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Black Ops 2 – Details on campaign length and endings

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If you bought into the recent hype over Call of Duty: Black Ops 2, in which Treyarch promised an innovative new campaign that woul bring about a complete change in structure, then please make your way to the disappointment room for debriefing. There you’ll meet John Rafacz, who will inform you on the campaign’s length and endings.

Firstly, the campaign’s length. For those of you wondering; yes, it will once again be shorter than an oompa-loompa. Treyarch’s John Rafacz said as much recently when being interviewed by several publications.

Black Ops 2 is still in development and we don’t have a final run time, but I think it’s safe to say that it will be similar to what Call of Duty fans have enjoyed before.

He also gave us the disappointing news that the much-touted new Strikeforce levels, where you’re allowed to control a variety of units in a flexible battlefield setting, won’t actually impact the game’s narrative that much. Truth be told, the outcome of these levels will only affect what ending you get, with the rest of the campaign having a relatively rigid structure.

With regards to Strikeforce levels, I think it’s really important to have the right expectations – we’ll all share the core single-player experience, but the success or failure that you encounter in these additional levels will ultimately shape the geo-political fiction that wraps the conclusion of your game. So, we’ll all play for the same present, but yours will have different gift-wrapping paper on it than mine.

I think that gift-wrapper analogy nicely sums up the gimmicky nature of the strikeforce missions. While it is nice to see some non-linearity being introduced to a Call of Duty campaign, it still seems like it’s going to be far from a game-changer. Black Ops 2 comes out on November 16th for the PC, PS3, and Xbox 360.

Make sure to follow OnlySP for even more news regarding oompa-loompas single-player games.

[Nowgamer]

[Spong]

Now an occasional contributer, Michael Urban is the former Editor-in-Chief at OnlySP and has the nickname "Breadcrab" for reasons his therapist still doesn't understand. From the moment he first got hacked in Runescape, he's been uninterested in multiplayer games and has pursued the beauty of the single-player experience, especially in terms of story and creative design. His hobbies include reading, writing, singing in the shower, pretending to be productive, and providing info and feedback regarding the games industry. It is an industry, right? You can ask him a question or send him spam at michaelurban@www.onlysp.com. Also, follow him on Twitter or the terrorists win. (@MichaelUrban1)

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Sci-Fi Adventure Tether Back in Development, Demo Released

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Tether

Freesphere Entertainment has announced that Tether is back in active development, almost a year after it was put on hold.

Alongside the announcement, the team has finally released the prototype version of the previous incarnation of the project for free on itch.io. According to the announcement, the decision to release the demo came because “it seemed silly to have years of hard work sat there for people who worked on it to not get any recognition.”

The post also suggests that Freesphere has gone back to the drawing board for the project, saying that it is seeking to reduce the scope of the story and hinting at a “new direction.”

The demo is a long time coming, as creative director Mark Gregory first told OnlySP late last year that it would be made available as part of a larger interview discussing some of the problems and struggles faced by the team members, which included underfunding, a lack of publisher interest, and personal burnout.

For anyone unfamiliar with Tether, the sci-fi adventure promises to tell the story of a mother trapped aboard a space station while on a mission to prevent environmental collapse. While the premise raises echoes of the ‘walking simulator’ format, the game was quite ambitious, featuring time manipulation mechanics, a reactive AI enemy similar to Alien: Isolation‘s xenomorph, and immersive sim elements. How much of that will be retained in the new version remains to be seen.

OnlySP’s Amy Davidson has already pledged to trial the demo as a future entry in the Friday Freebies Club, which this week will examine \SPEK.TAKL\, so watch out for that.

For all the latest on Tether and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

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