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Call of Duty: Black Ops II Review


Halcyon.
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blackops2

On my computer intertwined a special relationship between Edvin Marton Black Ops II and. The obvious question is everything that connects a keeper FPS and a Stradivarius violin. Boredom. Though less than a few hours heinous of Medal of Honor: Warfighter, but still present, palpable, that's why I started to listen to something instead soundtrack of the game. And on top of that the agreements classic fit better than all drums and guitars dramatic.
Musical preferences, but another time. We are gathered here to discuss Call of Duty: Black Ops II, the second title in the modern era of the series, direct competition with the new Medal of Honor, but froze in his own glory as the Egyptian Sphinx - I admire, but do not show nothing new, nor is any major change on the horizon.

Yes, there are tests: first, the story has eight different endings depending on the actions of the campaign and the side missions with a strategic, but not completely get rid of linearity, neither thickening of certain features (villain, especially).
The action splits part of the first Black Ops, placed in the middle of the Cold War, oscillating between past events that have the spotlight on Alex Mason and their consequences in the near [CENSORED]ure, in a 2025 full of nanotechnological and battles based drones and robots where the hero is David Mason, son of Alex. Changes age is a good idea and has moments, but not out of the norm of a game about past wars, whether in front of all known or deployed behind the lines.

The [CENSORED]ure would be worth more carefully but clearly would have had to use more all kinds of gadgets, mechanical wings, nano-climbing gloves or spider robot used to carry out a mission to end the campaign. All these elements are good starting points for a "[CENSORED]ure Warfare", but I would rather they use more than 5 minutes of several hours of narration. Only weapons that allow you to see through walls (and even shoot through them) are at the discretion which greatly simplifies things.
However, if you want to play the campaign, do not forget to trailers. In their brilliance, those from Activision were going to reveal all the surprises in the movie and sometimes I wanted to do as the interactive plays - mAh, obviously, that wants to ......, I have already seen on YouTube!


Read more: http://computergames.ro/review/call-of-duty-black-ops-2-review/#ixzz3xOpSDBOY

Freedom in portions
Unlike almost all series, Black Ops II offers some freedom of movement by design maps. Some missions go from areas of relatively open area with points and even for different roads towards goal, to stop the modern buildings; to finally begins in the relative safety of an aircraft carrier and limiting because in the end to get up in the open with all levels ... say upside.
We have a number of sections stealth and moments vehicles (including a fighter), plus some semi-scripted sequence where you have to press a key when prompted, otherwise you end reload menu. Although intense and welcome part of driving / pilotatul and scripted sequences suffer in terms of control, the desired controller.
In addition, fixed in these sections highlighted limitations invisible walls; no particular reason, you wake announced that leave the combat zone, controlling bother to come back and often do not even realize you where to grab as to be better.

One of these moments even proved to be placed about 10 seconds after a checkpoint, and after the inevitable number of recharges suggestive to understand exactly where to draw the right to get rid of the wall invisibly, already enriched Romanian with a list of original insults. Similar situations happen and ground missions, where a plant or a stone become insurmountable obstacles, although normally a jump would have been enough to overcome them.
Also on the line of "permissions" Prison linearity and the opportunity to join you choose weapons before starting the mission. As you progress in levels unlock new weapons and accessories, even if the game recommends you some combinations, you are free to choose what suit you.
The recommended equipment is usually well chosen and balanced to know that is what the game (but you do not, so passion for Dragunov could cost you dearly in the caves of Afghanistan); I have a recommendation: do not leave home never Access Kit provides the ability to open all kinds of boxes and rooms where to get your hands on extra equipment.

Strategy optional
In addition to the normal shooting missions and cinematic "dramatic" Black Ops II introduces a number of optional assignments, gathered under the umbrella Strike Force. Related story, these missions have a limited time in which can approach (and preferably earned) being dependent on the number of operational teams still alive (SFUs, three of a kind of "three lives"). Failure or success affects one of eight endings that you can get, thus increasing replayability, be it only by loading the rescue essentials. If you run units, you lose everything, which seems somewhat forced ţinnd otherwise account that you can recharge anytime, any rescue.
All the wonder is how you control the tactical battlefield, with a panoramic interfaces and can simultaneously go down and take control of any soldier involved in conflict or robot. Whether defend some strategic points or save someone, these goals are difficult to achieve not only the large number of enemies, but also because of poor AI.

When you control soldiers, all well and good, you use your gray matter endowment to stay in cover, throw grenades, basically keep your limb. But when you Want table Gen. strategic, tactical AI looks, stands as the bull in the road and just waiting to be down by enemy machine gun.
Obviously, the word option allows you to ignore them, but that does not mean you're out of AI tălâmb. In principle, I have had several complaints from soldiers opposing forces than the zombies mode namesake, but apart from the cover shoot I noticed some other spark of intelligence. With arms see and shoot through walls [CENSORED]ure, so you do not have great work to do and you might just die if you go headlong into any room. Or possibly you're surprised DOOM style and shoot you from behind an enemy that would have to be where you already făcuseşi clean and also had the same AI controlled teammates coverage.


A World of the Living Dead
Call of Duty developed by Treyarch site would be in their own clothes if they would not have had Zombie Mode. And here we see that the bone was put to work to develop content that will keep us busy at least until GTA V comes even following code. Next fight cooperative (or solo if you want to feel really under pressure) against waves of zombies, now there Grief.
The operating principle is simple - two opposing teams must play the "last man standing" and at the same time to eliminate monsters in order to ensure their own survival. You can not kill itself human opponents, but you can always go to the zombie idea of leaving to work for you. Attention, after that you have to beat them anyway to validate your victory, so that the balance must be balanced with finesse.
Somewhat Left 4 Dead style, collects Tranzit mode parts of several maps and paste them through a bus. That you get in the car and crossed the environment or walk (maybe you failed the bus if you have not caught it was 336 station to Apaca what can I do ...), you have to beat monsters in increasingly powerful weapons coupled with increasingly better. Also, the environment can reap all kinds of components to create various useful devices - anti-zombie belt, an electric turbine, a ladder to climb on the bus etc.

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