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The Meh

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The Meh last won the day on October 18

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  1. Infinite Warfare Post-DLC Review

    I'm not entirely sure if it's a tired game mode yet. There's still a large number of people that play Zombies because it's Zombies. Activision just thinks that, if one group of people can do it right for CoD, everyone else should be able to as well. That being said... I do have high hopes for Zombies in WWII, because it simply looks like it will be good, and an interesting change from what we've seen already (I mean, damn, Dead Space side of things, they said? I'm sold!). While Zombies for Treyarch has evolved immensely over the past 9 years (almost 10 o.o), they've essentially come to realize that Zombies is what's selling more copies. It's only tired because of that fact. ...and it's probably why Infinity Ward opted to create it, instead of Ghosts II and more Extinction. Which, quite frankly, should have happened. It was the right thing to do. It would have been so much better. (I'm still pissed off.) I've no problem with the EE formula at this point. Can't quite ever be disappointed. But, typically, the point of an EE is to further bring depth to the story you're trying to tell. Treyarch, while throwing us in a loop to do random shit, throws in aspects of the Zombies story we simply didn't consider before. Surely, a numerous amount of the time now they are small, but still. Look at Black Ops II's EE. MOTD's alone told the story of the map and elaborated heavily in about the course of one or two steps. Which... is kind of impressive. Given, the dialogue in the map is also this way, but that's not exactly my point. With the TranZit crew's "super EE", it led up to the moment where Richtofen or Maxis took control of the Aether (or, was it Dark Aether? Dammit Treyarch, you confuse me). Hell, even Origins set Black Ops III into stone perfectly. Infinite Warfare Zombies, in comparison, has no depth, or barely any. It's essentially driven by a plot of "we're stuck in movies, let's get out" for every single map, which somehow is more important than other things. I, for one, did admire what small depth they gave to, say, the backstory of Kevin Smith in Rave, or the backstory of the Rat King. But it never felt like that was the most important thing. Every EE was pretty much just a "do this, grab that, shoot the boss" exercise in futility. If they cared enough not to focus solely on style (which isn't exactly done wrong), they maybe could have had something good in the form of understandable maps with immense backstories into the worlds of the movies themselves (i.e. if Shaolin Shuffle were like Shadows of Evil in the sense of all the backstory it got). Or, say, we understood the backstories of the characters that we were supposed to be embodying the roles of, even. Something small would have been great. I, for one, just didn't see that, however. Which is depressing. Zombies doesn't need to take itself seriously, or have a unique style in my eyes. It can have that, but if it has very little story... then what's the point of Zombies in the first place?
  2. Infinite Warfare Post-DLC Review

    Honestly, I resonate highly with the Campaign in Infinite Warfare. It just is what Infinity Ward specializes in. Their storytelling is pretty much on par (minus Zombies), and the message is clear and... well, just plain riveting. I don't know if I've ever really played a Campaign in a CoD game that felt so meaningful. I mean, the idiot in me wanted to look at symbolic and psychological aspects of Black Ops III, because that's what I want to see sometimes. If a game can pull off the humanity in their characters, the game will work. Kind of why BioShock Infinite is one of my favorite single-player games, and why I pretty much love BioShock as a whole (which, given, the first two had silent protagonists, but they still had a human aspect, in a way, which was... comforting). While I don't exactly believe the Campaign in Infinite Warfare is as deep as any of the aforementioned games (psychologically, it's definitely there though)... it works. It's almost provocative, in a way. You essentially knew what was coming by the end of the game and were able to grasp both the urgency of its action and the emotions that would come of it. It's... a very good Campaign, case point. Multiplayer, I tend to just not think about. It could be that it just feels different, or that it's somewhat a joke in my mind, but I just don't like it. I've not liked a CoD Multiplayer before - I've stated how disconcerting Black Ops II USED to be for me (even though it's pretty much now the best... next to Black Ops III I suppose). It feels like what Black Ops III's multiplayer did wrong. Specialists (if you call them that) aren't as good as I initially thought. With Supply Drops, I kinda feel justified to say that, if you're gonna buy them to get the best variant so all you have to do is aim and shoot, you're essentially risking all the autonomy that is supposed to be in the game in the first place. The point of playing the game is to learn how to use what's at your disposal initially. Say, if you used the gun a lot and it were more of a challenge that you needed to do to get the variant in the first place? Then yeah, I could get behind that. You'd be able to get behind the gun and how it works easier, and you'd be rewarded by pretty much just using it. Supply Drops just seem like a cheat sheet. They kinda felt that way with Advanced Warfare when they came around the first time, but that was a new experience for a lot of people. So, I don't think they minded it, and most were okay with it - which is why they worked, and why I think AW's supply drops, while teeming with various small imperfections, was the best so far. Kinda wish they'd do a better job with it though. Y'know what, maybe we should just make getting gun variants play like an RPG. Play the game, do some special shit sometimes, boom, good gun. Destiny-style this bitch. Getting off track, I know. Point is, Multiplayer could be SO MUCH BETTER in my eyes.
  3. THE UNITY SERIES | Intuition: A Zombies Story

