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Call of Duty: Black Ops II is a military first-person shooter developed by Treyarch and published by Activision (Square Enix in Japan) for the Xbox 360, PlayStation 3 and PC on November 13, 2012. It was later released as a launch title for the Wii U on November 18th, 2012.
The ninth official installment of the Call of Duty series (and the sequel to 2010's Call of Duty: Black Ops), the game shifts from the 1960's Cold War to near-future 2025, where military technology has advanced significantly and a new "Cold War" has arisen between the United States (with its Joint Special Operation Command, or JSOC) and China (with its Strategic Defense Coalition, or SDC).
In the main single-player campaign, players take the role of JSOC Lieutenant Commander (and DEVGRU operative) David Mason, son of Alex Mason (a CIA agent and the main protagonist of the game's predecessor). David (codenamed "Section") must investigate and stop the plans of Raul Menendez, a wealthy Nicaraguan narco-terrorist who is using cyberterrorism to fuel the new Cold War. As David puts the pieces together (both from playable 1980's flashbacks from his father's aging comrade-in-arms Frank Woods, and from infiltration missions with fellow DEVGRU operatives Mike Harper and Javier Salazar), he begins to draw a disturbing connection between Menendez and the two Masons.
Along with a main campaign that introduces branching storylines (with multiple endings), per-mission challenges, and custom mission weapon/gear loadouts to the franchise, the game introduces side-missions called "Strike Force", in which players must complete objectives as a soldier, a remote operator of a combat vehicle, or as a tactical commander (in a mode similar to real-time strategy games), switching between these modes at any time. Completing all available missions directly affect the main storyline (even affecting the game's ending), but each single-player campaign has a limited amount of retries ("strike forces") for all Strike Force missions.
Both Zombies and Multiplayer modes return, each with their own unique enhancements. For Zombies, the game adds a variety of new modes (including a large "open world" co-operative mode, a 4v4 competitive co-operative mode, and a duel mode in which one player tries to respawn by controlling the zombie horde). For Multiplayer, the game adds a unique "Ten Point" Create-a-Class system in which players can add and remove components of their class to shift priorities (sometimes breaking traditional Create-a-Class rules, such as adding a second Perk or replacing lethal grenades with another tactical grenade). Multiplayer mode also adds a new game mode (Hardpoint), enhanced Wager Matches (now Party Games) and Combat Training playlists (integrating them with the standard public playlist system, including granting experience points), a Weapon Prestige system (in which players can re-unlock attachments to grant new cosmetic perks), and enhanced social integration (including the ability to livestream via Twitch).
The main soundtrack was composed by Jack Wall (previously known for the first two Mass Effect soundtracks). The game's main theme ("Theme from Call of Duty: Black Ops II") was composed by Trent Reznor (front-man for Nine Inch Nails, whose previous video game soundtrack was Quake).
The campaign includes official appearances by comedian (and television host) Jimmy Kemmel and retired USMC Lieutenant Colonel (and political commentator) OIiver North. Rock/metal band Avenged Sevenfold appears in a post-credit "easter egg" music video. The campaign also includes characters based on former CIA director David Petraeus, former Panaman dictator Manuel Noriega, and former Angolan political leader Jonas Savimbi.
The bulk of Call of Duty: Black Ops II's single-player campaign puts players as either main protagonist David Mason (in 2025) or his father Alex Mason (in the late 1980s, during flashback sequences from an aging Frank Woods). Other playable characters include Frank Woods himself (during one of his flashback sequences), Raul Menendez (the game's main antagonist), and "Farid" (an undercover CIA operative close to Menendez).
As JSOC Lieutenant Commander David Mason (codename "Section") investigates the backstory and plans of the wealthy narco-terrorist Raul Menendez, players will eventually come across parts of the plot that the player can directly (or indirectly) influence. By determining the fate of key characters and by choosing whether to accept certain side-missions, the outcome of major events in the game can change significantly (including the game's ending).
