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It was 7 days ago that select community members visited Treyarch studios to preview Black Ops. 7 days later and we finally get their impressions of the game.
After a weeks wait, the embargo has finally been lifted! The select community members have posted their impressions on the game as well as the press who also previewed the game in the past week.
Rather than posting extracts of each article, we will let you visit the URL's yourself so that you can sink your teeth into the wonderful world of Black Ops!
Although these impressions and interviews are mostly based on opinions and do not feature a lot of new information, it's certainly interesting to hear the communities opinion on what they saw. We've gathered that the game is purely full of epic win and will be action-packed. The two missions that were shown are called "WMD" and "Slaughterhouse".
Although Single Player was only shown, multiplayer was touched on slightly. It appears that a Barebones playlist is being developed, create a class has new features, multiplayer has been in development from day 1, matchmaking has been improved and plenty of World at War lobby features will return, this includes the "leave with party" option. Host migration will also be in the game and apparently Treyarch have a "security team" who will deal with those pesky cheaters and hackers.
It's clear to us that Treyarch is extremely dedicated to Single Player, Co-op, Multiplayer and the overall game. A lot more people are working on the game than previously before and everything has been improved, from sounds to enemy AI. It's also astonishing to hear that Treyarch will use the same motion technology that was used in Avatar, this leads them to create better character performances of which are captured by 200 cameras.
OK i think the best people to comment would be WePlayCod and Se1fDestructive
Se1fDestructive
Its finally time that I can converse
Enjoy my write up with rhyming verse
The single player is all we could see
The graphics are dope to the 10th degree
We saw some bugs here and there
They said those will be fixed so don't despair
Your guy now has a voice which I do not like
Talking in cut scenes I think could have sufficed
The crossbow is bad quantum singularity, It should be fun
Unfortunately I didn't see any other new gun
Vehicles are in MP, that I know
How they will be used, has not been shown
Bare-bones playlist will finally be in
For hardcore fans that's all kinds of win
WaW Lobby features will be returned
Not sure why IW thought those should be spurned
Create-A-Class will see an update
For those details we still await
Cutting new tech this game attained
Amazing performances is what they gained
Overall with this COD I was very impressed
I cant wait for MP details to be addressed
Everyone has been hard at work creating these really detailed, well thought out write ups. A few people asked me about mine and as a joke I said it was a poem. Figured I should actually follow through and do one. As you can see I'm no Dylan Thomas but hey, I tried.
What impressed me:
- Overall the graphics looked great, I did have a problem with an explosion here and there but it was obvious these levels weren't complete yet and some fine tuning was still going on.
- Better character performances. The body movement, facial expressions and sound are all now captured at one time, by one actor using 200 cameras. In previous games this was all done separately. The performances in this game will be much more realistic.
- The focus is on making sure the community has a voice-the forums are read and paid attention too.
- Giving the player tons of new experiences they haven't seen yet. Unfortunately I am still not allowed to talk about some of the things I saw to this point.
- Finally getting a bare bones play list, I've been wanting this for a long time.
-Improved matchmaking, I'm not sure what that will entail but getting it to games faster, or not as they are about to finish is a move in the right direction
-The sound design is great, from walking on snow to the echo of gun fire sounded right.
- The action was very intense and exhilarating.
-Dedicated servers for the PC community.
-Over twice the amount of people are working on this game compared to WaW. Treyarch was working on two other games plus WaW at that time. Now the entire studio has only been focused on Black Ops from the beginning.
-Multiplayer design started day one. In the past the single player was designed then the MP would be created. This time around MP has been worked on from the beginning of the development cycle.
What I didn't like:
-Your character now occasionally talks while in first person view. Every time it happened it took me out of the game, I always had to stop and go "who is that talking?" before realizing it was supposed to be me. To Treyarch's defense the voice actor has not been chosen for the audio. Right now its just a placeholder voice that obviously isn't an actor. I didn't know if they can pull this off where I'm going to like it. I am also the only community member at the event that really seemed to take issue with it.
-No Campaign co-op!!! They defended this by saying that it wouldn't fit the story and statistically speaking it was the least played mode. While I understand that reasoning I think they miss the point. I only played the WaW co-op a couple times, but playing it through with my buddies the first time was one of my favorite moments of the game. It isn't something I could experience over and over again and get the same fun/excitement. The first time through was an absolute blast. You can't always rate how good a game type is by how much it is played. We were also told there would be a 4 player co-op mode. Some speculate they are just talking about zombies and that's the only co-op we will be getting.
Bottom line:
I love what I've seen, I cant wait for more multiplayer info because that's where the real value of the game comes in for me.
