Call of Duty Black Ops 2: Apocalypse DLC Review

Call of Duty Black Ops 2: Apocalypse DLC

4 Multiplayer Maps, Zombie Map

Price: $15 (1200 Microsoft Points)

The COD DLC season has come to an end. Did Treyarch use leftovers for the final map pack or did they save the best for last? Let’s review the Apocalypse DLC pack. I’ll begin with the maps. First up is Pod.

To be bluntly straightforward, this map looks like a garbage dump. Overgrown mosses are slung over things carelessly. The roads are a boring gray, and there is nothing on this map that is aesthetically pleasing. Every DLC map has been individual, each with a unique backstory and appearance. Pod, however, lacks character. Visually, it is far below underwhelming: It’s boring.

Pod is the worst DLC map that Black Ops 2 has given us thus far. This map has nothing going for it. Nothing. There is no verticality to Pod. The pods that are elevated above the roads are nothing more than backdrops, and ugly ones at that. You cannot dive from one to another. You cannot use the ground-leveled pods tactfully. They were essentially little huts with windows, and that’s all. Pod played poorly as well. This is a map that lacks a redeeming quality. Next up is Frost. The snow that blankets the map surprisingly isn’t a curse as it is to most COD maps.

Even better than the look of the map is the atmosphere of it. The wind that quietly blows across the terrain creates a serene scene. The map looks and feels cold, but it doesn’t have a gray overlay that makes it dull. Treyarch nailed a dreary mood without making the map look depressing.

Frost plays in a very individual way. It feels like a classic map, perhaps one from Call of Duty 4. The tight corners and the slight verticality that the bridge creates makes the map feel more dynamic. One can choose to utilize the bridge or to hole up in a window. Moving around the map and flanking is great fun, as the little bridge really does add another layer to the map. I enjoyed Frost. Following Frost is Takeoff, the re-skin of Stadium.

If I were in the developer’s position, Stadium wouldn’t be a choice of mine for a makeover. It was already aesthetically pleasing, despite not being very vibrant. Regardless, Stadium is back, even brighter and more futuristic. It looks fine, on par with the other DLC maps visually, but the futuristic theme isn’t as original as Treyarch thinks it is. Many would argue that this visual change is a regression from Stadium’s original sports venue look.

The original version of Takeoff, Stadium.

Takeoff is a map of power positions. The high positions that overlook the lower ground of the map are the keys to victory. When you have these positions, the map is enjoyable. When you don’t, Stadium is a difficult power struggle. If you enjoyed Stadium of Black Ops, Takeoff will please you. It is undoubtedly a more difficult map of the pack.

The final multiplayer map of this pack is Dig, a remake of the World at War map Courtyard.

Despite being a dig site, this map isn’t depressing to look at. It achieves a dirty, outdoors look that many Call of Duty maps strive to emulate yet miss the mark (Modern Warfare 3). It isn’t the aesthetics of Dig that make it stand out, however. It’s the gameplay.

Dig is close range done correctly. It’s not as chaotic as Nuketown, but it still has a ridiculously fast pace. Any gun can be used on this map, as long lines of sight are offered along with tight spaces. Dig is a map where you get in the face of the enemy. Little skirmishes are ongoing. For success, stick to the edges of the map and be conscious of the enemy spawn. I love this map.

In terms of the multiplayer maps, we have 2 great playgrounds that I will look forward to in rotation. Takeoff, however, was average, and Pod is a failed map altogether, a waste of potential.

And now onto the Zombie map. Origins takes us back to the beginning of the Zombie story. There are a bunch of new things to do and easter eggs, as can be expected from a Zombie map.

This is a unique map in its look. The rain and gloominess amount to an appropriate Zombie atmosphere. This is a map for elite Zombie players. It’s difficult. Surviving becomes a challenge quickly, and trying to build the staffs and activate generators are for the best of the best. If you’re a more-than-competent player with friends who can do Zombies as easily as they breathe, you will enjoy Origins. If you are more of a casual player…stay away, as Origins will frustrate you. It’s a map for the elite.

Over all, Apocalypse is a Porkchop. Origins is not a map I return to often, as it’s a frustrating challenge. There are only 2 maps I look forward to in rotation offered by the Apocalypse pack. Invest in the first 3 packs and skip this one. It’s not worth the cash.

~Ddog

Uprising: Black Ops 2 DLC: Pack 2 Review

The time has come. I don’t need to lead you on with a bloated intro. Let’s review Uprising.

I’ll start with the multiplayer maps. First off it…”Mag-ma”.

This map is so detailed that if you look into the sky, you’ll notice that black ash is floating around in the atmosphere. There is a reddish tinge that resonates throughout the map, yet it’s very subtle. The idea that a volcano left its diarrhea (magma) all over this city is believable. This map looks great. Though it is a gritty scene, it doesn’t feel depressing.

