If you experiment with a new loadout and totally hate it, you have an unlimited number of times to revise it until you get it just right. The real beauty is that you can change your loadout at any time. You can actually do what you want, when you want. If you want to forget your secondary weapon and deck out your primary weapon instead, with three separate attachments, that’s also possible. If you only want to bring a pistol, and sacrifice the bigger weapons so that you can have more perks, it’s possible. You can spend your ten points on anything you deem fit. The freedom lies in the number of choices that you have to make. You can mix and match the different options until you’ve used up the full ten points. Each perk, weapon upgrade and customization you choose costs one point. Right from the get go, you have ten points to spend. This time around, you have complete freedom to do whatever you want. Except, the Pick 10 system that has been implemented in the latest installment, redefines the entire create a class mode. If you haven’t already read the first part of this review, I suggest you do so before reading this as it covers the single player campaign.Ĭall of Duty multiplayer is relatively the same game in Black Ops II. We have a lot of ground to cover still, so I’ll get right to it.