much that I saved both discs and the CD key for my future self to play. Thanks, past me! I still love it (no rose-tinted glasses), and comparing MOHAA's opening mission to Warfighter's opening vignettes convinces me that I'm not the one with the problem. Spielberg, the devs who went on to form Infinity Ward, and their old WWII shooter have some lessons for the modern crowd.

Missions vs. puppetry
 
I’m not squeamish about violence. I don’t want to shoot this guy in the back of the head because I don’t have a choice. My soldier is a puppet. I have one of the strings—I can pull the trigger—but Warfighter is gripping the rest and won’t let me move on until I give in. Forcing the player to commit violence can be used for an unsettling effect, but in Warfighter it’s just a tutorial. It callously teaches me that, yes, as in every other shooter, the left mouse button shoots people.

So, why am I shooting this guy again? Because he's there? Oh, OK.

True, Medal of Honor: Allied Assault doesn't let me choose not to shoot Nazis. That's what I signed up for. It can't be played nonviolently, but it doesn't force my hand. It says, “Here are your objectives, and there are going to be a bunch of Nazis who’d really rather you didn't complete them. You’re going to have to shoot them. Good luck.”

You've got to earn advancement in MOHAA. There’s player-directed work to be done before you’re rewarded with the next chapter. In Warfighter, the mission has been programmed into my soldier, and I’m just there to help him aim. When he needs to walk so that a set piece can crumble at the appropriate distance, he walks. When he doesn't feel like holding his gun anymore, he puts it away. Warfighter wrestles me for control because I can’t tell its story competently.

As soon as I'm off the truck, it's all up to me.

Max Payne 3 also steals control when it needs to transition into a cut scene, but it’s consistent. When I’m in control, I have full control and I’m responsible for finding the correct path and shooting the dudes in my way. If I slack off in Warfighter, the puppeteer will take care of the hard work for me, because the show must go on even if one of the marionettes isn't cooperating. I tried playing the first mission firing only when I absolutely had to. I fired twice, and the game took care of the rest.

The M1 Garand vs. the Heckler & Koch HK416
 
In MOHAA, it's shoot or be shot, but I have the advantage that it's completely unrealistic. No one could fire an M1 Garand as accurately as I am while standing still, never mind in mid-sprint. As I invade an occupied French village to rescue a captive SAS operative, I run, strafe, and fearlessly twirl around German riflemen, haunting them like a whimsical, armed specter.

I can still die, but I have time to line up good shots and each hit is a little victory. The pop of my gun and the sight of a Stahlhelm whizzing off a Nazi’s head are great feedback. Clearing an area is a bigger victory, and once I’m sure everyone’s on the ground I’m rewarded with a moment of calm to look around before I charge into the next section.

Realistic? Not at all, but it's fun.

Warfighter isn't realistic either, but its modern approach is all about crouching behind chunks of concrete and watching out for falling set pieces. Any time I take to aim is time that I'm exposed, and as long as I'm exposed, I'm on the verge of death. It's not realistic, but it's a little closer to reality. It's also not very fun.

I’m not suggesting that all shooters be WWII shooters, but MOHAA's M1 Garand is a lot more fun than Warflighter’s 850 rounds/min HK416. Spurting bullets in the direction of bad guys isn't as exhilarating as flipping a helmet with a single shot. And instead of natural feedback, Warfighter gives me a skull icon to let me know when I've scored a headshot, because I probably couldn't tell. It isn't nearly as satisfying.

Just like MOHAA, Warfighter features an early beach landing mission. Unlike MOHAA, it's boring.

Cover shooters aren't fundamentally bad. Red Orchestra 2, another WWII shooter, is more dedicated to realism than either MOHAA or Warfighter. It's a lot of creeping, crawling, and peeking, but at the end of all that, my perfect shot feels earned. Or I miss and it's a huge letdown, but I still feel something. I don't feel much in Warfighter. I just do what it tells me so I can advance to the next scene.

It seems that in an effort not to be called “unrealistic,” Warfighter fails to ask, “But is this any fun?”


Being realistic vs. being real
 
Warfighter's desire for authenticity goes further: it wants me to believe these are real wartime heroics. “This personal story was written by actual Tier 1 Operators while deployed overseas," reads the official description. "In it, players step into the boots of these warfighters and apply unique skill sets to track down a real global threat, in real international locations, sponsored by real enemies. It doesn't get any more authentic than Medal of Honor Warfighter, coming October 23, 2012.”

It's real, real, real, and authentic. It was written by actual Tier 1 Operators. I wasn't there, but I’m highly skeptical that Warfighter depicts real anything. Men planting explosives then dashing through collapsing shipping crates while picking off a shooting gallery of bad guys is not the truth. So what's Warfighter's dose of reality? In the beginning, at least, it's a story about a soldier’s strained relationship with his wife.

How Warfighter handles a gap in between missions.

