Review | Call of Duty: Black Ops 2

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In the future we will all live in dome-shaped homes, and ride in fuel efficient hovercrafts. Eat pill-sized meals, and watch programming through retinal displays. Yes, the future is bright- thanks to the destruction of the ozone and artificial sunlight built into every new home! Oh, and the world will run on rare earth metals mined in China, and networking security will be total ass. The latter is the more probable option for the future, at least according to Call of Duty: Black Ops 2.

Set in the near future, 2025, a man seeking retribution for past events unleashes a plot to destroy the world powers. Armed with an arsenal of soldiers with high tech weaponry, and an information network that makes the CIA shrink, Raul Menendez is hell bent on accomplishing something he refers to as “Cordis Die”, first by conquering the Facebook and Twitter, then the Youtube, finally the world!

David Mason takes charge to thwart Raul’s plans only to be played a puppet by the very man who kidnapped him years ago and uncovers the plot to who really killed his father, in turn making his father’s killer reminisce about how he, Alex Mason, and Batman, fucked shit up and thus why things are so ugly! Suspense, drama!

The story seemed to be a jumbled mess switching from Present to Past; one played as David, the son, the other played by Alex, pappy. Overall the story was lackluster. The only depth that arose came from the antagonist where his terrorist actions were a subjugation of torment from apparent inequality between the rich and the poor- first world and third world relations- and how citizens were caught into the mix of things. The story between father and son took a backseat to Raul’s tragic roots.

Gameplay was very tried and true: pick up a gun and shoot it, throw a grenade and watch it explode, follow the objective and complete the game. There was no real substance worth noting in the campaign altogether, which is expected of a franchise released every year. Treyarch attempted to switch things up by implementing moral choices- much like in Mass Effect- only to a smaller scale allowing gamers to choose whether to save a life or take it. It was a refreshing experience to a worn and torn franchise and offered a few different endings; not a real bad experiment.

Real-time-strategy missions were implemented to break up the action, but were utterly disappointing. The system was broken and either the player had to go into a first-person perspective to complete the objective, or give up altogether. Luckily only one mission had to be carried out to progress, the others could be ignored.

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The newly reworked Zombies 2.0 is a love-it-or-hate-it type of mode. Survival has the player doing more of the same: shooting zombies ‘til you can’t no more. A classic staple of Treyarch’s Zombies. Aside the few new weapons and perks, nothing was changed to the popular game type. For any person who just wants to shoot zombies for the hell of it, not a bad way to spend an afternoon.

Grief is essentially a team deathmatch with the inclusion of zombies. Two teams of four are placed on a map and they can either choose to destroy the opposing team or fight together, though only one team can be left standing. Matches were over too quick as one team would immediately pick off the other. Zombies served as little as a distraction and the maps offered were simply too small for a survival-deathmatch hybrid. Weapons could be obtained in the same manner: kill zombies, repair shit. Not too keen on this one.

Tranzit mode is the cornerstone of Zombies 2.0. A group of survivors go around on a bus, beef it up, and uncover a great mystery! Survivors travel on bus, or on two feet if left behind, to gather utensils to upgrade the bus or make new items to use- like a makeshift riot shield or generator for power. The premise is that a supernatural voice commands the player to perform tasks to discover some plot or ploy, and when done is rewarded with something sinister (not giving spoilers now are we?).

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The mode is puzzling the first few tries, but once the parameter is established and everyone knows what to do, all the upgrades/perks/items can be gathered in a single run. Generally the mode was not too hard while playing with others, but alone- like previous installments- is near impossible.

Multiplayer is the saving grace for this installment of CoD as it tweaks with loadouts and the number of items one can have. Only ten items in the loadout can be used at any time and can be customized in any fashion fit. The money system is out the window and is replaced with a point system. Weapons, attachments, perks, and the newly added wildcards (an extension of perks) are bought using the points generated from being promoted a level.

