TheOverclocker Issue 22 | Page 42

gun-toting quad rotor helicopter drones. You’re able to give your squads orders via a very basic real-time strategy-like interface, either while controlling one of these units directly, or from a floating perspective above the battlefield. You’ve only got a limited number of Strike Force teams at your disposal throughout the campaign, and when you fail a mission, you lose one. While it’s a great idea on paper, unfortunately it hits a snag when the action begins. Call of Duty’s ally and enemy AI has long been a commonly heard complaint, with common occurrences of stuff like friends and foes simply standing right next to each other but not firing at one another, or there’s the familiar sight of AI-controlled soldiers simply standing out in the open waiting to die. This trend continues in Strike Force missions, which means that, while they’re just as idiotic as your allies, because your enemies often boast overwhelming numbers, they simply steamroll through your mentally-challenged chums, quickly making your task an infuriating one, especially on the higher difficulties. It means that what could’ve been a unique, linearity-lessening novelty devolves into a truly frustrating grind. Successes or failure to complete Strike Force missions, along with a number of other factors within regular missions, decides the course of the game’s branching storyline and eventual conclusion. The branching narrative is a welcome addition, and the design of the game’s environments, levels and the incidental details within often shows excellent imagination and creativity. Otherwise, Black Ops II’s campaign is exactly what you’d expect from a COD game. The multiplayer front is similarly familiar, with a number of refinements and enhancements made to class customisation and “The multiplayer front is similarly familiar, with a number of refinements and enhancements made to class customisation and other features.” 42 The OverClocker Issue 22 | 2012