|
GAMESCOM DAY 1 RECAPIt's been an eventful Day 1 here at Gamescom and we've only just begun our Black Ops 2 Multiplayer reveal! Check out the link below for any of the coverage you may have missed from Wednesday.
See our Day 1 photo album on Facebook, as some lucky fans became the first to experience Black Ops 2 Multiplayer: Gamescom Day 1 Photo Album |
THURSDAY FROM GAMESCOM: COMMUNITY NIGHT!
Yesterday was the first time that fans had the chance to get their hands on Call of Duty: Black Ops 2 multiplayer, so it only seemed fitting that we dedicate Thursday’s live stream to the Call of Duty community.
Game Design Director David Vonderhaar will stop by to discuss new multiplayer features with Major Nelson and Acey. He’ll also be answering a number of questions sent into @Treyarch as well as from fans on the show floor. We’ll also have more multiplayer gameplay to show off, as we take another look at the newly revamped systems in Black Ops 2 multiplayer. Our live stream kicks off at 9am PDT! |
INSIDE BLACK OPS 2 MULTIPLAYER: ESPORTS
There was a point, shortly after the launch of Black Ops where we attended a professional gaming match and it was a pretty pivotal moment. Here we were in an audience of several hundred people, watching Call of Duty being played on an enormous screen and rooting for pro players as they went head-to-head. It was intense and exciting and made us think , “Why shouldn’t this excitement be packed into the game?” So that’s just what we did with Black Ops 2.
From Day 1, a competitive eSports agenda was core to our approach to Black Ops 2. We designed a number of new features that promoted the ability to bring personalities into the game, allow players to broadcast their skills and show them to the world. This is where we introduce League Play and an exciting new toolset of integrated casting capabilities, taking the competitive spirit of Call of Duty and elevating it to a spectator sport.
Competition is fun at any level, which is why Treyarch has introduced Leagues, offering skill-based matchmaking and seasonal ladders. Play a small number of matches to get your skill rating, and from there, you’ll be placed into a division with players of similar skill. Keep winning and you’ll move up in rank – steady progress will move you up the ladder and into upper divisions. Skill-based matchmaking ensures that you are challenged but not out-gunned. League play is for everyone and they are a seamless gameplay experience. Simply join in like any other playlist to start building up your skill rating. Whether alone or formed up as a team, the system can instantly pair players up with others of equal skill.
CODcasting is another feature that we’re introducing in Black Ops 2, allowing players to commentate over live and recorded gameplay. Players can take on the role of color commentator for any game, providing play-by-play coverage of the action on-screen. There are a variety of specific features built into the game’s CODcast menu to allow casting like never before. Features like picture-in-picture, map view, the score panel, name plate and “listen-in” all combine to create a powerful spectator sport experience.
We’re also proud to announce ongoing development of an amazing new live streaming feature that will help make competitive gaming not only fun to play, but also fun to watch. We’re also working to enable a streaming toolset that will allow players to stream their gameplay (and themselves) from inside the game itself. We’re still in development here so, requirements, rules, availability and launch timing of this new feature have yet to be announced, but rest assured, we’re eager to share more as soon as possible.
A focus of the developers from the very start, Black Ops 2 is set to push the boundaries on eSports. Leagues allow players of all skill levels to experience the thrills of competitive play. CODcasting brings advanced production tools to the table. And Live Streaming shares all of these experiences live and online. Who knows, maybe you’ll CODcast a match with me when we jump online on November 13? So, keep an eye out for “Vahn. “
From Day 1, a competitive eSports agenda was core to our approach to Black Ops 2. We designed a number of new features that promoted the ability to bring personalities into the game, allow players to broadcast their skills and show them to the world. This is where we introduce League Play and an exciting new toolset of integrated casting capabilities, taking the competitive spirit of Call of Duty and elevating it to a spectator sport.