Many worried that the Magma would be distracting, but it is no more intrusive than the train on Express or the water on Hydro. Though the solidified magma can harm your character, it is made clear by its red tinge that it isn’t to be touched. (It can be seen to the right of the picture above). Lava doesn’t creep up on you or come out of nowhere. It’s simply a controlled element to the map that makes it more dynamic. Magma is a success, as there are many interesting and dynamic parts to navigate. It was hot.

Next up is Encore. Though it is in a concert setting, it is the most drab of the four maps. Or would that be the drabbest? Hey, no red squiggly line! Drabbest is a word. Okay, back on track. So Encore looks pretty bad. Not only is this map duller than the other three maps of the pack, but it is duller than most maps that came with the game on the date of release.

I feel like this map plays poorly. The sides of the map lead you to the center of the map, which is a suicide zone. The stage and area around the stage is a bad place to be. The sensible solution would be to avoid the center. Unfortunately, the remainder of the map is frankly uninteresting. The sides of the map are restrictive and lead to the center of the map, which is what you are attempting to avoid. Encore will be a map that I skip, as most of it is unused and open space. It was the red-headed step-child of the maps. In other words, I don’t want an encore.

Next up is Vertigo. This map is bright, white, and polished. The wind that blows in the background and tips of buildings in the untouchable distance sells the idea of being high-up. This is one of the few maps in Black Ops 2 that looks futuristic. To top it off, it is full of a lot of glass and clean white walls. Vertigo is gorgeous.

Vertigo has a lot of interesting ways in which one can go from point A to point B. Jumping over/across things and walking across thin beams diligently adds something fresh to the game. One ladder in particular is especially fun to use. The B flag area is full of action, especially in Domination. Vertigo contains what may be one of the most hectic B flag spots to date. Over all, this map flows like butter. Smoothly, that is.

Lastly is Studio, the remake of Black Ops 2’s gem Firing Range. The problem with Firing Range was its look. The construction scene and trailer was dull. Studio completely turns Firing Range into a haven for a plethora of visually-stimulating pieces. Each step leads to a new movie set, ranging from pirates to aliens to dinosaurs. Running around this map is extremely fun and satisfying, ESPECIALLY the small building area. Studio looks awesome.

I loved the way that Firing Range played, and so I love the way that Studio plays. If you liked Firing Range, you’ll love Studio, as it’s Firing Range re-skinned. Just as Nuketown became Nuketown 2025, with minimal to no changes, Firing Range has been brought to Black Ops 2 with small changes.

So there it is. Three great multiplayer maps and one that is not so great. But we’re not done yet. How was Mob of the Dead?

Zombies isn’t a game that I can pick up and understand after hours of playing. I need to roll with great players and observe every inch of the map to honestly generate an opinion of the map. Still, I could tell from the first second of Mob of the Dead that it was something special. It starts with an intense cutscene that sets the scene and helps establish the characters.

Featuring the new “Afterlife Mode,” players have a new way in which they can interact with their environment. This is a mysterious Zombie map, full of things to decode and objectives to complete. I haven’t gotten to a high enough round to generate a strategy, but I can tell that this map is a great one for Zombie buffs.

So here we have three great multiplayer maps and a mysterious, interesting Zombie map. This map pack is a T-Bone. Encore was unable to win me over, unfortunately. Contemplating the purchase of this map pack? I say go ahead if you’re in it for Zombies, whereas if you’re getting it for the multiplayer, be sure to get Revolution first, as the four maps amount to more than the four maps of Uprising. Now onto playing Injustice.

~Ddog

Think a Bit Thursday: Call of Duty Camo Ideas

Treyarch released some new camos recently. I thought that it would be fun to pitch some ideas of my own. Be sure to contribute your own ideas in the comments below!

Swiss– They made a bacon camo. Why not make one that features cheese?

Love– The girls of the COD community would like this one.

Type O– A bloody good camo to put those Bloodthirsties where your mouth it.

Flatline– This camo will show the future of your enemies. A grid background with a line design would work nicely.

Shocking– Lightning is badass. Period.

Flood– This would be an Asian-styled camo, much like Cherry Blossom.

Stalker– This camo would come with another red-dot sight, just to troll players.

Hypnotize– It’s not really moving. Or is it?

Glass– This camo would reflect stuff. Hence the name ‘Glass.’

Invisible– Your hands conform as if they’re holding a gun, but no gun is there! Genius! People would love to pay 2 bucks for that!

Rope– You’ll have luck in your hands. Literally.

Those were just a handful of ideas. Now it’s YOUR turn. Which did you like the most from up here and what would you like to see put into the game? Let me know in the comments below!

~Ddog