As a seasoned Call of Duty veteran, having played since the early days of Modern Warfare, I must say that Treyarch has outdone themselves with Black Ops 6. The Gunsmith customization is simply fantastic, allowing for intricate attachment setups without overwhelming complexity. And let’s face it, who doesn’t love a good RC-XD remote-controlled car streak?
In a little over two months, on October 25th, Call of Duty: Black Ops 6 will make its grand appearance. After four years in development, Treyarch has unveiled multiplayer and a brand new Warzone map named Area 99. At Activision’s Call of Duty: Next event, TopMob had the opportunity to try out Black Ops 6, where they showcased both the updated multiplayer and the upcoming Warzone map. The gameplay in Black Ops 6 appears very refined with the introduction of new action-hero movement that’s a lot of fun to utilize, but there’s a concern it might not take long for experienced players to find ways to manipulate the system and dampen the enjoyment.
Movement for action-hero plays
Black Ops 6 undeniably possesses the signature feel of a Black Ops title, with its rapid-fire action, arcade-like gameplay, and vivid map designs. However, this year, Treyarch has introduced an innovative movement system that enhances the usual fluidity and speed of the Black Ops multiplayer experience even more.
As a thrilled player, I’m reveling in the freedom that Omnimovement brings! Unlike earlier versions where I was only able to dive forward and slide, this new feature lets me roll into a prone position and spin a full 360 degrees! It’s like being my own action hero, living out a John Wick-esque adventure right in the game.
As a seasoned, traditional player who seldom uses bunny hopping or slide cancels, Omnimovement’s introduction gave me pause. I often find myself outmaneuvered by skilled players who leverage these advanced techniques to their advantage in firefights. The prospect of my adversaries adopting additional complex slides and dives was concerning for the outcome of future battles. Additionally, I harbored doubts about how this new movement would feel to control.
To my surprise, omnimovement turned out to be quite delightful. It’s a finely-tuned feature that I appreciated during instances when it aided me. For example, dodging to the side to dodge a grenade or diving backwards behind cover to reload. The thrill was palpable during Domination matches on Skyline, where my team and I overpowered the opponents near the B flag. In these moments, I even leaped off a balcony to land in a strategic position and seal the deal.
In simpler terms, these are the extraordinary moves I wouldn’t typically perform except during scripted scenes in a Call of Duty game. However, here I am using them and enjoying myself immensely. It’s not second nature to me just yet, and occasionally I execute dives and slides at the wrong moments, but I’m getting better at linking moves together and improving my playstyle as I spend more time in the beta.
Enhancing the action even further is the latest Intelligent Motion System. These are adjustable game features that are deactivated by default, though I strongly suggest you give them a go. They offer a wide range of customization options for fundamental movements, such as activating tactical sprint assist and eliminating the sprint delay, thereby reducing the number of button presses required for certain actions. Not only did this make my movement feel quicker and smoother, but it also lessened the strain on my thumbs due to reduced thumbstick input.
Absolutely, the movement system in Black Ops 6 is centered around timing and strategic thinking. I’ve found myself having an edge when an opponent dived poorly towards me, but I’ve also been defeated in similar situations where I was the attacker. So far, the omnimovement doesn’t seem to create a massive difference in skill level, and even casual players should be able to compete effectively against their opponents. However, we’ll have to wait and see if this remains true over time. Currently, omnimovement offers a bit of flair to your movements, but it doesn’t appear to be a necessary skill to master for success. You can still win fights and achieve victories without ever using the extra movement features, at least based on what we’ve observed so far.
As a devoted fan, I can’t help but express my apprehension about how swiftly skilled gamers might grasp and potentially misuse this new movement system, potentially amplifying the existing slide-canceling and bunny-hopping techniques from Call of Duty, particularly in Black Ops 6. It seems simple for an average player to discover loopholes or glide past barriers, breaking cameras in the process. Though it’s premature to make definite predictions, the advanced movement mechanics in Black Ops 6 suggest one of the largest skill gaps we’ve encountered so far.
For those starting Call of Duty later this year, they might find it challenging as well, given that the game’s movement mechanics might be more intricate compared to what they are accustomed to. Entering an advanced game setting without fully grasping the new movement mechanics could lead to a harsher learning curve than typical.