Competition is fun at any level, which is why Treyarch has introduced Leagues, offering skill-based matchmaking and seasonal ladders. Play a small number of matches to get your skill rating, and from there, you’ll be placed into a division with players of similar skill. Keep winning and you’ll move up in rank – steady progress will move you up the ladder and into upper divisions. Skill-based matchmaking ensures that you are challenged but not out-gunned. League play is for everyone and they are a seamless gameplay experience. Simply join in like any other playlist to start building up your skill rating. Whether alone or formed up as a team, the system can instantly pair players up with others of equal skill.
CODcasting is another feature that we’re introducing in Black Ops 2, allowing players to commentate over live and recorded gameplay. Players can take on the role of color commentator for any game, providing play-by-play coverage of the action on-screen. There are a variety of specific features built into the game’s CODcast menu to allow casting like never before. Features like picture-in-picture, map view, the score panel, name plate and “listen-in” all combine to create a powerful spectator sport experience.
We’re also proud to announce ongoing development of an amazing new live streaming feature that will help make competitive gaming not only fun to play, but also fun to watch. We’re also working to enable a streaming toolset that will allow players to stream their gameplay (and themselves) from inside the game itself. We’re still in development here so, requirements, rules, availability and launch timing of this new feature have yet to be announced, but rest assured, we’re eager to share more as soon as possible.
A focus of the developers from the very start, Black Ops 2 is set to push the boundaries on eSports. Leagues allow players of all skill levels to experience the thrills of competitive play. CODcasting brings advanced production tools to the table. And Live Streaming shares all of these experiences live and online. Who knows, maybe you’ll CODcast a match with me when we jump online on November 13? So, keep an eye out for “Vahn. “
INSIDE BLACK OPS 2 MULTIPLAYER: MULTI-TEAM GAME MODES
For some time now, fans have been asking for the ability to play a “multi-team” format – and with Call of Duty: Black Ops 2, we’re happy to say that we’ve heard your requests and we’re serving it up on November 13.
Multi-Team is a new class of game modes in Black Ops 2. Instead of two factions going head-to-head, multiple teams of players take to the playing field at the same time, each looking to come out on top. Action is fast-paced and unrelenting, as competing teams battle each other for kills, objective points—and eventually—the win. Danger can come from all directions, testing even the most coordinated squads in their ability to communicate, hold positions, and watch flanks. The game supports up to 18 players, so you can have any combination of players and teams, up to six teams. It really brings group/team dynamics back to the battlefield to deal with multiple enemy teams.
At Gamescom, you’ll see some multi-TDM, but at launch, you’ll be able to play multi team game in several modes.
We’re also introducing Hardpoint, a mode inspired by traditional “king of the hill-style” games. Players have to capture a zone and defend it and you won’t score points if you’re not in it. What’s great is that the Hardpoint will move and relocate during the match, which means that the action is always shifting and players are descending on one spot.
During some of the original test phases for multi-format games, the studio took to them quickly and we started having a lot of fun. From that point, we knew it was going to be in the game. And we’re looking forward to giving players a sneak peak at Gamescom, and for everyone to play on November 13.
Multi-Team is a new class of game modes in Black Ops 2. Instead of two factions going head-to-head, multiple teams of players take to the playing field at the same time, each looking to come out on top. Action is fast-paced and unrelenting, as competing teams battle each other for kills, objective points—and eventually—the win. Danger can come from all directions, testing even the most coordinated squads in their ability to communicate, hold positions, and watch flanks. The game supports up to 18 players, so you can have any combination of players and teams, up to six teams. It really brings group/team dynamics back to the battlefield to deal with multiple enemy teams.
At Gamescom, you’ll see some multi-TDM, but at launch, you’ll be able to play multi team game in several modes.
We’re also introducing Hardpoint, a mode inspired by traditional “king of the hill-style” games. Players have to capture a zone and defend it and you won’t score points if you’re not in it. What’s great is that the Hardpoint will move and relocate during the match, which means that the action is always shifting and players are descending on one spot.
