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Call of Duty: Black Ops II: Revolution DLC Review (360)

Downloadable content in Call of Duty has become so expected and frequent that it’s hard to get excited for yet another one. Modern Warfare 3 had an interesting system for Call of Duty Elite subscribers, opting for a continuous stream of monthly content – a feat that Call of Duty: Black Ops II will not accomplish. However, following the small, crucial changes that Call of Duty: Black Ops II brought to the traditional Call of Duty formula, Revolution features many different components to a traditional DLC structure. Instead of following precedent by having strictly map packs, Treyarch adds all sorts of bells and whistles that make it well worth your $15. Sure, it’s not “revolutionary,” but it’s a step in the right direction. Revolution comes with four new multiplayer maps, a new Zombies map and mode, and a new SMG for multiplayer called the Peacekeeper.

Let’s start with the biggest point of contention, the Peacekeeper. Paying for a gun was never in Call of Duty’s playbook until now, but they’re doing it right. If you don’t buy Revolution, you can still pick up Peacekeepers on the map – they won’t not let you, as was previously seen in Battlefield. In terms of how it handles, I honestly think it’s one of the better SMG’s. It holds up to the MP7 and the Vector, the two SMGs I found to be the most useful. The Peacekeeper is more of a mid-range weapon, as I found close-quarter combat to not pan out so well, unless you have a laser sight or rapid fire attachments. Overall, they didn’t OP the hell out of this gun because you bought it with money, so you won’t miss out that much if you don’t use it.

You’ll find lots of tight corners for score streaks to run through.

The multiplayer maps aren’t bad. They’re good…for Call of Duty maps. You’ve got the three pathways – left, middle, right – that you’ll take at the start, while sniper perches, trenches, and buildings abound. Let’s start with Hydro. This map is somewhat reminiscent of the original Black Ops map Launch, with an environmental hazard that ends with a countdown basically telling you to get the hell out of the way. It’s not as visually stunning this time around, but it does offer a nice change of pace for objective game types. It’s a good overall map with an okay gimmick.

Next up is Mirage. There are some serious Spec Ops: The Line vibes coming from this map, as it’s a barren city filled with sandstorms and destroyed buildings, akin to Spec Ops. Other than different ways of escalation, it won’t offer too much new content, but it’s a nice change of scenery. The map has lots of outside locales perfect for mid-ranged barrages, with enough interior corridors for you to keep your Flack Jacket handy.

Downhill marks a return to one of Call of Duty‘s most iconic climates. This is the traditional snowy Call of Duty map with a twist – gondolas that you can use as mobile cover. I found it to be pretty refreshing, considering Black Ops II featured no snow-based maps whatsoever. The map featured plenty of flanking points, sniper perches, the works. The gondolas can also kill you if you’re not careful; even going prone won’t save you. The map is awesome for objective game types like Kill Confirmed and Domination, and it’ll definitely be a Black Ops II staple.

My personal favorite of the Revolution maps.

Finally, there’s Grind. Located in a California skate park, Grind is definitely the most unique and colorful map in all of Black Ops II. It’s covered in advertisements and different products, so the colors clash nicely with the vibrant, blue sky. Grind is filled with half pipes, railings, and so many more skating grounds, making many corners rounded. Because of this, by a margin of a few inches or so, it’s easier to hit your target, making the Stock attachment your best friend. Grind is easily my favorite map of the bunch.

Treyarch isn’t forgetting about the Call of Duty Zombies community. Coming with Revolution is the new map “Die Rise.” Set in Shanghai, the map is very vertical, with claustrophobic corridors taking center stage, rather than the closed off, circular environments of the past. In terms of lore, there’s quite a bit of exposition that honestly requires a hefty amount of research if you haven’t bought every single piece of Call of Duty: Black Ops DLC. The map features multiple buildings with some fairly steep drops. Strangely, it works as an exploration-based map as much as survival. This isn’t all we’re getting from the Zombies camp, however.

Turned is the new Zombies mode, and can only be described as a mix of a reversed Gun Game and Infected game type from Halo. In Turned, four players spawn as zombies, and whoever reaches medicine turns human. He needs to kill the zombies with guns that change after each kill, but if he’s killed, he turns back into zombie. That zombie becomes the human, and the cycle continues. It’s a nice change of pace from the typical Zombies formula, which was drastically altered with the arrival of Call of Duty: Black Ops II.

There’s a big chance that you knew if you were going to purchase this DLC before you read this review, but if you’re on the fence, give Revolution a shot. It features more bang for your buck than any other map pack in Call of Duty history, and you’re definitely missing out on some stellar maps, multiplayer or otherwise, by giving it a pass.

Call of Duty Black Ops 2 Revolution