On a bright side, the beta version offers the omnimovement training program, which will likewise be available in the game upon its release. This means you can hone your dive and barrel roll skills with guidance from Black Ops fan-favorite character, Frank Woods, who serves as your coach.
Brand-new maps and mostly familiar modes
While Modern Warfare 3 released with a map pool consisting of entirely remastered maps, Black Ops 6 is set to launch with a fresh offering of 16 brand-new maps. The first week of the beta includes the same map pool as our hands-on experience at Call of Duty: Next, and it’s a pretty good variety of settings with each beta map having a unique aesthetic.
As a nostalgic gamer, I’d say that Rewind transports me to a vibrant ’90s-themed shopping center complete with a Blockbuster-esque video store. Derelict offers a colorful yet run-down train yard experience. Babylon immerses me in the ruins of an ancient Iraqi city, while Skyline whisks me away to a luxurious penthouse setting. Lastly, Scud drops me right into a desert military outpost. Each game provides a unique and engaging environment to explore!
For this year’s release, Treyarch has emphasized creating 6v6 maps for multiplayer, which means we won’t find expansive Ground War-type maps. Instead, the maps are compact, ranging from small to medium in size, and they follow a familiar three-lane layout that Treyarch is recognized for. While some players might not be fond of this design, I personally appreciate that these maps avoid being overly cluttered or campy. Plus, you’ll never have to wait long to jump into the action since the maps are not overly large.
In this beta, a variety of classic Call of Duty game modes are present, such as Team Deathmatch, Domination, and Hardpoint, which take turns appearing. In addition to these familiar modes, Treyarch has introduced a fresh twist: the Kill Order mode. Although it’s not revolutionary, it offers a bit of excitement for players who enjoy a more relaxed Team Deathmatch-like experience. The unique aspect of this mode is that one player on each team is designated as an HVT (High-Value Target). Regular kills still contribute to your team’s score, but you earn extra points by protecting your HVT and eliminating the enemy HVT. While it’s not as intense as a Hardpoint match, Kill Order can be a lot of chaotic, enjoyable chaos.
Gunplay feels satisfying
In the beta version, you’ll find an assortment of weapons worth testing. The XM4 serves as a versatile assault rifle, while the Jackal PDW offers a potent option for those preferring an aggressive submachine gun. Generally, the weapons are well-balanced within their respective classes, but it’s worth noting that the Jackal PDW seems to be overpowered during this first week of testing. Rest assured, adjustments will probably be made to the weapons during the beta period and before the game officially launches, aiming to improve the balance of the Jackal PDW by then.
In Black Ops 6, the time it takes to eliminate an opponent seems uniform and slightly quicker than Cold War’s slower 150-health system. Despite the game reverting back to the traditional 100-health, it doesn’t feel excessively fast. It might be more akin to the Time-to-Kill experienced in MW3.
As a devoted fan, I must say that the audio and visual designs in Black Ops 6 are nothing short of top-notch. Each weapon, with its sleek appearance and realistic sound effects, offers an immersive gaming experience. Unlike some newer Call of Duty titles that suffered from excessive visual recoil, Black Ops 6 seems to have done away with this issue, allowing for clearer, more focused gunfights. Admittedly, the footstep audio could be a bit louder, but other sound effects throughout the game are well-balanced and add to the overall immersion.
It’s important to mention that the visibility in this year is outstanding, which stands in contrast to some issues encountered in recent Call of Duty games during betas, such as poor visibility due to washed-out color schemes and difficult-to-spot enemies and nametags. Luckily, Black Ops 6 excels in lighting and visuals, ensuring that I never mistake teammates for opponents or strain my eyes trying to discern who’s the enemy.
A mostly standard loadout system
In Treyarch’s Call of Duty creation, the class system is as anticipated, but it stands out due to a significant change that enhances movement for optimal performance. Instead of having to forgo a secondary weapon for a knife, each loadout now includes a dedicated melee slot. Moreover, holding a knife grants you unlimited tactical sprint, enabling you to swiftly switch to a blade and dash across the map at high speed.