    So, I said I would go to talk about that Writer's Note a bit, from Chapter 1, and I intend to do so now. Basically, what happened was that I went to get these Latin words/phrases stitched together... and, given my lack of expertise on the matter, and no other website at my disposal, Google Translate was my only real option. Most of the parts that are in Latin do work, and are pretty much 90% in translation, but, I'm not entirely sure at the same time. The line below "Sanctum Dei" is the worst of it and probably won't translate correct, as the exact translation I want for it just isn't there. I ended up fragmenting it into parts so it would work, and it seemed so sloppy. For sensible and understandable purposes, I'll translate the Latin for you. Or, I'll give you what I have in terms of it, and show what the original wording was for it. This will be in "L'edizione Prospettiva" as well in the form of the usual comments, but... I'll leave the judgement calls to you guys. Lux Hortus - "Light Garden". I can't exactly tell you its purpose past it being a "garden". It will be important later, so... yeah, moving on. Ramus Potestatem - "Power Branch", or, if you will "Branch of Power". Intended to be a training room, and will be coming up as important in the next couple of chapters. Gratia Somnium - "Grace Dream". Sounds odd, I get it. It's essentially like a "bedroom" of sorts. A resting area. Even they need time to rest. Vapor Serenitatem - "Steam Serenity". While also a type of relaxation area (for obvious reasons, aka hot springs and such), this area is essentially their bathing area. (Nope, they can't wish their dirtiness away and it be gone like that. Sanctum Dei - "Holy God". This actually translates 100% correctly. And... "Per aspera ad astra, nos vivere et spirare hic vi aeterne in quibus et nos texant." - "Through hardships to the stars, we live and breathe this eternal force in which we weave." Yeah, that phrase had the most issues, indeed. Anywho, that's all I have to say on the matter. I'll try to post more of this soon. Per aspera ad astra.
  4. THE UNITY SERIES | Intuition: A Zombies Story

