Thursday, April 7, 2016

Call Of Duty Black OPS 2 Testreport

Lets have a closer look at COD Black OPS II


The most important reason, itself for Call of Duty: To inspire Black Ops 2 (BO2), is once more the multiplayer action. Indeed even because it is a sort of Best-of of Black Ops and Modern Warfare 3 - a summary of the best modes which might have for every taste a little bit in petto. There are twelve variations for standard user shooter, four for the hardcore ex-servicemen, two training units for beginners - and four "Party Games" which contain among other things wonderful "Gun Game". Between four and 18 players are admitted who hunt themselves about partly very big maps: A flight deck, a breaking the banks Hollywood villa or a destroyed part of Los Angeles are formed sometimes especially for the multiplayer, are taken over sometimes from the campaign.

"Hunting" should be taken, by the way, literally, because the speed in the multiplayer is not as famous without reason as infamous - terrifically quick reflexes decide here on the point increase in the "doing in" - or "Death" areas, reactions kindly have to occur in the split second. any diverse modes provide for the fact that every player's type covers expenses. Here very entertaining "Gun Game". Many diverse modes provide for the fact that every player's type covers expenses. Here very entertaining "Gun Game". After the virtual demise there is a detailed Killcam; who whistles on it, a blinking is found later again back in the action. Serrate, Serrating, Serrating, Bumm, Bumm, Bumm - shuts more breathlessly it presently in no other Shooter!


The almost perfect soldier

Decayed dogs reach to the precast classes and lead a comfortable life - but the professional already gets by the image in it feverishly twitching eyelids. As usual own on-line soldier is very personalizeable; from the rattle about the equipment and the Perks up to the player's map, the Scorestreaks and the emblem makeable from many geometrical figures everything is to the personal taste leave. The arsenal is subordinated this time, however, to a point system called „Peck 10“: Provided that already free-switched, one can consist own classes just as one likes, every additional part costs, indeed, a valuable point - who wants to lard his rattles with extras, must save at other place. One can use the ready classes. If one did not have to go, however, because now thanks to the "Peck of 10" systems one has more freedom than ever with the arrangement of his optimum equipment.


One can use the ready classes. If one did not have to go, however, because now thanks to the "Peck of 10" systems one has more freedom than ever with the arrangement of his optimum equipment.
The interesting in pecking 10 is that it annuls the proven arrangement system: One does not depend on the combination Knarre+Pistole if one did not want this - who is on the move rather with two storm guns, this can act. Or only with a gun and completely without shells, for it, however, with six instead of three Perks. If everything is possible. Moreover, it is worthwhile to hold the loyalty a cannon, because exactly like the player climbs up they with sequential use in the rank by which more and more fresh extras become for it a free-switched.
In contrast to Battlefield 3 and Medal of Honor: Here Warfighter there is no server browser, but exclusively Auto-Matchmaking. The admittedly very good services do: One is automatically put into a very full play, the teams are put together with the help of the ranks. And the the servers are noteworthy, the plays run off fast and liquidly - and if did not have to go sometimes thus his, it is automatically changed of the Host (what causes, however, a short waiting period).

Activision places this time even more value of the inclusion of the eSports scene, while the so-called "Codcasting" is introduced. This is a Livestream function with which one can send his match about YouTube to well-chosen friends or the world in himself. Sounds entertaining, was in the presentation also a nice thing, however, did not run in the live test company yet.

Decisions, decisions …

If we come to the solo campaign. Does one know a Shooter, does one know them all? Basically: Mainly virtual air is natural the KI of the opponents here, because they operate computable to stupidly - and even on the higher difficulty steps they, primarily, thereby become the challenge that they throw like mad with shells and rockets around themselves. The mission design is about wide parts uninspired, serves all genre standards which it is a matter to serve apparently. Clear there is the sneaking missions in which one must dart unobtrusively through the high grass or make way at other place to unmasking floodlight. The entrance in the campaign could hardly be really more desolate, because here all appealed is packed into a long, tube-shaped mission, larded with infinitely seeming masses to clone soldier. At this point one could already lose the desire and check off BO2 as the „next stupid three-day event shit“. Interesting the solo mission will allow the different playing above all by the fact that one must make decisions over and over again. Interesting the solo mission will allow the different playing above all by the fact that one must make decisions over and over again. And, nevertheless, one hardly believes it, would be this a mistake. Since although the campaign has to offer playfully not a lot, nevertheless, interesting moments are present.



There would be on the one hand the action. She is for a military shooter, notabene remarkably substantial: It is about revenge, hatred, clan custody and a completely cracked world crusher which misses his sister. And above all she is not so linear as one would like to mean in the beginning. If one races by the campaign what lasts about seven hours, then one has seen just one of six possible ends which differ partly drastically of each other. At several places of the play one must make decisions: Do I kill this person or leave I it? Do I save this nose from the captivity or do I whistle on it? How with Heavy margin certainly one by these decisions, primarily, who lives and who dies. The action astonishingly substantial for a Shooter is sped up about made good, unfortunately quite crumbly  videos. The action astonishingly substantial for a Shooter is sped up about made good, unfortunately quite crumbly videos. However, thereby one influences only the end, because the play lying in between stays the same - if an apparently important person is absent by unexpected, it is substituted in some cases simply with a less meaning polygon model which gives similar sentences of itself. I appreciate pity - but, nevertheless, the motivating pinch. Who would not like to leave it with one playing through, the action can rewind after the end arbitrarily far and hit from an older place from other decisions.

Back in the future


The action jumps permanently between two time periods to and fro - in 1986 and 2025. Orders of the first period could also come from Black Ops 1, they are quite clearly the weak, uninspired part of the campaign. Nice that the developers are somewhat of the classical level tube have dismissed: In Black Ops 2 many ways lead to the aim. Nice that the developers are somewhat of the classical level tube have dismissed: In Black Ops 2 many ways lead to the aim.
And if, nevertheless, sometimes a fresh idea comes into play, the result is a little bit like the excursion on the back of the horse in Afghanistan where one bangs from the hip continuously and without reloading with a rocket launcher around himself. One can see this as a winking Stallone's homage, I found it just vague and stupid. Very much removed against it the mission which one experiences out of sight of the upper maniac Raul Menendez: In the completely cracked bloodlust he races by the level, everything bumps off and everybody with a shot, his machete lets the heads of his opponents in the second tact roll by the area, the view is distorted, constantly he shouts according to his sister.

A little more interesting it becomes, as soon as one turns to the future: One has to do time the way with a hard armed flight drone fight, then one steers an spybot through claustrophobically distorted air shafts. One steers small Stapfmechs, can bang with a marksman's rattle also by walls and rushes in the flight croissant suit of a mountain - what produces though cool, but on account of only minimum interaction a misleading packaging is.

It is nice that the developers from the infamous tube levels have held some hand. Clear, still there is in every mission only one aim to reach, but the way there is used less linearly than from Call of Duty. Though there is no complete freedom as for example in Crysis, but still at least a part of it: On the left, on the right, on top and below there is several way at the order end.


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