Call of Duty Black Ops 2: Uprising

Call of Duty Black Ops 2: Uprising

The first of the map quartet is one that many are probably very familiar with already.  Studio is a “re-imagining” of Firing Range from Black Ops.  The theme is changed to look like the back lot of a major Hollywood studio.  As you circle the map, you’ll run into green screens, Old West backdrops, and huge mechanical sci-fi set pieces.  Other than the change in scenery, the layout is a cookie cutter.  The sniper perch at “C” has the same field of view as it did two years ago.  The trailer has the same windows and moving targets.  Every staircase, ladder, incline/decline, etc. is all preserved.  Right off the bat I noticed how much better it looked.  Again, the film stuff affords it some interesting props.  Even if the “fringe” was copied as well, it would be much prettier.  It’s another hallmark of the intense graphical overhaul that Treyarch corner stoned with BO2.  In terms of how it plays, most of you already have a good idea.  It’s fast, frustrating, twitchy, and NEVER lets you have a breather.  I did feel, though, with shock charges and Betties it was much easier for campers to set up shop.  Flushing out would-be snipers is harder with these equipment options, but well executed flanking is still effective.  Look for TDM to be really fun, and Domination to be the objective type of choice, but Demolition can be a real pain because of the aforementioned sniper setups.

suss suss Studio

Next up is Magma.  Apparently, some Japanese town was built way too close to an active volcano.  A flowing river of, well, magma, entrenches nearby buildings and a train station. Much like all of the maps in Uprising, this is a pretty small one, enticing shootouts at break-neck speed.  Expect to dual amongst twisty corridors, makeshift level changes, and stubby hallways.  In terms of looks, this is stellar.  The JP art-deco styling accentuates the volcanic transformation and creates a very aesthetically interesting and pleasing destination.  I didn’t feel gameplay came across as effective, however.  I’m not writing it off as a “bad” map, necessarily.  It’s just very hard to string anything together.  True, the same can be said for Studio.  But there is a prevalent “tit for tat” sense.  You get shot/killed, study the KillCam to find out where the culprit is hiding, and return the favor on the next spawn.  At Magma, TDM can be a quite uneven affair.  Once someone on the opposite side gets hot and starts calling in air strikes, it’s very tough to regain your footing.  Domination was pretty fun, Hardpoint as well.  But Demolition was rather infuriating.

fire, man!

Batting third is the most inconsistent of the group.  Encore features an oval-esque main “body” anchored by a flat back walk and squared “spawn points” on either end.  Here, you’ll exchange fire at a stadium style, outdoor amphitheater that still might be under some light construction.  It kind of reminds me of the Left 4 Dead 2 event “Dark Carnival,” and how Chapter 5 occurred at a concert stage.  But the comparison stops at the look, because this map is quite restrictive.  Most of the action happens along the arched hallway bridged together by two “roofed” areas and a window out looking the theater.  I have two main problems with this main “action alley.”  Because of its curvature, it’s really hard to achieve an effective sight line without sticking your neck too far into the open.  I’m all for “run and gun,” so it’s surprising I’m marking it down as a demerit.  But it leads me to the second issue.  There are too many “objects” in the middle of the arch that can be used for cover.  This further shortens the line.  And, if someone decides to camp and has a teammate watching their 6:00, they can effectively shut down the main transit area.  This could be solved with one or two additional avenues into this area, particularly coming from the back walkway.  Alas, it will take spawn after spawn, or a lucky grenade bounce to end such a reign.  Team DeathMatch just isn’t very cohesive here.  But matches that force movement like Demolition can produce a fun outing here and there.

can I get an Encore. do you want more?

The last is my personal favorite in terms of the way it feels.  Magma definitely takes the beauty pageant crown, but Vertigo is the champ of gameplay.  Set on a top floor of a skyscraper in Dubai, this medium size layout offers a plethora of marching options to fit different play styles.  The middle is comprised of a rotunda with a “hollow” center.  So you’ll have to circle around if you want to transfer to one of the outdoor features.  Once out there, two “lots” stand out.  One is a staggered section with HVAC units and maintenance rooms meant to make the trek a cautious one.  The other side has a semi-arch a la Encore.  But it comes off much better because the middle can be accessed from the rotunda.  And either end can be reached from an additional walkway that, in essence, hangs off the edge of the building.  So there are plenty of avenues at your disposal to create a fair share of havoc for a down range foe.  This selection is so interesting in the way that all the features have to be played a bit differently, but it all seems to connect in a broader scope.  I never felt like something was out of place, even if the strategy for one spot is the opposite for another.  Like the other three, it plays fast and tight.  But Vertigo has fluidity to it that others simply don’t possess.  Look for all game types to be a blast here, with Kill Confirmed and Hardpoint the standouts.

ma'am, please go Vertigo

Collectively, I took away two constants from Uprising’s multiplayer maps.  One, good team play from average players will crush a group of really good randoms 80% of the time.  There’s not a ton of room to operate, and sight lines are restricted.  So even halfway effective communication and flanking will offer a stranglehold of map control (save that one portion of Encore).  Two, the maps here play host to objective games much better than just straight TDM.  This could very well have been the intention from a design standpoint.  Nonetheless, I had a better time in the Moshpit playlist than I did DeathMatch.  And for me, that is an oddity.