WePlayCod
Here we are folks, a mere week after our trip to Treyarch Studios in sunny Santa Monica and we can finally share the epic visions that have filled our heads since then. From igniting members of the North Vietnamese Army with a Spas-12 equipped with incendiary ammo to providing recon from the seat of the notorious SR-71 Blackbird, prepare to embark on a badass journey filled with twists and turns never before seen from Call of Duty.
"Black Ops is not about the Cold War, it's about the black ops that occurred underneath the Cold War." - Mark Lamia
Let's start off with the two Single Player levels that we were shown. The first of which is titled "WMD". Most of you have seen glimpses of the SR-71 Blackbird throughout the trailers that have been released up until now, but what you haven't seen is how this bad boy is incorporated into the gameplay.
WMD
Weapons Used:
Modified Crossbow w/ Explosive Tips
Steyr AUG w/ Silencer
AK-47
Starting off in this level, you're suited up and ready to pilot the Blackbird which sits on a runway in California. After approaching the vehicle, you're saluted and begin to board the plane.
"Big Eye 6, you have the sky."
After requesting for takeoff, you're told "Your aircraft sir". You're then prompted to press a control to engage the boosters, then must pull back on the thumbstick to begin your ascent. After a short cinematic of Big Eye 6 in orbit, the screen cuts to a first person view of the cockpit.
"Big Eye 6, this is Kilo 1 requesting tactical recon."
The view is that of a heatmap screen where the 4 man team (Kilo 1 - SOG) can be seen prone in the snow. Your job is to assist them past any enemy troops that may be present. After providing them with recon, the screen fades, and you're then put into the boots of one of the members of the black ops patrolmen on the ground.
This is where we first got a peek at the modified crossbow that you've been hearing about. You lie prone in the snow with your squadmates on your flanks. Power lines can be seen in the distance. Your breathing can be heard, provoked by the frigid climate of the Ural Mountains. At that moment, a group of Russian soldiers on patrol slowly creep by to north. Their cold breath can be seen in the air, their boots crunching the snow beneath them. Luckily, you're not detected and the troops continue on their path.
Your objective is to make your way to a substation. The point of interest is that of a weapons manufacturing facility, obviously not a facility that one wishes to inhabit...that is, unless you're a member of this group of men who show no fear in the face of adversity. Making your way down the snowy trails, you're met with your first enemies. Shouldering your crossbow (click thumbstick to hold breath and steady aim), you pick off any targets while remaining completely silent.
Making your way further down, you're then required to hook up and rappel down the steep face of a mountain. One might imagine this would be where you cut to a cinematic sequence, but not in Black Ops. After hooking up your ropes and beginning your descent, you're required to push off of the mountain and put the brakes on several times before finally making it to the landing below. Shooting through the facility's windows with your silenced AUG rifle, you're immediately met by a hoard of Russian soldiers. Nothing you can't handle though.
Once you've taken the substation, your objective is updated and are asked to move to the "com-stat".
Kilo 1 is approaching the objective.
Making your way further down the mountain, you soon meet a group of enemies that require a bit more firepower. Switching over to explosive tips on your modified crossbow, the enemy never has a chance. One enemy is shot directly in the leg, in return exploding not only him but a few of his comrades. This is when the music kicks in and the shit gets thick. After you've taken out the enemy troops and taken the storage shed, you move onto the power room.
Alarms are sounding, enemy chatter can be heard. Switching to an assault rifle, you head towards the power room. Moving behind your teammate, he opens a door and is immediately met face to face with an enemy. What does he do? What any black ops badass would do...he quickly pulls out his blade and throws it at the enemy, impaling him in the neck. And the crowd goes wild!
Making your way through the facility, the opposition is heavy. Chaos ensues, but only shortly as you make short work of the enemies inside the facility. Moving to your objective, you find the relay and yank the fuses from the box. Objective complete.
Once you've cleared the mountain and completed the objective, there's only one more logical action scene that could possibly take place. Insert epic avalanche. Jumping across opening crevices, you follow your team to what you hope to be safety. As the snow rushes behind you, you have no choice but to jump.....
Slaughterhouse
Weapons Used:
Spas-12 w/ Dragon's Breath incendiary ammunition
CAR-15 Commando
Next up we have Slaughterhouse, which depicts the Battle of Hue City in 1968. Taking place during the Tet Offensive, you're in the boots of Mason, a black ops member of the SOG group infiltrating the city in South Vietnam.
