Call of Duty: Ghosts Invasion

Call of Duty: Ghosts Invasion

All four MP maps are small-to-medium in “square footage” and configuration.  Like Mutiny.  Set in an abandoned Caribbean harbor, two distinct levels flesh themselves out.  The “top” makes the deck of a creepy pirate ship accessible for quickly getting from one side of the dock to the other.  Additionally, the stern and the bow offer good vantage points to the other half of the map.  Down below, there are a few stair cases and walk ways that can be traversed to stay out of clear site of the ship and the upper platform.  A lot of action happens around a building along the side that has a square foot path around the outside of it, with a few access points.  It’s difficult to put the design of this feature in words, but the first time you shoot someone in the back, then instantly have the favor returned to you by one of their team mates, you’ll know what area in which I’m referring.  The Fields Orders here are mortar strike style cannon fodder from an adjacent ship or a pair of ghostly NPC swashbucklers hell bent on sending “the lucky ones” to an early grave.  I thought this map was so-so.  Some games have a good flow to them when both teams seem to be “in sync.”  The big problem is that the way players get from those first floor spawn points up to the second level are these relatively sharp sets of stairs.  This causes the players already on that upper plateau easy head shot opportunities.  Straight TDM games can be a real chore here, with KC being a slight upgrade in the DM sub-playlist.  In terms of objective types, Blitz is consistent on Mutiny because of the placement of the score areas. 

Mutiny

Departed sends us back to grand ole Mexico for another throw down on the city streets.  Taking place during the annual Dia de los Muertos celebration, there a lots of vibrantly colored decorations that overlay an otherwise dusty, western design.  There are tons of back alleys and little open haciendas that make for deadly in-close gun battles.  Also, several (highly destructible) vehicles are parked everywhere, which can turn any game into a Michael Bay directed scene if one or both teams take full advantage of lethal equipment.  Michael Myers and the Predator have a new friend with the Death Mariachi F.O.  When activated, the player turns into a super speedy bandit dressed in traditional Traje de Charro with a scary Muertos mask and sombrero.  Dual .44s and OP stabbing ability are the tools of destruction, and the Mariachi can turn up to two killed combatants into fellow members of the band, with the same weapons and abilities, sans Juggernaut health.  Of the new offerings, this one I’m most favorable towards.  To be only one level (except for a few high perch areas), Departed is very “interesting.”  The features are all their own and create their own way to play each map type effectively.  The problem is there are so many features, that games are often very choppy.  It’s harder to get into a rhythm than the layout might initially suggest.  Domination can be wicked fun, as well as Kill Confirmed.  But the other match types suffer from the core design hindrances.

Departed

Book a flight to Cairo, Egypt for the last of the newbies, Pharaoh.  An archaeological project seems to have either run out of funding or the crew was run off by the spirits of the undead.  Weather beaten scaffolding is layered with toppled hieroglyphic tablets and pillars.  One side is outdoors and relatively open while the other is closed in catacombs and sand hills.  The Blessings of Anubis is the Field Order, which offers all perks for that life, and stays on board through the next four respawns.  On the positive side, the look of the map is awesome.  The landscape is littered with little interesting tid-bits and unique styling that really ties the entire area together.  This is about the only redeeming quality of this place.  Pharaoh might be the worst map for Ghosts, including on disc.  The sight lines are horrendous.  There are no areas of consistency or stability.  I’m a proponent of small maps with various ways to scamper about.  But there are no counter weights to some areas.  And even once you get to your destination, there aren’t good ways to set up and go on a run.  This place is a down right mess.  I played one or two fun Kill Confirmed games, but that’s about it.  And avoid Domination like the plague (pun intended).  A and C are far away enough from one another that it is easy to hold those for extended periods of time, if not for the entire match duration.  So, the battle comes down to control of B, as it most often does.  But that control point is on top of a section of debris, and the only way to capture it is to be right on top, which puts everyone involved on this serving tray of death that is way too difficult to defend.  Plain old bad design.

Pharaoh

The last MP selection is the saving grace, and a fan favorite.  No rename here, Favela is back!  Unlike other reruns of throw back maps, there are no notable “re-workings” when it comes to layout and features.  Sure, the motif has some new items (as well as the addition of a Y-8 gunship F.O.), but from just a design standpoint, it’s nearly identical to Modern Warfare 2.  A fast paced, unapologetic, CQC haven made to get players moving.  The difference here is that the ideas are done well.  When playing a match, logical lines of travel become evident.  Going from one rooftop to another to advance your position is functional and obvious while still being advantageous to good players.  Taking the back alley to the second floor windows looking out towards the futbol pitch, then either wrapping around extreme right or extreme left feels like the right thing to do.  Favela doesn’t keep you second guessing your decisions.  It pushes you, and everyone else, along.  This makes TMD match types awesome.  And surprisingly, Search & Rescue worked really well here, as well. 

Favela

The second half of Invasion is another foray into the Extinction universe.  This time, The Rapid Reaction Force is playing an away game.  Awakening has you rappelling down into an underground Cryptid lair located in an area of Australia known as Ball’s Pyramid.  The vibrant, lush tones of objects gives way to all out war before you can take in the sheer beauty.  Instead of drilling round by round, you’ll be scanning.  Scattered about the cavern are these ancient standing tablets called Obelisks.  The job of the RRF will be to collect the data on the stones to find the main source powering this installation. 

Awakening puts teamwork and communication at all time importance.  There are many, many Crytid beasts that populate, starting from scan 1 and only increase the deeper you get into a run.  Insane numbers are coupled with some new life forms.  Mammoths act much like overpowered Rhinos with a blue hue.  They’re tougher to take down, but usual Rhino strategies should work just fine.  On the other hand, Gargoyles and Bombers are all new.  These winged beasts feature a projectile attack a la Scorpions and can also swoop in and take a bite out of you or your squad members.  Ground them by targeting their wings, then “give em a bit of what for” when they land!  For some reason, the effects of gravity are decreased while down below.  This opens up gameplay to feature the classic Halo jumping tactic.  When surrounded, tap that jump button and leap away from the trouble.  I will admit it is an odd mechanic considering the mode, but comes in real handy when your at wits end and the thought of moon booting it out of harm’s way comes to mind.  The “special feature” for your arsenal come in the form of ARK attachments.  This boosts the payload of a primary weapon.  Think Pack-A-Punch.  Ejected rounds are more laser-y and cause way more damage.  Awakening doesn’t feature an ending boss sequence, but the last round is super tough and isn’t for the faint of heart.  Word to the wise, be ready to pull out those running shoes you needed in Point of Contact.

Extinction Awakening

As solid as Awakening is, I don’t think it saves this otherwise lack luster offering.  Overall, the multiplayer maps are bad.  Yes, Favela is as awesome as ever.  But Departed is the only one out of the new three that are worth any attention at all.  Mutiny is just too inconsistent to be considered fun.  And Pharaoh is both terribly planned out and poorly executed.  It’s a real mess.  Objectively speaking, I cannot advise purchasing this pack for the asking price.  If you’re hardcore when it comes to Extinction, I can understand a download.  Outside of that, keep your $15.