    Chapter 1: “The Pillars of Creation” [WRITER’S NOTE: This is a disclaimer about something that I should probably mention before I see anything said about it… so, figuring out Latin for these kinds of things can be bad at times. Considering the use of Latin heavily within the corridors of the Pillars, I figure I should warn that I’m not entirely positive of its accuracy. Else than that, though... enjoy the chapter. I'll elaborate more on this issue in a comment after this is posted.] =================== The Angels find themselves awestruck by the architecture before them. Marble columns make up the infrastructure of the expansive hallway before them, the ground below shining from its red and beige hues and patterns and the ceiling seeming to be almost infinite in its height. Small trees, bushes and ferns dot the area surrounding the large marble pillars, with stone benches and fountains lining the walls to their sides. The area itself feels almost reminiscent of Greek and Roman architecture, but they know it to be so much more than that. Four hallways dot the walls beside them, two on each side, with names above them - “Lux Hortus”, “Ramus Potestatem”, “Gratia Somnium”, and “Vapor Serenitatem”, - likely regarding certain areas around the actual place. Perhaps, the most ominous of which, would be the one in direct sight of them, titled “Sanctum Dei”. Below this room’s title, it also says, “Per aspera ad astra, nos vivere et spirare hic vi aeterne in quibus et nos texant.” “It’s quite something, isn’t it?” Stacey starts, appearing instantly in front of them, her usual hazel hue - akin to the other Prophets - now absent, leaving her to a human form. “I assume you have many questions.” Obligant to her words, Alex slowly steps forward. Glancing just about everywhere at once, noting everything around, he begins to speak. “I… think it would be safe to assume we all are wondering how this place is even possible,” Alex says, glancing to the others, who nod in approval of his words, “So… yeah. How exactly does this place… exist?” Stacey smirks, chuckling somewhat under her breath. “To be honest, I was assuming you would ask something… different… ah, doesn’t matter. If you want the more simplistic explanation… you are standing in a plane that rests itself within a barrier between existence and non-existence.” Stacey begins to slowly twist herself in a circle, waving her hands to show the area around them. ”The Pillars act almost like a doorway - the actual plane itself is more of a… mosaic, perhaps. Imagine, if you may, a cup of sugar, diluted into water. Its form changes when reaching that which causes it to recreate itself.” Stacey faces the Angels again, staring deep into their inquisitive eyes. “Humans don’t know this place - they can’t comprehend it. All of us, though? We have essentially transcended, and therefore travel between is simple. You see that which the brighter universe cannot, and that makes you very special in its will.” Jeanne interjects. “How are we special, though? You could have likely picked anyone else in our place -” “- and yet nobody would have done exactly what you have.” Stacey continues from this statement. “I find it fascinating that you don’t already see it, Jeanne! You would have loved it any other way, I’m certain. You would have probably been content with your death, but the universe would not have been. The universe kept calling you, all of you, telling you, urging you to move forward. It cannot live without the gears that make it as special as it is. Listen to the universe, listen to it cry out for solace! The universe needs you… and, we searched for you, for a very… VERY… long time. So… at best, I believe you should look at this in retrospect… think on your words and actions.” Stacey turns around, walking further towards Sanctum Dei. Vincent appears next, at a column behind them. “Don’t let her get to you too much. As true as her statement was, it wasn’t supposed to be as abrasive as it was.” Vincent smirks. “She’s just… worried, is all.” Vincent walks ahead, then waves his hands over, urging them to follow. “Well, I don’t see any reason we should keep “Him” waiting too long. Follow me, alright? You need to meet “Him”.” Standing at the door of Sanctum Dei, Vincent tries to open the door, only to find it unmoved. Relatively agitated, Vincent knocks. “Hey! Thomas, what’s the deal? This door’s never locked!” An echo of Thomas’s voice reaches through the corridor. “Yeah, sorry! That’d be Stacey. Just a bit of a security measure on her part, I suppose… it’ll just be a minute.” Vincent shrugs. “Ah, hell. Well, take your time then, Thomas. Believe me - we’ve got all day.” Vincent looks to the Angels, showing a condescending smile after a moment’s notice. “Great stuff, right? Not exactly sure why Stacey’s concerned, if I’m to be honest with you… although, she pretty much is what keeps the group together and working well, for us. She’s had the most time with “Him”, getting to know the most on the dangers to come. She knows more about the future than she lets off, but… in any case, I’m sure it’s for a good reason.” Vincent glances towards Adam, who is farther behind the rest of the group, looking around the room. “Hey, Adam, what’s your deal? Still in awe of this place or something?” Adam turns. “What? Oh, yeah… for a place that doesn’t exist, it certainly looks accommodating.” Vincent grins. “Ha! Yeah. If you think that’s impressive, you should see the Gardens, down the hallway labeled Lux Hortus. Pretty amazing stuff. Also, Vapor Serenitatem might be to your interest, but… I’ll leave that up to you.” A screeching sound shouts through the corridor, as the doors to Sanctum Dei begin opening. “Ah, took long enough.” Vincent states, turning towards the entrance. “Great stuff, Thomas, thanks! Anywho…” Vincent turns, quickly, and with a smile, looks to the Angels as the end of the hallway ahead of them begins to shine with a bright light. “Welcome to Sanctum Dei, the birthplace of all causality, the epicenter of all creation! Follow me - it’s time you meet your maker.” //
  5. I'm glad to say I'm beginning to post chapters for Intuition. Give 'em a gander if you want.


    ...gander? What kind of vocabulary? Jesus christ I've not said that before.

