The 3 year, 3 developer cycle that Call of Duty switched to has meant that it’s been a little longer between drinks for Treyarch, once considered the poor step child to Inifinity Ward. For players like me, who enjoyed Treyarch’s slightly more story oriented style for the single player, it’s been a bit of a wait but all hopes were that the extra polish would be worth it. After spending the last week with Call of Duty: Black Ops III I can definitely say the wait has been worth it, although Treyarch might need to come down from the giant ivory tower that they’ve crafted themselves.
The year is 2065 and you’ve been sent to rescue hostages from the NCR, the latest terrorist organisation to begin its war against the western world. You, along with your partner Hendricks, have been sent to Ethopia to rescue hostages and a VIP who’s been captured by this group. Whilst the extraction was a success you were left behind and mortally wounded by one of the NCR’s combat robots. You’re transported back to the Coalescence HQ for emergency medical treatment, bestowing upon you cybernetic abilities that elevate your combat capabilities far beyond that of any normal soldier. What follows is your exploits as a CIA black operative following a terrible conspiracy that goes all the way to the top.
Considering that Black Ops 3 was released on nearly all platforms (including 2 last gen ones) it’s great to see it able to use all the grunt of a modern PC to render some truly stunning graphics. On first release though this was unfortunately at the severe cost of performance as smoke and other particle heavy systems would drag an otherwise buttery smooth experience down to a slideshow. Thankfully this was a bug and was fixed in a patch last week, allowing me to once again ratchet all the settings up to maximum. Unlike other Call of Duty titles though you’ll rarely have any time to stop and take in the view as the game is all about action all the time (save for the last section which I’ll dive into more later).
Black Ops 3 is the definition of a corridor shooter, putting you in tight spaces with hordes of enemies that you’ll need to mow down in order to progress. Like Advanced Warfare before it though there’s a few extra mechanics thrown into the mix to keep things fresh, most of which come in the form of various powers granted to you by your cyber augments. Also, unlike most Call of Duty games where your load out is specified for you, Black Ops 3 gives you the option to build out your own kit for each mission. You’re even given a briefing panel which allows you to judge which kit would be best for each engagement. Apart from that (and the multiplayer, of course) there’s not much more to say about Black Ops 3 as it really does feel like Advanced Warfare with the trademark Treyarch psychological twist.
The buttery smooth, fast paced FPS combat that’s a hallmark of the Call of Duty series is back once again in Black Ops 3. The additional enhancements you’re given as part of your cybernetic upgrades goes a long way to alleviating some of the issues that plagued previous instalments in this series. Notably this includes things like target highlighting, “danger zones” shown on the floor to give you an idea of what might happen if you go there and the vast array of powers you have to devastate your enemy. However one piece of advice I’ll give is that, if you’re just looking to enjoy the single player, avoid the higher difficulties. Instead of making the enemies tougher it essentially makes you weaker with the hardest difficulty allowing any enemy to one shot you. Sure that does provide some form of challenge but, honestly, it’s just more tedious than anything.
For all its polish though there are still some rough bits in the single player. Quite often enemies will be able to shoot through or glitch through walls which, if you’re playing on anything above normal difficulty, will mean your instant demise. This became painfully clear on the final mission when you’re storming the last building and mechs, flying drones and anything else would just pass through terrain to get to you. I can handle getting nailed by unseen targets, that just means you need to be aware of where they are for next time around, but when you literally can’t do anything to stop them it really does grate on you.
The story retains Treyarch’s signature psychological thriller style, this time around with a sci-fi twist. To begin with it’s interesting as the characters deal with the implications of technology and the enhancements it brings them. Things start to come unstuck a bit as they dive deeper into the (highly predictable) conspiracy aspects of it and it comes completely unglued towards the end when the symbolism gets dialled up to 11. Probably the worst part about it though is that, if you read a couple specific things in game, the whole thing is basically naught anyway. In all honesty it started off strong before it tried to M. Night Shyamalan everything and completely disappeared up its own ass with that one piece of text.
