200 Points giveaway
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Grand Prize: 200 Points

About the game:

Following three excellent Call of Duty games, Treyarch has created itself as a studio whose games over and over go past expectations. The Dark Ops impressed with a plot; the next one told an non-linear and outstanding narrative and delivered the series to the future for the very first time.

The next element retained the futuristic scenery and went back to the linear arrangement of the plot, but guaranteed to radically change the feel of the gameplay, introducing a cooperative manner, a complex system for adjusting the parameters of the hero, and rocket jetpack and functioning onto the walls. Number is the strategy here - at first, because of many mechanics you will find, I always felt like a kid in a candy shop. But the quality, alas, is far from superb.

More of everything

The entrance is almost exactly like Advanced Warfare: the future is not too bright, the operation is going the surviving operative miraculously finds out also wakes up at the ward he is the passing machine that is cybernetic.

Yes, here, unlike last year's Call of Duty equipment is removed, and we all stay to manage 3 sets of augmentations' improvement system. Each relates to a certain aspect of gameplay.

The first is directed against electronic - one skill, for example, turns robots off, the other lets you hack into enemy gear and control it. By waving our hand the next makes it possible to restrain both the infantry, we launch a swarm of nano-bugs on the soldiers, such as using an ultrasonic wave we reject opponents in BioShock or even burn their brains with an audible pulse. The third set is liable for this exoskeleton: blowing everything in its course, a potent blow into the floor using a radius of harm acceleration, of many yards. Someone said, "Crysis"?

There are approximately two dozen abilities. Still, a lot perform the same role (such as brain-burning, exoskeleton overload killing opponents in 1 way or the other), so the de facto number is deceptive, and throughout the walkthrough, our staff employed no longer than four abilities. The partner who developed the division of hacking to time captured enemy drones, mechs, and cybernetic spiked hedgehogs, and I raced across the flanksusing a shock wave.

Augmentation can not be used, the video game gives out them only as a toolkit and doesn't force it - please play. In theory, you have to use abilities juggling them to nuisance, and they actually make life easier, but recall them in scenarios that are particularly hot - for instance, when your positions are rapidly picked up by robots that are constant.

Before starting the mission, you can observe the prediction that's temporarily describing what enemies you need to fight to prevent a scenario where you struggle humans, having chosen a "technical" specialization. From the twentieth level (which, it seems, is not possible to achieve at the first passing, but I do not understand who may think that it would be double to experience one campaign in Call of Duty) it is possible to take an additional set into conflict, but before that, you are restricted to a single.

The setup method also includes setting the layout - one to a of scorestreaks, however instead in multiplayer mode, you can choose two perks. Like working on walls unlike Advanced Warfare, in which a double jump with a jetpack was available from the start, here you have to unlock it. The degrees provide both styles of motion, so in the event that you want, then you can "walk" through the game.

The amounts, even though they have grown in comparison with games, remained tiny. Some sections are bigger and more complex, and in its finest Black Ops 3 is still at such minutes; the stages that are spacious end too quickly, although the spirit desires scene and jumps. There are vertical segments on which to runit's just the walls along the borders of the arena; from the flank, it is possible to quickly bypass opponents onto them.

If before we broke through crowds of enemies in a rate of 3 corpses each second, now you've got to crawl through shelters and lean out in your own peril and danger - you will find opponents, they conceal and shoot right. The general dynamics are currently falling fantastic, rather than to mention that Call of Duty is most all in favor. Most of all, robots are trouble-makers. Unlike individuals, they do not die with one blow in a struggle, and are not frightened of death, without quitting the pole continue to struggle without legs or a head.

Levels, a number of enemies, and adjustable parameters of this protagonist indicate that the series runs. But in spite of everything, it appears that the cooperative was implemented for its sake : there is neither a clear separation of roles nor moments in which group members support one another and should perform tasks. To shoot snipers, to run away from grenades, to execute some glorious tasks ordered by the script at time - all this is different from CoDs.

The only thing that somehow unites the partners is. We remove the defenses we then shoot rockets, repeating times to the cycle. It is unfortunate, and you are going to have to meet opponents five or six times.

Besides spiders, powerful armored robots are often found in conflicts, which, like most others, gradually twist and consume bullets just like a sponge - there are no weak spots, there are no special strategies - you simply empty a couple of clips into them or hammer them down with fists. It is not feasible to direct partners, as in Halo 5 or mark enemies: Guardians or Star Wars: Republic Commando, therefore all communication is via voice conversation.

You recall that you play with real individuals only once you will need to increase a partner that is wounded. Can't do this in time? The ending. You can still shoot back and creep for some time. Because the character is becoming stuck in textures but that may be somewhat hard. Crawling across the curb is seemingly a hopeless job for humankind, although augmentations help. On any difficulty over the ordinary, the enemies kill you with a couple shots, hence our walkthrough often turned to the resurrection championship. Not enjoyable at all.

It would seem that this sort of number of interconnected mechanics turns Dark Ops 3 into a hardcore positional shot, but also the uniformity of battles and the basic tactical components (the exact same visor was utilized for eight hours only to look out for enemies through walls; otherwise they simply cannot be distinguished in the environment) only annoying, rather than reassuring to play| smart.

Increasing complexity makes the computer video game much more competitive, but maybe more interesting - crowds of identical enemies, only more powerful ones. Without a team that is human, it is much more boring to play. It would seem an exoskeleton and tactics sound like a great deal of fun! How can an action film with walking robots seem poor? Well, it turns out that it could.

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