Prior to beginning a mission in the game, players have the option to customize their loadout, including their primary weapon (with up to three attachments), their secondary weapon (with up to two attachments), their grenades (both lethal and tactical), and Campaign Perk (giving the player a specific combat boost). Each weapon, attachment, grenade, Campaign Perk, and gun camo must be unlocked by completing certain parts of the campaign and completing challenges.
One of the game's Campaign Perk, the Access Kit, is unlocked from the start and grants the player special access to special gear found throughout the campaign:
After completing the third mission in the main campaign, players have an option to participate in "Strike Force" missions, which gives the player various resources (including soldier squads, remotely-operated vehicles, and a tactical commander view) to perform specific objectives against swarms of enemies in small, open maps.
Most of the Strike Force missions involve heated conflicts between JSOC and SDC forces, as the JSOC are preventing the SDC from accumulating support from key countries near China. Players are given a limited amount of "strike forces" (overall mission attempts) per single-player campaign, after which they must either rewind the story back or continue with the outcome.
Prior to starting the first mission, players are given the option to play a small tutorial (set in the same area as "FOB Spectre") utilizing all the aspects of the mission, including setting waypoints and switching between units.
The Multiplayer mode takes place in 2025, introducing various futuristic weaponry and gear to the battlefield.
Call of Duty: Black Ops II introduces a new version of the "Create-A-Class" player loadout system from previous Call of Duty games, dubbed the "Pick Ten" system. Each loadout has ten "points" which can be allocated to the following 20 class slots (six of which must be enabled by taking specific "wildcards"):
Unlike previous Call of Duty games, players can use the "Pick Ten" system to shift priorities between weapons, perks, and grenades to cater to their play styles. For example, players can choose not to wield grenades and a secondary weapon, instead adding more perks and weapon attachments for the primary weapon. Players could even forego a primary weapon to focus on a secondary, or even run with only the tactical knife melee weapon. This can be done with "Wildcards", special loadout slots that count as one "point" that changes certain characteristics of the loadout:
Players do not need to use all ten points for the loadout, and can create personal handicaps by using less points. Lobby leaders in custom games can change the amount of points per class (up to 17).
Call of Duty: Black Ops II includes a new replacement for the Killstreak Reward system from the game's predecessors, called "Scorestreaks". Players still have up to three special rewards (including calling in UAVs, wielding miniguns, and calling in swarms of Hunter Killer drones) that they can use after earning them. However, it is now tied to the amount of score each player earns without dying (including kills, assists, and fulfilling gametype objectives).
Player can customize their Scorestreak queue, consisting of a combination of three unique rewards. Unlike the previous games with customizable combinations of rewards, there are no two rewards that share the same milestone, so players can use any combination of rewards. Rewards are locked by both the player's experience level and the requirement of Unlock Tokens.
Like all previous Call of Duty installments with customizable reward queues (with a certain exception in Call of Duty: Modern Warfare 3), the player's reward queue is stackable. Players can save their currently-earned Scorestreak for later (even after death and between rounds), and can switch between earned Scorestreaks (including a fourth option for the latest Scorestreak earned in a Care Package). Once players have reached their highest-milestone Scorestreak, their Scorestreak progress resets back to 0, allowing them to re-earn every used Scorestreak in their queue. Players cannot re-earn Scorestreaks that are unused.
