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Review of Beta Call of Duty: Black Ops Cold War in. Bannikova

In the Beta review of the latest Modern Warfare, I have repeatedly noted that local customization is so successfully made that the machines and rifles in this game look at least at the level of airsoft replicas, divided into different classes in accordance with the ammunition used and they can be installed by a completely real body kit, however, named in order to maintain a copy of fictionalnames. It was, if that, the highest degree of praise. Moreover, the last MW was the first video game in principle to withstand some kind of comparison with how weapons optics were implemented in the physical world. All other projects before her, not counting the pairs of military simulators like Red Orchestra, had the habit of constantly simplifying and remaking something-yes, this sinned, but, as you remember from the Beta review, it was limited to too dark collimators and irregular aimed mesh near the television and fiber. The sights themselves had the correct increase, the pupil distance and angles of view. For the mainstream shooter, it was a real breakthrough. And I proved this in my last year’s review, just in turn demonstrating the same optics classes from the game and from my personal collection. The differences were, as you recall, exclusively cosmetic-in other words, a person from a street that has no habit of operating on weekends in the nearest ravine in the equipment worth more than a hundred thousand rubles, in principle, would not find any trick.

Strikeball collimator with an increase.

A similar situation was with sound design-weapons in the 2019 Modern Warfare truly Babahalo. Moreover, Babahalo in strict correspondence with its caliber: Infinity Ward sound engineers were confused as they did not approach the audio design almost since the time of Modern Warfare 2. Unless, of course, those sounders who worked on the old Call of Duty did not actually go to Respawn during personnel permutations, and even more talented people did not come to their place.

The main claim to Bete Modern Warfare 2019 I had the appearance of the operatives. However, in the review of the full version, I realized that, firstly, they turned out just because they were intended for use primarily in the Warzone mode, in which it is very useful to have the most screaming and impractical skins for quick identification of enemies and allies during a shootout between several detachments, during which the player simply does not have time to look at the minita and wait for the character and wait until the character is notA row of Nickniem will appear. Yes, and the opposite Sotorons of the conflict can be useful to have different skills of players – just look at what is happening in the Insurgence Sandstorm, in which all identification is kept exclusively on sneakers and tracks. And secondly, in the main ones, Infinity Ward themselves realized their defect, and as a result added to the 3rd, 4th and 5th seasons the equipment of real soldiers of the United States and the Russian Federation. Yes, yes, the authors put it in the corresponding press release-all previous skins were just a fantasy on the topic. If, if that, I prepared almost the entire footage for retrospective on the basis of the basic game and the first two seasons, so the appearance of new characters with the correct pants and tombs in the game did not find a corny thing – as I did not find the appearance of the Nikonov and VSS assault rifle in the game, about the absence of which I complained in the review of the full version.

Ultimately, the new Modern Warfare deservedly remains one of the most popular jokes on the planet and at the end of 2020 – if not the most popular. All his few jambs were eliminated by ongoing patches, as a result, for the first time in a long time we received a game-service, which actually constantly developed our entire life cycle. Only Valve projects received support for this level in my memory. According to the latest MW, the naked eye can be seen that its authors really love their brainchild with all their hearts, and do not complain all the time about the lack of support from their Community, because even once removing the game, users return to it again for every portion of new content. And this practice is probably not the best affected by the survivability of my SSD – since I released a large MW overview at the end of April, I managed to pump back and remove these damn two hundred and more than ten times, although usually to those games that I release the visa, I do not return in principle. The most important indicator of quality, I consider the complete absence of Buyer’s Remorse, in Russian -speaking psychology – the repentance of the buyer, regarding the latter Modern Warfare: I do not regret a single ruble paid for a copy of the game – even taking into account the fact that the most important part of Modern Warfare, which I imagined the most time, was completely most timefree for everyone, even for players on consoles.

In turn, all the necessary conclusions about the quality level of Black Ops: Cold War can be made, just paying attention to the seemingly nothing in the general picture: Castamization of AksS-74u. So, by replacing just a store, an butt, a pistol hilt, a forearm and a muzzle device, a pair of clicks of a mouse from this machine can get something remotely resembling a screw cutter, which is a mockery of the Kalashniki concern, TsKIB IT, TsNIITOCHMASH, BORD / K / 4CHAN, as well as my sense of aesthetics.

Frankenstein from AKS-74U.