The multiplayer is your mostly standard Call of Duty affair with levels, unlocks and customizations galore. It uses the familiar “choose 10” system, allowing you to create a character that fits your play style perfectly. The biggest change that comes with Black Ops 3 is the inclusion of “specialist” classes which are essentially base character models that come with abilities. These can be either a weapon, which can be incredibly devastating when used right, or an ability which usually gives you a tactical advantage over the enemy. This combined with Call of Duty’s typical huge array of weaponry makes for some incredibly varied combat, something which can be a bit overwhelming when you first start out.
Probably my only gripe is that the levelling is a bit too slow for casual-core players like myself. I’ve played about 4 hours at this point and my main weapon, the Kuda SMG, is no where near unlocking all the mods that I want to use. This means that, for nearly all of my current multiplayer time, I’ve been using the Vanguard starting class since it has a fully customized Kuda as part of the loadout. Treyarch is aware of this and is making up for it by making this weekend a double XP weekend but that feels like a bandaid solution on the problem honestly. Having a rested system or something similar would make the experience a lot better for players like myself as otherwise the longevity of the multiplayer will be severely limited.
Call of Duty: Black Ops III maintains the level of quality we’ve come to expect from the series, adding the Treyarch signature psychological thriller style to the future combat motif that has permeated the last few instalments. The single player is pretty much as you’d expect, maintaining the same fluid FPS experience even if it does overstay its welcome a little bit too long towards the end. The multiplayer, whilst suffering from a rather slow levelling system, is just as good as it ever was. As always the Call of Duty series might not be for everyone but for those of us who enjoy a spectacle, along with a few solid hours of multiplayer fun, then there’s really no other title to turn to right now other than Black Ops III.
Rating: 8.75 / 10
Call of Duty: Black Ops III is available on PC, PlayStation3, PlayStation4, Xbox360 and XboxOne right now for $79, $59, $79, $59 and $79 respectively. Game was played on PC with a total of 43% of the achievements unlocked.
The days of the expansion pack have long since left us, replaced by it’s bite sized cousin downloadable content. For many this is a better way of doing it as it allows players to revisit games on a semi-regular basis to enjoy the additional couple hours of game play. This gamer however pines for the good old days when expansion packs were usually good enough to be classed as new games on their own, providing a whole new experience in the same world. From time to time though some games still follow this old format and Wolfenstein: The Old Blood is one such title, detailing the story of William “B.J.” Blazkowicz before he set out on the events detailed in Wolfenstein: The New Order.
The war against the Nazis is being lost with the allied forces being pushed back on nearly every front. Their rapid technological progress being driven by one of their top scientists, General Wilhelm “Deathshead” Strasse, is most likely the cause of this however his location has proven to be elusive. It is up to you then, playing as Blazkowicz, to infiltrate a Nazi stronghold and find a folder belonging to Helga Von Schabbs which has his location. However your infiltration quickly goes awry and you find yourself in the belly of the beast, armed with nothing more than a pipe and your sharp wit. Whether that will be enough for you to complete your objective, however, is up to you.
As you’d expect of a game that has come out barely a year after its predecessor The Old Blood retains the same level of graphical excellence which was only magnified by immense power that my new rig was able to throw at it. Strangely enough some of the performance issues I had experienced previously, like the significant drop in performance in the more open sections, were still present which leads me to think that the id Tech 5 engine potentially has some issues with larger scenes. Still it was eminently playable, especially in the indoor sections where split section reaction times and seat-of-the-pants gameplay were a common occurrence. The colour palette and scenery may give it the same feeling as many previous generation games but it’s anything but, especially when you take a few moments to look around.
