How well the developer’s succeeded will be judged by the engagement of fans, but after playing both the multiplayer maps and the new zombies content for a short time, we wanted to break down a bit of what you can expect.
Grind feels a bit small, likely because ramps and other obstacles break sightlines. There’s a decently sized interior space, but it’s all very tight. Snipers will probably find themselves hard pressed to find a great position, especially since grenades are so effective. My guess? SMGs and assault rifles will rule the roost.
Downhill doesn’t feel much different from what seasoned players have seen before, but it has one twist. Ski lifts constantly move through the lodge, and if they hit you dead on they’ll kill you outright (something I’m ashamed to admit happened to me several times). It makes fighting in the interior of the lodge particularly intense, especially on Demolition, where one of the bomb points spawns between the two lift paths.
Mirage is also the biggest multiplayer map in Revolution. Ground War players wanted another map that felt like it was designed to support more than 12 players, and Mirage is Treyarch’s answer. Standard multiplayer still works here, though. Gigantic sand-covered streets lead you into an open pool area, and in objective based modes you’re often funneled to the big center structure. This building looks like it might have once been a hotel, but for game purposes it creates a place where short-ranged firefights occur, often between the many floors of the multi-tier lobby at once.
Hydro breaks down into three lanes. One is mostly interior environments, taking you through two power generator rooms and an area of flowing water. The other two are all outside, but with broken sightlines thanks to parked cars, boxes and several smaller structures you can camp in.
The middle lane puts you at the most risk since you can easily be flanked by players coming from the other paths, but it also avoids Hydro’s floods. At seemingly random intervals the flood gates will open, water will rush in and anyone in the man-made river will be instantly killed. It effectively denies access to the outermost paths, and forces people to approach up the center or wait out the flood.
Tuning it’s actually easy…we know how to plug this gun into the mix. The hard part isn’t that stuff. The hard part is guns are so pervasive in everything. There’s camos. There’s special camos. There’s calling cards. There’s a combat record that has gun stats and you can compare that to other people. There are challenges. It’s all the systems around the weapons that are the complex bit.
Just like in Tranzit, taking the time to learn the level will be paramount in Die Rise. Run around a corner too fast and you might fall to your death, and you’ll need to save your precious resources to purchase access to new parts of the world. A ton of parts are scattered about the building, though my team and I never managed to find a work bench.
On top of the undead legions, you’ll also face a deadly new minion. They look similar to the goblin-like enemies that lash out at you in the fog on Tranzit, only they come during specific waves, and can do short teleports around the environment. They go down really easily, but can pick off a survivor who strays out on their own with ease.
While I don’t see Turned becoming something legions of people sink hours into the way they do Tranzit, it worked as a nice palette cleanser. Games take less than 10 minutes, and everyone inevitably gets some time as the survivor because, well, surviving is hard. After you kill a zombie there’s a bit of downtime between bringing the next weapon to bear, and this almost always results in zombies getting the drop on you.
The biggest downer when it comes to Turned? It only works on the Diner map. Hopefully it’ll be expanded with future DLC, because for now it becomes repetitious after only a few rounds.