If you have never been interested in how the VSS or the shaft works, then I must explain that the gas system is located inside the integrated muffles of these rifles, which not only reduces the pressure of the powder combustion products, making a shot quieter, but partially takes them back into the receiver and thereby sets the shutter in motion. In other words, the muffler from the BCC cannot be taken and put on any other weapon, because it is attached to a special thread, is not a simple “bank”, and performs several functions in this weapons at once. It’s also impossible to just fasten anywhere else and the butt from the VSS, which is attached to a special rail with a latch on this weapon. This was done to transport the rifle in disassembled form, just as in the case of WA2000 from Hitman Blood Money.

In fact, after the conversion of the AKS-74U under the cartridge 9 to 39, either the OC-12 TISS, who once received the FSB, or the OC-14 thunderstorm, the same bullpap that you saw in Stalker, was received at one time. However, Treyarch, apparently, did not even open the banal Wikipedia and decided to stick on the poor “Ksyukha” what was in hearing – after all, shortly before the start of Beta to the last MW just added the shaft. And such a disregard is visible throughout the game entirely.

OC-14 among the last games met in PUBG.

The reason for this negligence actually lies on the surface: this is an ordinary rush. From the very day of the release of Infinite Warfare, or even long before that, the responsibilities of Infinity Ward, Raven Software, Sledgehammer Games and other contractors participating in the creation of the latest Modern Warfare were clearly raised and performed strictly on time, and for the Infinity WardEXECUTE AUTHORITY is fixed – the right to make all key decisions. In turn, when it came to writing Cold War, Treyarch and the same Raven Software could not decide for a long time who would be responsible for what, in the end, when Activision nevertheless reconciled both studios with each other, put Raven for a solitary game, and Treyarch – for the multiplayer, left a little more than ten months. Moreover, none of the studios received the dominant position, the development was socratian. In such a situation, of course, the transfer of duties on each other began, and the deadlins continued to break down one after another. I can say with confidence, given my personal experience that when several people are responsible for some project at once, no one is fully responsible for it.

We all know how attempts to make the casinosnogamstop.co.uk FrostBite engine made under network shooters end up, inside the role -playing games in a short time. However, the iW Engine, on which the MW2019 worked, was originally adapted not even to any particular genre, but only to one single franchise-Call of Duty. Moreover, he gorgeously distributed the load on as many nuclei as it was available in the system-as a result, all 24 streams of my Ryzen 3900 during the game in the Batl-Royal mode did not idle without work. However, Treyarch with Raven Software, due to tugting the blankets from each other, did not have time to adapt the engine from the new Modern Warfare for their new project, although CEO Activision, Bobby Kitik, promised to his investors, like Seo Electronic Arts, Andrew Wilson a few years before-his own, his own, his own, to use one unified one unifiedengine for all their projects. Ultimately, the development resumed on the engine from Black Ops III, which is the heir to the ID Tech 3, and not written from scratch as IW Engine. I think that all the jambs with the animation and graphic performance are connected with this.

From the point of view of mechanics of moving in space in Black Ops: Cold War, there are two significant changes: firstly, the character’s speed of the character’s movement was noticeably increased in this game. Moreover, if you accelerate and then go to the tackle, you can fly in one second five to six meters. Secondly, Treyarch decided to remove a double sprint, the exit from which took more time to combat position. Apparently, the increased speed of the usual run Treyarch seemed enough.

In fact, Cold War did not have the tenth share of that smoothness of the character’s movement around the game world and the feeling of recoil at the weapon, which I liked so much in the last MW. The low -quality Motion Blur played the last role in this, which simply could not ask what I saw in the 2019 game. I knocked out its implementation in Cold War, because otherwise the collimator rattling during the shooting, the body of which occupied almost the entire screen, turned a huge part of the screen into a gray-brown mess. As some were correctly noted, the machine guns in the last Black Ops do not shoot at all after pressing the left mouse button-they just start to pull them in all directions, as with a stamp of parkinsonism, the headphones are dullly knocking, at the other end of the game field, maybe someone even falls, but all this looks so wretched and ridiculous that I can not even compare the screen on the screen:The maximum is drawn to a laser tag, in which instead of a plastic bullet, a directed beam of light is used, and the marker does not even vibrate in his hands due to the fact that there are no moving parts in it, therefore, there is almost no feedback, except for the enemy, highlighted-industrialists. In the same way, Black Ops III could give a discount in this regard simply because it was put in a futuristic setting, so all the machines could have a system permanent or balanced, like modern Knights Arment machine guns or A-545 carpets, and as a result, fired as softly as possible. In 1980, such systems first appeared as part of the Abakan project and could actually get to the KGB agents for field tests, but not a single machine from this competition in Bete.