  6. THE UNITY SERIES | Intuition: A Zombies Story

    Prologue: “Drift” The trial. The test. The gateway. The fire and brimstone. The darkness. The fall. The blinding white light. All pass by as memories between the crew. The revelation of their fate has borne its seeds within them, and they know that. Gliding through the ebb and flow of space, they recollect on the events preceding them. Before the journey through the Citadel, Adam had faced his own form of regret. He had wished that he could have chosen a different path in life, that he could have just told his family that he did not want to follow in their military idealism, yet he could not muster this courage. In trial, he realized his lack of courage was not without reason… and yet, just the same, a part of him felt he could have told them off. Adam comes back to reality, hearing the flapping sounds of his and his group’s angelic Wings, which, compared to the Citadel’s, were flesh and bone. Looking to his right hand, he looks over the bull, Taurus, that now is embedded as a mark in his skin. To his left, he sees Jeanne, looking back to the stars that flow like stones in the water down below them. In this, he realizes that this was the fate that was set before him. He was always meant to carry on this torch, this lifestyle. He was meant to be a pure embodiment of the human strengths, and bravery. Not for the future of his family name, but for the entirety of Earth. It is this notion that he holds dearest. With his newfound confidence, he glides forward. Jeanne watches as Adam flies past her, catching up to the Prophets’ close trail. An elegance grows as she feels the heavy weightlessness around her. She remembers the visions that beset her mind and wrought her inner pain. In her recollection, she saw herself throw away the lifestyle she wanted to adopt, realizing the will within her. She understands that, confided in her, she has the power to move worlds… renew them, maybe. The Eye of Horus, imprinted to her hand, stares back at her as she glances at its intense effervescence. Waving her hand around, she sees each forceful push around it. Slightly, and yet so beautiful in person. Looking ahead, Jeanne sees Adam conversing with one of the Prophets… the one they call Thomas. Jeanne then decides to glide ahead. Vladimir and Alex both had been attempting to converse throughout the entirety of flight, yet the sheer feeling of flight itself had taken them. Flying to the others, Alex audibly can be heard, enjoying himself as he spins across the stars. Vladimir, sticking slightly further back, chuckles at Alex’s excitement. The group then soon stops. The Prophets stare forward at the nebulae that is the Pillars of Creation. Vladimir looks, in awe. “I… it’s-” Thomas interjects. “More beautiful in person?” Vladimir nods. Thomas chuckles at the response. “Yes, we thought so too. “He” picked quite the surreal location to hide away from outside forces.” Jeanne floats forward slightly. “You guys keep saying “He”. Not that I don’t admire this innate sense of confusion, but do you mind telling us who “He” may be?” A momentary silence, and then the Prophets begin to laugh. “Oh, you are something, Jeanne,” Stacey says, “but you should know.” The Angels look to each other, all of which are confused. David, seeing this, interjects. “Maybe you don’t exactly see it the way we do… look at the Pillars again.” The Angels look to the Pillars, and are shocked to find the Pillars are something more. An almost splendorous marble temple, larger than life, appears amid the view of the Pillars behind it. Almost immediately after this, they seem to find themselves at the large doorway into its depths. The Prophets had disappeared from their sight, and the Angels were worried on what to do next. Then, the door ahead creaks open, and… Vincent, in a corporeal form, pops his head outside of it. “Well, don’t just stand there! Welcome… to the Pillars of Creation!” //
  7. Infinite Warfare Post-DLC Review

    I do gotta say something on this, mainly it being that you're pretty much right about most of this. Given, they were trying to parody and liven up the Zombies mode, perhaps "redefine" it. But Willard Wyler is no George Romero, nor is their Zombies director (whose name I cannot remember at this moment). While there were cool aspects to the mode, mostly in the form of the aforementioned rollercoaster and Arcade, they became quick gimmicks, as did their coin system in Spaceland. The only lasting thing was their music, and even then it felt like it maybe played the same 10 songs over with the addition of those from doing a lucrative EE to reference games that were ACTUALLY GOOD from Infinity Ward. At the end of the day, they threw ideas into a map and expected all of them to work with fluidity, not thinking of what might happen if they don't. I hope they know now.
  8. Infinite Warfare Post-DLC Review

