Tag Archive: Raul Menendez


With today’s teaser announcement basically confirming Call of Duty: Black Ops III being Treyarch’s entry this year in Activision’s billion-dollar franchise (sorry World at War fans), I got to thinking about what exactly we want to see from this newest installment in the Black Ops series.  With a three-year development cycle this go around, I imagine Treyarch has had plenty of time to mess with some new ideas, or—more than likely—refine some older ones. So, here are the top five things I’d like to see from Call of Duty: Black Ops III.

Editor’s Note: There will be references made to the endings and plot twists of the previous Black Ops games in the following piece. Consider this your only warning. 

1. Returning Characters

So the teaser trailer features a number of echoes from the past Black Ops games. The ones that stood out the most to me is Black Ops II villain Raul Menendez saying “Your life will be consumed by absolute loss” and Sgt. Frank Woods mentioning “You’ll always need men like us.” Now, there were four different endings in Black Ops II, and we don’t know which one will be considered canon to pick up the storyline—but the hope is that it will be one where it allows both of these characters to return in some form or another. Menendez made a great villain, and Woods has been a fan-favorite since the first Black Ops. It’d make a lot of sense if we saw some returning faces for the series’ third installment, and that’s especially true for these two guys—and using those particular lines from them in the teaser makes me think it’s not that far-fetched.

2. Parallel Storylines

Something that kept Black Ops II’s narrative feeling so fresh was the constant shift in perspective from the 1980s to 2025. And, again, depending on what becomes canonical for the series going forward, the return of Alex Mason in certain endings leaves a lot more questions on the table than answers. Why tell players where he was during all those years he was missing from his son David’s life, when instead you can show them? If Black Ops III goes with the ending where Alex lived in the end, then you can very easily have the game go back and forth between explaining where he was in the 1990s and dealing with the inevitable ripples caused by Menendez in the late 2020s—and still have it all tie together in an over-arcing plot line.

3. Remove Strike Force; add campaign co-op

The RTS element introduced via the special Strike Force chapters of Black Ops II was an inventive and interesting idea that just didn’t pan out as well as it could have. Often your ally AI would leave you to “super soldier” through missions, and considering how much of the plot relied on the outcomes of said missions, it ended up being more trouble than it was worth. The idea of special “metagame” operations with larger teams affecting the outcome of the plot wasn’t the worst idea in the world, though. When you also consider how much of Black Ops II saw you weaving your way through each level with an AI buddy, the obvious addition that needs to be implemented instead in Black Ops III is campaign co-op. Whether it’s Mason and Woods at it again in a flashback, David and a nameless squad member in 2025, or a pair of guys protecting key interests around the world with a small army of drones instead of a group of incompetent AI to replace the Strike Force missions, I think co-op could easily be doable as an option here.

4. Return to form in multiplayer

We know multiplayer is a bigger draw than the single-player narrative when it comes to Call of Duty. To me, Black Ops II remains the best multiplayer experience of the last generation of the franchise, and I’ll always go back to it over Ghosts or Advanced Warfare any day of the week. After all, Treyarch is the one who came up with the Pick-10 system, and it was at its best in terms of balance and implementation when in this team’s capable hands. I’d love for them to go back to it, especially with three years to tweak things. Plus, the power of new-gen consoles has me really pumped up for the future of multiplayer with Call of Duty—even if they do nothing but fix the Pick-10 system after Infinity Ward bumbled what Treyarch did the first time around.

5. Deepest Zombies mode ever

It’s Treyarch’s turn to shine, and that means one thing when it comes to Call of Duty: Zombies mode. After Black Ops II’s Zombies actually started to piece together a few elements from previous games, and paid homage to many of the theories put forth by the mode’s ravenous fanbase, you have to think that Black Ops III will offer not only a bigger and more robust experience with the mode, but maybe even finally provide players with that definitive narrative within itself. Since the constant speculation amongst players has helped turn this into one of Call of Duty’s most popular features, it feels like it’s time to finally be rewarded.

Treyarch’s latest answers the Call again

Like the inevitable changing of the seasons, Call of Duty’s yearly release has become an event to which the gaming community can set their watches. In recent years, many gamers have criticized the cookie-cutter formula—the series has almost felt like a yearly “roster update” in the sports-gaming sense. After my time with Black Ops II, though, I can promise you this is one title that finally deviates from that formula.