The core of what The New Order great remains in The Old Blood although the experience has been streamlined due to the game’s reduced length. At its heart The Old Blood is still a corridor shooter, one that incorporates the old traditions of hiding secret areas whilst blending in a few RPG elements to give you an edge over your enemies. The wide and varied arsenal makes a return, allowing you to select from a whole host of silly weapons to mow down any enemy that’s put in front of you. The modifications to these guns however is greatly reduced, usually amounting to one setting you can change rather than the The New Order’s rather bountiful mod system. The levelling system has also been slimmed down considerably with only a handful of options available to you although the completion mechanic remains. The stealth is back and, thankfully, feels a lot more fair than its predecessor’s did even if it still gets taken away from you every so often. Overall The Old Blood feels like a more streamlined version of the The New Order with all the benefits and pitfalls that come with it.
The combat retains the highly polished, fast paced nature that we’ve all come to expect from AAA corridor shooters like this. For those seeking a challenge though you’re likely to be disappointed as even on the second hardest difficulty most enemies are pretty easy to take on, with some of them even missing point blank shots. The increased difficulty seems to come from them doing a whole bunch more damage when they do eventually land a shot or get a melee hit off on you, something which can be rather irritating when later enemies get the ability to one hit kill you. These are all things that can be overcome with a little strategy (and of course levelling the various perks) however for a game that wants to emulate its FPS ancestors putting the training wheels on the difficulty seems somewhat counter-intuitive, even if it would make for a better game for the less experienced players out there.
The stealth system feels largely the same with you being able to take the majority of enemies silently if you time everything correctly. There have definitely been some improvements in this regard as it’s quite possible to skip massive areas if you pull the stealth off correctly. Unfortunately the poorly implemented detection mechanism is still there meaning that if you trigger one guard you’ll trigger the lot of them, including the captains if any of them happen to be around. This can often lead to a panicked sprint to find the commanders before they can bring in wave after wave of additional enemies for you take out. Still the times when this happens are more than made up for with the sections that let you skip huge areas of combat if you’re patient and attentive which I feel is the key to making stealth sections rewarding.
The cut down talent system works well since there’s really not enough game time in The Old Blood to justify a talent system as deep as the one that was in The New Order. Some of the challenges either require you to die a few times over to complete (like the silent commander kill one) or you’ll need perfect execution to unlock them if you manage to do everything on a single life, which is quite doable in my opinion. However the majority of them are readily achievable with a little bit of planning and careful execution. The benefits you gain from them are mild at best and you could likely blast through the entire game without unlocking one and not feel like you’re struggling. I guess that’s somewhat the point, putting more of an emphasis on player skill, however I like upgrades to be impactful, turning a meek player into a god to be feared. That’s just this writer’s opinion, though.
The year of patches and fixes for The New Order have trickled their way down to The Old Blood meaning that issues like texture pop-in are pretty much gone although the performance hit in outdoor areas is still noticeable. One thing I did notice is that in some indoor scenes, particularly during cutscenes, the game would actually remove objects that were deemed “out of sight” of the player, even if say a corner or edge was still mostly visible. This leads to a rather jarring pop-in of objects (not textures) in some scenes as characters move about the scene. It can highlight areas of interest although I believe that aspect of it is wholly unintended. Overall it seems that the id Tech 5 engine is starting to mature nicely after 4 years of use by id and hopefully many of these improvements find their way into the upcoming id Tech 6 engine.
The Old Blood retains similar stylings to its predecessor with the inner monologue of Blazkowicz driving much of it with the rest hidden in notes scattered everywhere. You won’t be seeing many familiar faces in this game so it’s not like this game is seeking to flesh out the back story of anyone but the main protagonist. Still most of the characters are given enough screen time to flesh their characters out to a basic level although rarely to they expand more upon that. I think this primarily stems from the fact that pretty much every character in The Old Blood doesn’t make an appearance in the The New Order and, given the game’s length, there’s really not much time to flesh out anyone in earnest. Still it’s above average when it comes to the corridor shooter genre, even if that really isn’t saying much.
Wolfenstein: The Old Blood is a worthy successor to The New Order, taking the essence of what made that game great and streamlining it into a shorter experience. Whilst many will be pining for a much longer and deeper experience, this writer included, it’s hard to deny that the experience (while it lasts) is of the same calibre as its predecessor. This does mean a few of the less desirable quirks remain but this is counterbalanced by the ones that were fixed. Suffice to say if you were hungering for more of the new style of Wolfenstein games then you won’t go wrong with The Old Blood, even if you may be left wanting for more when the final credit screen rolls around.