    I mean, Advanced Warfare and Black Ops III tried. I actually really liked the Campaign from Advanced Warfare, even though it could have used a few things extra (i.e. main character voice actor in missions). Black Ops III was okay too, but they really need to bring it back to what made Black Ops II right - connections back to the old game and same characters connected to new ones for whatever reason. But Infinite Warfare definitely is something else by comparison. With Zombies and all, I can understand why they'd want to do what they did in The Beast from Beyond... fanservice is one hell of a setback on an already dying game, though. Though, I do like what you said about Zombies and what ended up kind of happening. While the rollercoaster and the arcade and all are, admittedly, such a gimmick in actuality... your description of the resulting firestorm surrounding the game is pretty spot on xD Seriously, though... IW Zombies is in a bit of its own troubles. Kind of dug the hole, jumped in, and asked us to fill it back up with dirt. We filled it back up with cement, yes, but the point is that they made this happen. I think they knew by their reveal trailer alone that they were about to release something that wasn't going to be good (by community standards, I guess...). 3,000,000 dislikes and having #2 as most disliked video is pretty telling as is (speaking of, it was insane to be watching that climb when it was).
  9. Hey, guys. The Meh here. Look, I already made the "Pre-DLC" review and I know exactly what everyone is going to think I will say in regards to it in post-DLC. So... y'know what? I think I'm just gonna get this post out of the way and state pretty much everything I've said these past few months, given it being here, over Xbox, or anywhere else. I'll say what I've wanted to say, what I mean to say, everything. Nothing will be juxtaposed in my belief. The short way of saying things? This game was a joke. A goddamn joke wrapped up like a present - bow and all - with Modern Warfare Remastered, which, in comparison, would have been better off releasing this year ON ITS OWN than being paired with the shameful Black Ops III/Advanced Warfare crack baby copy-paste offspring that Infinite Warfare truly is. Infinite Warfare has become the game that completely destroyed my trust in Infinity Ward's delivery of Call of Duty, and, likely because of this, I won't be buying for their seasons... I simply won't. At least, not before its release. Not before I know what I'm to expect. This game, it's gone as far as to effect how I feel about the future of Call of Duty, whereas I've already pre-ordered WWII (speaking of, why do we want this if we've got like 10 games from back in the day about it... I don't understand that one... but hey, hype train amirite), and yet I have a doubt that Sledgehammer won't deliver, and this will just be worse than Advanced Warfare, where, albeit belief, I though was a solid game... with issues, yes, but it was not a bad game. I wouldn't want to give Infinite Warfare a shitty time here, though, so I'm going to do this the way I did for the last review and go by category... and, hey, if you'd like to read the pre-DLC review, I'll link it here for you. But, yeah... let's do this. Campaign: Yonder a year ago or so, the Infinite Warfare reveal trailer was posted, and, in the description, it reads the following: "Call of Duty: Infinite Warfare returns to the roots of the franchise where large-scale war and cinematic, immersive military storytelling take center stage. Prepare for a gripping war story in which players fight against the Settlement Defense Front to defend our very way of life." While I don't completely agree with the addition of the words "returns to the roots of the franchise"... I don't think it's the most wrong statement. For a while now, actually, a lot of the campaigns we've been playing have a gripping story to them, and they all play out rather well. The full Modern Warfare series, while not entirely my favorite (minus MW2 - you can't beat that), is exactly what they are referring to if they mean to recall their roots. Not that it was - they used to do WWII games and storytelling was awful... and I played Call of Duty 2 on my Xbox recently. It's not that great. It's almost cheesy. Off-topic, anyways, the point is that Campaign has definitely been in the forefront of Call of Duty for a while now, and a lot of them are great... Advanced Warfare was even good, y'know? All that being said, I still feel confident in saying that the Campaign of this Call of Duty is great. It may even be the best of this series yet. I'm sure that somewhere out there, they say that the heart of darkness is made of gold, and I agree with them. This Campaign is exactly what I would have wanted to see in this game if we went this far... and their execution of it was perfect. They used the new environments space provided to their advantage and made most missions feel unique. Their storytelling was echelons above normal, actually going as far as environmental storytelling at times, and building characters that you grow to have a likable bond with, and uses that psychological storytelling very much to their advantage. The Campaign, at the end of the day, is like a diamond in the rough. I'll probably go on to say how shitty the rest of the game is, but I would never tell you this Campaign is bad. Never. The Campaign, by far, is what you NEED to play for this game. It is an experience that, for a while now in CoD, has been unmatched among others. I'm definitely an advocate for it. But... unfortunately, that cannot save the game, can it... Multiplayer: I did not play this game much. I still don't play this game much. This is because, after the campaign is done, what's left but to try these other modes? Honestly, while the campaign was good, its replayability is... sparse. So, given, you'd play multiplayer. Just... don't play multiplayer. How could Infinity Ward FUCK UP a multiplayer? They're the masterminds of the mode compared to others! They do it right! How do they fuck it up? They take the couple of ideas before it that broke it down and implemented them: Gun variants and supply drops. Admittedly, nobody outright likes gun variants. They are a cool concept, yes, and can work, but you can't outright make them OP and the only gun people use (*cough* ASM1 - Speakeasy *cough* Bal-27 - Obsidian Steed *cough*), then not fix them. That being said... they never do. Infinity Ward definitely doesn't seem to have, and, if I've heard right, still has issues with everyone and their mothers using the NV4 - Flatline