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By Shayek Ahmed - hours ago. By David C Peltz - hours ago. Talking about the narrative in these games always feels a little like a thankless task, and Black Ops II doesn't deviate from that.
It makes an early attempt to humanise big baddy Menedez, showing how his sister was disfigured by American bombs, but after this he turns out a standard bloodthirsty maniac. This incident is part of a bizarre and disturbing thread running through Black Ops II's narrative; you see one child being burned and disfigured, then another being psychologically tortured the main character, in fact.
Perhaps this shows a certain desensitisation among the game's audience; or its developers.
I'm not suggesting such topics shouldn't be here; simply that, in a world without a fixed moral centre, they sit very oddly. Black Ops II moves from torture chambers to wingsuits, via clunking mechs, battle-planes, and nearly every other type of military fantasy going.
At one point, I was launching anti-air rockets from the back of a horse. The level is drenched in gorgeous water effects, combined with countless sputtering neon signs and crumbling buildings — a real technical showcase. Then you move through this at swift pace to what can only be described as a club tune, popping enemies left and right and watching the opalescent shimmer of their body armour signal the kill.
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It is a demented kind of a world, but it works. If Treyarch's Call of Duty campaigns have one singular weakness, it is this willingness to wrest control away from the player for long periods, with sections that ostensibly require your input, but really just ask you to follow the prompts. The cinematic experience, some might say. When used sparingly, it can be a very effective tool.
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When long stretches of levels are constructed around them, the results are not so good. The new strategy levels combine standard COD action with a top-down view of the battlefield. You have to direct your groupings of soldiers and mechs to protect certain points, and can zoom in to take control of any individual unit at any point.
It feels like a slick system, but unfortunately it's betrayed by the doltish AI of your troops — they rarely engage the enemy, and tend to just sit in positions nearby. You usually complete these missions by doing the entire thing in first person, which renders this innovation rather moot. COD's beastly multiplayer has also had a blast of air-freshener, incorporating almost every feature a fan could wish for.
The matchmaking now syncs in to a league system, giving a progression arc other to the usual XP treadmill, and there's access to features previously kept distinct like COD TV and community video playlists.