Once upon a time, the Black Ops world in Call of Duty seemed to be limited to a trilogy. But when Treyarch (developer) was asked to transfer one of the most ambitious works in the long-running Call of Duty series, it was time to return to the background of the Black Ops.

There are not so many stories this time because there is no single player battle. But this ultimately proved to be the best, because the content in Call of Duty: Black Ops 4 (COD:BO4) proved to be one of Treyarch’s best works to date.

Regarding the BO4 multiplayer game, the first thing to note is that it can slow down the speed without affecting the overall rhythm. Jetpacks and running walls are impossible. However, the core manipulation principles of Call of Duty and old routines such as sliding still exist. The focus of this game is not on parkour and skill platforms, but on simply completing goals and killing other players. This is the past Call of Duty, but it also feels faster than during World War II, which makes it feel the best of both worlds.

Black Ops 4 saw the return of Specialists, some people returned, and others were brand new members of the series. Like Black Ops 3, these characters have brought their own unique special forces capabilities, and also added new auxiliary capabilities. Just like in the previous game Black Ops, this helps make this special Call of Duty game feel more like a class-based shooting game. The team layout and character composition are more important than ever.

Although I really like a single Specialist character, the Create-A-Soldier function is greatly missed, and it also cancels the favorite incentive for level upgrades: cosmetic attire. What’s worse is that in some multiplayer modes, even the Specialist ability is not allowed, making people feel that their existence is superfluous. The game does try to compensate for this with custom badges, stickers, and a new signature weapon system, allowing players to express themselves with the weapon of their choice.

One of these modes is the latest turn-based multiplayer mode in Black Ops 4. Heist (Robbery) mode. The goal here is to find a bag of money and take it to a withdrawal point. The operating principle of Heist is the same as many principles of Counter-Strike. Global Offensive and other similar shooting games. The principle of a similar shooting game such as global offensive. All players use pistols as a starting point to earn money during the game to buy better things. This better thing is not necessarily a weapon. If players are proficient in using pistols, they can invest money in armor, privileges or points. Heist is an interesting twist in this formula, but it feels too short. Just when I think the game is in state, they are over. This is the best consequence of this game mode being five rounds.

Another new multiplayer mode does take advantage of special forces more, that is, Control. Control feels like a turn-based rule, the task of the attacking team is to capture and control two points on the entire map. Since the defense is more focused on a single target, this has led to more intense competition and more focus on strategically targeting an area.

Kill Confirmed, Domination and Hardpoint feel as wild as before, supplemented by a small number of open area maps, which have their own bayonet and highly active combat areas. Movements have hardly slowed, and there is little time for breathing. Of course, since the new manual stimulation shooting function replaces the health regeneration mechanism, any available downtime is used for treatment. This is a welcome change, forcing players to fight for that second chance, rather than simply giving the game to them.

Finally, it is Treyarch’s boldest addition to the Call of Duty series to date. Its boldness is that the developers seem to know that they are riding the biggest trend of the game, and the challenge is how to make Blackout stand out in the battle royale game. After playing a lot, I am happy to say that it did do this.

When Treyarch promoted Blackout as a Call of Duty style battle game, the team certainly did not lie. Like other battle royale-type games, the idea of ​​this game is to deploy at any point along a huge map. I’m talking about large scale, because the game area is much larger than any standard multiplayer map in the game. I was shocked by the huge map of the night, open fields, abandoned towns, winding roads and scattered wooden bridges. It doesn’t take too long to explore the subtleties and strategic hiding places of the map, but there are many places worth exploring in the Blackout map.

The difference between Blackout is that there seems to be supplies everywhere. Picking up guns, accessories, body armor and first aid kits does not take a long time to prepare for a long, protracted battle. Of course, long, procrastinating is the perfect adjective, because although the stage of Call of Duty has been set up, the actual action will take a while to start, unless you are a Leeroy Jenkins-style rushing into the open ground Counseling. Players who are accustomed to the mile-per-minute action in the traditional Call of Duty multiplayer game are likely to be scared away by the more orderly rhythm of Blackout.

However, there are enough random moments to sprinkle in the action, making every conversation in Blackout interesting.

Call of Duty: Black Ops 4 feels like Treyarch is taking a step back, evaluating what is effective, and putting all its attention on it. The result is a clearer multiplayer mode and some excellent maps, a plant vs. zombie experience that is almost a complete game itself, and a black hole experiment that looks rewarding.

Treyarch even made sure to add some small things to make this work stand out, such as providing multiple options for color-blind users, and custom UI options for high-end PC users. I am particularly impressed by the graphical content options that pop up when the game first starts. The option to turn off excess violence and language is a welcome addition, I am surprised that it has not been used more in the past.

Black Ops 4 feels like one of the strongest Call of Duty works in years. Although there is no single-player campaign or some of the more vigorous mechanisms in the past, Treyarch has proven that “less is more”. And this game’s less is enough to make me look forward to more.


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