variant. Also, fuck supply drops. Honestly. They're not better here. They're much, much worse. In fact, I'm more than certain they only promote their lack of balanced gun play even selling them. I mean, what the fuck are Mark II variants supposed to be? Honestly, I'll only ever give credit to Sledgehammer for doing supply drops, since they were the ones that introduced them, and kind of did them right (and wrong at times, but generally right, if not at least correctly). Not here though. Anyways, let's move on. The more I talk about this multiplayer, the less I want to write this shit. Case point, it sucks. It's always gonna suck. Nothing will ever suck more... unless you are referring to "particular" characters from Shadows of Evil, then maybe it has competition. But otherwise, no. This multiplayer is worse than that old retro E.T. game that caused a video game market crash in the first place back in the day. I thought we were better than this. Zombies: IW Zombies was supposed to be good. Let's be fair about that. It had a lot of potential. There was a lot they could have done right in a setting that can parody the genre as much as it can anything else, while even giving it the twist of music as it did. There was a lot it could have done and a lot that should have been done. But, in the end, it pains me to say it failed. It sucks, both in the perspective that this potential was wasted, and that this mode in general just isn't great. I've not felt the need to buy much in the line of DLC and that is because I know it won't yield a return of enjoyment for me. But I still experienced this for what it was. I have opinions, and I will voice them. In the original post, I suppose I wasn't great with explaining my uncertainty with Zombies in Spaceland. Justifiably, it is a rather... difficult map to explain and discern. I'll do my best here: Zombies in Spaceland is, indeed, your quintessential IW Zombies map. If you're trying to like this series of maps, you're essentially gonna start here. It's pretty much a cut and paste of the regular Zombies formula, but somehow they complicated it. Part of me would like to think it's a lack of depth or explanation of the world, or the mechanics and their difference (i.e. buildables and how you're meant to get them), but... it's honestly just boring after a while, either way. Kind of like the rest of the game. Funny. (Oh, and Mr. Hoff-9000 cannot save it. No amount of 80's retro will ever make Spaceland fun again, especially the Hoff himself.) Rave in the Redwoods, in my eyes, was... admittedly supposed to be a good map, likely. It had a different set-up from its predecessor (admittedly, the 90's rave scene looked great), the lead-up actually looked relatively intriguing (if not lacking some depth), and it just seemed like a step up from Zombies in Spaceland in general... and, it was! For what gameplay I have seen, it looks like actual fun. From what "story" I've heard of this map, it's also kind of interesting, what with the story of Kevin Smith and the one other actor whose name leaves me at this moment. That being said... I've heard a lot about how easy the map is. My friend got to round 69 on the map, and all he did was stand in a single spot with crossbows... which, if I've heard right, are copy-paste bows from Der Eisendrache, an actually good map by comparison. Not every time does something like this feel as though it breaks the integrity of the map - we have seen examples before, mainly in Ascension and Revelations, albeit both having different issues - though, something like this certainly does exactly that. Now, I wouldn't innately align my opinions on Rave in the Redwoods with that of a friend I play Xbox games with. While it is jarring, and while it does say a lot about the map, I cannot simply go and say that it fixates my opinions to "oh, this map's just a copy-paste high round map" (even though it probably is). At the end of the day, though, the map kinda just ruins the first impression... which, believe it or not, can be important. This map falls ever so short from grace, indeed. Now... I feel odd moving forward, because, quite frankly, these next few maps are just odd in themselves by my standard and understanding. Nonetheless, I suppose I must talk of them. Oh well. So, copy-paste Shadows *cough* I MEAN Shaolin Shuffle... is an interesting follow-up from Rave in the Redwoods. Given, the jump from 90's to 70's (I think) seems rather quick and strange, but that is kinda the shtick of IW Zombies. At least, at this point you should have realized this. That being said, the mechanic change and the way powers and such would work here actually seemed to look appealing. It actually, once again, fueled my intrigue. From what gameplay I've actually seen and what story I know, this map actually seems the most solid of them yet. The style and map on its own is a gimmick, yes, but the map looks to play very well. I'd go as far to say that it's the quintessential DLC map... next to a certain not-so-great one to come... but, hey, what do I know? The community probably understands the DLC better than me, which is fine. I'm not writing to boast, complain, or justify which side of mine should be correct - I'm just writing this because I want to, and... because I kinda got myself stuck doing it with the Pre-DLC Review. Anyways, I'm rambling. Moving on. Ah... Attack of the Radioactive Thing. Acronym for "A.R.T.", if you think about it. Ironic. Self-righteous, too. Anyways... this is one I actually bought. Recently, too. I hadn't played IW in a very long while, and I pretty much told myself I didn't care, I had the money to waste. So, I bought it, and I played it... and, well... Look at it this way. The style is meant to call back to that basic 40's/50's style, which, even then was its own kind of gimmick, and has aged. The style would not have been right either way, but they went with it. I can commend and respect that. That being said, I understand less why Elvira is in the map... minus whatever sense spells and shit makes, because I'm pretty sure that's what I've seen of her in this map, and I find it both fitting to her and strange to IW Zombies. But, at that point that statement is the same as all of what I've said so far about Zombies being strange in this game (to be fair, I do certainly see a certain level of strangeness and uncertainty with this game mode). At the end of the day, I don't think I would have asked for this map. I don't think I would have asked for mutated crabmen and crabzilla. I don't think I would have asked for a meth lab EE. There's... a lot of things that I don't