You start off rappelling from a Huey chopper. As soon as you're in the air, the chopper is hit and starts spiraling out of control. Luckily you and your squadmate for this mission, Woods, are able to smash through a window into a multi-story building. Dazed by those events, you rise to your feet and are thrown a Spas-12 shotgun equipped with Dragon's Breath ammunition. Imagine a short-range flamethrower that shoots a burst of fire per trigger pull. Making your way to an objective, you're met with several Vietnamese enemies, who only end up taking a face full of flames via the end of your barrel.
Receiving assistance from friendly choppers, machine guns rain fire through windows mowing any enemy in it's path down with ease. Intensity is high, and mixing in civilians throughout the building requires quick thoughts and reactions to minimize their casualties.
Once you've made your way into the urban streets, you can hear a Vietnamese voice over a loudspeaker system...
American soldiers, put down your weapons! This is not your war. We do not wish you harm.
Outside you approach a group of Marines and take over their radio communications. Requesting assistance from the sky, you're then tasked with the job of designating buildings to be fired upon by the Huey's. Pounding the streets, you're able to provide recon to the choppers who make your job a bit easier. Don't forget about the remaining troops on the streets though, as they're out for blood. Picking them off one by one with your CAR-15 Commando, the screen soon fades to black, and our preview comes to an end.
Recalling the levels that were shown, the words of Mark Lamia (Treyarch studio head) ring through our heads, "We are trying to craft an experience on truly an epic scale.". From objective to objective, you're left wondering what's around the corner. What in the hell is coming up next? This is also the first Call of Duty where you'll actually be given a voice, immersing you deeper into the emotional experience of war.
Since we're assuming the role of a member of the SOG, our missions are truly different than those we've seen in past titles. These guys were allowed to approach their missions as they saw fit. Given access to advanced and personally modified weaponry, vehicles, and any equipment they might have needed, they were dropped behind enemy lines and ruled the battlefield.
Not only were SOG tactics and stories recounted by veterans like Major John Plaster, but enemy tactics and stories were studied with a highly-trained member of the Spetsnaz, Sonny Puzikas. Some of you may have seen Sonny on Spike's Deadliest Warrior as well as his popular instructional videos highlighting his tactical expertise (LINK). In short, the team at Treyarch has taken the task of depicting this era with as much authenticity as possible...and it looks like they've achieved that with mind-blowing missions that will leave your jaw on the floor.
After viewing the missions shown to us, we were left asking how Treyarch managed to achieve the high level of detail and animations while retaining that butter smooth 60 frames per second. While the same engine that powered World at War is being used, it's been improved and ratcheted up to provide a truly visceral experience. Not only has Treyarch incorporated the same motion capture technology as James Cameron's Avatar, but they have access to the world's largest studio with 200 cameras built specifically for Black Ops. These guys aren't using today's technology, they're forging tomorrow's technology...and it shows.
We were also given access to some of the behind-the-scenes work as well, like the laser scanning of authentic military uniforms which are then transferred over to the game in a highly detailed fashion. When we say this game looks good, it looks REALLY good!
Another station that we were shown detailed the new AI tactics that you'll see in the Black Ops campaign. New scripting has given the enemy evasive tactics. Once you lock on to your target, the enemy will take measures to prevent your success. From dipping away from your crosshairs to rolling into cover, Treyarch has yet again brought us a more intelligent foe who is surely to impress.
Last but certainly not least, we'd like to touch on some of the multiplayer/Co-op details that we were able to get our hands on. Although Treyarch isn't ready to rip the top off of the competitive side of things, we were given the chance to talk with Dan Bunting and David "Vahn" Vohnderhaar, who both are working extremely hard on the multiplayer portion of Black Ops. Instead of attempting to thread their words into a neatly woven paragraph, we're giving you bullet points. Dig in...
The Black Ops mp team is twice the size compared to the mp team of World at War
Work on multiplayer began on day one
There is no time period for multiplayer, giving us access to more toys and tools
Vehicles will return for mp, although not how you know them in CoD's of past
The mp team reads the forums, blogs, Twitter, etc. and are sensitive to what the community says
No mp maps have been taken from sp, although some sp maps have been taken from mp
Create-a-Class customization is deep and includes many new features
Focus is being put on varied playlists, including those for old school gamers ala Barebones
The team is also focused on how to extend the game once you leave your console/PC
Many of your favorite weapons will be seen, although we can't speak specifics
Region filter will return
Leave with party feature sounded to be making a return
Host migration will be included
Auto-aim ("Sticky Aim") will have a toggle on/off option
Focused on preventing hackers/modders with a dedicated "security team"
2-4 play Co-op will return, and it's not Campaign Co-op, rather a "really fun co-op mode that you and your friends will love to sit on the couch and play". Speculate away people.
