Hydro is typical of this mindset. Based in and around a water treatment plant, it has all the hallmarks of a typical COD map. Tight environments on either side encourage close-quarters play, while an elevated walkway offers a great sniper spot provided you can defend it from both sides. The key feature is the central waterway, which periodically gets flushed out with a torrent of water. That means instant death for any player caught there when the deluge comes.
You get fair warning when a flood is on the way, but it's still an addition that takes player death out of the hands of players, which isn't ideal for a game that has been so ruthlessly balanced and rebalanced in the past. It's one of those ideas that sounds amusing on paper, but ultimately serves to distract from what COD is best at: players shooting each other.
Grind is similar, in the sense that it's an otherwise standard map with a twist. This time it's that you're fighting in a Venice Beach skate park, complete with half pipes, ramps and a skate shop in the middle for your interior shotgunning needs. It's an undeniably appealing location, the bright colours and playful design standing in stark contrast to the severe arenas you expect in a military shooter.
The impact on gameplay is rather subtle though. This is a low, flat map for the most part, full of dips and gulleys. The smooth curved edges of the skate ramps mean that you get an extra few pixels of peripheral vision as enemies approach. What would have been a blind corner is shaved back by a few precious inches, making it a boon to the quick-draw headshot expert. It's no surprise that this is the map that seems to be winning over the majority of Black Ops 2's deathmatch-fixated fanbase.
Downhill is a more traditional COD map, bringing a snf the maps are bad - the machine is too well oiled at this point for that to happen - but none are really stand-out hits either. Grind and Hydro have a certain eye-catching novelty factor, but little to turn them into favourites once you've exhausted their quirks. Downhill and Mirage are both solid, but unspectacular, and likely to be lost in the playlists once all the DLC is released. Taken individually there's little wrong with this selection, but it's a slightly lumpy grab-bag of awkward features and predictable design.
Over on the undead side of the fence, things are even less coherent. All the new Achievements for ard, or a reverse Gun Game ruleset where every zombie killed grants you a better weapon.
There's the basics of a decent mode here, but it's just too skittish and frantic to come together. Zombies lurch about at silly speeds, Benny Hill style, and the constant kill-and-respawn mechanic leads to a disorientating rhythm as you find yourself - and your targets - constantly disappearing and popping up somewhere else. It doesn't help that the mode is only playable on the small and claustrophobic Diner map, leading to lots of churning around in a frustratingly small area that leaves the human player's strategic options reduced to little more than "run around in circles and keep shooting".
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