During some of the original test phases for multi-format games, the studio took to them quickly and we started having a lot of fun. From that point, we knew it was going to be in the game. And we’re looking forward to giving players a sneak peak at Gamescom, and for everyone to play on November 13.
INSIDE BLACK OPS 2 MULTIPLAYER
SCORE STREAKS
In addition to a re-imagined Create-a-Class system, players will encounter a new Score Streak System – a system that is designed to reward more aspects of play and promote/reward those who achieve the objectives in each game mode.
Each Score Streak reward has a score requirement, a number that needs to be achieved in order for the reward to be earned. A player’s score goes up based on their in-game actions, such as kills, captures or plants. But what helps as well are the special plays made along the way, like defending an objective or scoring a double kill. The extra points earned from these actions now benefit a player’s climb towards bigger and better rewards. If a player dies at any time, their score is reset and they must rebuild their score meter again.
The list of Score Streak rewards range from new items drawn from the 2025 setting as well as some updated favorites. Suppress enemy movement with the brand new Guardian, a high-powered microwave dish that stuns and impairs enemies. Soar above the playing field with the Wasp quad rotor, taking out foes with the mounted machine gun.
Some rewards are player or AI controllable. When the Autonomous Ground Robot (A.G.R.) is brought into play, it breaks out of its airdrop container and instantly goes to work against the enemy. But at any time during its life, the owner can take over and remotely pilot this drone towards opposing troops.
One of my favorite AI-controlled Score Streaks is the escort drone – when you call it in, you hear it overhead, going to work for you and talking to you. You hear it target and eliminate targets, confirming it for you as it happens. And there’s also the Lightning Strike, which allows players to pinpoint three target areas and launch an aerial assault.
It’s that kind of interactivity that is factored into things like the Hellstorm Missile – players guide it to its path and can hit one spot or disperse a cluster of bombs to try and take out multiple enemies – it’s the ultimate risk/reward scenario. Pull the trigger too soon and you could miss everyone – pull it at the right time and you shift the momentum of the match. And don’t even get me started about the VTOL aircraft – you literally rain steel on your enemies from above.
Returning rewards have their own surprises as well. Players who call in UAVs now earn assist points whenever a teammate makes a kill, incentivizing this team support item. The Death Machine may be a little harder to earn this time around, but players now get to keep the devastating mini-gun for the duration of its massive ammunition supply.
Score Streaks are an exciting new way for players to earn in-game rewards. The system ensures that those who play the objective are justly rewarded for their efforts. At the same time, only those that display skill and precision will reach the most valuable rewards.
Each Score Streak reward has a score requirement, a number that needs to be achieved in order for the reward to be earned. A player’s score goes up based on their in-game actions, such as kills, captures or plants. But what helps as well are the special plays made along the way, like defending an objective or scoring a double kill. The extra points earned from these actions now benefit a player’s climb towards bigger and better rewards. If a player dies at any time, their score is reset and they must rebuild their score meter again.
The list of Score Streak rewards range from new items drawn from the 2025 setting as well as some updated favorites. Suppress enemy movement with the brand new Guardian, a high-powered microwave dish that stuns and impairs enemies. Soar above the playing field with the Wasp quad rotor, taking out foes with the mounted machine gun.
Some rewards are player or AI controllable. When the Autonomous Ground Robot (A.G.R.) is brought into play, it breaks out of its airdrop container and instantly goes to work against the enemy. But at any time during its life, the owner can take over and remotely pilot this drone towards opposing troops.
One of my favorite AI-controlled Score Streaks is the escort drone – when you call it in, you hear it overhead, going to work for you and talking to you. You hear it target and eliminate targets, confirming it for you as it happens. And there’s also the Lightning Strike, which allows players to pinpoint three target areas and launch an aerial assault.