Name | Description | XP Level Unlocked | Score Milestone |
---|---|---|---|
UAV | Enemy positions are periodically revealed on the mini map. | 7 | 425 |
RC-XD | The player controls an explosive remote controlled car that can dentonate on command. | 18 | 450 |
Hunter Killer | A small drone that, when released, will circle the battlefield until it spots and enemy player or aircraft, locks on and explodes on impact. | 7 | 525 |
Care Package | A helicopter dropped box which contains one randomly selected scorestreak. | 7 | 550 |
Counter-UAV | Similar to the UAV, only it jams the enemy's radar. | 33 | 600 |
Guardian | A placeable directional microwave which slows enemy movement, blurs vision and eventually kills. | 15 | 650 |
Hellstorm Missile | A guided missle which splits into multiple missiles on command. | 24 | 700 |
Lightning Strike | 3 precision airstrikes called in by the player. | 7 | 750 |
Death Machine | A powerful player held mini-gun. | 36 | 800 |
Sentry Gun | An automated turret which, when placed, will lock on to any enemy within its field of vision. | 9 | 850 |
War Machine | A powerful player held grenade launcher with multiple shots. | 45 | 900 |
Dragonfire | A player controlled drone equipped with weapons. | 7 | 975 |
AGR | An automated or player controlled drone that will patrol an area and lock on to any enemy it sees. | 27 | 1000 |
Stealth Chopper | A helicopter which hovers over a selected area and shoots any enemies in range. | 21 | 1100 |
Orbital VSAT | Similar to the Blackbird of the first Black Ops, the Orbital VSAT fully exposes enemy positions and headings for a brief time period. Cannot be shot down. | 42 | 1200 |
Escort Drone | an automated drone that will follow the player and lock on to any enemies within range. | 48 | 1250 |
Warthog | An aircraft that does multiple strafing runs. | 30 | 1400 |
EMP Systems | All enemy "electronics" are disabled temporarily. This includes most optics, the mini map, and most Scorestreaks. | 39 | 1300 |
Lodestar | The player briefly becomes the gunner of an aircraft which can zoom in and shoot missiles. | 12 | 1500 |
VTOL Warship | A player controlled aircraft equipped with machine guns and missiles. | 7 | 1600 |
K-9 Unit (Dogs) | A group of dogs are sent in which will seek out enemies and attack. | 51 | 1700 |
Swarm | A large number of Hunter Killer Drones fill the sky and target enemy players. | 54 | 1900 |
The Prestige System (used in every major Call of Duty iteration since Call of Duty 4: Modern Warfare) for multiplayer returns in Call of Duty: Black Ops II. Once players reach the maximum experience points allowed (at the end of level 55), they have the option to proceed to the next "Prestige Level". Doing so will reset the player's experience back to zero (at the beginning of level 1), re-locking everything that is locked by experience (with the exception of those unlocked by Prestige Unlock Tokens). All regular Unlock Tokens are removed and must be re-earned, and players must use them again to re-unlock the same items. Weapon experience (including their camo progress) and challenge progress are not reset.
In addition to the opportunity to re-progress through the experience system, players also earn some rewards. After reaching Prestige Level 1, players unlock special challenges (relating to weapon attachment usage, lethal grenade usage, tactical grenade usage, perk usage, and wildcard usage), each with their own unique calling cards. The rank icon for each player who prestige is replaced by the player's Prestige Level icon, regardless of their experience. Also, once per Prestige Level, players can unlock one of the following Prestige Awards:
New to the Call of Duty franchise is the concept of "Weapon Prestige", in which each weapon has their own experience system (each level granting an additional weapon attachment, with the exception of Launchers, the Ballistic Knife, and the Assault Shield). Once the weapon reaches the maximum experience, players can proceed to the next "Weapon Prestige Level", which resets the weapon experience (and re-locks all of that weapon's attachments) while granting a special cosmetic perk. There are two Weapon Prestige Levels, the first allowing the player to engrave their Clan Tag on it, the second allowing the player to print their current emblem on it.
Black Ops II includes the standard Survival Zombie mode and also introduces two more modes.
In zombie maps, the player starts the game with an M1911 and must fight off zombies in rounds in order to gain points. They can use the points to buy weapons, perks and unlock doors. Players can also use items they find around the map and build them to make different items such as power generators to operate doors and machines, deployable shields and other attributes (Tranzit only). Zombie mode uses a combination of the weapons and power-ups from Black Ops as well as the future weapons from Black Ops II with the addition of new "Wonder Weapons.” New to Zombies is the ability to "save" progress in the unlocking of secrets and building certain items. Also, it is now possible, by the use of a "bank system", to store points for a small fee, and then use them in later games. Weapons can also be stored and kept across games by this manner.
Zombies are able to jump, climb, and will pursue the player incessantly. New creatures added include a fog monster, which latches onto the player and reduces their vision. They are found in the hazy areas between each section of the map. Another new addition is of an electric being who randomly spawns and attacks the player with electricity, and can only be defeated by melee attacks. Certain hidden areas are located in the areas off the standard map areas, and are important for completing the missions given to the player.
