Showing posts with label Activision Shanghai. Show all posts
Showing posts with label Activision Shanghai. Show all posts

Friday, 16 October 2020

Call of Duty: Black Ops Cold War & Call of Duty: Modern Warfare - THE HEAT (THE ENERGY)


 


Available to everyone with applicable hardware this weekend, the Call of Duty: Black Ops Cold War Beta builds on the snappy Alpha by allowing players to experience the doldrums of being lumbered with set weapon loadouts - never particularly helpful - and, when they finally unlock the Create A Class option, underpowered weaponry with occlusive iron sights. 

Still, I'm enjoying Treyarch (Raven Software, Sledgehammer Games, High Moon Studios, Demonware, Beenox and Activision Shanghai)'s hot war simulator, mainly because the multiplayer levels aren't staggered into a series of irritating head-glitch locations. Action is, thankfully, a little more free-flowing than last year's Call of Duty: Modern Warfare (currently attempting to steal its little brother's limelight by resurrecting a fan favourite shotgun from Call of Duty: Modern Warfare 2). I've barely scratched the surface but, if I were to lodge a complaint, it'd be that there's precious little detail or visual cues separating the character models assigned to my team and the enemy's. 

Monday, 21 September 2020

Call of Duty: Black Ops Cold War - PUMP OR AUTO



Response to Call of Duty: Black Ops Cold War's alpha seems to be mixed, with many disappointed that this year's title delivers less of Call of Duty: Modern Warfare's audio-visual luxury. Absolutely Treyarch (and Activision Shanghai, Beenox, High Moon Studios and Raven Software)'s game is less interested in gun club fidelity but Cold War's overall sound design is much more readable. Foot steps in particular were superb in this Alpha, allowing players to make quick decisions based on reliable, actionable, audio feedback. That's something that Modern Warfare, particularly Call of Duty: Warzone, has never quite achieved.

My personal complaints are the latency issues that always seem to plague the Treyarch releases - opposition players and their weapons pointing in completely different directions to the way they're actually firing or the broken camera angles that mean what you're seeing and what your opponent are seeing never quite synchronise. The latter most often expressed in killcam watching that sees your character bounding into frame and taking hits, following a confrontation were you never even saw a pixel of your assassin. Balance wise, scorestreaks are heavily weighted towards the end of matches, when the dune snipers have finally amassed enough points to unleash Huey helicopters, meaning otherwise sedate games can become meat grinders in their dying seconds. Still the classic run-and-gun gameplay is obviously there and, thankfully, weighted towards players who seek confrontation rather than vertical power positions.

Wednesday, 26 February 2014

Call of Duty: Online - F2P





Vikkstar123 talks us through some gameplay from Raven Software and Activision Shanghai's Call of Duty: Online. This Chinese market exclusive is a free to play best-of album with fan favourite maps and weapons culled from the earlier Modern Warfare and Black Ops games. Sadly these classic / ancient assets are significantly more exciting to me than whatever Infinity Ward or Sledgehammer have lined up next. The maps may be bare, bordering on prehistoric, but at least they have a natural sense of flow. These stages were designed as conveyor belts for the accomplished to gradually move along. Unfortunately, and to their detriment, the likes of Black Ops 2 and Ghosts have ditched this design philosophy in favour of race-to-the-middle massacres or head-glitch post holding.