Knight’s Armament machine gun remains on the target, even if the shooter does not concern the butt when shooting.

In fact, the original Black Ops 2010 was very good because his arsenal was a lot of experimental and small -scale weapons – his himself setting over -secret agents and world conspiracies assumed the presence of almost portable laser guns in retro -futuristic stylistics. Therefore, the same flagilse G11, the automation of which was most reminiscent of a mechanical watch, and which did not go into mass production, because in the budget of Germany a huge hole was formed in the process of destroying the Berlin wall and later unification of Germany, it felt in the rice fields of Vietnam as at home despite the fact that its development was completed closer to the end of 1980. What did I see inside Beta Cold War? Not at all the rifles of the ACR, SPIW or Abakan contests, which had to be included in the game about the Cold War Special Agricultural Great, and all without exception, without exception, but only MP5, M4 and AKM, SCS and AWM. Yes, thanks to them, thanks to the body body body, which had been portended from the MW, such modules were screwed up that forced me to cry with bloody tears (which only the modern PMAG on L96 and the shopping store from AK cost), but all this did not change the fact that the weapons of the players in Cold War on average were no different from what we saw in … the last MW. And this is not at all an anachronism – the Black OPS setting with its secrets, classified in the KGB dungeons, in principle, can allow anything you want. The prevailing games in a modern trunks in the game about super -reigns from the 80s is a stylistic mistake. The same Black Ops II, published in the distant 2012, has a much stronger retro-futuristic atmosphere because of its arsenal, consisting of firearms, which seemed promising at the beginning of 2010s, but never adopted by anyone in large quantities.

M8 carbine was not adopted by the US Army, although he won all competitions.

As a result, 90% of the game time in order to reduce the level of cognitive Dysonas, I ran from the QBZ-95-Chinese bullpap, entered service with the PLA in 1989 and to date already removed after replacement with a classic component machine. No other rifle of everything available in the equipment game will have the same retro -futuristic charm of the 80s, and for the game Call of Duty is a real disaster for playing caliber.

Before the appearance of the compact collimators of Trijicon, Holosun and Doctor appeared at the time of the game, there were several decades left, but again I see nothing shameful in the fact that the operatives in Cold War use the analogues of these sights in the slopes of the Cold War – this allows the setting allows for the setting. The problem is how the optics is implemented in Cold War in general.

At the time of the events of the game, the most progressive systems were considered optical systems like those that you saw on Steyr Aug, L85 and the aforementioned G11 – they installed low -power proprietary telescopic or prismatic sights like SUST. On the same AK, Afghanistan veterans for lack of a better even endured the optics from RPG-7, since both weapons had a swallow tail of the same size.

A sight from a grenade launcher installed on AK-74M.

For a long time, collimator sights were in its infancy – for the first time they were adopted closer to the early 2000s, and at that time they represented bulky tubes weighing several hundred grams. The earlier models, which already existed at the beginning of the eighties in the commercial market, had such low -power and voracious LEDs that the housings of such devices to increase contrast were blind, so the arrow had to aim with both eyes in order to combine a red -pointed red point on the black background, visible to the right eye and image of the target, apparently visible to the left.

So, the problem of both the first and second class of optics is that almost all of it increases the image of the goal much stronger than it actually, has a huge angle of view, which at that time was considered unattainable, does not darken and does not green at all, and the character himself applies to it so that if he shot from a real gun, he would be left with a fingal, or even without eye. The fact that the aiming nets do not correspond to real prototypes, this time I will not even stop, because most prototypes have no Cold War sights in Most of the sights. And this time I have the biggest claim to the collimators – for no reason they began to increase and thereby change the angle of view, although in reality they are valued primarily for not doing anything of the above, but simply stand on the Picatinny bar and indicate a red point at the target, and the less they distort the image, all the more high -quality they are considered.

I repeat once again – in the MW, the implementation of the optics was a cut higher than at any other video game at the time of its release, and since then nothing has changed. Unfortunately, almost like real sights remained overboard Cold War along with the rest of the Modern Warfare code, and the gameplay crawled back during the second Black Ops.

