Call of Duty Black Ops 2: Apocalypse

Call of Duty Black Ops 2: Apocalypse

Prepare for Takeoff!  A medium map that lends its basic arrangement from the Black Ops map Stadium.  From what I could remember, the “floor layout” is pretty much identical, like the Uplink/Summit comparison.  However, the “change in scenery,” modelling the look of the map from a sea side space shuttle launch site, comes through quite well.  Everything is really interesting to look at, and the lighting from “sunny skies” makes identifying targets a breeze.  I don’t remember enjoying Stadium as much as I did playing rounds here.  I literally didn’t play a type that didn’t work well.  Demolition and Kill Confirmed were particularly strong.  And this is probably my favorite Search & Destroy map.

Takeoff

The second “copy cat” in Apocalypse is Dig.  This one hits the way back button twice, and gets its blueprint from the World at War selection Courtyard.  To be honest, I didn’t play WaW multiplayer, so I can’t speak to Dig’s validity as a true recreation.  What I can say, is things felt quite disjointed at times.  With WWII era weapons, this would be a very feasible map in terms of flow and sightlines.  The “high tech” stuff found in BO2 struggles to mesh well.  Because of the abundance of places to squat and hide behind, this place becomes camper paradise.  And the perimeter is much more “guarded,” with the middle not having as many objects to weave in and out of to counter the snipers.  This can make trekking across highly frustrating.  In a regular six-on-six game, the unfavorable effect can vary and doesn’t happen every match.  I can only hope Dig doesn’t get selected in Ground War too often, because those forays will certainly yield many a rage quit.  Having said that, some objective games can work pretty well.  The “control” locations in Domination are put in places that are conducive of medium to close exchanges.  Others, like Hardpoint, can be a nightmare in lieu of the aforementioned problems.

Dig

The new hotness in the last DLC set starts with Pod.  Reminiscent of the Black Ops map Kowloon in the way inspiration is taken from real world architectural constructs, this smedium layout features some semblance of Sanzhi UFO Houses found in New Taipei City, Taiwan.  I can’t put my finger on why, but this place felt very familiar right out of the gate.  It’s a band new map, so not sure where the generality is coming from, but it’s definitely there.  Pod is very asymmetrical in design, but balanced in terms of structure.  During objective games, there didn’t seem to be a distinct advantage/disadvantage to spawning one side or the other.  Which even some symmetrical maps struggle with.  There are definitely points of “advantage” to be had, like behind barrels, or peering through scopes across map “drop-offs.”  But unlike Dig, these locations aren’t OP.  Plenty of paths are available to properly flank.  Because of this, Search & Destroy was, surprisingly, a blast.  And considering S&D is my least favorite match type, that’s legit praise from me.  And all other types work, too.

Pod

The 16th and final DLC map for Black Ops 2 might be my favorite.  Frost is a small, snow covered retreat set in Amsterdam.  Features are abbreviated, footpaths are tapered, and sightlines are wicked short.  CQC rules the day here, and I couldn’t get enough of it.  The middle “bridge” portion does afford some choice sniping spots, but decent movement can counter act someone just posting up.  Expect cross fire galore and continued flanking.  Thinking fast and aiming accurately can generate kills in quick secession.  And once you get the hang of map tendencies, this can be an extremely fun place to play.  I literally did not play a match type that didn’t work well on Frost, with Hardpoint being the star of the show.

Frost

At the end of the day, this is probably the best set of maps included in a download.  Its only real competition to that crown would be the first batch in Revolution.  For starters, the two main pillars of CoD multiplayer, TDM and Domination, play solidly on all four maps.  That’s important, becuase I never felt dread in the TDM or Domination playlist, hoping my “least favorite” wouldn’t get picked.  While I’m personally not a fan of Dig, I wouldn’t go so far as to say it doesn’t “work” for DeathMatch.  Also, these selections handled competition great.  What I mean by that is I never got the impression that a team or individual was unjustly dominating.  The maps don’t give anyone anything.  What’s gotten is earned.  So far, there don’t seem to be any “get rich quick schemes” going on where a player can spam a certain area, rack up 20 kills because he/she is impossible to get to, and rain down Kill Streak after Kill Streak just because they are staying prone in one spot.  That particularly scenario is the single most source of frustration for me in CoD multiplayer et al.  Of course, with time, this could change for one or all of these maps.  To this point, Takeoff, Dig, Pod, and Frost host very fun and competitive tilts.

When does number 17 mean the first?  The new BO2 Zombies map Origins, that’s when.  Set during “The Great War” at a Nazi installation dubbed “Excavation Site 64,” this place tells the tale of mysterious discoveries and naive confidence.  German scientists Dr. Edward Richtofen and Dr. Ludvig Maxis are attempting to harness believed powers from “Element 115” to make SS stand for super soldier!  Trouble is, ancient forces have been unearthed, and the monsters from the deep mean deathly harm to anyone with a pulse.  Enter our four survivors: soldiers Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Dr. Richtofen.  Staring down the end of humanity through the iron sights of World War I weaponry, can these four fight back the heir of darkness and uncover the truth about Site 64?

