Call of Duty: Black Ops 6 Review (PS5) – Glimpse Of A New Era

Last year was a low point for the Call of Duty series, to say the least. When I wrote the review for 2023’s Modern Warfare 3, I was fairly critical of everything the game offered. For the first time, the first-person military shooter felt tired, out of ideas, and even cynical at points. The symptom of the cause was a pivot to blow up what was an expansion to MWII into a full fledged title. The hasty and failed decision was to breathe time into the development of Black Ops 6, as the revolving door of studios under the Call of Duty banner was shifting.

And where there are troughs, there are also peaks, with this latest instalment falling closer to the latter. At the very least, we have a Campaign not reusing maps from other modes verbatim, a Zombies mode with an identity closer to the source whilst keeping it fresh, and a Multiplayer mode that sets itself apart from previous titles in the series.

It feels dire to express gratitude over the bare minimum from a series that has garnered over $30 Billion, but the expectations were just that low for me. Black Ops 6 is a sign that the franchise is going in the right direction, for a few reasons; the studios have combined forces and begun again to throw everything at the wall to see what sticks. A scrappier, more refreshing return that challenges our expectations of what Call of Duty could be but is held back by what it’s always been.

Is this a turning point for a series I thought to be out of gas? Or the shot of adrenaline for a franchise on life support? Only time and the court of public opinion can tell, but for now, you’re here for mine.

A Mission Not So Impossible – Campaign

Black Ops 6 picks up the incoherent pieces that Black Ops Cold War left for us. Continuing with the alternate history angle, we meet our team of CIA agents in the ’90s. The Cold War is seemingly over, Russell Adler is MIA and deemed defective, but tension in the Middle East is still brewing. After a mission goes south in Iraq, new protagonists Troy Marshall and Case (the latter you’ll play as for the majority) are dismissed from active duty whilst they’re investigated for what went down during the mission.

Adler makes contact with the agents, leading them to a disused Soviet safe house where they meet Frank Woods. Believed to have a double agent in the CIA, Marshall and Case build a team consisting of the cunning assassin Sevati ‘Sev’ Dumas and tech expert Felix Neumann, alongside the already established Adler and Woods, forming the new Black Ops unit to find the mole.

There’s of course more to the plot than that – no entry has been so simple. However, the direction Black Ops 6’s campaign goes in is the most interesting it’s ever been. There is still the cheesy dialogue ripped straight from ’80s action movies, some even word for word, but the overall plot really digs its heels into the paranoia and espionage of some spy genre greats.

War Pig

As I reflect on my own desire to continue being a cog in the war machine, shooting hundreds of faceless military personnel, Black Ops 6 might be doing the exact same. There are only so many ways you can keep the same drone of pushing forward and shooting through warzones and I think Treyarch/Raven Software have cottoned on.

The bulk of the missions you go on lean into the slower, more methodic tactics a spy would. Surveying targets, going through areas unnoticed, using gadgets to infiltrate and execute your plan. One mission in particular has you going undercover as a photographer for a political ballroom event. You need to get a person’s biometrics to use on a locked door to access a protected bunker.

You are given a few options on how to tackle this objective, all of which rely on your subtlety. I snuck into a secret meeting with the target and once I was made, went through some QTE moments that resulted in me taking down the target’s guards as well as them and I got the biometric data. There’s a good chunk of other missions across the campaign that share these traits.

They honestly feel closer to what Machine Games have been doing with the Wolfenstein series than they do a Call of Duty game. Couple the tactile espionage missions with some other slightly psychedelic ones (think Control – and I’ll say no more) and you’ve got a campaign that feels like the entries from the ’10s.

To Infinite And Beyond

Maybe the message was heard loud and clear over at Activision that the masses yearn for more Modern Warfare or Black Ops, but I’d be remiss to not mention that Advance Warfare and Infinite Warfare were the last times we got something truly interesting campaign-wise. Black Ops 6 is at its best when it feels like a new game.