One point can buy anything unlockable and one point is generated from gaining a level. Wildcards are unique “perks” added into the mix that act much like a risk/reward system (kinda). One wildcard costs one point, and thus should be selected cautiously, but can be the oomph in a player’s loadout. One wildcard can add an extra kill streak from either tier, an extra attachment to a weapon, or an extra primary gun.

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The game types from previous installments are as they were, but a few are notable like: Kill Confirmed, Hard Point, and Multi Team. Kill Confirmed has been seen on Modern Warfare 3, but has not received the spotlight it deserves. Every kill comes with a dropped dog tag, and in order to get points those tags have to be collected, but if the opposing team retrieves a comrade’s tags the point is denied. Hard point is essentially king of the hill where a team must be within the “hill” to gather points. Multi team pits three teams of three against each other in a variety of game types. Black Ops 2 also includes the first big team battle in the franchise’s history.

Overall, Call of Duty: Black Ops 2 is the best work from developer Treyarch. It is transcendent from their other works and goes beyond another installment. That being said, it still suffers from franchise fatigue. The story was lackluster, gameplay was not diverse enough, and graphical improvements are generally not seen. The RTS missions bit the dust, and Zombies was unappealing. Multiplayer will stick around as it always has, but other than that, Black Ops 2 is still just another Treyarch Call of Duty. B+.

Review: Metal gets Twisted

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Remember a time when Twisted Metal was synonymous with awesome? Remember a time when Twisted Metal was accepted as the most badass game out there? Remember a time when everyone played Twisted Metal and those who didn’t were just lame and picked on and beat up behind the neighborhood back alley after school in front of the hottest girl? (Hang on a second) Me either. But it’s a good thing we have the creator of Twisted Metal to remind us of such neat times! In comes the latest installment of Twisted Metal: Twisted Metal (simply that), exclusively for the PS3.

Twisted Metal is a destruction derby set on a grand scale all around the world, and the latest installment is no stranger. Places like: Forgettable Sunny Hills, Califonia, Flatland, Idaho, and Rage and Burn, Nowhere! (Kidding… half) In past installments places like New York or London or Paris where visited and had no shortage of memorabilia. The latest installment suffers from what all new-gen games suffer: arena maps. Every location plays the same, is forgettable, and lacks depth- hard to do in such a hectic game.

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Power-ups work much the same as in past installments; pick up a power, aim, and shoot hoping to destroy an opponent. A Special is introduced where each car has a unique weapon and/or move. Sweetooth can become a mech, fly, and ground-pound, Mr. Grimm can throw flaming chainsaws- that sort of dig. Handheld weapons are also an option, replacing the mounted weapons if desired, like submachine guns, revolvers, and rocket launchers. In all, I found no noticeable difference in handheld to mounted weapons.

Only a few vehicles from the past survived including Sweetooth’s van, Mr. Grimm’s bike, and Axel’s… big wheels (insert pun). A semi and heli are new additions to otherwise obvious choices for rides (maybe that tank/car thing too), each with its unique special weapon- as stated. I’ve found that the stats for each individual car mean squat (my compatriots agree as well) because I was taking less damage as an apparent “weaker” car, and was outmaneuvering fast cars in “slower” vehicles. Oh, well. [(Did you know 80% of all statistics are made up?) Think about this one.]

The single player story of Twisted Metal is as such: Sweetooth has an amazing barber for getting those flames like that, Mr. Grimm’s make-up is all-weather proof, and Dollface sure is. Moral of the story: Calypso is one lying son-of-a-bitch. And just like that… Multiplayer!

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Unless buying this game new, forget trying to play Multiplayer… needs a code to access. A few modes are available and players choose one of four factions to take up: Clowns, Skulls, Dolls, or Preachers. Nuke mode is the jewel of Multiplayer. It plays like Capture the flag, mixed with Assault (from Halo) where players fight to take a human back to base and sacrifice onto a missile where upon the end of a countdown launches onto the enemy’s idol (statue thing at their base). Addictive at first, with lots of customization and interchangeable parts for cars, after a few hours the game quickly wears.

