Sunday, January 27, 2013

Super Nerd Sundays Presents: Kudos Call of Duty: Black Ops 2's Multiplayer!



Call of Duty: Modern Warfare ushered in a new era of multiplayer play in first person shooters.  Keenly designed, with a lean UI, a carefully manicured selection of weapons, dynamic new gameplay elements and a breathless, kinetic pace, it was revolutionary in the way that Counter-Strike was revolutionary.  But where Counter-Strike could be called hostile to new players, with its unforgiving health and round systems and a system for purchasing and using weapons that would be unintelligible to many of the “casualcore” gamers that populate the internet today, Modern Warfare was anything but.  With a clear a breakdown of each weapon’s performance and a set of default classes designed to acclimate players to certain kinds of play, Modern Warfare welcomed new users in with open arms, gently encouraging them to experiment.  Its superlative introductory tutorial is also worth mentioning, as is the manner in which it has since been removed or pared down within Call of Duty games, but that veers into single player territory, a rabbit hole I don’t want to go down here.

Since Modern Warfare, there’s been a trend towards feature creep in the Call of Duty franchise.  Not just within its multiplayer environs, certainly, but within those environs it is particularly apparent.  Modern Warfare had three killstreaks.  Three killstreaks that capped out after being completed once in a single “life.”  Three easily understood killstreaks that were, despite their simplicity, extremely useful.  Modern Warfare 2 added many, many more.  All sorts of crazy shit could appear on the battlefield, and killstreaks would often have similar or identical functionality to one another, some simply constituting slight improvements to existing killstreaks.  Black Ops took it another step further, adding in crazy, weird killstreaks that were in equal turn obscenely powerful and obtuse to the point of uselessness, making an exceedingly queer gaming concoction that maximized its bombast while maintaining an endearing, winking absurdity.

Modern Warfare 3 took it one step further, adding in multiple categories of killstreaks, each of them dense with potential tools.  Helicopters with cameras, AC-130 gunships, ospreys that dropped killstreak rewards while firing their guns wildly at enemies, suits of armor.  It was a bevy of toys showcased during the game which, in multiplayer, presented a tremendous hurdle to new players and presented skilled, experienced players (or players with the temerity to cheat) with a set of toys specifically aimed at making the game hostile to anyone unfamiliar with its varied arsenal.  It gave players with an advantage an advantage they no longer needed.  Rather than providing cute, enjoyable rewards, these killstreaks constituted hostile acts against losing players that made games into miserable slogs.  Getting killed by a bombing run sucks.  Getting repeatedly shot as you spawn by an AC-130 sucks exponentially more.

And what of the guns?  The repetitive, useless, shamefully imbalanced guns, added, again, for the sake of presenting players with “cool shit” rather than presenting them with a game, a game with balanced tools suited to distinct situations? In the first Modern Warfare each gun had a personality.  It had its quirks, its upsides and its downsides.  There were guns that were extremely challenging to use, and guns that were incredibly easy to use.  Guns had reputations.  They had personas.  They had feels all their own, and the gun you chose fundamentally changed the way you played.  Not all assault rifles were created equal.  In later entries into the Modern Warfare series, it’s difficult to recall the personality of each gun with any kind of clarity, let alone the clarity I can bring to my discourse on the difference between the G-36c and the M-4 assault rifles from the first Modern Warfare.  There were weapons that fundamentally broke the game at times, dual wielded 1898 shotguns and teleporting tactical knives attached to pistols for example, but these were design missteps, not carefully constructed gameplay elements.

When Black Ops 2 was announced, I could give two shits.  After this trend of multiplayer feature creep, I expected more of the same.  I decided that I’d purchase Black Ops 2 when it went on sale, which usually means around six months after release with a Call of Duty game.  I turned my nose up at its feverishly positive reviews, many of which came from people I respect quite a bit, and contented myself playing through the heroic backlog of games I’ve built up over the last two years.  But a friend with an Amazon gift card had a different plan in mind, and with the help of that gift card and some healthy peer pressure, he pushed me into purchasing Black Ops 2.

This is how I came into contact with its nonsensical single player campaign.  This is how I came to play its phenomenal multiplayer, which constitutes a gesture of compromise, though not quite the return to form I might’ve hoped for.

Black Ops 2 isn’t as lean or elegant as the original Modern Warfare.  It’s a little absurd to think that this game will ever approach that delicate balance again, given Activision’s drive to “Madden-ize” the franchise, with a driving philosophy to add more and more to a package that was, at one point in the past, extremely successful and, to some degree, optimized.  But it is a step back from the extreme systems of Call of Duty of yore – an apparent declaration against the driving philosophy that Activision has showcased in the past in favor of normalizing multiplayer for players of all skill levels while cutting down on the raw amount of ambient noise present in a Call of Duty game.  There’s a democratization of content at work in Black Ops 2 which stands as nothing short of remarkable.