There’s a confidence in the veering of Call of Duty standards that I hope to see more from as we go forward. Mainly because when we do get the stop and start, shoot from cover in battlefield scenarios that are also in the campaign, they feel out of place. Playing on Veteran difficulty you can see where the misfires in gameplay happen because there is such a stark contrast to both types of gameplay.

Introduced into the Warzone Battle Royale mode four years ago, the trend has been to use armour in every game mode. In BO6 it’s imperative to have one applied as the enemy AI can kill you in one/two shot(s) from the distance of a football stadium. They feel laser accurate and unrelenting by comparison and I do think it’s to push the armour mechanic. However, you’re not always going to have them at hand wherever you are.

Mission structures outside of the hallways of bullets are multifaceted. Much like the multiple ways of spy moments, there are also a couple of scenarios where you’re free to roam open areas. You’re encouraged to engage in combat how you see fit, just don’t go in guns blazing if you don’t want a purple heart.

Safe As Houses

In between the missions, you return to the Black Ops safehouse for a bit of R&R. It gives you the perfect opportunity to learn about the new and old characters as you sift through dialogue options to hear anecdotes, how they’re feeling at the current point in the story and get more backstory. It’s a slightly slapped-on approach to give you more context to the wider narrative, as opposed to being baked into cut scenes or swelling moments during missions.

That said, I can appreciate that there is some thought to go deeper with these people than be the faceless military juggernauts they always are. One slight nitpick on this front, your main character, Case, is a nobody. No voice, no face, just a ghost of a protagonist. There’s some plot pertaining to him that does pay off but I don’t care about him.

Recent Call of Dutys have done a good job of making the person you play as feel like a living character, but Case is just a blank canvas that things happen to. Maybe we’ll see more if this story gets a continuation (which I really hope for), but for now, it’s a missed opportunity. The safehouse also provides you with three different stations to get perk upgrades for your gadgets, weapons and Cases’ abilities.

Think of the perks you’ve traditionally seen in the Multiplayer moulded to fit into the Campaign. To unlock these you’ll accrue cash found out during the missions, either in wads lying around or in safes you’ll have to crack. When I mean crack, I mean you tune a radio near the safe that’ll give you the code, a strange decision when there’s a picklock minigame already in there — I guess Mason’s obsession with numbers lives on.

Where Do We Go From Here?

All in all, the Campaign has some highs that can rival some of the best in the franchise. Seeing hints of a new direction in gameplay and having more variety whilst remaining integral to the plot is something I want more of going forward. It doesn’t have to fit in the same vein of espionage antics but as long as it’s not shooting an army for the sake of a country, I’m all for it.

The overall gameplay and how it feels is the best the series has ever seen. This is because of the omnidirectional manoeuvrability that’s been added to how it plays. It’s almost instinctive to have this added layer of movement that hasn’t replaced how I enjoy playing Call of Duty, but rather enhancing on what I already knew — almost as if it was always there.

Now instead of being able to sprint forwards, you can sprint diagonally. On top of that, you can also dive in every direction you see fit, meaning you can duck into a whole matter of cover whilst keeping your focus on the enemy. This also works in tandem with the newer and more improved leaning mechanics. Your arms and weapon will recognise environments and react automatically based on your movement.

If you’re taking it slow, gun up looking through ADS you’ll sway with the gun and peek around the environment. This isn’t new to BO6 but it’s the best it’s been since being an addition to the franchise. It works in making the campaign feel even more of a cinematic experience, but it also aids in giving a tactical edge when you’re playing Multiplayer.

Killjoy Multiplied – Multiplayer

With some of the new features in gameplay, come some of the old ones seen in previous Multiplayer iterations. Modern Warfare 2 (2009) fans rejoice as it looks like ‘quick scopes’ and ‘noob tubes’ are back in a big way — at least in my lobbies. Whilst it does feel frustrating to be struck down unceremoniously by the ways I just mentioned, it is one of the signs that there is a modicum of balance when it comes to your loadouts.