Wolfenstein: The Old Blood is available on PC, XboxOne and PlayStation 4 right now for $39.99 on all platforms. Game was played on the PC with 5 hours of total play time and 35% of the achievements unlocked.
I have something of a soft spot for the Call of Duty series, a trait which I think is highly evident given the fact that I’ve been reviewing their games for the past 4 years. This primarily extends from their highly cinematic single player experiences where the actual game play borders on being more like an action movie rather than a traditional FPS. However I also found myself inexplicably drawn to the multiplayer, finding myself being one of “those people” who just couldn’t get enough of the fast paced, super spammy Nuketown map. I also have to admit that I did feel pretty special to be invited to come and preview their games way back when (something I’ve been unfortunately unable to repeat lately) and the fact that they sent me copies to review was a kind of validation that I hadn’t got before. Whilst that trend didn’t continue this year I’m still a fan of the series in general and have spent the better part of 2 weeks gorging myself on everything Call of Duty: Ghosts has to offer.
Call of Duty: Ghosts takes place in the not too distant future in an alternate timeline to the rest of the Call of Duty series. You primarily play as Logan, the son of a lifetime military man Elias who regales you with the story of an elite unit who faced down overwhelming odds and came out the other side. They called themselves the Ghosts, known for never giving up until their mission was completed and always ensuring that all their men got out, dead or alive. The story is unfortunately cut short as it quickly becomes apparent that the USA is under attack however the origin of the bombardments isn’t quite clear. What is for certain however is that the new world superpower, The Federation, are behind it and they need to be stopped.
Ghosts is one of the first titles to make it onto the next console generation (although its still available on current gen) and the improvements to the graphics that they enable are quite impressive. Whilst the difference between Black Ops II and Ghosts is as great as you’d expect to be, especially with this being the first next gen Call of Duty title, there’s still been a dramatic improvement since the last Infinity Ward game. All of the screenshots were taken in game and I think they speak volumes to the amount of effort put in to the set pieces that Infinity has created. It’s also probably the reason why the game comes in at 28GBs, by far one of the largest downloads I’ve ever had for a single player game (the multi is a separate 4GB download of its own).
The game play is your standard corridor shooter with you being guided from point A to point B by one or more NPCs with different kinds of objectives along the way. Saying that for most games would be a jab at their originality or banality but the Call of Duty series does it so well that it’s hard for me to criticize them for it. Still if you were looking for something innovative or different about the single player campaign you’re going to be disappointed as it really is just a scenic tour through a whole bunch of impressive artwork with action movie style combat thrown in so you don’t get bored walking everywhere. That being said it is quite the ride with you rarely being given more than a couple moments to catch your breath before the next unbelievably epic moment occurs.
The combat is, as always, polished and refined to the point where it’s smooth as glass. The only variation from previous games is the weapons and equipment that will be made available to you and for the most part the differences are largely cosmetic as they’re all guns that shoot bullets. There is a little variety in the way the guns act in different environments, like when you’re in space or under water, but the standard assault rifle will be your mainstay for the majority of the game. If there’s one thing I’ll criticize Ghosts for it’s the use of sniper accurate enemies who seem to be able to hit you from almost any angle, leading to long periods where you have to peek your head out, get hit, figure out where they are and then try to pick them off before they or their friends do the same to you. This is made somewhat more annoying by the unpredictable nature of the NPCs who sometimes charge ahead or seem to get stuck in one position until you do the charging, but then again I’ve yet to find a game where I’ve felt the NPCs were truly useful additions.