In Modern Warfare 3, traditional perks were transformed into wearable items akin to vests, such as the classic Overkill perk, which allowed an extra primary weapon. As time passed and seasonal updates were introduced, more gear pieces appeared that replicated existing perks within the game, making it confusing to obtain the essential Call of Duty perks for your preferred playstyle. It’s refreshing to see Black Ops 6 simplify perks into their original three categories once more. The perks largely resemble the classics like Ghost, Double Time, and Flak Jacket, but Treyarch also revives the Wildcard feature from previous Black Ops games, allowing further customization of your loadouts. During the beta, there are only two Wildcard options: Overkill to carry a second primary weapon and Perk Greed to include one extra perk. Both seem like valuable Wildcard choices, though your preference may depend on your playstyle. I personally favor Overkill for my loadouts, but it ultimately depends on your preferred gameplay approach.
In contrast to contemporary games, The Gunsmith offers a simpler approach to weapon customization. Unlike some modern titles such as Call of Duty: Vanguard, it doesn’t involve intricate weapon tuning, complex conversion kits, or an overabundance of attachments. Instead, the customization is straightforward and limited to five attachments per weapon. Additionally, the attachments themselves are designed with a clear focus on functionality, offering numerous benefits while minimizing drawbacks.
In Black Ops 6, they’ve eliminated the option to select between killstreaks and scorestreaks; instead, they only offer scorestreaks now. This change encourages players to focus more on objectives rather than just racking up kills. The beta version retains some classic options such as UAV, Counter UAV, chopper gunner, and the well-known RC-XD remote-controlled vehicle, which is a trademark of Treyarch.
Warzone focuses on small map Resurgence
In Warzone, Treyarch aimed to develop a Resurgence map that would narrate a unique tale, one exclusively crafted by their studio. The Area 99 map, a compact version within Warzone, is loosely based on the legendary multiplayer map of Treyarch, Nuketown. The key locations in this map serve to illustrate the backstory of how the Nuketown map came into existence. This involves a factory producing Nuketown model houses, a nuclear power plant, a workshop for mannequins, and an underground shelter.
Initially, I found the map appeared rather compact and dull compared to my expectations. I was hoping for vibrant accents similar to those in Treyarch’s multiplayer map layouts; however, Area 99 leans heavily on muted tones and monotonous concrete structures. Nevertheless, the narrative of Nuketown presented here is engaging and distinct, and surprisingly, the map performs superbly for its role as a Resurgence map, offering an intense and swift-paced, fast-paced battle roamongoched here; it this time-Men in this time. Instead, the focus is on creating a more thrilling and rapid battle royale experience.
As a fervent enthusiast, I can vouch that Area 99 is comparatively smaller than the formidable Rebirth Island. Yet, this compactness doesn’t hinder swift encounters. Despite our limited gameplay hours at Call of Duty: Next, each session, each match we’ve, every single skirmish was greeted with immediate action.
This year in Warzone, the developers are primarily focusing on enhancements in movement, with new features like Black Ops 6’s omnimovement and the advantage of unlimited tac-sprint with a dedicated melee slot being among the game’s major updates. Improved movement and quality-of-life changes can definitely make the Warzone experience more enjoyable, but I’m genuinely hoping that the developers have some additional surprises up their sleeves for exciting map changes and special events to prevent battle royale from becoming too repetitive.
One significant alteration, nevertheless, involves eliminating the Warzone’s inventory system carried in a backpack. Although there remain designated slots for storing crucial items like gas masks, field upgrades, one respawn, and tactical/lethal equipment, abandoning the backpack ensures no player can stockpile game-altering respawns and gear for the decisive battle. Moreover, ammunition and armor pouches are introduced to guarantee you have enough munitions and protection for your conflicts now that backpacks are no longer present.
Final thoughts
It appears that Treyarch’s transition to the new engine has proven successful, and the additional development time is noticeable in the refined appearance of the multiplayer beta. Notably, there have been some minor freezing issues and server hiccups, and the Jackal PDW requires a balance adjustment. However, I haven’t had sufficient gameplay hours with Area 99 to provide thorough opinions yet, but Warzone seems to be receiving a potentially well-crafted new map design for Resurgence modes.
My primary apprehension regarding Black Ops 6 post-release centers around the potential skill disparity that might arise due to its advanced movement system and potent gun attachments, lacking any cons, but only the future will reveal how deeply sweaty this omni-movement may become. Presently, it appears as though Treyarch has revolutionized Call of Duty’s rapid action with omnidirectional motion, making multiplayer a thrill.
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2024-09-03 21:13