Players will also increase in rank while they play, changing their emblem in the process. Zombies mode also tracks statistics across all games.
In the Revolution DLC, the Map Die Rise takes place in China, using the same characters as in Tranzit, in collapsed skyscrapers. the players must deal with the issue of pitfalls that can cause instant death.
In Uprising DLC, The Mob of the Dead takes place on the prison island of Alcatraz during the Prohibition Era, taking control of 4 incarcerated gangsters named Finn O'Leary, Arthur Arlington, Salvatore DeLuca and Billy Handsome , who are trying to escape prison when the undead breaks out. This map introduces a boss zombie, and more side-quests into the map, and introduces a Purgatory mode, where after a character is killed, they can still fight against zombies as a ghost, and aid their allies with being able to see through walls and activate perk machines, all while still trying to escape the island.
all the maps to date are available in the tranzit overworld, but can be played individually in survival mode.
These perks are obtained by completing certain conditions in Zombie Mode matches, and remain with your character, even across matches. They are not taken up by a perk slot, but can be lost. These perks have been shown to have a stacked effect in Die Rise allowing for enhanced abilites.
Name | Mode | Magazine Size | Level Unlocked | Cost ($) | Rate of Fire (RPM) | Damage | Recoil (m) | Fire Mode | Image |
---|---|---|---|---|---|---|---|---|---|
TAC-45 | SP/MP | 10 | 4 | N/A | 515 | 55-19 | Low-Med | Semi-Auto | |
Five-Seven | SP/MP/ZM | 20 | 4 | 950 | 600 | 55-19 | Ex. Low | Semi-Auto | |
B23R | SP/MP/ZM | 15 | 19 | 1000 | 900 | 45-19 | Low | 3 Rnd Burst | |
Executioner | SP/MP/ZM | 5 | 31 | 950 | 400 | 30-5 x8 (240-40) | High | Semi-Auto | |
KAP-40 | SP/MP/ZM | 12 (SP/ZM) 15 (MP) | 43 | 937 | 900 | 45-19 45-22 (dual weild) | Low | Semi/Auto | |
Python | ZM | 6 | N/A | N/A | 625 | 50-30 | Moderate | Dbl Action | |
M1911 | SP/ZM | 8 | N/A | 0 | 625 | 15 | Medium | Semi-Auto | |
Browning HP | SP | 10 | N/A | N/A | 625 | ? | ? | Semi-Auto | |
Makarov | SP | 8 | N/A | N/A | 625 | 40-20 | Low | Semi-Auto |
Name | Mode | Magazine Size | Level Unlocked | Cost ($) | Rate of Fire (RPM) | Damage | Recoil (m) | Fire Mode | Image |
---|---|---|---|---|---|---|---|---|---|
R870 MCS | MP/ZM | 8 | 4 | 1500 | ? | ? | High | Pump | |
M1216 | MP/ZM | 16 | 52 | 950 | ? | ? | High | Semi-Auto | |
S12 | SP/MP/ZM | 10 | 4 | ? | ? | ? | Medium | Semi-Auto | |
KSG | SP/MP | 14 | 34 | N/A | 65 | 105-75 | Medium | Pump | |
SPAS-12 | SP | 8 | N/A | N/A | 312 | 30-10 x8 | High | Semi-Auto | |
Olympia | SP/ZM | 2 | N/A | 500 | 212 | 40-10 x8 | High | Semi-Auto |
Name | Mode | Magazine Size | Level Unlocked | Cost ($) | Rate of Fire (RPM) | Damage | Recoil (m) | Fire Mode | Image |
---|---|---|---|---|---|---|---|---|---|