All the staples are here: Assault Rifles, SMGs, Marksman Rifles, Sniper Rifles, LMGs. I tend to lean closer towards the assault rifles and SMGs, so I’ve only spent some good time with those but I’ve been killed by a fine amount of others to know that everyone is finding their winning lane. Treyarch games usually have the slowest ‘time to kill’ and if you have been playing Modern Warfare series for the past couple of entries, you will notice that it is also here in Black Ops 6.

However, it’s not as wild as Black Ops 4’s TTK as it sits closer to the most recent releases. Gunsmith is still around as it permeates outside of Black Ops 6 and into Warzone etc. thanks to the Call of Duty launcher. Levelling up your gun can be done in any mode outside of Campaign, meaning you can unlock attachments for your favourite weapons without damaging your Kill/Death ratio playing with a naked gun.

You have 5 attachment slots by default, with the chance for more if you equip the Gunsmith Wildcard. Wildcards are a new facet to your loadout, acting as a perk that sits outside of the new perks system. Some may give you more equipment (grenades etc.), equip an extra perk or carry two primary weapons in one loadout.

Going In Prepared

The Wildcards won’t make or break your loadout necessarily, but it’s nice to have an extra option to customise how you want to play. The perk system is broken up into 3 slots as normal but each slot will have a different list that also comes with a colour. If you happen to match three perks with the same colour you unlock a Specialty — essentially a fourth/fifth perk.

For example, if I equipped Dexterity in my first, Assassin in my second and Double Time — all of which are red — I’ll unlock the ability for the Enforce combat specialty. The Enforcer means that per kill I’ll gain a quick speed boost and my health will regenerate faster if I’ve got jam on the screen.

The combat specialities really lean into most playstyles, with the example I’ve given being great for those who like to play with speed and aggression i.e. sweats. My favourite is the one that gives you wall hacks of the enemies as you spawn because it gives you an idea of where to go for a tactical advantage.

The new movement system has meant that players are dashing across the map faster than they ever have. I’ve got my camera sensitivity set to 7 and I still feel like I’m getting caught out by people sliding around corners jumping from left to right, giving you almost no time to turn and return fire.

To add flames to this fire, there’s now the ability to use enemy players as body shields. If you can sneak up on someone from behind, you can either execute or pull them in to take oncoming fire. You can talk to them with your mics if your voice chat is set to lobby, leading to some hilarious and sometimes grotesque player moments.

Globestomping

The starting bunch of maps in Black Ops 6 is sure to be one of the more divisive topics this year. They feel like the smallest in size as a group maybe ever. Instead of size, Treyarch/Raven Software have gone for density and verticality. The maps are rich with opportunities for cover, flanking points and interactable environments that can open or close new pathways.

You’ll find some of the three-lane structures still apply to most of the maps but they’re filled with so much more in those lanes that add to the dynamic of firefights. However, with some of these changes and sizing down of maps, respawning in almost every instance is atrocious. Spawn kills, spawning behind enemies, all of the big negatives we’ve seen for the franchise are at their worst here.

I’ve had a couple of games with a fully coordinated team as the opposition and with the map knowledge and current loadout metas, it’s made for some abysmal time — hoping that getting obliterated alongside my teammates means that the skill-based matchmaking will throw me into some easier games.

Overall, this is the most different a Call of Duty multiplayer has felt in this decade. The new and different styles of gameplay and map designs have ultimately altered the norm of how I play. Strafing, peaking round environments and sliding at 30mph in any direction are all fresh and distinct ways to come out on top. Nonetheless, I’m still eager to dive back in, improve and hopefully become the Max Payne of CoD lobbies.

Two To The Head – Zombies

Arguably the mode I’ve spent the least time in as they’re notoriously always a time sink, Zombies is back with a similar structure to how it all began. At launch, there are two different maps to mow down waves of zombies: Terminus and the one I spent most of my time with Liberty Falls. Terminus is a secret research facility in the belly of a prison, whilst Liberty Falls is a hilly American town that appears almost stuck in time to the ’50s.

Both of which offer the old-but-new wave format we originally saw with World at War. With some of the modernisations we’ve seen previously, there are some objectives to tackle in both maps, as well as some great Easter Eggs to uncover. Zombies, again, utilises the new movement mechanics we have in the Campaign and Multiplayer, alongside the armour the series is now known for.

