Blow out of information in 3....2.....1.....
IGN
When David Vonderhaar discusses Call of Duty: Black Ops II multiplayer, it’s like listening to an intelligent, articulate critique of the franchise’s unwillingness to change. As Game Design Director, Vonderhaar is the idea man. He’s a well-spoken developer who’s proud of his team and title. When he tells me about the new direction for Black Ops II multiplayer, he’s confident and excited. But each time he tells me about a new concept, he qualifies it by saying, “I can’t believe I didn’t think of this sooner.” Vonderhaar is hard on himself, and it’s hardly surprising. His smart and simple changes seem so obvious the moment you see them that you’ll wonder what took so long to implement them.
With Black Ops II pushing its setting a decade into the future, it makes sense that Treyarch is, finally and in multiple ways, modernizing Call of Duty. The overhauled user-interface makes Modern Warfare 3 look and feel like a relic of gaming’s past. The newfound depth of character customization caters to and empowers different kinds of Call of Duty players. Most importantly, the retooled reward system will alter the way millions of people play the biggest first-person shooter in existence.
Before you step onto the battlefield to capture flags or dominate control points, you’ll want to spend some quality time getting to know the new loadout system. The user interface is cleaner, making it easier to take in information -- attachments are all laid out side by side, while guns rotate on a carousel menu. Vonderhaar doesn’t want players wasting time diving into and pulling back out of unnecessary menus. The elegance is necessary. Without it, managing the new customization system would be disastrous. Instead, it enables new ways of building custom classes.
The internal nickname for Treyarch’s customization system is “Pick 10,” since, well, that’s what you do. In the past, you had to take items into battle “whether you cared for them or didn’t care for them,” Vonderhaar says, “whether you used them or didn’t.” Each of your class loadouts in Black Ops II has a maximum of 10 slots you can fill however you please. If you don’t use secondary firearms, simply remove it from your set and replace it with a perk, grenade, or attachment. In addition to this, Vonderhaar throws players a potential curveball: you can sacrifice a perk or tactical item for a Wild Card, providing further options.
These could have huge ramifications on multiplayer.
With these, you can double the amount of frag grenades you spawn with, add a second primary weapon to your loadout, or take additional perks. You may have to opt against taking a scope or a pistol, but Treyarch makes each strategic decision worth your while. You can even skip guns altogether, equip three perk-centric Wild Cards, and go into each match with six perks -- just try to steal a weapon as fast as possible, yeah?