quite like about this map. Can't say I'll ever change my perspective on it. But oh man. I think the worst offender from the previous map is the finding of the tapes that chronicle Extinction. While it kind of is a cool meta thing for them to do - the world of Extinction was made by Willard, so I suppose that means he is good at making movies then, yaaaaaaaay happy emojis and unicorns shitting rainbows infinitely - it essentially called for The Beast from Beyond. Which sounds fucking stupid. There's a reason remakes are bad, Willard. Haven't you learned from the way the box office works? I figured your retirement was because of the money you wouldn't be making. But yeah, "Beast from Beyond". I don't care what anyone says, and I don't care what the game says - I'd never call the Cryptids aliens. Nor would I imply they are, and I would NEVER choose to tear that name asunder from its pedestal by doing so. That pisses me off. It pisses me off that they decided it would be a good idea to put Cryptids into Zombies (which is called Zombies for a reason goddammit). While, say, Treyarch's rendition of Zombies with Black Ops III doesn't exactly do it any favors, adding Cthulhu-based monsters and occult shit, it does well to keep them within their bubble of the "Zombies atmosphere". I'd go as far to say they even fit their aesthetic. But... Cryptids? Really? It just ruins the experience, in my eyes, when they MAKE THE CHOICE to put something into a map that you can tell doesn't belong. It's insulting to me, as a Call of Duty player, to see the company that used to make the best games of its series insult one of the better non-Zombies survival modes by tearing the very fabric that made it unique to pieces and throwing it up to the wind. At this point, it reminds me less of the greatness that Extinction was, but more-so reminds me of how much better Ghosts 2 would have been if that were the game Infinity Ward made. It reminds me about how much I'd love to see Extinction return to form. It reminds me of how good Extinction was. But, unfortunately, that is not what they did. They chose, instead, to make this game, and to release this map, which taints the memory all the same. It taints the idea on its own, creating its own poison... and I want none of it. Now, I honestly don't know how this map plays out in the EE or how it works with the Cryptids, as I've tried to ignore that. But, I do know how this map played out the ending of IW Zombies. I'd always thought that the coolest part of IW Zombies lore, admittedly, was the fact that all this was driven by the devil himself, Mephistopheles. That a simple producer like Willard had to make a deal with the devil and essentially collect souls for the devil to gain his fame. It was... well, an unoriginal idea, but something that gave the story an... admirably respectable form. Given all this, I'm sure the boss fight was good, too. But, I didn't think my last memory of IW Zombies would have to be Mephistopheles depicted in full demonic form like he just came out of MS Paint in an official cutscene. Emphasis: OFFICIAL CUTSCENE. I expected this: But got this: Jesus Christ... I guess, past that, though... not a bad ending to Zombies, I guess. Perhaps a little too open-ended for my liking. But... not bad. I'd give an overall rating for Zombies here, but I think this next part will do better. OVERALL: Shigeru Miyamoto once said that the "obvious objective of video games is to entertain people by surprising them with new experiences". I feel that something like this is important for us, as an entire community devoted to Call of Duty - Zombies specifically - should be thinking about in stride and live by in a more passionate sense. Infinite Warfare, by all standards, is not the perfect CoD, and is far from perfect by a longshot. With a Campaign that, on its own, would stand as a perfect set-up for a franchise outside of CoD's reaches, and a Multiplayer and Zombies mode that don't add anything to the experience, it would be safe to say that this game is a failure. Not only financially, as it probably did sell much less, but personally. I've never regretted choices when buying video games - most are good, most I play. This would be the first. I hope it's the only one. If I were to rate by mode, it would be safer than not to say that the Campaign is due a good 8/10 for solid gameplay, actual choice of mission and course of action - something I loved from Black Ops II that I haven't seen since - and an overall compelling story that defines what duty means in the face of impossible odds. At least that is something that holds true to it. Multiplayer would receive 2/10. I'm not evil, so it is not 0. But I fucking hate it. Y'know, the last time I felt this vehement about a CoD Multiplayer was Black Ops II, and my mind was honestly jaded when I considered why I hated that Multiplayer... in fact, all things considered, Black Ops II actually has my favorite Multiplayer now (next to Black Ops III - I know, I'm petty, but it is a fun time when you get into it... and ignore blaring sirens that form into Cryptokeys and Supply Drops). Zombies... would be a 5/10. I feel indecisive when saying that, but that seems to be what it deserves. Like what Exo Zombies deserved (speaking of, I should do my post-DLC review for that too). (So, overall, that's 15/30. 50% in a review? What would that tell you...) At the end of the day, however, all things considered... I wouldn't ask you to ignore it blatantly. As I keep saying, the game is a bit of an experience of its own. You pretty much have to experience the Campaign to understand how good it is, and actually understand that Infinity Ward, on an overarching perspective, tried their hardest to deliver something that resembled a quality game (they went as far as to put the relatively typical thank you at the end of the credits... which is fine). I mean, if this were released before Black Ops II and had no ties to Call of Duty, would you consider the game to be bad? Hell, it could have become something great, with its own franchise behind it if it were good enough. I'm rambling, though. My point is, while you shouldn't really buy this game, experience it for what it is if you DO end up buying it (that is, if you haven't already). Experience the almost unmatched stortytelling skills from Campaign, then experience the actual stupid shit after. Experience the bad to understand it, I suppose. ...yeah, I should end this post now. What do you guys think? How did you like or dislike Infinite Warfare? Feel free to reply if you want. Per aspera ad astra, -The Meh
  10. The Unity Series

