Call of Duty: Ghosts Nemesis

Call of Duty: Ghosts Nemesis

The MP quad set gets started with Subzero.  A Canadian submarine base has been mysteriously deserted, which apparently makes for a great place to host random exchanges of lead.  From corner to corner, this map could be categorized as small.  However, the dual level construction creates the feeling of it playing at a more medium pace.  The footpaths are numerous, and quite interesting, especially in the door areas that connect the desolate outdoors to a rather large indoor structure that takes up about half of the map.  The biggest problem with Subzero are the outside firing areas.  There are so many features (like small, uninhabitable buildings and snow mounds) that the sight lines are terribly restricted.  These difficulties are magnified with places immediately in front of the access points to the base being way too open for tangos posted up looking for oncoming commuters.  And if someone calls in the map specific Field Order called The Beast, which is a wave on insta-freeze combined with pairs of glowing red eyes that kill you on contact, there is really no where to evade attacks.  This is a decent TDM selection, but avoid playing Blitz here at all costs.

Subzero

You’ll be spending most your lives living in a tubers/shotgunners’ paradise on Showtime.  A re-imagining of the CoD 4 locale Shipment, this (mostly) single level, The Running Man inspired, box-o-death is devastatingly tiny.  As good as hyper-focused, super small maps can be (Nuketown), Showtime looked to follow in that company. Unfortunately for Nemesis, it doesn’t.  I think the main affliction is the maze-y set of structures that encompass the middle.  The turns are so tight, that any grenade, equipment, or launcher round lobbed in the general vicinity can take out all nearby enemies.  And heaven help you if the Slot Machine FO lands on the Sentry Gun turrets.  At that point, every square inch of the middle can become un-traverse-able.  Because of these difficulties, most action resides in the back hallways.  These areas have longer “A to B” lines, which makes it a little easier to space out and have better engagements.  I enjoyed Hardcore games here, because of the lack of a radar.  I also think Kill Confirmed flies fairly straight here most matches.  The most wishy-washy type is Domination.  Traditionally speaking, battles come down to who can control Bravo the longest because gaining and keeping Alpha and Charlie simultaneously is usually more trouble than it’s worth.  Not here.  B is located right square in the middle, so it’s actually easier to keep both bookends locked down than it is to battle and win B.  Also, this is a horrible place for Search & Rescue, in large part to its diminutive stature.

Showtime

Next up is Dynasty.  A Chinese lakeside retreat has features galore with many ins and outs around its medium build.  Look for many one level staircases that often switchback and take you down another change in elevation after a few corridors and hallways.  The Field Order is the “out of retirement” Harrier Strike from MW2, renamed FYL-21.  The main problem here is what plagues the previous two, but to a lesser degree.  Because of the stubby action alleys, it is really hard to get into a groove without trotting into crossfire or getting capped in the back.  The map is quite aesthetically pleasing, and feels rather different that any other map featured in Ghosts.  Still, a few less places to scale and tuck in behind could have done wonders for Dynasty’s consistency.  Look for Domination to be the best out of the objective playlist, with tough, but competitive matches.

Dynasty

The entirety of the game’s map collection is concluded with Goldrush.  Under the styling of a 1940s gold mining operation, this medium entry supports many different schools of thought on strategy and loadout choices.  Unlike its counterparts, Goldrush’s changes in elevation are often done with slow, progressive gradients.  And the few areas of stark climbs are put together in a way that allow for fair gun battles.  Layered on the solid foundation are a pair of cool events.  The center platform periodically raises and lowers from the top to bottom.  This adds awesome complexion to battles waged for control of major pathways.  The second is a track system that runs throughout the landscape with carts that can be hopped into.  The cart noise is pretty quiet amongst all the other loud sounds of a match, so always be mindful of where your standing, or you’ll assuredly get run over more times than you’ll care to admit.  This is by far the best map of the bunch, as it supports really entertaining games of any type available in the Nemesis playlists, with Domination and Blitz being the standouts. 

Goldrush

Ghosts’ co-op excursion comes to a dramatic conclusion with Extinction’s last stanza, entitled Exodus.  With the CIF Unit successfully securing Dr. Samantha Cross in the last episode (Awakening), it’s up to them to put an end to the Cryptid invasion once and for all.  A tattered city plays host to humanity’s last stand.  The Cortex is to be used as a key piece to the Medusa device, a super weapon that can begin to rid the world of its infestation.  Problem is a series of generators in the immediate area must be powered up to initiate the tech.  CIF team is tasked with turning these switches into the ON position, activating Medusa, and putting a boot firmly to the rear end of any Cryptid scum that stands in their way!

Exodus

The biggest change players will initially find in Exodus is a two tiered approach to checkpoints.  Drilling sites have been replaced with different marks of progression.  Each generator has a “Gate” to open for access.  Predictably, opening these doors unleashes all unholy hell upon those that creak them open.  These initial challenges last a couple of minutes a piece, and feature moderately difficult waves of Cryptids along with decently obtainable skill points.  Top tip: with an apparent shortage of initial money, you’ll want to open each Gate and farm item upgrades and purchase map weapons like the Remington, Ameli, and Chain SAW before starting to kick over generators.  Reason being, the latter objectives can be really, really tough.  The usual Scouts, Hunters, Seekers, and Scorpions are supported with Rhinos, Phantoms, Gargoyles, Bombers, the Leper, and a new baddie.  The Ancestor looks like a really big version of the prototypical “little green man.”  Hovering about the landscape, they can attack with huge energy orbs that deal brutal damage to CIF Unit members and the generators.  They can also force choke players for several seconds, making them vulnerable to melees from other aliens.  The attacks, along with a force field like shielding sphere, garners a ton of attention when on the map.  Exodus does offer a bit of a counter punch with a new weapon.  The NX-1 Disruptor is constructed by a schematic.  After locating the three needed components (which are relatively easy to find considering the numerous tool boxes all around the map), you create a futuristic energy pulse rifle with ten small single shots or one large projectile per charge.  The gun is self sufficient in terms of energy (read: ammo), but the charge time does take a little bit, so pick your shots wisely.  The Disruptor’s big charge is great for knocking the Ancestor’s shield down.  And with the ability for everyone to have it in their arsenal without taking up a primary slot, it becomes a necessity to make a really deep run.

Exodus Ancestor

Overall, this pack is decent.  Goldrush is a really entertaining, fun map that promotes good play for all game types.  The other three have some fatal flaws that limit their effectiveness.  I’ve heard many people in the community complain about the spawn points in Ghosts.  Subzero, Showtime, and Dynasty don’t do anything to alleviate those concerns, and often proliferate said sentiment.  Exodus is another solid entry for Extinction, but just be prepared to set and follow good strats for upgrades, weapons, items, and fulfilling team centric roles.  It will stretch your limits as an individual and a group, so prepare to be firing in all cylinders in order to “win.”  For the diehard MP players and Extinction fans, Nemesis is a necessary purchase.  For those that only want to play the best multiplayer maps, I don’t think Goldrush is enough for the price alone.