All aboard the DLC train as we have another quad stop trip to complete. Mount Rushmore provides the backdrop for Site 244. An open air, medium-to-large build layout with major constructions to act as skirmish battlegrounds. Largely, the map only has one “floor” level, but there are one or two features that can be used as a sniper perch. Because of this, a decent shooter can rack up multiple unanswered kills in lieu of the lack of viable counter snipe positions. Luckily, the spots in question can’t “see” much of the map, and there are serviceable ways to sneak up on the unsuspecting camper. Site 244 is best described as roughly symmetrical. You can’t necessarily split the map in half or in fourths and wind up with equilateral pieces, but it does spare us the indefensible choke points that plague asymmetrical layouts. Along the perimeter are really wide open areas that showcase many long lines of sight. By contrast, the middle is inhabited by a large, more closed in section. This cultivates a classic FPS MP conundrum: go around “the long way” and have clear vision or take the center shortcut but risk crossfire? The answer depends primarily on how each match is being played at the time and in what ways each team seems to be posting up and circumnavigating, particularly in a game type like Uplink. This is actually a consistent theme across all maps in the Ascendance pack. Whether this was an intended or accidental consequence, I can’t say for certain. What I can say is that the bipolar nature of Site 244 and its contemporaries proliferates some of the most “up and down,” dis-concordant rhythm to a play session I’ve had while testing and playing the MP of AW. This isn’t necessarily a negative aspect, per se, as a bad game won’t necessarily turn into a bad day online. But it’s also tough to get into a good groove even if you manage to string along a good couple of matches.
Stop two brings us to Chop Shop. Billed as a medium map, this tattered, industrial facility plays really, really small. The two sides have roughly the same 1st and 2nd floor walkways and bridges with two base level “kill boxes” that serve as points of interest in objective games. Speaking of objective, this is one of the weaker Mosh Pit choices because of the diminutive stature. “Slaying” dependent types like TDM and KC aren’t bad if you don’t mind playing AW at its most hyper twitch-y tempo. Luckily for me, I relish in opportunities to use my TAC-19 loadout, so I wasn’t affected by the speed too much. Players looking for consistent kill runs are going to loathe the plethora of 90 degree turns and razor’s edge switch-back short cuts that make camping in hallways very difficult. The more I played the map, the more it grew on me. The first couple of matches I was cursing when it was selected by the voting process. But once I got my feet underneath me a little and starting picking up on the likely footpaths, I began to think about the map much more favorably. Chop Shop won’t be for everyone, and sometimes no one depending on if the match becomes more inherently disjointed than usual. Overall, I think CQC enthusiasts will appreciate the selection’s pace and cluttered alleyways.
The next destination is Climate. This is a true medium map, but it also plays smaller than it looks. Unlike Chop Shop, however, a majority of the sight lines are much longer, allowing mid and long range shooters ample opportunity to show their prowess. The map has an oddly circular shape that divides action into two sections. The outer ring has a bunch of double jump and dash platforms to kindle top-to-bottom gun battles. The middle structure offers a lot of cover from the two main upper platforms anchoring either side to the east and west. Climate is another map that I liked the more I played it. I was haphazardly rushing the middle with no regard of the enemy’s positioning and the bullet traces of my teammates. Once I stopped just a second and thought about where I was going, my spawns seemed to go a little better in most situations. With an abundance of places to post up, vanilla TDM can be a drag from the potential of camping. Objective Mosh Pit games that stir the pot in terms of positioning can be great, and is the best of the group in that regard. This might be the premier map for Uplink among the on-disc and DLC collections.
The last location of Ascendance’s MP map trip is, unfortunately, not very good. Perplex is an awesome looking map, with distinctively clean styling and a melding of tightly trimmed lawns with modern, “art deco” architecture. A majority of the map contains a series of interconnected efficiency apartments that create four elevated levels. The first three vary in size and shape with multiple, small vertical changes. The top floor culminates to two opposing platforms that host most of the exchanges in most matches. By the sounds of it, this map should play great with the Exo abilities in AW. And it would, if not for the fact that the spacing, tempo, and shot angles are completely determined by the players on the two top platforms. And since respawning happens on the ground, scaling the structure becomes this Agro-Crag o’ death that usually nets you a quick trip back down to the basement. Couple this with the ability to quickly double jump from one side to the other without players having to climb down from the top, and you have a critically imbalanced map that has a hard time keeping teams “on sides” and distinguishing a “line in the sand,” so to speak. During the course of Tuesday and Wednesday, Perplex was chosen less and less by voters, leading me to think many in the MP community share similar disinterest.
