Summary
- Call of Duty: Black Ops 2 had several cut weapons, such as the NS2000 shotgun and the TAR-21 assault rifle, which were replaced with other weapons.
- Two campaign-exclusive perks and two attachments, the Intruder and Lockbreaker perks and the Bipod and Ammo Pack attachments, were removed from the game.
- Two multiplayer game modes, Purgatory and Hacker, were cut from the game, along with additional maps and game modes for the Zombies mode in TranZit.
While there was a sizable following for the Call of Duty: Modern Warfare series, Treyarch managed to attract sales and solid reviews aplenty with Call of Duty: Black Ops 2. While the story bounced between the eighties and a more modern setting of 2025, the multiplayer fully embraced modern and futuristic gadgetry and weaponry, and the Zombies mode delivered far more ambitious and challenging maps for fans to survive in for as long as possible.
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In all honesty, it’s not surprising to say that a Call of Duty game had cut content due to the fixed deadlines set by the publishers and an almost yearly release that the series has relied on for so long, ranging from maps to game modes.
7 Weapons
Eight Weapons Did Not Make The Cut, And Most Were Replaced
A sizable number of weapons are available in Call of Duty: Black Ops 2. Numerous pistols, rifles, shotguns, and explosives are there to be used against enemy soldiers, rival players, and the undead. Alas, some of these were cut, with a few being replaced outright. Thankfully, information about them exists in the game’s code.
To name but a few examples, the NS2000 explosive shotgun was one such inclusion that was removed, while the TAR-21 assault rifle was replaced with the MTAR. A Strela-3 would’ve been used to lock onto vehicles and obliterate them, while the XM25 bullpup grenade launcher found itself being swapped out for the War Machine (the XM25 looked like a rifle, so it may have been a deliberate change to prevent confusion when facing other players online).
6 Campaign Perks / Attachments
A Pair Of Attachments And Campaign-Exclusive Perks Were Removed
The game’s campaign mode was unique for introducing perks that were no longer exclusive to the multiplayer modes of the game and could give a lucky player a significant edge in combat. Two such perks that were never implemented were ‘Intruder’ and ‘Lockbreaker.’ Only their icons remain in-game, which may have something to do with accessing certain areas.
Two additional attachments were also omitted as well. These were the Bipod, which would’ve been attached to heavy weapons in order to mount them on a surface and fire from a stationary position with controlled recoil and additional accuracy, and the Ammo Pack, offering extra ammo for its users. They may have been cut for balancing purposes or because of their limited usefulness in a multiplayer setting.
5 Game Modes
Two Cut Multiplayer Modes Put Additional Twists To Competitive Play
From racking up the kill count to defusing bombs, there has always been a variety of different game modes to try out in multiplayer. Two additional ones were being worked on but were ultimately binned. One of them is ‘Purgatory,’ a spin on Team Deathmatch where everyone would have one life. Killing the other team to win a round would be the objective here, similar to Search And Destroy. The twist here is that kills would allow players to respawn.
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‘Hacker’ is the second mode, and this was a bit different from the standard Free-For-All experience. Autonomous Ground Robots were there to be hacked, and players would get points by doing exactly that and by killing enemies with the AGRs and with their own hands. Only its emblem exists in the game’s code.
4 TranZit’s Original Design
The First Zombies Map In The Game Had Notable Differences In Its Design
On paper, traveling around a huge zombie-infested location via bus sounded like exciting fun. There’s a town, diner, farm, and underground laboratory to explore, too, but the zombies would not be far behind in each location. The final result proved to be quite frustrating for a lot of players due to the presence of fog, lava, and so on.
Still, Treyarch had other ideas for the map’s design. Originally, it was intended to be much, much bigger. In earlier alpha builds, there was far less smoke, and original concepts show no lava. The lava was likely to increase the challenge, while additional smoke may have hidden texture pop-up. After all, it was a memory-intrusive map, so much so that it had to be cut down in size significantly for the smoothest possible experience.
3 Subsection Zombie Maps
References To Additional Levels Can Be Found In The Game’s Code
Due to the sheer size of TranZit, Treyarch divided parts of the maps up for players to survive in. These condensed maps contained more weapons and perks, but of course, there was significantly less space to run for one’s life. It seems that there were indeed plans to include more of these.
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Levels would’ve been set in the Cornfields, Tunnel, Power Station, and a portion of the map that resembled Nacht Der Untoten from Call of Duty: World at War. There are no remaining unfinished map designs or the like that would’ve revealed how different their designs would’ve looked, though. Interestingly, the Power Station was going to be used for a variety of new game modes bundled alongside the game’s DLCs.
2 TranZit Game Modes
References To Additional Zombies Game Modes Are Also Present In The Game’s Code
Other game modes seemed to be intended for the Zombies mode in TranZit. In the base game, there was the self-explanatory Survival mode in smaller-sized maps and the competitive mode Grief. The Revolution DLC introduced Turned, which had one gun-toting player at a time fending off super-speedy player-controlled zombies in an attempt to stay human the longest.
Treyarch had more in mind. ‘Cleansed’ would’ve turned dead players into zombies, while ‘Containment’ was all about preventing the undead from escaping. ‘Dead Pool’ seemed to be some kind of competitive race, while ‘Meat’ had players tossing fresh flesh at one another to goad enemies into attacking them. Various enemy types would attack in the endless ‘No Man’s Land’ and ‘Pitted,’ with the former being cooperative and the latter being competitive. The self-explanatory ‘Race’ would have survivors rushing to the end by killing a set number of zombies to open doors. Finally, there is ‘Returned,’ though there is no information about this available.
1 Map Pack 5
Previous Zombies Maps Were Intended For A Final Map Pack
Map Pack 5 for Call of Duty: Black Ops 2 was cut from the final product and was intended to have brought back the entire repertoire of Zombie maps from the previous two games: Nacht der Untoten, Verrückt, Shi No Numa, and Der Riese from Call of Duty: World at War, alongside Kino der Toten, “Five,” Ascension, Shangri-La, and Moon from Call of Duty: Black Ops.
All of these levels would have been remastered for the release, yet it’s anyone’s guess why this fifth DLC never came to be. The developer may have tried to avoid releasing any more content when another game in the series was about to be released. Either way, they were repurposed and made playable in Black Ops 3.
Call of Duty: Black Ops II
- Released
- November 13, 2012