Home / technology / Impressions from Black Ops 4: how Overwatch and Siege finally modernize Call of Duty

Impressions from Black Ops 4: how Overwatch and Siege finally modernize Call of Duty



Black Ops 4 is the first truly modern shooting game of the series in years. The days when 720 do not reach the limit in a fight could simply have disappeared. The first indicators appeared in Black Ops 3, but Call of Duty: Black Ops 4 has completely transformed into a 5v5 class-based shooter now. It's still an agile FPS with little time to kill, of course, but now you have to worry about healing, sharing intelligence and the core of the Firebreak reactor.

I find Firebreak in the shell of a church. I do not really see it, but he set fire to the floor, the madman, and permanently damaged a part of my health bar. Shooting would do the trick, but it would also be supported by a partner who healed me with his special ability through the wall, or a temporary wallhack from another friend who would let me know where the bastard is hiding. I am surprised that I have not encountered a good-natured class of gorilla scientists during my two hours of practice with the main multiplayer mode of Black Ops 4 (though the skill of the Ruin Specialist Grav Slam certainly echoes Winston's angry).

Of course, Black Ops 4 is not Overwatch, not by much, but the influence of his brother within the parent company is clear. With special abilities, class synergies and visible health bars, Black Ops 4 values ​​business information as much as shooting men in the face.

New intel

Let's start with the basic concepts so as not to misguide BLOPS followers. Like Call of Duty: WW2, the locomotion of Black Ops 4 eliminates wall runs and streaks introduced in the last iterations, keeping those boots firmly planted on the ground, while making small adjustments to the health system and the UI that they have massive implications. Automatic regeneration of health (presented waaay in Call of Duty 2) is gone, replaced by an infinite supply of stimulation packs that get stuck in the arm. When you are losing weight, you can not shoot, and this new method of manual healing slows the pace of a game. The fight is still as fast as ever, but deciding whether to seek a fight or flee from one depends on 1) your health, 2) the health of your enemy, and 3) if any of you have a stimulus package ready to go. It is a major change, from finding a cover for a few seconds to re-submerging.

Health is also more transparent. The HP bars are visible to both teammates and players within range, and I found myself making moves based on the combined health of the close teammates. If we ignited a group of enemies and took away a considerable amount of health, we could bet that they would be vulnerable for a few seconds while they were healed. Similarly, if my health had had a dangerous blow and I had regained my stimulation, I would be forced out of combat for about 10 seconds, leaving one target open for the other team. Depending on the game mode, I'm not sure which is worse: hide to lick your wounds or a quick death and instant reappearance. I like that it results in a much more palpable feeling of whether the odds are in favor or against your favor throughout the game, encouraging and rewarding more deliberate communication and the creation of games. Will the same teamwork occur naturally in nature? Treyarch is betting on that.

Changes in radar power in the same design centered on the equipment. The mini map is wrapped in a "fog of war", and the only lit areas are around you and your teammates. Within each pocket of visibility on the minimap all enemy players will be revealed, with the exception of anyone who has an equipped denial benefit. Instead of illuminating everything for everyone when a UAV is deployed, or when an enemy player fires, valuable intelligence is exclusive to its immediate surroundings, but it is always available (unless a radar attack or an advantage occurs). invisibility). My favorite touch is the emphasis on the total damage dealt with and the objective points instead of the K / D ratio on the scoring screen. Team contributions receive the most respect in Black Ops 4.

Classy

They are not my favorite FPS weapons, but they have become as reliable as an old truck.

Classes of specialized characters, some old, some new, make a return of Black Ops 3, very reworked to focus on map awareness and team play. And like Overwatch or Rainbow Six Siege, teams can only have one in play during a game. I still have to try them all, but they are customizable enough so that the change between them is not disorienting. Each one comes with its own special gadget and capacity, but can change its charges to suit any function. The advantages and modifiable weapons fill most of the loading system, and although I did not have enough time to experiment with all the tools in the arsenal, what I did use was familiar.

All Call of Duty weapon archetypes are back in snipers, bolt action rifles, SMGs, assault rifles, LMGs, shotguns and pistols. The agile and crowded visual objective and trademark phbt-phbt of the impact indicator homogenizes the weapon's feedback and still drives me crazy. They are not my favorite FPS weapons, but they have become as reliable as an old pickup truck.

Also, it's the new class capabilities and some of the new gadgets that increase exactly how they get you into the shootouts in the first place. I preferred a character named Torque, whose predetermined charge includes a deployable razor cable designed to block the choke points to reduce speed and damage enemies. I found it particularly useful to place on flanking routes because every time an enemy passes over it, you receive a notification that you are doing damage, much like Lesion in Rainbow Six Siege. It is effectively an alarm system to keep track of your backside, and a good reminder for your teammates to know where the enemy team will come from.

For a longer time, Torque can deploy a large shield to cover himself, another Siege-y seal. During the combats in which we had to defend a point, it was great to explode in a corner that, otherwise, would be open and would be visible to the enemies from multiple entrances. (The similarities of the siege do not stop there, that is, there is even a specialist with the ability to deploy a full-body, portable riot shield.)

Firebreak also worked for me because I can not point it worthwhile and he can deploy a small nuclear reactor that causes damage by combustion in a large radius while hiding. The longer you hold it, the more damage it does, and you can even overload it, burning yourself and sacrificing your health to keep an area pressed. It is extremely useful to get an established team out of an objective. Because the ability works through the walls, as long as you have a general idea of ​​where the team is camped (and hopefully your team helped with that), you can chase those fools out of town. In conjunction with the skill of the device that shows the locations of the enemy through the walls, and for all your companions this time, it is monstrously satisfying.

I used it to win a Control combat, which has a team attempt to take two targets and another to defend them, each side with a stock of 25 lives to keep them afloat. We were just a few deaths away from the elimination with the enemy team protecting the final point. I held that reactor until I too burst into flames, but I took the entire enemy team with me. Not a single shot in the head is required, and instead of finding a corpse for the tea bag, I found a teammate in fifth place. I forgot that I was playing Call of Duty.

But a quick death from an enemy helicopter too often reminded me. Killstreaks are still around, and largely unchanged. UAVs and radar coders and missile attacks have returned, although they feel more arbitrary than ever before the design changes meant to reward smart play above all else. While I always had a control over where the enemy players were, the occasional missile falling from the sky or the death of a helicopter or the radar fight almost always blindly. And if no one on your team has anything to counteract a killstreak reward, the game flow is completely voided. The maps I played did not depart from the COD format either: three narrow lanes with interlocking flanking routes. A more tactical rhythm of the game raises them a touch, but I would love to see something new. That will be Blackout, I suppose.

So it's not a total reinvention, but I'm still excited (and somewhat terrified) to see how long the players react to the company subtly forced, and what strange synergies we will have. see once players have more time with all kinds of characters and charging groups. With just changing what you know, how to heal and add some skills that encourage team play and territory control, Black Ops 4 has finally advanced a series of stagnation forward.


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