Call of Duty Black Ops 2 Review: Flawed But Irresistible
rating:4
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As a recent diagram doing the rounds on the internet showed, there's a cyclical way in which people feel about Call of Duty. From anticipation to ecstasy, through comparison and hatred, all the way back to anticipation in preparation for the latest incarnation from Activision. There's some truth in this, and rightly so; each stage makes sense, you've liked previous games so it's natural to be excited about the sequel, or you've played the predecessor so much that you've noticed annoying nuances that frustrate. All-in-all though, Call of Duty is a behemoth, and I'm still a sucker for it. Black Ops 2 dares to be different however, with additions to your individual experience you shape the story, you mould your multiplayer character, and you create the game modes you get to enjoy. With a plethora of changes, it's important to explore which ones have worked, and which ones have not. The campaign mode continues the trend of balls-out Chuck Norris meets Satan action, yet it begins so brashly that I felt as if I'd seen it all before, quite literally. You'll notice the engine hasn't aged well aside from the more emotive character animations in the cut-scenes, and with a gameplay mechanic of moving so many yards to an arrow before the next arrow appears before you then have to press X before a door opens before you shoot some baddies.....you know the drill. But get past what appears to be the worst script in entertainment history, and the fact you appear to be Super Human, and there's actually a story here. Moving on from Black Ops in no way except for everyone involved, not least the main protagonist David Mason, the son of Alex Mason, the brainwashed nut in the original (you'll notice no-one seems too concerned about how he tried to kill the president after a brainwashing that saw him basically recreate Fight Club). Anyway, you find yourself in yet another situation where no-one can be trusted. Filmic references to Braveheart, Homeland, Reservoir Dogs and even Naked Gun (though that might just be me) make the action seem relevant, which is quite the achievement as these subtle nods are plot devices that actually make you interested in the story. That's not to say it's not ridiculous, in film form this would be straight to BetaMax, but the missions do improve as you become rooted in 2025, rather than the flashback missions. The antagonist here is Raul Menendez, who might be trying to end the world, or might simply be a bit annoyed about something from his past that ending the world seems the most logical answer to resolving his problem. Either way, he has enough depth about him that you're never really sure whether he is run by his head or his heart. It works wonderfully well and with maybe a few stronger performances from his sidekicks then the threat of the world ending would seem greater. Whilst it seems odd to discuss the performance of these characters, you really do get a feel for some of them that the blockbuster Call of Duty strives to be warrants such discussion. Choices crop up along the way, sometimes they're unknown and sometimes in the form of a question. Kill or don't kill? There will always be a consequence. Whilst I appreciate this has been introduced in order to arguably immerse you more into the game, it happens at the times of most involvement where a button choice to decide someone's fate removes you from the story and makes you all-too aware that you're playing a game. With a number of closing credits dependent on your decisions, be sure to make your decision and not one that you think the game wants- the beauty (and beast) of Call of Duty is the ability to replay sections and missions at the touch of a button so it doesn't really matter anyway. And it is in that respect that I think the game struggles, particularly in the opening levels. The mass market appeal of the game has transformed what was intense about Call of Duty 2 and 4 and made it into shooting gallery with no fear for your life. The checkpoints are too close, the enemies too weak, and David Mason is too strong. If you die it's never too far to travel to get back to where you started and so the intensity is lessened. A major flaw for a game like this. Nothing sums this up more than an early level on horseback. Ride to point A and the voiceover kicks in to, hurry up, the soviets are coming and then gallop to point B and dismount - his all happens in under 30 seconds. By the time I've wondered what was the point of that little venture I'm back on the horse blasting helicopters out of the sky with a rocket launcher. Now, the highway code says don't accelerate past a horse in case you startle it, but riding one firing rocket launchers is perfectly fine, particularly if that horse moves through levitation as it does here. The horse physicals are horrendous, it all happens so quickly and at no point during all this did I ever fear that the helicopters with massive guns might win. At this point my pessimism had peaked.