Right from the get-go, the plot hits with an innovative one-two punch, as the story splits between two time periods. We get to play as both the original Black Ops protagonist, Alex Mason, in the ’80s as well as his son, David, in the near future of 2025. The key thread that connects them? The villain, Raul Menendez—but this isn’t your standard-issue Call of Duty baddie. The considerable talents of writer David Goyer—co-writer of Batman Begins and The Dark Knight—bring Menendez to life, as he exudes a sinister demeanor and delusions of grandeur that remind you of a cross between the Joker and a classic Bond villain. But Menendez also reveals a human side that elicits empathy at times, making him easily the most interesting, entertaining antagonist the series has ever seen.

After years of creative stagnation, Black Ops II’s campaign is a revelation. Once you get past the first couple of missions, the game introduces branching paths that can change the ending depending on how you react to the situations presented before you. This injects a healthy dose of replayability you usually don’t get from a Call of Duty campaign, making a seven-to-eight-hour experience worth going through multiple times.

The main campaign is joined by the new Strike Force missions, which add some real-time strategy elements to the proceedings. You serve as a handler for a squad who must carry out diverse objectives depending on the mission, issuing orders from above or taking over as any single unit and fight the battle in the trenches yourself.

Whether it’s assassinating targets or protecting computer terminals holding valuable information, the Strike Force objectives are supposed to help determine how you play. Unfortunately, once you dig into these side missions, you’ll realize how incompetent the ally AI is; it often ignores your commands, and soon the RTS view becomes null and void. In the end, it’s better to try to supersoldier it and control one character at a time in order to win the day. Strike Force is a great idea that finally brings some new gameplay elements into the mix, but it’s poorly executed, making some of the missions a bit of a chore depending on the parameters.

Aside from this one glaring flaw, however, the campaign is the best since the first Modern Warfare. The story enthralls from the start, and the gameplay is still definitively Call of Duty—especially with some sweet future tech like the Millimeter Scanner that allows you to see foes through walls.

It wouldn’t be Call of Duty if I didn’t mention the multiplayer, though—and in Black Ops II, this element’s better than ever. The new “Pick 10” system works like a dream in terms of customizing your classes, and the user interface simplifies things so that most anyone can use it to maximize their killing potential in any match. Plus, with new modes like Hardpoint (Call of Duty‘s take on King of the Hill), League Play for official competition, and CODcasting for those would-be pro-gaming broadcasters out there, this is the biggest, best multiplayer suite ever seen in Call of Duty.

But if multiplayer helps define Call of Duty, Zombies mode—which now offers three play options—defines Treyarch as a developer. In fact, this mode’s now been expanded to the point where it could almost be its own standalone game. TranZit offers a deeper experience as you explore a variety of locations, ferried from place to place on a robot-driven bus that has clearly seen better days. Meanwhile, Survival is more of your traditional Zombies experience with self-contained levels taken from sections of TranZit mode. Finally, there’s Grief mode, which puts two teams of humans against each other to see who can survive the zombies the longest.

Let’s face it: Call of Duty is a phenomenon beyond our control at this point; the game will sell millions of copies no matter what a reviwer says. But with branching story paths, the most impressive multiplayer yet, and a Zombies mode that’s to die for, I can say that—for the first time in a long time—I’ll be proud when I answer the call with everyone else when Black Ops II releases.

SUMMARY: The first Black Ops put Treyarch on par with Infinity Ward; with Black Ops II, they surpass them. This is the most impressed I’ve been with Call of Duty since the first Modern Warfare; aside from some problems with the Strike Force missions, this is a shining moment for the franchise.

  • THE GOOD: Best story since the first Modern Warfare.
  • THE BAD: Strike Force missions are a great-but-poorly executed idea.
  • THE UGLY: The stunning renderings of Manuel “Pineapple Face” Noriega.

SCORE: 9.0

Call of Duty: Black Ops II is available on Xbox 360, PS3, PC, and Nintendo Wii U. Primary version reviewed was for Xbox 360.