The second half of this DLC pack is the reason why it’s a no brainier to download this ASAP.  In the voice of Sean Connery, “welcome to the rock!” and welcome to Mob of the Dead.  Alcatraz prison is the site for the latest viral takeover as you and up to three others will battle the undead over the sprawling, multi-tiered, maze-y island.  But in similar style to Call of the Dead from Black Ops lore, recognizable actors lent their vocals and likeness to the four playable selections.  Ray Liotta appears as Billy Handsome, Michael Madsen’s billing is Michael ‘Finn’ O’Leary, A Bronx Tale standout Chazz Palminteri embodies Salvatore ‘Sal’ DeLuca, and Joe Pantoliano rounds out the trope as Al ‘The Weasel’ Arlington.  Just as an aside, I know this seems like just a gimmick, but there’s something to controlling an actual character as opposed to some random “survivor.”  You seem to get into the match more, and the voice acting is authentically effective.  As happens with everything, the invasion has left the prison in shambles, and it’ll be up to the “chosen four” to push back the hungry forces and find away to “fly” the coup.

the Mob rules!

After the first few token rounds of pistol head-shots and stabbings to build up some credits, most people will start to notice the first “thing” about MotD.  Once doors start opening, you’ll get a feel for just how impossibly big it is.  Die Rise is huge, and may have more square footage in terms of available “foot path” space.  But no zombie map in Treyarch’s library has ever been this structurally large.  Down every hallway or ramp, there seems to be room after room after room that leads to spaces of their own!  I’m still not completely comfortable in my ability to be able to traverse the entire space and know exactly where I am (assuming all doors are purchased, that is).  There are also dozens of places where zombies can spawn and get to you from.  I never felt secure anywhere.  It always seemed like they were right behind me if I ventured out alone to cash the Box or grab a Perk right fast.  Also, this crop of brain munchers are numerous and tough.  Could be my anxious imagination talking, but the “swipe range” seemed to reach longer than on other maps, and the fast walkers appear more, as well.  And unlike Die Rise, you won’t be offered amazing wall guns.  Hitting the Mystery Box will be a favored activity while on the island, but grabbing the “Tommy Gun” and Pack-A-Punching it can be a very effective arm, particularly if you get lucky with Max Ammo drops.

As ambitious as the size is, we are also given a ton of fresh additions.  In the “offense” department, we have a new gun and new equipment.  The Blundergat is a fictionalized Civil War weapon that’s half Blunderbuss, half Gatling gun.  Think of a heavy shotgun with plenty of bark and bite.  Admittedly, the base model isn’t great.  But this thing can be upgraded, and it’s next couple of levels can really turn the tide when backed up with nowhere to escape.  Hell’s Retriever is a wickedly cool tomahawk that is obtained by offering slain corpses to this demon dog head thing that appears in different places around the rock.  Satiate his ravenous appetite, and you’ll be presented with a projectile with about a five second cool down period that is an insta-kill through many rounds.  But it’s real advantage is being able to throw it in the vicinity of a power up, and it will “reel it in” closer to you.  No more furiously charging a horde in the hopes of touching double points or “stab-fest.”  Instead, keep good position and let it come to you.  But probably the most influential change with MotD is the “Afterlife” system.  This allows you to become an apparition that is immune to zombie attacks.  Temporarily being a ghost is the avenue to unlocking the island’s many secrets.  Unlocking perks, like the new Electric Cherry (which emits a ring of lightening around you when reloading), is done by shocking the nearby breaker box.  And obtaining crucial Parts for the “escape route” has to be accomplished from Afterlife.  It also affords a sort of respawn opportunity.  You get one Afterlife stint per round.  If you are “downed,” and haven’t used it yet, you can use it to revive yourself.  But you will have to repurchase Perks, as normal.

run for your life! especially in Michigan.

The one thing I will say about MotD that could be taken a bit negative is that it is quite taxing.  Again, I realize it’s just a video game, but your skill and resolve as a CoD Zombies player will be pushed to the max each and every round.  Because of this, I actually have more fun playing other maps like Die Rise more often than I do Mob.  This may be something that changes after I really get comfortable with it.  But for now, its hectic, chaotic brand of fun stands in that “OH SH*T! NOOOOO!!!!!!” sort of way.

I advise any and all CoD Zombie fans to get this DLC as soon as yesterday.  The multiplayer maps are good, but the ones included in Revolution are much better, overall.  And Revolution had a weapon, zombie map, and additional playlist.  On paper, it would appear Treyarch cheated us.  But after just one visit to apocalyptic Alcatraz, you’ll understand that the pack is well worth the asking price.  If you focus strictly on multiplayer, you may be able to do without Uprising.  But from where I am, the first half of the four-part Black Ops 2 DLC package is “winning.”