Origins banner

The two things that stick out most for me in Origins is: fire power and space.  Lots and lots of space.  Right off the bat, the Round 1 spawn room features a plethora of doors leading to the outside setting littered with makeshift scaffolding and trenches a plenty.  It also has the first of six Generators that have to be activated to power up those all important Perk machines.  The M14 and new to zombies Ballista are featured as initial wall guns.  Spend the opening few rounds capping undead skulls, earning enough credits to grab Quick Revive (your going to need it, even with three others), and head out onto the war torn battlefield.  Going from the inside to the trenches can be an anxious affair.  So, as soon as you can, purchase a few more “gates” and get top side to see this new map in all its glory.  I still don’t think the actual “square footage” tops Mob of the Dead, but Origins is huge.  Mainly because of how “open” it becomes.  The scale puts the survivors and walkers into a different perspective than in the past.  Some areas seem completely clear of corners to get caught in or objects that cut off a potential escape route.  This destination wants you constantly on the move, accomplishing goals and unlocking secrets.  So much so, that a Tranzit inspired vehicle system is featured.  The Mark IV tank sits high off the ground and steams strongly ahead.  In need of points in a hurry?  Grab the STG-44 (perhaps the best wall gun ever offered), peer downrange, and get headshot after headshot on the Mark IV’s bumpy ride.  Just watch out for encroaching zombs climbing aboard from nearby embankments.  It also may be a good idea to pick up the Remington and Semtex ‘nades off the wall as well to clear paths when necessary and make crawlers when needed.  Not since Die Rise has it been this easy to survive round after round without hitting the Mystery Box.

Much like its DLC brethren, Origins boasts new things to battle with and battle against.  To go along with the Tank as a helpful aid, some cool power ups lend a hand.  Zombie Blood can be attained during a random item drop from a dead zombie.  This is a time limited boost, masking you in the scent of the baddies.  Think of it like the green mist of Vulture Aid that travels with you.  Really handy when you’re sitting on a boat load of credits and can just sprint around gathering items and opening doors.  The second is Blood Money, which has to be “dug” up in highlighted areas of the map with Shovels.  Shovels are scattered about the landscape.  Find one, pick it up, and now as you trek along you can exhume handy items, but watch out for troll-y grenade sites.  Anyway, Blood Money follows the vein of Bonus Points and just awards a decent amount of coinage to help with future purchases.  In terms of more traditionally functioning Perks, all the old favorites are back, but no new ones are included.  Instead, we’re given the Der Wunderfizz machine, that for 1500 points will toss you a random one.  Be warned, it can offer one you already have.  Speaking of “wunder,” four fresh Wonder Weapons make their debut.

Origins screen 1

Remember the strange “forces” I spoke of earlier?  Those act as a theme for the Elemental Staffs.  Channeling straight wizardry, the Staff of Lightening, Staff of Fire, Staff of Ice, and Staff of Air bring a slightly different flavor to accomplishing the same objective: dismembering a ton of lame brains.  There are plenty of vlog tutorials that can instruct you with building them, so I won’t belabor a bunch of unlocking details.  Just know you’ll need to keep that Shovel handy.  Similar to an effective strat with the Paralyzer, “train-ing” with these weapons is a great idea.  Find a wide open area, shuffle up a rotting flesh Conga-line, turn about face with Lightening, and toast them by the dozen Green Mile style!  Other “buildables” include the Zombie Shield and the Maxis Drone, which will hover around and rain down lead just like its Dragonfire cousin.  And trust, you’ll be glad you have all these offensive options in the face of new terrors.  The regular horde doesn’t seem to be any more or less vicious than in other outtings.  So no surprises there.  But Origins features a formidable mini boss in the Panzer Soldat.  Panzer reminds me of Big Daddy from BioShock.  This armor laden death dealer is strong, fast, and relentless.  No tricks to defeating him, either.  The only way is to shoot, and shoot a lot.  Aiming for the head area does seem to help (naturally).  And if all that wasn’t exciting enough, a 12 story tall robot meanders about the map, and will stomp you out.  So there’s that.

In terms of strategy for the map, it comes down to taking full advantage of early rounds to stock up on points and getting all the Perks, Pack-a-Punch weapons, and buildables you can.  Later rounds get tougher from increased forces.  And unlike a map such as Buried with cramped spaces and a good number of traps, we just couldn’t find a decent place to fortify and hold up.  So stick together long enough so that everyone is well armed, then fan out and pray you can always turn and run away.  As a whole, the new locale is dependent on accomplishing the “extra stuff” that goes along with CoD Zombies.  Making Staffs, riding the tank, striving to find the Easter egg.  This is where the genius of the place comes to light.  If just racking up undead frags is all you’re going for, you’d probably have more fun somewhere else.  Much like Mob, Origins is an absolute spectacle.  A work that the developers can hold up and say “look at the great work we’re capable of doing.”  This, a 17th trip into the existence of the dead, is the full realization of Treyarch’s “side mission” offering and is among the best maps.

Origins screen 2

Like it or not, the gaming world has become dependent on the revenue streams available through “after market” sales.  Downloadable content is here to stay.  At least in this climate, it would be nice to know the money we’re blindly throwing into the virtual register isn’t going to result in a 2 gig hunk of crap.  To this, I can say Treyarch tried hard to make sure the $15 individually, or $50 Season Pass purchase, went to good use.  Undoubtedly, I would say we all got our money’s worth (for the most part).  Apocalypse is no different.  I think this is the best group of MP maps of the DLC quartet.  And while I personally give a slight edge to Mob of the Dead as he best new Zombies location, Origins is a must play, must have.  Add this last piece to the download puzzle as we all wait (not so) patiently for November.