This is great because the zombies are definitely on the spongier side than I remember. When they start coming at you in hordes, a quick dive or slide out of the way helps tremendously in the fight against the undead. Instead of starting with a pistol, you can customise a loadout very similarly to how you would in Multiplayer.

This means you can have a fully kitted-out gun of your choice to start with. On top of that, you’ll have a Field Upgrade — think of it as an ultimate ability we’ve seen in other iterations like a mine that detonates three times causing massive damage or a dark beam that acts like a Kamehameha. New to the franchise are Gobblegum packs. These are flash-in-the-pan buffs that you’ll get randomly if you use the Gobblegum machine in-game for them. However, you can select from a bunch to cater to your playstyle.

Undead Nightmare

Some purists may not like these changes but it’s the best Zombies has been in a very long time. The fact you start with a good gun immediately gets you into the action as opposed to slowly ramping up. If you’re worried that it doesn’t get harder, fear not, some special enemies and mini-bosses crop up in the later rounds to really mess you up.

The mystery box is still there to give you the handful of Wonder Weapons, but you can also obtain them through objectives if you’ve got the know-how. The ray gun is still a standout but some Pack-A-Punch’d weapons are also a game changer. The Pack-A-Punch is now tiered, so you can upgrade your gun three times to make them as ultimate as possible.

Alongside that, there are also two types of weapon benches to find. One can add attachments as well as increase its rarity (this will upgrade damage output etc.), whilst the other helps you craft equipment like lethal throwables. It’s all a lot to grasp at once if you’re a lapsed fan like myself but without all the map knowledge you’ll still have a fun zombie blasting time.

As I previously mentioned, Zombies is the mode I spent the least time with but even so, there is an immediate satisfaction in playing this mode that I’ve not had for a very long time. This is down to the new and improved gameplay, as well as a return to the winning formula of what Zombies has been whilst sprinkling in a little extra to learn for those who’ve been there from the start.

Case Closed

TLDR; Black Ops 6 is Call of Duty done good again. But more than that, it’s an entry that’s finally done something new with everything Treyarch/Raven Software has presented here. Not a cheat code but a glaring observation is that more time to make a Call of Duty makes it demonstrably better.

The four-year development cycle is worth it and if it means not getting CoD annually then so be it. With the amount the game’s online modes get updated, Activision can slow down the brakes for the series. Fingers crossed some of the new styles of missions in the campaign shine more in the future.

With a big budget and winning formula to base it on, this is still the big explosive blockbuster that we’ve come to expect. The standard is still relatively high for a long-running franchise, which is probably why I was hoping for it to get out of its comfort zone a bit more.

How the game plays is also the first big step up since the punts they took in Advance Warfare/Black Ops 3 and it’s exactly what the series needs to remain exciting. Whilst I’m not head over heels with the game, maybe still scorned by the abysmal release last year, I’m warming to a whole Call of Duty game once more.


Call of Duty: Black Ops 6 is available now for PlayStation 5 (review platform), PlayStation 4, Xbox Series X|S, Xbox One and PC via Steam.

Developers: Treyarch, Raven Software

Publisher: Activision

Disclaimer: In order to complete this review, we were provided with a promotional copy of the game. For our full review policy, please go here.

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7 10 0 1
Call of Duty: Black Ops 6 excels in being one of the most interesting iterations the franchise has seen in a long time. However, the standard framework it leans on is more glaring than ever as the new stuff completely outshines it. An entry maybe too scared to take the full plunge in offering something brand new but it at least shows what the series could be in brilliant and polished fashion.
Call of Duty: Black Ops 6 excels in being one of the most interesting iterations the franchise has seen in a long time. However, the standard framework it leans on is more glaring than ever as the new stuff completely outshines it. An entry maybe too scared to take the full plunge in offering something brand new but it at least shows what the series could be in brilliant and polished fashion.
7/10
Total Score

Joshua Thompson

Probably talking about survival horrors or playing something indie. News, Reviews and Features for Finger Guns and a contributing writer for Debug Magazine.

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