The single player lacks concrete. Cut scenes are live-action, old school, and downright cheese. For some odd reason the Preacher is present and feels out of place like if his agent forgot to tell him he was cut from production. Completely hit and miss. Multiplayer can only last so long. Everything was done right… for a game that should have been left in the 90’s, but it seems like Twisted Metal could not stand the test of time. Nothing notable was introduced in this installment, just polished up a bit. Perhaps if this was a downloadable title it might have been worth a nostalgia trip, but as a $60 retail title, the amount of content is not appropriate. C+.

Review: Soul Calibur V...for Vendetta

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Soul Calibur Five. Yes, I said FIVE just to clarify; because I know someone somewhere out there is pronouncing it as a "v" (sigh). So before going on a tangent, and totally exploding on THAT type of people... Soul Calibur FIVE!

The fighting genre has experienced a boom in the number of games spit out (some good, others... not so) almost like the neighborhood gumball machine. (What were you thinking!?) Titles like Mortal Kombat 9, Street Fighter 4 (drop it), and Marvel v. Capcom 3 have brought forth a new chapter in fighting games, and reignited the flame. Now, another staple of fighters has emerged from seemingly nowhere, Soul Calibur.

Initial thoughts when loading up the disk were relatively high due in part to having a new Soul Calibur in a few years. The opening cinematic where Siegfried and Nightmare were clashing was definitely awesome and flashy; I couldn't wait to actually start playing. Once I selected my first character (Pyrrha) and began that first battle (COM), excitement turned into confusion, then further into frustration. What did they do!?

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Fighters are judged entirely on gameplay, and immediately, I had none from controller to character. Actions were clunky, slow, and generally dumbed down. Even against a mediocre COM, I had to dig deep to finish the fight. I switched characters to a faster type (Natsu) hoping to quell my fear only to reinforce it. The mechanics were tinkered with from the previous installment, and it did not bode well.

Actions have a greater lag transitioning from controller to character, and timing with each character is special. Timing combos has always been fine in previous installments, but the more I played with it, the more I noticed that this installment was not in tune. Parrying and breakers were effective, and special moves were still key at least.

The Story Mode was set, and had as much depth as any generic fighter of the ‘90s… well with a slight incest twist. Not every character was seen in the story, and involvement was transparent in the ones that were introduced. Questions were brought up, but never answered. Characters were thrown into the mix, and disappeared just as quick. Oh well, it’s a fighter and nothing to be ashamed about… right?

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Online playability has improved dramatically, and is as solid as any other current fighter on the market. Not once did I experience lag, and generally people stayed for a full match (but it’s more courtesy and less doucheness than anything). Both Ranked and Player matches are available, and custom characters may be used (I personalized the hell out of my characters!).

Speaking of custom characters… son of a bitch! If only moves could be altered, and less clothing presentable then I would be satisfied. I’ve seen more customability in WWE 12! Although I bitch about it, it was still satisfying enough creating custom characters who look like players from other franchises (I so made Lara Croft). It’s a neat mode that differs from other fighters, so that’s always a plus.

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Unlockable characters were half and half. Some came from the story, others from a mode called Legendary Souls. That being said, only six unlockable characters were present, and I did not enjoy trying to unlock the ones from Legendary Souls. Legendary Souls is a higher-level arcade mode where all you do is get your ass kicked from left to right, from Sunday to next month! I curl up in a ball under my sheets and cry for a while every time I remember getting Kilik’s pole shoved so far up my ass it tickles my insides… *shiver*.

Well, all in all. Not too bad. It’s not great. It’s not bad. It just is. Hey, they have Ezio! And not just any Ezio! End of Assassin’s Creed 2, beginning of Assassin’s Creed 2: Brotherhood Ezio! That’s great. Super. Well, hopefully next time they can get someone as badass as Yoda and Darth Vader in on the action. Oh, and console exclusives please. B-.