It looks like dedicated servers will be returning to the PC version, although mod tools are still in question.
We know that's not everything that the community has asked, but like we said, the team just isn't ready to spill the beans on everything regarding multiplayer. Impressions are great and hopes are high from the short time that we did have to talk about the competitive side though.
To end, we would like to thank Treyarch and Activision for giving us this peek inside Call of Duty: Black Ops. The game looks absolutely amazing, and the team is extremely focused and dedicated to bringing us a fresh experience to the Call of Duty franchise. You'll see new elements of gameplay never before explored, and a new playable faction who is truly the best of the best. Stay tuned in the coming weeks and months for more on Call of Duty: Black Ops.
VG247
One of the biggest questions asked when the Cold War setting for Call of Duty: Black Ops was revealed was how developer Treyarch – freshly freed from the creative shackles of World War II games – would tackle the subject matter. Would Black Ops be a continuation of the guts and glory, flag-waving bombast of previous games in the series? Or would Treyarch be permitted to stretch itself and explore the heart of darkness behind two of the USA’s most humbling Waterloos – the Vietnam conflict and the failed invasion of Cuba?
A quick look at the Call of Duty: Black Ops reveal trailer suggests it’s business as usual – crossbows with explosive quarrels, helicopter gunships and pyrotechnics galore. Subtle it’s not.
Treyarch’s studio head Mark Lamia took some time out to talk about rewriting history, why dedicated servers aren’t a big deal, and how the next Call of Duty will enable gamers to win battles despite losing the war.
The team also showed off the game in London this week, and we again spoke to Mark in the UK, this time with a ton of input of community manager Josh Olin. Get that here.
VG247: What’s it like transitioning to a Cold War setting from the less morally ambiguous ground you’ve explored in the past?
Mark Lamia: Refreshing to be able to do something new. We made a lot of World War II games and we’re really proud of that, but we really wanted to do something new. What was great about this era is it’s new for Call of Duty, but it’s pretty fertile grounds for gaming in general.
Not a lot has been done in this era in particular because it’s not so much about what people know, it’s about what they haven’t experienced with the secret wars and covert ops and black operations and deniable operations and unconventional warfare. It’s about the layer that’s underneath what people read about in the textbooks.
Cuba and Vietnam are conflicts where the USA’s performance wasn’t exactly covered in glory. As someone who has a big US audience, how do you cover that territory without offending people?
Mark Lamia: The game and the story is about black operations, not about the Vietnam War. It takes place during the Vietnam War and in other hot spots throughout the Cold War, but it’s about the operations that people haven’t heard about, and the objectives, and what was really going on, in our story and our fiction at least.
I’m not revealing the plot of our story, but you’ll have to play the game to find out whether they were successful or not. But it takes place over that course of time.
But isn’t a bit hard to divorce the bigger picture? Which is…
Mark Lamia: How do you know what happened in Cuba? How do you know what happened in Vietnam? I talked to the Studies and Observations Group, which was a force that was made up of elite Green Berets, elite Air Force and elite Navy. When we talk to those veterans, their missions were only recently even spoken about or declassified. So, our story is not so much about what the media told people it was about, it’s about what wasn’t reported. That’s what inspired our narrative, and that’s why it’s “Black Operations”. Deniable conflicts. The kind of stuff that the governments had to deny, because if they didn’t, these kind of operations could ignite a world war. And of course, at that time, the fear was mutually assured destruction.
Without giving away the plot and the story I want our players to enjoy, I want to get two things across: it’s a game that takes places over the the course of this period, but it’s about the wars and conflicts that people haven’t heard about. It’s about the black operations and it’s about being a Black Ops soldier who is… these guys are the godfathers of tactical recon. These guys are the original badasses. These are the guys who were empowered on the battlefield to do what they needed to do to get the job done because no-one was coming in for them. It was like, they were given their mission, they went on their missions with what they needed, and their missions were classified. They just weren’t told.
Is there a ‘bad guy’ in Black Ops? Or is it just “you’re on one side, and they’re on the other”?
Mark Lamia: We want to tell a great story. And so there’ll be characters you’re fighting against. I will tell you there is a Soviet general you’re trying to track down that is doing some very bad things. Of course, you’re on one side and they’re on the other. Without giving way the storyline, it’s not like “the superpowers are fighting against each other”. That is going on in one layer. You have historical battles going on in another layer, the secret battles going on in another layer, and you have have character and story development. And in order to do proper character and story development, which is something we’ve taken very seriously with this game, yes, you have recogniseable and identifiable characters. Both on your side – who are the Black Ops forces – and of course, on the enemy side.