The most prominent element within this new system, and the portion that I would contend contributes most to its encouragement to newer players, is an unlock system that abandons Call of Duty’s previous mindset of strongly favoring entrenched or experienced players at the expense of newbies.  Black Ops 2 still features a series of gated equipment unlocks which require players to grind multiplayer in order to grab new toys.  But the wealth of toys available at the beginning of the process eases the process tremendously, and the unlocks themselves possess an internal gating and balancing system in the form of a “cap” of sorts.  While each player can create a custom class with their unlocked gear, a series of “points” have been introduced, wherein players can only choose to equip ten objects to a given character.  Each object, be it a gun, a perk, a grenade or a tactical item, takes up a slot.  Modifications to weapons take up slots too, which means that if you want to use that grenade launcher you unlocked on your MTAR, you’re going to need to drop something else.  Maybe a flashbang, or the second type 3 perk you unlocked.  Maybe your pistol, or your lethal grenade, depending on how you’ve built your class.

This doesn’t completely address issues of balance.  There are still inherently “better” weapons that need to be unlocked, and there are combinations of equipment that devastate game balance.  An SMG or a shotgun with a laser sight dramatically changes the game, and can render even a skillless player a killing machine on many maps, as they point and click their way to victory in close quarters.  But it does allay feature creep commendably: you’ll no longer be shot through a wall of smoke with a thermal scope during your first game before a rain of hellfire missiles crash down on you.  Now you’ll die to a carefully cultivated class consisting of equipment that another player has leveled up and, at least on some level, made sacrifices to improve at the cost of their ability to engage in certain types of gameplay.

It’s a small victory to celebrate, but the use of an “unlock currency” to build a class is a brilliant step back from the grand poise that Call of Duty has been moving towards.  It forces players to look at the toys available to them and make real decisions about which ones to use, how.  It adds a strategic layer to Call of Duty and prevents experienced players from totally steamrolling newbies.

It also showcases the personality that each of the guns possesses quite nicely.  That element is back from the first Modern Warfare: no two guns are quite alike, and weapons from the single player game have been omitted or changed into killstreak rewards in order to retain a balanced selection of distinct weapons that each have their own look and feel.  Even similar guns play very differently.  My MTAR jumps around wildly as it fires in close quarters battles, doling out healthy damage with each hit, while my M27 barely scratches my enemies up close up lets me pick them off with rapid efficiency from a distance.  My FAL lets me rattle off round after round, forcing me to stabilize my aim myself with my mouse, while my SWAT barely jumps up at all but moves sluggishly, awkwardly rechambering, making close-quarters-battles tense experiences that almost always end disastrously.  Each assault rifle, SMG, shotgun, sniper rifle, whatever, is just bursting with personality.  So far I haven’t run into any “improved” versions of earlier guns, or any weapons that outright copy other weapons.  I can’t say the same for any other post-Modern Warfare Call of Duty game to date.

And I haven’t even touched on the “ranked” system of play, which endeavors to place players into competitive brackets in an effort to give Black Ops 2 potential as a legitimate e-sport.  It can’t actually live up to that expectation – I’m not sure any Call of Duty game ever has been able to – but it’s a nice nod to the idea of skill-based matchmaking and the massive divide between casual players, mid-ground players and the hardcore and the hackers that populate most public Call of Duty servers.  I’ve yet to engage with the ranked servers at all myself, but I’m glad they’re there and I look forward to trying them (and their fully-unlocked gear sets) out when I get a chance.

Black Ops 2 isn’t perfect.  It isn’t Modern Warfare – we’re never going to see a game like that again.  But it’s good.  It’s good in a way that Call of Duty games haven’t been in a while.  Treyarch crafted a solid multiplayer experience that actually addressed the problems that Call of Duty games have been making for themselves over the last four years, and it did so in a way that didn’t compromise the spectacle that they’ve been trying to infuse into the gameplay (the very thing, ironically, that prevents it from ever becoming the sort of e-sport that Counter-Strike was and Modern Warfare might’ve been).  It reflects concern for their players, love for the game they’ve made, and an adept knowledge of what makes multiplayer games on the internet fun.

Nice work, Treyarch.  Now please stop trying to sell me content packs for your sixty dollar game.  I’m not interested.  Unless it’s a set of bundled zombie maps for like fifteen dollars, in which case YES PLEASE!

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