War is a terrible emotional burden, but shooting a guy point blank in the back of the head is just a tutorial? It's dishonest, and when you make a game about a war we're currently invested in, well...maybe you shouldn't. If you do, it'd better be intellectually challenging, or it'll just come off as jingoistic tripe.

MOHAA has a strong advantage here. It can say "Allies good, Axis evil" and we're fine with it because it's the globally accepted version of the truth. In pop culture, Nazis are equivalent to zombies and murderous robots, so MOHAA can skip all the posturing and get to the mission briefing. But even controversial wars, like Vietnam, benefit from perspective and distance. Battlefield: Vietnam didn't try to prove anything about American heroism to players, it was just a war game set in Vietnam.

How MOHAA handles mission briefings.

I know it's not in the spirit of the series, but what the hell is wrong with fictional wars? Call of Duty and Battlefield get it. The Chinese! The Russians! I'm fine with xenophobic pretend land. People aren't dying in xenophobic pretend land. And who would a truly realistic Medal of Honor be for, anyway? It would probably look a lot more like Arma II, but without the fictional country, and it'd be much more grisly than Warfighter’s glossy action scenes. A Linkin Park song wouldn't quite capture the gravity.

So, what happened?
 
In an early Warfighter mission, I drive an RC bot through a crumbled building, shredding guys foolish enough to point their flashlights at me. It's a cool idea for a scene. It adds variety, swapping constant danger for lack of danger. But it's not fun. Was Ender's Game fun after Ender figured out the game?

I'm still not sure why I'm gunning these guys down...something about illegal munitions?

So why is it there? Is it there to make us say, "Ooh, how authentic"? Maybe I little, but I think it's mostly there because robots are cool. Campaigns have turned into Universal Studios theme park rides. They're only sustainable as entertainment for a few minutes, and they bombard the viewer with every spectacle they can--robots, explosions, whatever keeps them invested. The viewer is under the ride’s control, because no one can be allowed to wander away and miss an explosion.

When I reviewed the first Medal of Honor reboot in 2010, I liked it more than most. I don’t regret that—I was being honest when I said I had fun—but the spectacle doesn't impress present me as much as it did past me. Too much spectacle is the problem. Rather than give us objectives and put obstacles in our way, Warfighter gives us a series of obstacles, and the objective is to watch them blow up. It doesn't work, because we don't have to do the work. We're just along for the ride.

If Warfighter were more like MOHAA, it would be accused of having a dated design, but isn't that better than having a bad design? I'm happy to play one of them ten years after it released, and the other I probably won't finish, no matter how "authentic" it is.
Call of Duty®: Modern Warfare® 2 - Multiplayer
Modern Warfare Captain Price


The actor behind the most famous walking talking 'tache in gaming, Bill Murray (not that one), has made mention of a somewhat inevitable follow-up to Modern Warfare 3. "Yeah, on Monday I am off to meet Infinity Ward about the next game, Modern Warfare 4, I’m doing work on the sequel to Modern Warfare 3, it carries straight on and I only ever appear in the Modern Warfare games” he told This Is Xbox.

It looks like Treyarch and Infinity Ward will continue to share the Call of Duty series year on year. I quite like the idea that Modern Warfare will continue as an ongoing 24-esque action series while Black Ops becomes steadily more bonkers. By 2022 Captain Price will have come back from the dead eighty times and killed every single terrorist in the world and Black Ops will be set on Mars.

What would you like to see from Modern Warfare 4?
Call of Duty®: Modern Warfare® 2 - Multiplayer
Black Ops 2 Squirrel Suit


Launch trailers usually go up at a game's launch. Not so in the case of Black Ops 2, which has boldly put this video out a whole month early. Unless this isn't a trailer to celebrate the launch of the game but a trailer for the launch event itself, in which case the arrival of Black Ops 2 on shelves will herald no small amount of flaming, screaming death, destruction, gunfire, horses and humourless-looking men throwing themselves off cliffs and out of planes. Most companies settle for free drinks and a tombola, but not Activision.



Well, gosh. The promise of more tactical play in the Strikeforce missions certainly doesn't take a back-seat to simple bombastic destruction. But will the focus on rogue robots remove some of the guilty visceral thrill of gunning down hordes of squishy, jam-filled men?
PC Gamer
Call of Duty Black Ops 2


Black Ops 2's future setting moves its gruff warrior sorts into a world that's used to drone warfare, but hasn't invented awesome laser cannons yet. That lets Treyarch weave a pleasantly paranoid plot in the single player campaign without jeopardising the great golden goose that is CoD's multiplayer mode. I imagine Call of Duty devs are quietly terrified of messing around with that world-winning formula too much, which is why the eight minutes of multiplayer scooped by IGN look so darn familiar. The appearance of a little robot 5:44 in livens things up a little, though.

What do you think? Has Black Ops 2's new setting, zombie campaign mode, polished up PC version and open character design system convinced you to give it a try when it comes out in November?

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