Considering the amount of hype and focus the dog got prior to Ghosts’ release I’d be remiss if I didn’t give my perspective on it. Riley (that’s his name) is essentially another mechanic for them to throw at you with his main function being that of a kind of single target grenade that you can point at anyone and have him take them down. There are also some more weird sci-fi sections where you’re able to control him directly, making him sneak behind enemy lines and even take down people from a remote console. It fits in with the overall game, although why such a big deal was made of it I’ll never quite understand, and there’s a particular heart wrenching moment when he gets shot and you have to carry him through the battlefield. Conveniently they also provide you with an insane machine gun at that point, allowing you to go full rambo on the assholes who shot your dog which was probably one of my favourite parts of Ghosts.
I’m somewhat thankful that Ghosts took a new route as the previous storyline was starting to get a little long in the tooth, especially with all the various sub-plots that I just couldn’t seem to keep track over between instalments. They’ve taken a break from the traditional clandestine unit saving the USA from imminent attack, instead putting you in a world that’s been devastated by the newest superpower. It’s best not to think about it too deeply though as it tend towards more being an action movie than a psychological thriller, hoping that you won’t think and instead enjoy the ride. If you do that the story is passable and is more than enough to keep you motivated from one objective to the next.
The multiplayer breaks away from Infinity Ward’s traditional way of doing things (where most things are locked until you level up enough to get them) and instead adopts a Squad Point system for upgrading your character. Unlike the the cash system that the original Black Ops had Squad Points aren’t earned in troves by simply playing. Whilst you will get points for levelling up the system is obviously more geared towards you completing challenges, both grand ones that require multiple games to accomplish as well as field orders which grant you a bonus during the game. Because of this all the guns in the game are available to you from level 1 and all that’s required is that you grind out a few points to unlock them.
The perks, however, are hard locked to your level with the more powerful ones being reserved for the later stages. This does mean that particular play styles are just simply not feasible until you get to that stage as you won’t be able to have your pick of the perks until you hit level 60. For someone like me who’d developed a distinctive play strategy (I’m a rusher style player) it meant that I had to change the way I played in order to get anywhere in the game. It doesn’t take too long to adjust as you can still do the traditional assault rifle style play but I did feel a little miffed that I couldn’t engage in the insane runabout shenanigans that I did in previous games.
Indeed it seems that Infinity Ward is trying to encourage a slightly different style of play with Ghosts as there are now many more open maps that are more conducive to sniping than there was in the previous games. You can imagine how annoying this is to a rusher like me where my style of combat relies on getting in people’s faces, but it means that you just have to adapt or die. There are still a few crazy small maps however it seems that they’re no where near as popular as the Nuketown of old as there’s rarely more than 100 players in the Ghost Moshpit game type with most staying on Team Deathmatch or Domination. This is probably not so much of a problem on the consoles however as there’s an order of magnitude more players around at any given time.
For what its worth I feel that the multiplayer of Ghosts is weaker than previous instalments as it just doesn’t seem to have that same pulling power on me that it used to. I’ve still racked up about 7 hours on it after taking about 2 to find my feet again but I just don’t have that same sense of compulsion pulling me back. Maybe its the lack of Nuketown, maybe it’s the lack of my spammy akimbo style of game play but whatever it is it just isn’t the same as it used to be. Activision said that they were expecting lower sales this time around due to the console switch over and that seems to be reflected in the multiplayer. Hopefully the next instalment won’t suffer because of it.
Call of Duty: Ghosts is another highly polished instalment in the franchise, showing that Infinity Ward is capable of delivering a highly cinematic experience that’s thoroughly enjoyable to play through. Whilst the stories and setting are always different the core game play remains the same and it’s commendable that they can still make it enjoyable this many years on. However the multiplayer experience is definitely a step down from previous games, lacking the same addictive power that compelled me to become a fan of the series all those years ago. Overall it’s still a solid game experience but they’re going to have to aim higher next time around if they want to recapture their original glory.
Call of Duty: Ghosts is available on PlayStation3, PlayStation4, Xbox360, XboxOne, WiiU and PC right now for $78, $78, $78, $78 , $99.95 and $89.99 respectively. Game was played on the PC with 5.4 hours in the single player campaign and 7.1 hours in multiplayer.