Published on September 1st, 2011 | by Ben Gray0
Review: Call of Duty – Black Ops: Rezurrection
Summary: Ben takes a look at Call of Duty - Black Ops: Rezurrection, is it any good? read the review to find out!
Zombies. What would a game be without the undead nowadays? Zombies became a craze back in World at War as a gimmicky little reward for completing the campaign, but Treyarch couldn’t foresee the popularity the mode would gain over time. As a last send-out, the developers have decided to dedicate the last DLC for Black Ops to the horde. How nice are they?
Rezurrection is only a significant offering if you didn’t buy the Hardened/Prestige edition of Black Ops. The first four maps in the content are the four original Zombies maps from World at War, which were included in these editions. Of course, that isn’t going to stop me from blabbering on about them for the next few paragraphs. The fifth and brand zombie-spanking new addition to this add-on is Moon, and if anyone asks me where the map is set, I am going to kill them. I had someone ask me when I was reviewing the last add-on, where the map Zoo was set. He is no longer with us.
Nacht de Untoten. I hope I spelt that right. If I let the spell checker have its way with my reviews, it would be Nacho de Unto Ten. This was the map that kicked off the Zombies revolution, and in hindsight, there’s not much to it. Those looking for a more confined, intense zombies experience will have fun with this one, as the more recent Zombies maps have been ten times its size. If anything, this should be considered the more Classic Zombies experience, given the fact the random weapon box is the only gimmick to this fort. What I prefer about Nacht de Untoten to the others is that the objective feels more straightforward and more like a true wave-based mode. Whereas maps like Shangri-La and Call of the Dead had you running to one side of the map to reach the power, which then gives you access to something else at another corner of the map, in this you just hold it out as long as you can against the zombies. There are very few doors so you don’t have to worry about wasting all your points trying to expand the play space, and the better weapons are only one or two doors away. So basically, if you don’t want to wait a good ten minutes before the real action starts, this will be the map for you.
Verruckt. This one, if I recall, is based off one of the multiplayer maps from World at War, and starts off a little differently from the rest. If your game consists of more than one player, your team is separated and forced to work their way through the map to eventually meet up. It makes for some interesting gameplay as teamwork is required to survive in the later waves, meaning you can’t just stick it out in your separate rooms for the entire game, unless you want to visit your grave early. This map was the first zombie map to start the trend of ridiculously sized maps, and whilst this one isn’t too much of a bother to get around, you will be forced to open quite a few pathways in order to get the bigger, meatier guns, and of course, turn the power on, which someone left conveniently off. It’s a fun map if you don’t mind holding it out on your own for a while before being able to get to your comrades. I use the word comrades purely because one of the four characters is bound to use it at any point during the game. I am starting to forget whether I’m reviewing Black Ops or World at War.
Shi No Numa. This was certainly the map I had the most fun with, but I can’t quite put my finger on why. The map basically has a central area with four paths stretching off from it. A typical player will unlock each route one by one, getting whatever perk lies at the end. I like this because it feels like progression, and it can result in some epic standoffs against the horde. The swamps slow down your movement and can leave you in (sorry for this) some sticky situations, as well as the traps if you fancy running for your life. Overall, it’s a good map for teamwork, and definitely not for those who like to distance themselves from the rest of their comrades. You can see I’m going to be using that word a lot more from now on.
Der Reise. Set in a factory, this was the bleakest of the bunch for me. I know that not all Zombies maps are bursting with colour, but the dull greys of this map just don’t make this map stand out from the crowd. Other maps with monotone palettes compensate with dark, atmospheric areas, whereas this just doesn’t make the cut. I wasn’t really compelled to continue on Der Reise for very long because it doesn’t add much to the Zombies experience and just takes features from existing maps and bundles them together, rather than offering experiences of its own.
One general criticism I’ll make about the porting of the classic maps is that you get to try all the original weaponry when bought from the walls (which is great), but sometimes gun names are missing so you have to guess what it is based on the outline, not to mention that the random weapon box gives you weapons from the Black Ops era, which doesn’t really keep to the “classic” label. Nevertheless, Treyarch have done a good job of restoring these maps for Black Ops.
Now onto Moon, and we’re back in more familiar territory. Moon starts you off on, presumably, a space station on earth, and there are zombies EVERYWHERE. You must get onto the teleporter as soon as possible or you won’t make it a minute in. Voila, you’re now on the moon. After putting on some space gear (which I’ll admit, I suffocated to death the first time having forgot to pick it up) it soon becomes clear that the starting area was just a tease of things to come. Moon is certainly the hardest zombies map I’ve played, because of the numbers they throw at you early on. The first areas you’ll encounter are dark and eerie, and set a very spooky tone. Later on in the map, you’ll reach larger, more expansive areas reminiscent of Call of the Dead. Teleporting crawlers and mini-bosses are new additions to the horde on this map, as well as a new weapon and of course, zero gravity, which has the biggest impact on zombie movement, for better or for worse. It’s a good final addition, mainly because of the spooky tone set by the dark corridors, but is for the most experienced of zombie veterans, as you are forced to make your way through to the larger areas fast or suffer quick death.
Rezurrection offers a mixed bag, and for many it will feel like they’re being cheated, given the fact 80% of the DLC is recycled from World at War, but if you love the Zombies map and are looking for even more fun to be had, then it’s an obvious purchase. Unless you truly love the Zombies mode, steer clear.