Vektor K10 | SP/MP | 36 | 16 | N/A | 900 | 33-18 | Low | Auto | |
Chicom CQB | SP/MP/ZM | 36 | 37 | 950 | 1080 | 33-18 | Low | 3 Rnd Burst/Auto | |
PDW-57 | SP/MP/ZM | 50 | 4 | N/A | 720 | 15-18 | Moderate | Auto | |
Skorpion EVO | SP/MP | 32 | 46 | N/A | 1200 | 33-18 | Moderate | Auto | |
MSMC | SP/MP | 30 | 28 | N/A | 720 | 40-18 | Low | Auto | |
MP7 | SP/MP | 40 | 4 | N/A | 900 | 33-18 | Low | Auto | |
AK-74u | SP/ZM | 20 | N/A | 0 | 750 | 40-20 | Low | Auto | |
MP5 | SP/ZM | 30 | N/A | 1000 | 800 | 40-20 | Low | Auto | |
Uzi | SP | 32 | N/A | N/A | 937 | 30-20 | High | Auto | |
Peacekeeper(DLC) | MP | 30 | Auto | N/A | 750 | 33-19 | Low | Auto | |
Thompson | ZM | 30 | N/A | Auto |
Name | Mode | Magazine Size | Level Unlocked | Cost ($) | Rate of Fire (RPM) | Damage | Recoil (m) | Fire Mode | Image |
---|---|---|---|---|---|---|---|---|---|
MTAR | SP/MP/ZM | 30 | 4 | 950 | 720 | 40-24 | Moderate | Auto | |
Type 25 | SP/MP/ZM | 30 | 4 | 950 | 900 | 33-22 | Low | Auto | |
M8A1 | SP/MP/ZM | 32 | 49 | 950 | 760 | 35-24 | Low | Auto | |
SWAT 556 | SP/MP | 30 | 10 | N/A | 450 | 40-33 | Low | 3 Rnd Burst/Auto | |
SCAR-H | SP/MP | 30 | 40 | N/A | 600 | 45-24 | Moderate | Auto | |
FAL OSW | SP/MP | 25 | 22 | N/A | 515 | 50-40 | Low | Semi/Auto | |
M27 | SP/MP | 30 | 31 | N/A | 720 | 33-23 | Moderate | Auto | |
M16 | SP/ZM | 30 | N/A | 1200 | 750 | 40-30 | Low | 3 Rnd Burst/Auto | |
Galil | SP/ZM | 35 | N/A | 950 | 750 | 4150-100 | Low | Auto | |
SMR | SP/MP/SP | 20 | 46 | 950 | 450 | 55-40 | Moderate | Semi-Auto | |
AK-47 | SP | 30 | N/A | N/A | 689 | 49-25 | Moderate | Auto | |
FN FAL | SP/ZM | 20 | N/A | N/A | 625 | 50-40 | Moderate | Auto | |
M14 | ZM | 20 | N/A | 0 | 625 | 50-40 | High | Semi-Auto | |
AN-94 | SP/MP/ZM | 30 | 55 | 0 | 625 | 40-24 | Very Low | Automatic/2 round burst |
Name | Mode | Magazine Size | Level Unlocked | Cost ($) | Rate of Fire (RPM) | Damage | Recoil (m) | Fire Mode | Image |
---|---|---|---|---|---|---|---|---|---|
DSR-50 | SP/MP/ZM | 5 | 4 | N/A | 40 | 98 | High | Bolt-Action | |
Ballista | SP/MP | 10 | 43 | N/A | 47 | 95 | High | Bolt-Action | |
SVU-AS | SP/MP/ZM | 12 | 4 | N/A | 416 | 70 | High | Semi-Auto | |
XPR-50 | MP | 8 | 52 | N/A | 375 | 98 | Moderate | Semi-Auto | |
Barrett M82A1 | SP/ZM | 10 | N/A | N/A | 150 | 98 | High | Semi-Auto | |
Dragunov | SP | 10 | N/A | N/A | 234 | 70 | Moderate | Semi-Auto | |
Storm PSR | SP | 30 | N/A | N/A | ? | ? | Low | Semi-Auto |
Name | Mode | Magazine Size | Level Unlocked | Cost ($) | Rate of Fire (RPM) | Damage | Recoil (m) | Fire Mode | Image |
---|---|---|---|---|---|---|---|---|---|
QBB LSW | SP/MP | 75 | 4 | N/A | 900 | 35-20 | Moderate | Auto | |
LSAT | SP/MP/ZM | 100 | 13 | 950 | 720 | 40-24 | High | Auto | |
Mk. 48 | SP/MP | 100 | 4 | N/A | 600 | 45-32 | Moderate | Auto | |
M60 | SP | 100 | N/A | N/A | 535 | 50-40 | High | Auto | |