    UPDATE (10/17/17): Figured I'd stop by this and do some general updating and fixing. I want it to look as neat as I can actually manage... but neatness isn't exactly a requirement for me anymore. While actually adding it to the page lineup, I actually posted the Dunes "Director's Cut" here (finally)! I've held it back for a while, and it's been done for a while. Now I've got Citadel's that I am doing too, and that's close to done. After that... well, you don't know what's coming next after Intuition. But... it's quite the thing. So... yeah. Keep an eye out for Citadel's "Director's Cut" if you want. I'll be only updating this comment, as to not produce extra spam via comments. Also, probably just gonna link the actual Intuition page out of general ease. But, eh, it'll be figured out. Per aspera ad astra, -The Meh
  11. THE UNITY SERIES | Intuition: A Zombies Story

    UPDATE (10/17/17): It's been a while since I posted in regards to progress on Intuition - with fair reason, given - and I feel I should justify a couple of changes: 1.) I'm considering changing chapter names. This may not stick, but I'm saying this now so I can give myself that lenience to actually do it. 2.) I'm still writing. I've been busy. I know where this is going to go, but I need free time. Whereas, I'm not exactly getting that. 3.) Chances are, I'll be posting this either all at once, or it will all be done and I'll post it over time. I already feel at a disservice enough for not getting something out sooner, though, so... maybe I can give you guys something soon. Stay frosty?
  12. The Official Chicken Sandwich Enthusiasts' Club

    But, what happens when the Afterlife meter runs out? o.o
  13. I could really use some tips for soloing the ee

    Personally, I don't do much in the line of EEs unless I know my set-up will help pertain towards the ability to actually do them. Solo EEs can require one to move on from being as casual a zombies player as can be and become an expert for a short span of time in actually doing it. If you want a tip, though, I'd suggest conserving the rounds as best you can.
  14. Urgh, sometimes I feel bad not coming around here more.


    I will try to be more active soon enough... gotta figure out a few college things.

  15. The Official Chicken Sandwich Enthusiasts' Club

    Hmm. Well, I can see that the "Chicken Sandwich Enthusiasts Club" post has been dead for almost a month now. To hopefully alleviate this in some way, here is a chicken sandwich.