Another rake on which TreyARCH stepped up were characters’ models. The main problem with them is not even that they again do not comply with the appearance of the actual special forces of that time – the models of the characters were probably still dragged out first of all according to the Warzone mode, and not the classic multiplayer, and the first anti -terrorist teams began to form just in the late 1970s, they were not much different in their appearance from the ordinary army or police, and in general remained untilearly 90s in a very rare phenomenon. But I can’t forgive Treyarch alone in any way: both teams use the same skins, completely identical to each other, and they have to distinguish them from each other in color, the devil with two, the strips of health and inscriptions with the nickname that appear on the screen when the character is in the center of the screen. Of course, starting from a certain distance, these inscriptions, in principle, cease to be displayed-and in order to identify the enemy over long distances, it is necessary to use special perks and equipment like tactical flashlights, which in the 80s did not exist as a concept due to the lack of compact batteries and batteries.

Weapons lanterns of the 80s had truly monstrous dimensions.

I hold a bet, the matches in the hardcore modes will not win the team that will gain more points, but the one in which the last player will be the last unforgettable for the murder of his player. Personally, these stripes seemed extremely annoying to me, and I chopped them off almost immediately after the start of the game, as in Serous Sam 4, after which I began to sew on absolutely all the characters in my field of view, since there was no friendly fire in the classical regime, after which my KDR magically grew above two. How Treyarch has rolled to this – the mind is not comprehensible. Even the very first network shooters shared the commands in at least color. InSurgency Sandstorm, which divided the dressing code, seems to be the top of the gamdeshasis against the backdrop of what I saw in Cold War.

Add to problems with the identification of enemies also a general terrible visibility. In fact, one single card on which you can comfortably play is a level with the boarding of the dock of the submarine in the open ocean. Not only does it consist of several floors, has a technique and ziplas, and also the interiors of the ships and their decks are painted in light gray colors, against which absolutely all can be seen. All other cards, in turn, are a green-brown box filled with graphic garbage. Apotheosis of the game design in this style is a level with plantation in South America, in the center of which there are thickets, enemies inside of which are not visible in principle, and everything is completely seriously aimed at the opponents exclusively on the above strip of health, sunbathing at the right angle.

The class creation system is the only thing that Treyarch could not completely spoil, however, they did not succeed in leaving it in its original form. Firstly, shotguns, as in Modern Warfare 2, were moved to a slot of additional weapons, due to which pistols and launchers in the game almost died out. It remains only to rejoice that so far they are not as killer as a vertical from MW2019 to nerf. Secondly, the slots under the perks again became 4, as in the Black Ops II long before that, and the so-called “Jokers”, Wild Cards, which allow you to break the game, returned in the fourth slot: take 6 ordinary perks instead of 3 attachments instead of 5 attachments to the weapon and so on in the same spirit. Honestly, because of the constant deficit of cartridges, I used the Joker ex thating of the game, to an increased starting ammunition, because I could not, as in MW2019, raise the ammunition from the killed ammunition of the ammunition, and the enemies themselves often demanded 20-30 shots due to an absolutely unpredictable scatter in order to go to the rep.

However, the fact that now we need to shoot at enemies for a long time is not so scary – for each murder, absolutely all players receive glasses who hit the target at least once. Moreover, for assistants, glasses act in full. Therefore, the Killas in the interface were renamed the elimination – Eliminations.

The gadgets became self -full – so you now have an endless supply of light -noise grenades and painkillers in your pocket. The main thing is to wait a few tens of seconds between their applications. Stationary equipment is also replenished: now for one life you can place several minutes or launches of the Earth-Athos, the main thing is to have enough playing points for this. Honestly, all of the above, judging by the experience of Dice in Battlefield 1, is the nonsense of a blue mare, finishing off what remains of gameplay after a broken perk system, but Treyarch is not used to studying other people’s mistakes.

Treyarch Kilstrikov system, as usual, was replaced with bacon, moreover, they became non -combustible for everyone. The nuance is that the game nevertheless distinguishes between assistants and killas – for each subsequent kill in the current life, a multiplier increases, increasing the number of points for each full -fledged Kill. Therefore, the point of filling a lot of murders in one life in Cold War still remained – a continuous chain from a dozen murders, a helicopter machine gun is stuffed much faster than running around control points and assistants.

Of course, Black Ops: Cold War, as a game-service, is able to correct all its shortcomings in a few months and reach the level of Modern Warfare 2019 with grief of the post-after all, such a low level of quality of the game is a direct consequence of the compressed development deadlines. Do not forget that a single game promises to be a non -linear story in the style of Black Ops II, and it is this component that Raven Software is responsible for, not Treyarsh, may well draw out the last Call of Duty to an acceptable level. However, if we take into account the fact that the Warzone from Cold War may well be a free mode, pay the full cost of the game for only a single game, which may not be of high quality – or may not be – an extremely dubious idea.