Treyarch confirmed that the Zombies mode would return for Black Ops II with new game modes. This is the third Call of Duty game to feature a Zombies mode, following Call of Duty: World at War and Call of Duty: Black Ops, and the first to have game modes other than the traditional Survival mode. Treyarch also confirmed that Zombies would run on the game's multiplayer engine, allowing for a deeper community experience, along with new features. A new, 8 player co-op game called "Grief" is also supported, featuring 2 teams of 4 players competing to survive, unlike the previous games which only supported 4 player online co-op. As with the previous installments, each Zombies map contains "Easter eggs" side quests, which is used to progress the story. Another new mode, "Turned", is introduced with several downloadable content maps, in which one player attempts to survive three player-controlled zombies who must turn the other player into a zombie.
A Black Ops II Season Pass was released by Treyarch with the release of the game. On December 12, 2012, all Xbox 360 Season Pass holders received access to the Nuketown Zombies map, with PC holders following on January 17, and PlayStation 3 holders on January 19, having been delayed two days due to PSN technical issues. It was later released as an individual download for PC on April 13, 2013.
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There's clearly something amiss on the PS3 side though, and the cause is twofold: resolution and Treyarch's choice of anti-aliasing method. We find the game hitting the same 880x720 figures enjoyed on 360 in places, but this isn't a constant throughout the game. Rather, it appears to be more dynamic than first thought, where several tests of the first level's river scene gives us a reading as low as 832x624. Scaling these resolutions typically produces more pixel crawl on PS3 as a result, and looks a world away from the sharpness what we're seeing on 360, which remains locked at its own resolution.
Stereoscopic 3D is also supported on both console platforms and we found that both Xbox 360 and PlayStation 3 games operate between 25 to 60 frames per second depending on load, and there is also a resolution penalty. Both games use the HDMI 1.4 standard, where both views are stacked vertically into a 1280x1470 framebuffer, which is then translated into a 720p120 output by the 3DTV. The Xbox 360 version still seems smoother, but the inconsistencies in the update on both versions are somewhat off-putting. There also seems to be a curious bug on 360 where the stereo viewpoints have a vertical offset (stereo images should only be separated horizontally) - a bug that is actually physically painful to put up with, making the 3D support unbearable. Until this is resolved, 3D gamers are better off with the PS3 version.
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A beta was rolled out on February 25th, allowing Steam users to invite players on Windows, Android, iOS, Linux and even Raspberry Pi to join them in their games via the Friends area. They simply have to click on the "copy link" button and send the generated URL to their buddies. Well, they also need to download the Steam Link app, but that's no big deal.
OnLive Inc., a start-up run by veteran technology entrepreneur Steve Perlman, is hoping to take the industry one step further by making downloads irrelevant. The company is testing a service that runs video games on servers and streams them through a broadband connection the way Netflix streams movies.
Already, the 30 million users of the Xbox Live online service spend more than $900 million a year downloading games, renting movies or buying TV shows. Netflix streaming has also become popular on living room game consoles. 2b1af7f3a8