If the Call of Duty franchise is a well-oiled machine, Black Ops III is the replacement part that keeps the wheels moving into yet another year. It introduces minor changes to an established formula, and in some aspects, this is developer Treyarch near its peak. But in other areas, Call of Duty: Black Ops 3 lacks inspiration.
Treyarch has set a high bar with its contributions to the Call of Duty series. The first Black Ops introduced a twisting, engaging campaign with vivid characters and historical conspiracies. Black Ops II
 revamped multiplayer customization, lending deeper player choice to a 
fine-tuned competitive experience. And now there's Call of Duty: Black 
Ops III, a shooter reaching in several different directions with vastly 
different results.
The newest iteration of 
multiplayer begins on promising note as Black Ops III's specialists 
cover the screen. These are the soldiers of humanity's future, clad in 
titanium alloy armor, brandishing multi-million dollar weapons. They're 
also Black Ops III's new layer of customization. You still have the 
traditional loadout system with 10 slots to spend on weapons, items, and
 equipment--but specialists add a little more nuance.
Each
 character carries a power weapon or special ability that charge several
 times over the course of a match. You're forced to choose between the 
two, though, as only one can be equipped at a time. The Outrider, for 
instance, can enter fights with the Sparrow compound bow, launching 
exploding arrows into the enemy team's ranks. On the other hand, she can
 equip the Vision Pulse ability. As a more cautious player, I preferred 
this option. It reveals enemy silhouettes through the walls, giving me 
and my team the drop on nearby attackers and a better sense of the 
overall situation. This is even more crucial in hardcore matches when 
motion sensors are absent.
The
 Outrider is a microcosm of how the specialist system excels. That 
dichotomy between power weapons and abilities--and the possibilities 
they reveal--leads to dynamic scenarios from one match to the next. 
Certain powers work better in specific game types, and shift momentum 
when used well. And for the first several hours in Black Ops III's 
multiplayer, I explored as many possibilities as I could.
But
 that sense of discovery fades with time. Black Ops III grants you 
access to four specialists out of the gate, and subsequent options 
unlock at a trickle. By the time I earned Seraph and her one-shot 
Annihilator handgun at level 22, her two abilities didn't offer enough 
variety to keep me excited for the next unlock. And when I'm not 
learning the intricacies of a new character, Black Ops III defaults to a
 more generic Call of Duty experience.
The proverbial carrot still dangles on a string in front of us--it's just smaller than usual.
This
 isn't necessarily a bad thing. In fact, Black Ops III's multiplayer 
offers some of the best map designs in the franchise. Each arena is a 
confluence of differing sightlines, hectic clash points, and diverse 
elevations. The new movement system also creates an action/reaction 
dynamic: you can wall run into capture points, ground slide out of 
firefights, and clamber over ledges otherwise out of reach. In short, 
Black Ops III is fluid. It just feels good.
But
 its lack of variety after about 10 hours erases much of the excitement 
present at the beginning. The normal experience-based progression is 
still here, and the variety of unlockable weapons and equipment may be 
enough to keep many players pushing forward. But it wasn't for me. The 
proverbial carrot still dangles front of us--it's just smaller than 
usual.
Any
 sense of continuation in the multiplayer, of maintaining a familiar 
franchise balance, evaporates completely in Black Ops III's new Zombies 
map, Shadows of Evil. Imagine a fictional city in the 1940s populated by
 Cthulhu monsters and slipspace portals. The four characters--played by 
Jeff Goldblum, Ron Perlman, Heather Graham, and Neal McDonough--round 
out a hardboiled cast straight from the noir novels of Raymond Chandler.
 Picture them firing augmented weapons into a crowd of shambling corpses
 to the sound of a languid alto saxophone. Make no mistake: this new 
take on Zombies is bizarre. It's also fantastic.
Experimentation
 pushes things forward as four friends claw their way through hordes of 
undead. There's a looming sense of mystery as you decide which doors to 
unlock next, which weapons prove most effective, and what that glowing 
green plant does. The difficulty is high here: I seldom made it past 
round 4 in my first 10 attempts.
But Zombies, 
now more than ever, is a learning experience. And seeing the tangible 
results of your experience in the alleyways of this strange world is a 
reward in itself. By the time I began reaching wave 20 and higher, I 
felt like a veteran. There's a sense of mastery that has always come 
with Zombies, and it's stronger here than ever before.

The
 undead horde has also wandered its way into another game mode. It's 
called Nightmares, and it unlocks once you've beaten the campaign. In 
essence, Treyarch has recycled Black Ops III campaign missions--level 
design, objectives, character animations, and all--but now with zombies,
 and a grim voiceover from an unnamed character. Believe it or not, this
 works. There's a slower pace to the missions here. Treyarch takes its 
time to let things develop. And in reimagining the story to center 
around a zombie infection, Treyarch has created something magnitudes 
better than its vanilla campaign.

The
 traditional campaign mode, however, is a chore. It's a boring crawl 
through routine shooter fare. After an early torture scene--which has 
become something of a staple in the Black Ops universe--you're soon 
mowing through waves of enemies as you're funneled through linear 
pathways on the way to your next objective. There are some deviations 
from this pattern: on-rail aerial dogfights, extensive turret sequences,
 and underwater escapes, to name a few. But I was on auto-pilot by the 
fifth mission, settled into a continual routine of "aim, shoot, reload, 
repeat."
There are fleeting moments when Black 
Ops III's cybernetic modifications change the way you play. These 
abilities let you control enemy drones, stun human opponents, or set 
fire to robots' internal systems. The powers would be more impactful, 
though, if there wasn't such a lack of enemy variety. Aside from flying 
drones and the occasional mech mini-boss, enemy variants just require 
differing numbers of bullets to take down. And when you're using them on
 such a repetitive group of targets, who react the same way every time, 
the abilities lose their novelty.
By the fifth mission, I had settled into that continual routine of "aim, shoot, reload, repeat."
Although
 Black Ops III offers the option to play the campaign cooperatively, its
 problems only multiply as a result. Instead of creating deeper 
scenarios involving teamwork and communication between up to four 
players, Black Ops III decides to just throw more hardened enemies at 
you. One Warlord--an enemy that requires several magazines to bring 
down--is bothersome enough. Four of them together is downright 
frustrating. They feel more like brick walls than sentient soldiers.
Black
 Ops III's narrative doesn't support the campaign in any meaningful way,
 either. It tells an incomprehensible story about AI ascendancy and the 
moral grays of a hyper-connected future, raising intriguing questions 
but never bothering to answer them. At the end of it all, after hours of
 soulless shooting and unremarkable storytelling, Black Ops III 
delivered its nebulous twist, and I didn't dwell on it.
In
 its undead modes, and the first 10 hours of multiplayer, it excels. But
 in its campaign, it merely crawls forward. Black Ops III doesn't offer 
anything remarkable to the series, but does just enough to maintain the 
Call of Duty status quo. The franchise, however slowly, continues its 
inexorable march.
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