Sledgehammer makes it two-for-two with additional weapons. The Ohm is a “direct energy” gun like Havoc’s AE4, but it’s slotted within the LMG class. 40 rounds per clip, its rate of fire leaves a little to be desired among some of the other LMGs, but its accuracy is very reliable in contrast. Whether it be with Red Dot, Hybrid, or even straight iron sights, the Ohm didn’t have a ton of flinch or kick when clacking off rounds, which is what can make the arm so effective at medium range. The buck (shot) doesn’t stop there as this new offering as a trick up its sleeve. Tap left on the D-pad and the barrel changes the firing mode to model a shotgun. Because of the low payload per “slug,” you’ll be enticed to keep the right trigger pegged down. If you use this firing method, be forewarned, the climb of the reticle is quite substantial, so be prepared to either compensate with your right thumb, or only eject a few “shells” at a time. Overall, I’m in favor of the weapon. It’s a really solid LMG option, but probably won’t replace anyone’s shotgun of choice.
The last portion of Ascendance is the all important Exo Zombies entry. Simply named Infection, it takes the ideas and parameters set by Outbreak and expands on the mode, quite literally. Some of my friend who are Treyarch Zombie fans criticize Outbreak for the narrow and restrictive playing areas. Infection cures this ail with bigger hallways and one huge outdoor feature. The back drop for the action takes place on the “outskirts” of the Atlas facility. So, top secret laboratories have been replaced by more mundane structures like fast food joints. The Exo suit, 3D printer, Upgrade stations, and such all function the same way as in the first offering and other “odds n’ ends” are just as reliable, like a good selection of “wall” guns. The devs did make us pay, however, for the newly found real estate in challenging ways. For instance, the outdoor area anchored by the abandoned Burger Town location is the best area to hold up during a round, with a highly accessible roof to leap up to when the single file “train” method goes a bit awry. There’s also an available aerial attack and the ever trusty HBRa3. The problem is that ever so often, during the “infection” round, the entire outdoor section will become contaminated. To make matters worse, the Decom area is located in “the pit,” which is actually a level lower that the sewer. Getting everyone there safe is a real stress test and is made worse when everyone tries to get back to their “post” after said round ends.
There are a couple of new zombie types that add to the chaos. Oozers emit a mist of toxic material that is harmful upon contact. Charges get a bit of a remix from the Outbreak flavor. Now they’re decked out in intimidating spikes that give additional damage to their attacks. Lastly, we’re greeted by a sort of boss walker with the Goliath. In the XS1 suit, he has the armor’s full armament at his disposal. He’s tank-y, can attack in many ways, has a ton of HP, and appears every ten rounds. And the other infected don’t stop spawning, so you’ll have to squeeze in time to deal with big ugly during the usual Exo Zombie rigors. No doubt about it, things can get pretty crazy, and quickly. But you’ll be amazed by how much having more places to run, strafe, and back pedal helps. I’m still reluctant to say it’s a 1:1 comparison to Treyarch’s brand on a similar sized map, but Infection’s design definitely instils more confidence that you’ll have a better chance at reaching higher rounds with the right players and strategies.
Ascendance is a solid offering. The MP map collection isn’t as consistent as Havoc’s, but I think a majority of them work a majority of the time in a majority of match types. General consistency lends me to think of them favorably when all is said and done. As with the maps, the Ohm is good and is a different kind of LMG, but I don’t think it’s the boon for its class as the AE4 was for assault rifles. The big improvement here is with Zombies. Infection takes what worked in Outbreak, and offers the open space veteran Zombie players pine for and appreciate. For those without a season pass debating a purchase, assess if you are a zombies player and how many MP maps you genuinely enjoy. If the answer to thought number one is yes, get Ascendance no matter what. If the answer is no and your honest response to inquiry two is not many, think twice about the $15. The map collection is good, but isn’t revolutionary and doesn’t introduce new ways to play AW.