Many Mass Effect fans lamented the recent metamorphosis of BioWareâs signature sci-fi series from a role-playing game with shooter elements to a shooter with role-playing game elements. So what are we to make of the new Call of Duty playing a bit more like a Mass Effect?
This new Call of Duty: Black Ops II has Mass Effect in its bones.
Letâs celebrate.
And letâs get some of the obvious distinctions out of the way. Competitive multiplayer? Black Ops II has that; Mass Effects donât. Krogans? Only in Mass Effect. Dialogue choices? All over Mass Effect; absent from Black Ops II. Thorâs hammer? I donât think thatâs in Mass Effect
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What Black Ops II has in abundance are choices. It doesnât just have the kind of choices youâd normally find in a shooterâthe interesting moment-to-moment choices of whether to shoot or run, whether to throw a grenade and then step to the side or step to the side and then throw a grenade. It has the kind of choices that tweak the plot of a game. It has the kinds of choices that enable Mass Effect fans and fans of other flexible role-playing games to discover that their games unfolded in very different ways. Did you let Wrex die? Did you save the Council? What final choice did you make for Commander Shepard? We can now have the same kinds of conversations about Black Ops II because, for once, a new Call of Duty is not a flume ride. Itâs a broadly-branching tree of decisions.
For once, a new Call of Duty is not a flume ride. Itâs a broadly-branching tree of decisions.
The campaign of Black Ops II is full of missions set around the world, most of them involving lots of over-the-top triumphant military actions. From 80s Afghanistan to the 21st century Cayman Islands, there will be bad guys to shoot and helicopters in need of exploding. Sometimes, these missions will pause and give you a choice: Let this key character live or die? See that guy, the [redacted]? I killed him. Patricia Hernandez, who reviewed Black Ops II for us, did not. Out yourself as a spy and risk the consequences? Depending on the choice you make, a major supporting character might be absent for the remaining handful of levels left in the campaign.
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As you play through Black Ops IIâs campaign a small alert occasionally appears in the upper left corner of the screen. It indicates that your career has been updated. This is usually a signal that youâve just done something that has bent the story or expanded it. Of all the prompts games have given me this year, of all the alerts Iâve seen pop on the screen, this is one of my favorites. It signals to me that I may have stepped off the expected path, that I have in some way deviated. In a Call of Duty this at least simulates some overdue rebellion. At the end of each level, the gameâs main campaign menu displays a list of the levels the player has completed along with text descriptions of what consequential things have happened. These are signals, too. Their message: you could have had a different outcome; your friends probably did.
When I compared notes with Patricia, I discovered that there was an enormous difference in the ending scenes we both saw. It wasnât the difference I had expected us to have. It wasnât the one I figured weâd be able to trace back to an obvious, pivotal press-this-button-or-that-button choice in the gameâs final level. The difference we discovered (donât worry, I wonât spoil it) came down to which part of a certain characterâs body we shot halfway into the game. Thatâs some Mass Effect-style long-term consequence for you. (No wonder someone mixed up the gamesâ discs. Totally understandable, given all of these similarities.)
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Hereâs an example that we captured from the gameâs second level. If you donât select ACCESS, you donât play that sequence.
In other levels, going down similar tributaries might gain you a helper drone or throw you into a short rescue mission. You might wind up with a new weapon or ability just for that mission. Many of these side missions are tied to the sets of 10 challenges that are scripted for each level. These challenges might require you to discover and use a certain weapon to kill 10 enemies or to find some important information that will expand the story. Completing a bunch of these challenges unlocks a perk, one per each level (shooter fans may notice that a lot of this resembles some of the great but long-since-neglected level design ideas in the Rare-made Nintendo 64 shooters GoldenEye and Perfect Dark). The challenge lists are essentially lists of clues that hint at side tasks still undiscovered in each mission.
The difference we discovered (donât worry, I wonât spoil it) came down to which part of a certain characterâs body we shot halfway into the game.
After the campaignâs first few missions pass, players can access Strike Force Missions. These are played in what resemble arena-shaped multiplayer maps. They run on a timer. You command several units at once: squads of soldiers, drones, turrets and even a little walking tank. You can control any of them, hopping from unit to unit a la Battlefield 2: Modern Combat or Battalion Wars or just direct them all from overhead. Either way, you can dole out orders for units to attack, defend, hack enemy installations and so on. The missions tie into the campaignâs story and essentially dictate the attitude of the rest of the world toward the United States. Countries will ally with you if you succeed (X-Com!). If you fail, you lose a Strike Force squad. Lose enough and the mission is lost for good. Donât even try and certain things will happen in the campaign that wouldnât have if you played the missions and succeeded in them. Again: branches, choice, and my storyline differ from yours. Again: Mass Effect and its tribe.
The biggest games can afford to be the laziest. The Call of Duty series can rightly be accused of not having changed enough to merit a new installment each year. With Black Ops IIâs campaign, however, we have a wonderfully unexpected and welcome twist. The twist is that there are twists, not all played out to a passive audience but, with shocking frequency, instigated by the player.
Mass Effect became more like Call of Duty a couple of years ago.
Today, Call of Duty is more like Mass Effect