RPD | SP/ZM | 100 | N/A | 950 | 700 | 130-40 | Moderate | Auto | |
HAMR | MP/ZM | 75 | 37 | 950 | 600 | 40-24 | High | Auto |
Name | Mode | Level Unlocked | Cost ($) | Fire Mode | Image |
---|---|---|---|---|---|
RPG | SP/MP/ZM | 40 | 950 | Single-Shot | |
SMAW | SP/MP | 4 | N/A | Single-Shot | |
FIM-92 Stinger | SP | N/A | N/A | Single-Shot/Lock-On | |
FHJ-18 AA | SP/MP | 4 | N/A | Single-Shot | |
RPG-7 | SP | N/A | N/A | Single-Shot |
Name | Mode | Level Unlocked | Damage | Image |
---|---|---|---|---|
Assault Shield | SP/MP | 34 | 50 | |
Ballistic Knife | SP/MP | 49 | Instant Kill | |
Crossbow | SP/MP | 25 | 50 | |
MM1 Grenade Launcher | SP | N/A | Instant Kill | |
Spring Knife | SP | N/A | Instant Kill | |
Minigun | SP | N/A | N/A | |
Titus-6 | SP | N/A | N/A |
Name | Mode | Level Unlocked | Image |
---|---|---|---|
EMP Grenade | SP/MP/ZM | 11 | |
Concussion Grenade | MP | 4 | |
Sensor Grenade | SP/MP | 6 | |
Flashbang | SP/MP | 29 | |
Tactical Insertion | MP | 47 | |
Shock Charge | MP | 23 | |
Black Hat PDA | MP | 25 | |
Trophy System | MP | 35 |
Name | Mode | Level Unlocked | Image |
---|---|---|---|
Fragmentation Grenade | SP/MP | 0 | |
C4 | MP | 41 | |
Semtex | MP | 4 | |
Combat Axe | SP/MP | 17 | |
Bouncing Betty | MP | 28 | |
Claymore | MP | 53 | |
XM31 | SP | N/A |
Name | Description | Level Unlocked | Icon |
---|---|---|---|
Tier 1 | |||
Lightweight | The player moves faster and does not take fall damage. | 4 | |
Flak Jacket | The player takes reduced explosive damage. | 32 | |
Blind Eye | The player is invisible to AI controlled scorestreaks. | 5 | |
Hardline | Increases the player's score to help get scorestreaks. | 4 | |
Ghost | The player is invisible to UAVs while moving, defusing a bomb or using scorestreaks. | 55 | |
Tier 2 | |||
Hard Wired | The player is immune to Counter UAVs and EMPs. | 26 | |
Scavenger | The player can recover ammunition and equipment from dead players from ammo packs. | 44 | |
Cold Blooded | The player is invisible from Sensor Grenades, MMS, Target Finders and Dual Bands. | 4 | |
Fast Hands | The player can swap weapons faster, use grenades and equipment faster and throw back grenades safely. | 8 | |
Toughness | The player flinches less when shot. | 4 | |
Tier 3 | |||
Dexterity | The player aims faster after sprinting, recovers from Melee attacks faster, and climbs and vaults faster. | 4 | |
Engineer | Shows Enemy Equipment on the map, delay trigger explosives, re-roll and sabotage care packages. | 14 | |
Dead Silence | The player moves silently. | 38 | |
Extreme Conditioning | The player sprints for longer durations. | 4 | |
Tactical Mask | reduces the effects of flashbangs, stun grenades and shock charges. | 20 | |
Awareness | The player hears enemies easier. | 50 |
The ESRB rated the game Mature for Blood and Gore, Intense Violence, Strong Language, Suggestive Themes, and Use of Drugs.