Call of Duty: Black Ops II
Joshua Quenga
MRownagePRO
Close to four months after its
release, Call of Duty: Black Ops II (henceforth mentioned as BLOPS) has made it
to my ‘play if bored’ pile of video games. One can only play a series of fps’
for so long before it becomes a nuisance. In my opinion, COD should have
stopped after the original Modern Warfare. It itself isn’t a horrible game, but
like the song goes ‘the repetition kills you.’ But, in the nature of a true
review, I will delve into some of the pros and cons of the newest addition to
the seemingly never-ending series.

What I’d like to point out first, is
that the campaign along with the improved zombie mode is the only reason that
this game has replay value for myself. The BLOPs campaigns, made by Treyarch
mind you and not Infinity Ward, both seem to contain more complex plots.
Throughout the campaign you experience the perspectives of a conflict between a
‘madman’ named Menendez and the soldiers trying to take him down. The plot contains
a handful of twists and surprises as you play through, as well as multiple
directions to go in depending on certain choices you make. Although Treyarch
didn’t use decision making to its full potential, it still adds something new
to spice things up and possibly boost its replay value.


The characters presented are believable and
experience conflict that makes the player question the motives driving both
sides of the story. The campaign also contains gameplay of the antagonist
Menendez, which involved a very frenzied shootout that stood out as one of my
favorite moments of the game. Another improvement is the graphics. Throughout
the campaign you have many moments of gloriously beautiful scenes, like gliding
from a cliff to an enemy camp or charging an army on a battlefield containing
hundreds of soldiers.
As for the zombies’ mode, the replay
value has significantly increased with the addition of a simple bus.
Essentially, they combined multiple maps with a boarded up bus that loops
around. Each location contains a different perk and secondary type of equipment
like turbines, turrets, and electric fences that a player can place or use.
They have also added somewhat complicated achievements that require the players
to follow instructions from the crazy doctors, which involve gathering and
assembling parts of a table and acquiring ridiculously useless weapons such as
an upgraded ballistic knife (this example is from the new Die Rise map). They
attempted to make a worthwhile mode where you play as a zombie with the new
DLC, but it turned out to be uneventful. It was nothing like what was expected;
it basically pits 3 players against 1 player who is a zombie. They seem to be
getting more creative with zombies. Whether that be good or bad time will tell.

As for multiplayer, the only
significant difference between it and its predecessor is the switch from
killstreaks to scorestreaks. Instead of streaks based on kills, they now depend
on the score you can achieve between deaths. You acquire score from kills,
assists, destroying UAVs or enemy equipment like claymores, and also from
completing objectives in the non-teamdeathmatch game modes. What hasn’t changed
is the constant irritation and screaming at the screen from frustration (either
from dying or losing). Of course there are new weapons and game modes, but
still some weapons are overpowered and used by everyone like usual. Something
that they did add that seems interesting is League play. Everything is unlocked
and ready for use, and you play alone or as a team. You go up against others
and eventual get placed in ranks. It seems like a great concept to boost replay
value, it just needs tweaking.
Overall, it just boils down to your
gaming preferences. Each mode has been upgraded, whether significantly or
otherwise. Of course the changes will only keep us gamers interested for so
long, so new DLC and/or sequel games will have to keep pouring.
Campaign: 8.5
Zombies: 9.0
Multiplayer: 6.5
Overall: 8.0