It’s that kind of interactivity that is factored into things like the Hellstorm Missile – players guide it to its path and can hit one spot or disperse a cluster of bombs to try and take out multiple enemies – it’s the ultimate risk/reward scenario. Pull the trigger too soon and you could miss everyone – pull it at the right time and you shift the momentum of the match. And don’t even get me started about the VTOL aircraft – you literally rain steel on your enemies from above.
Returning rewards have their own surprises as well. Players who call in UAVs now earn assist points whenever a teammate makes a kill, incentivizing this team support item. The Death Machine may be a little harder to earn this time around, but players now get to keep the devastating mini-gun for the duration of its massive ammunition supply.
Score Streaks are an exciting new way for players to earn in-game rewards. The system ensures that those who play the objective are justly rewarded for their efforts. At the same time, only those that display skill and precision will reach the most valuable rewards.
INSIDE BLACK OPS 2 MULTIPLAYER: CREATE-A-CLASS
Credit: David Vonderhaar, Game Design Director
As we rolled off of the first Black Ops game, the team was truly inspired by how the Cold War setting of the game really opened up gameplay. Creating a near-future fiction was one that the team gravitated to quickly and one that the multiplayer team found incredibly inspiring when it came to the types of gameplay that could be included.
As part of the development process, we looked at gameplay and systems and found ourselves asking, “Why are we doing things this way – is it because it’s how we’ve always done it? Is there a different path we could take? What were the sacred cows?” And from there, really began a very engaging process of challenging assumptions and stripping systems down to their absolute core.
As we rolled off of the first Black Ops game, the team was truly inspired by how the Cold War setting of the game really opened up gameplay. Creating a near-future fiction was one that the team gravitated to quickly and one that the multiplayer team found incredibly inspiring when it came to the types of gameplay that could be included.
As part of the development process, we looked at gameplay and systems and found ourselves asking, “Why are we doing things this way – is it because it’s how we’ve always done it? Is there a different path we could take? What were the sacred cows?” And from there, really began a very engaging process of challenging assumptions and stripping systems down to their absolute core.
In fact, in the very beginning, we turned Create-A-Class into a board game, allocating points to different pieces of content and what we arrived at a question that would ultimately re-shape the way people configure their load outs in Black Ops 2: What would happen if you took everything and threw it in one big bucket?
And that’s just what we did.
We created a “pick-10” point system where everything was worth one point – which is a wholly different approach than the previous slot-driven system where you had to pick content. Now, you can pick a primary weapon, or not – save that point and use it for something else. The net result for players is the ability to configure about a-half-million different load outs, many of which you’ve never been able to create in a Call of Duty game before – the options are amazing.
Where things get really interesting are the “Wild Cards” – these are the “rule breakers” in Create-A-Class, costing one point each and allowing players additional slots for things like second perks, additional lethals, tacticals and/or attachments. Want two perks from the first tier? Select Perk 1 Greed to double-up on abilities. Want three attachments on your primary weapon? Equip Primary Gunfighter to fully accessorize your go-to gun. If a player is willing to sacrifice points in certain areas, Wildcards can bring about a new level of freedom in Create-a-Class.
Perks themselves have been refined, becoming the simple enhancements that they were originally intended to be. Gone are Pro Perks. All Perks now feature tunables that can be strengthened or weakened, which allows us to ensure that not one Perk overly dominates it tier and that a healthy diversity of Perks can be found on the playing field.
All across the board, Create-a-Class has been rebuilt into a more personalized experience. Players now have an unprecedented level of control in how they want to play the game. But with this newfound freedom comes sacrifice, as players will have to assess what they value most in multiplayer like never before. And what was already a fundamental question becomes even more important, as millions around the world will have to answer on November 13th: How will I customize my setup?
VILLAIN TRAILER
Uncover the secrets of Raul Menendez and Cordis Die. |
TURTLE BEACH
Turtle Beach, pioneers and market-leaders of the gaming headset category, released a new line of exclusively licensed. |