The Black Ops 6 AI Problem, Citadelle des Morts Breakdown, COD Zombies Future, & More!



Black Ops 6 Zombies has been through a lot the last few months! 🧟🔫

With lots of great content drops, a lot of launch content to sift through, and a ton of great times inside of the zombies community. But the game is not without it’s problems specifically when it comes to the AI controversy regarding bundles in the shop and the voice actors from the COD Zombies franchise. We have a lot to talk about let’s dive in! And if you are into it, why not subscribe 😉

Afterlife Podcast Episode 12 ft. @MaD_MrL

@GlitchingQueen Video: https://youtu.be/cBTQUQ8uexQ?si=j1vw5LrHUqeFABzA

Timestamps:
0:00 The Ups & Downs
0:31 Mr. L’s Origins
7:16 BO6’s Launch
10:46 The State of BO6
23:11 Keeping the Game Fresh
28:30 Citadelle des Morts
46:23 The Guardian
51:40 Wonder Weapons
1:04:14 Dark Aether Storyline
1:15:05 COD Shop, Bundles, & AI
1:28:53 Voice Actors
1:43:31 Wrap-up
1:50:23 Lightning Round

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21 thoughts on “The Black Ops 6 AI Problem, Citadelle des Morts Breakdown, COD Zombies Future, & More!”

  1. I disagree with the swords hitting multiple enemies. Maybe they should hit 2, but beyond that would be too op. For a perfect comparison look at the chryslaxe. They designed the weapon to have dynamic and strategic gameplay (like all the best wonder weapons do imo) by having the 2 variants that each drop ammo for the other. There is clear design intent there to have the player constantly switching between the two forms. However, because the melee form can hit multiple enemies at once, the best way to use the chryslaxe is just to spam melee. This is just flawed game design.

    The sword, similarly are designed to force you to engage with a weak melee attack and a superb powerful ranged attack that you have to charge. Making the swords carry you would take away l dynamism from the gameplay.

    The swords are definitely weaker than they should be, I just think they need to be buffed in a different way. I suggest making the charged attack charge much faster, and/or having the passive ammo mod like abilities proc more often and be able to proc when the sword isn't fully charged.

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  2. It would have been super fitting if the ending to the citadel EE was having the swords taken away from you and doing challenges akin to the sword it represents, or make us use only the sword to battle a bunch of doppleghasts or something. Or take one sword in to face them all. Forcing us to learn the mechanics of the swords themselves and the parry ability. Hell, maybe it could’ve even made it where you had to kill half as many zombies to activate the ability.

    And as much as people want to argue that the swords need a buff, it needs to be the usability of them and not just the damage. The fact that the lion sword is the only viable choice is criminal. The other swords should have gotten some passive ability.

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  3. While your sentiment on AI is common with people in the community, I personally don't agree with it. While AI can be used to help generate ideas for people, we shouldn't be modifying the AI art to make it high quality. It should be "Generate a zombie santa for me. Okay, I like this general direction. Let me draw it myself with that." AI also tends to get a lot more wrong than people would otherwise notice, and unless you're an expert at it (like actual artists), you wouldn't know what to look for exactly. Hell, I can only point out the obvious things. But it's the same as my CS professor said about AI for coding: "It can do the job, but you'll be spending more time debugging it and making it efficient than just writing it yourself." And this wasn't meaning anything about like Github's CoPilot AI (which is more so a coding buddy). It means putting in the prompt to AI generators. I tested it once, and what took me 2-4 hours to make a simple, efficient program by myself ended up taking me roughly 10 hours to debug and make it efficient from the AI. And that's just with me reading lines of code. I can't begin to imagine analyzing an image and making sure nothing screams of "AI Slop."

    For your whole argument on "humans copying each other" and "why AI can't do that." That's a massive hard disagree by me. With humans (us), when we "copy" each other on things, we're actually taking concepts that we like and putting our creative touches on it (Like with the COTD opening and that one movie GC showed. While the directors had the same outfits and both shooting locations had a similar buildup, they are different in how each goes about it. 1) George gets killed by a zombie and turned into one while the other director just gets blown up. 2) While the whole buildup of yelling at Michael Rooker and beating up on Robert Englund is similar to the movie, they follow different premises. Michael Rooker was holding his hits as to not hurt the actor, while everyone was getting annoyed at the amount of reshoots, so George showed Michael how to do it, which lead to the gag of the other 2 hitting him. Call of the Dead's intro took inspiration from it, but made it it's own).

    The thing with AI though is it's taking art without permission from the artists and using it to build it's algorithm and then spit out an image in the same artstyle (but a different subject). There's a clear difference between creatively taking something and putting your own spin on it, versus copying it down word for word and beat for beat, and maybe giving it different characters. Why pay $100 to the artist of the artstyle you love, when you can just use Generative AI and copy that style, but a different subject matter? There's no originality or creativity there. When we copy something, we can still put our twists on things and provide originality (COTD vs the movie, Spaceballs versus Star Wars).

    That's the issue with AI that will never be fixed, and that's because big companies like Microsoft just don't care (I heavily believe it was Microsoft's decision, as they laid off all those people and then we see an AI art role open up at Treyarch a few weeks later). They see it as a way to save money, even if it's soulless (and would still be if something were to tweak the AI art to be high quality, as it's not their original work). The only good thing Generative AI art can be used for is as a way to spitball ideas and see which one is good.

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  4. I don’t mind VAs changing, for example peck doesn’t sound like a different voice but more confident than the indecisive scientist playing both sides
    From Cold War. However AI should never replace VAs and activision/treyarch need to absolutely get that in their head

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  5. It’s kinda disappointing to hear that you didn’t really like CDM. I really like this map, especially the EE. Ik it’s pretty short, but the steps are fun and the Boss fight is amazing. I also love how the quest is centered around the swords and completing the Owl’s trial. It’s pretty much an Origins lite

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  6. I love The guardian so much, he is the first bossfight that gave me legit trouble since the eye of odin. But I absolutely understand your criticism about it, I'm just glad that so far every final encounter / bossfight is completely unique in term of functionality.

    I hope they never settle for a safe/working formula and continue with this trend for the future maps.

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  7. 1:26:03 my main disagreement with this is that AI cannot suffer or have unique memories and experiences like a human can. Every second of a persons life can affect the way they create art or the personal touches they decide to include.

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  8. I was a WAW casual that left the game after origins, BO3 was too whacky and fantastical for me to buy then..came back for Cold War and love modern zombies now. Other than origins the blundell era was too goofy for me (a milsim/sci fi shooter fan)

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