If the Call of Duty franchise is a well-oiled machine, Black
Ops III is the replacement part that keeps the wheels moving into yet another
year. It introduces minor changes to an established formula, and in some
aspects, this is developer Treyarch near its peak. But in other areas, Call of
Duty: Black Ops III lacks inspiration.
Treyarch has set a high bar with its contributions to the
Call of Duty series. The first Black Ops introduced a twisting, engaging
campaign with vivid characters and historical conspiracies. Black Ops II
revamped multiplayer customization, lending deeper player choice to a
fine-tuned competitive experience. And now there's Call of Duty: Black Ops III,
a shooter reaching in several different directions with vastly different
results.
The newest iteration of multiplayer begins on promising note
as Black Ops III's specialists cover the screen. These are the soldiers of
humanity's future, clad in titanium alloy armor, brandishing multi-million
dollar weapons. They're also Black Ops III's new layer of customization. You
still have the traditional loadout system with 10 slots to spend on weapons,
items, and equipment--but specialists add a little more nuance.
Each character carries a power weapon or special ability
that charge several times over the course of a match. You're forced to choose
between the two, though, as only one can be equipped at a time. The Outrider,
for instance, can enter fights with the Sparrow compound bow, launching
exploding arrows into the enemy team's ranks. On the other hand, she can equip
the Vision Pulse ability. As a more cautious player, I preferred this option.
It reveals enemy silhouettes through the walls, giving me and my team the drop
on nearby attackers and a better sense of the overall situation. This is even
more crucial in hardcore matches when motion sensors are absent.
The Outrider is a microcosm of how the specialist system
excels. That dichotomy between power weapons and abilities--and the
possibilities they reveal--leads to dynamic scenarios from one match to the
next. Certain powers work better in specific game types, and shift momentum
when used well. And for the first several hours in Black Ops III's multiplayer,
I explored as many possibilities as I could.
But that sense of discovery fades with time. Black Ops III
grants you access to four specialists out of the gate, and subsequent options
unlock at a trickle. By the time I earned Seraph and her one-shot Annihilator
handgun at level 22, her two abilities didn't offer enough variety to keep me excited
for the next unlock. And when I'm not learning the intricacies of a new
character, Black Ops III defaults to a more generic Call of Duty experience.
The undead horde has also wandered its way into another game
mode. It's called Nightmares, and it unlocks once you've beaten the campaign.
In essence, Treyarch has recycled Black Ops III campaign missions--level
design, objectives, character animations, and all--but now with zombies, and a
grim voiceover from an unnamed character. Believe it or not, this works.
There's a slower pace to the missions here. Treyarch takes its time to let
things develop. And in reimagining the story to center around a zombie
infection, Treyarch has created something magnitudes better than its vanilla
campaign.
The traditional campaign mode, however, is a chore. It's a
boring crawl through routine shooter fare. After an early torture scene--which
has become something of a staple in the Black Ops universe--you're soon mowing
through waves of enemies as you're funneled through linear pathways on the way
to your next objective. There are some deviations from this pattern: on-rail
aerial dogfights, extensive turret sequences, and underwater escapes, to name a
few. But I was on auto-pilot by the fifth mission, settled into a continual
routine of "aim, shoot, reload, repeat."
There are fleeting moments when Black Ops III's cybernetic
modifications change the way you play. These abilities let you control enemy
drones, stun human opponents, or set fire to robots' internal systems. The powers
would be more impactful, though, if there wasn't such a lack of enemy variety.
Aside from flying drones and the occasional mech mini-boss, enemy variants just
require differing numbers of bullets to take down. And when you're using them
on such a repetitive group of targets, who react the same way every time, the
abilities lose their novelty.
Although Black Ops III offers the option to play the
campaign cooperatively, its problems only multiply as a result. Instead of
creating deeper scenarios involving teamwork and communication between up to
four players, Black Ops III decides to just throw more hardened enemies at you.
One Warlord--an enemy that requires several magazines to bring down--is
bothersome enough. Four of them together is downright frustrating. They feel
more like brick walls than sentient soldiers.
Black Ops III's narrative doesn't support the campaign in
any meaningful way, either. It tells an incomprehensible story about AI
ascendancy and the moral grays of a hyper-connected future, raising intriguing
questions but never bothering to answer them. At the end of it all, after hours
of soulless shooting and unremarkable storytelling, Black Ops III delivered its
nebulous twist, and I didn't dwell on it.
In its undead modes, and the first 10 hours of multiplayer,
it excels. But in its campaign, it merely crawls forward. Black Ops III doesn't
offer anything remarkable to the series, but does just enough to maintain the
Call of Duty status quo. The franchise, however slowly, continues its inexorable
march.
Source:gamespot.com
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