Is picking enemy combatants an area that takes a little bit of tiptoeing around as you get closer to modern times? For example, if you’re fighting Russian militia in the game, you’ve got a large base of Russian players who are probably as proud of their hometown as somebody in America.
Mark Lamia: Then they’ll love playing in our multiplayer. Here’s the point: we met with Soviet Spetnaz. We met with Soviet black ops forces. They’re fairly inspired as well about what they did. They inspired some of our gameplay and some of our gameplay types, and actually will be portrayed in some of the levels. Sonny Puzikas, who is a former Soviet Spetnaz and authority on it, came and visited our studio. He spent time with our animators, and we changed up gameplay based on things that he showed us. He told us about how they trained, the kind of things that they did. You cannot help but be inspired when you’re around those kind of people.
While our single-player narrative is you playing from the side of the US and the CIA, and it’s that versus the then Soviet Union, we’re going to allow people in multiplayer to play all the different kinds of black ops forces.
Do you think American gamers could love a game where they didn’t play “the good guys” – especially a FPS which has a historic basis?
Mark Lamia: Let’s just say I think what’s so interesting about this time [Cold War] was its ambiguity. That’s one of the things that marks this time. But this is a Call of Duty game, and you are going to play the hero. We’re going to make sure that when you complete your mission. It’s an accomplishment, and you’re badass, and you’re fighting for something heroic.
Do I think people could play something other than the US? Yeah. We’ve done that in the past – we’ve played as British, Canadians in our games – we’ve played as other people in Call of Duty games. And like I said, in multiplayer we let you play as other sides.
How do you balance that acknowledged ambiguity of that era with the bombastic Call of Duty gameplay we’ve seen, where the focus is on hyper-adrenalised action?
Mark Lamia: We’re not intending to create a history lesson for anybody. We do actually do our research. Like I said, we meet with veterans, we research the eras, we do tons of writing. We do all that to create a believable setting. But we create a fictional account.
It’s a good, interesting question. Whether you’re talking about World War II or this era, whenever you touch upon history and war games, you’re touching upon things that were inspired by real events. When I’ve talked to veterans, I let them know we want to draw inspiration from them but we’re creating an entertainment product. They understand that, the same as they understand it with movies and books.
What I hear a lot of times is that they’re interested in it because it creates a current connection for people. Not so much that we’re telling a historical account, but that people sometimes get inspired by the era, or what’s gone on, or these battles, or whatever it is that we’re fictionally portraying. They find that people want to learn more about it afterwards. And in a way, they really like that. I’ve heard that on more than one occasion. It’s an interesting question, but again, we’re not trying to create a history lesson for anybody. We’re trying to create an action experience and it is a fictional account. And we do create our own fiction and get very creative with it.
With Infinity Ward being in its current state, is there more or less pressure on Treyarch to deliver a definitive product this year?
Mark Lamia: What I can say is we put so much pressure on ourselves to create a great Call of Duty game every single time we create one. When you’re performing at this level and you’re placing these expectations on yourself, it’s sort of like it’s not even possible to feel more pressure that the pressure we’re already putting on ourselves.
We’re making the next Call of Duty game and we want to make it huge. We want it to be the best experience that anyone’s ever had. That’s our goal. When somebody wants to throw something else in the mix, it’s like “we’re already there”. We’re already operating at that level.
Have you seen increased interest from PC gamers in Treyarch’s Call of Duty plans as a result of Infinity Ward’s decision to not offer dedicated servers for Modern Warfare 2?
Mark Lamia: We do listen to the community. I think it’s really important to distinguish that we make [our] games, and Infinity Ward and other people make their games. They’re not connected. They’re not associated.
On [Call of Duty] World at War, we had dedicated servers. On World at War, for console players you could sort by locale, you had a locale filter. That just carried forward for us in terms of what we wanted to do. As far as whether people look to us because of other things? You know, maybe you can tell me.
I can tell you that people have very vocally expressed that they would like to see dedicated servers [in Black Ops] and now I’m glad we can actually talk about it because hey, we were never actually not doing them. That’s something we were carrying forward from our prior game.
Is that frustrating? Having to re-confirm and re-clarify features that were standard in your games in the past?
Mark Lamia: I think the frustrating part is when we’re not ready to reveal, but everyone wants to know what’s going on. I don’t think I’ve ever read more stories about a game before it was revealed than this game, starting from almost like a year ago it seems.
I’m just happy that we can finally talk about it and you can see it and people can see the trailer. People can see what we’re doing and they can form their own opinions on it. We’re really proud of our work and we hope people like that they see.
Impressions – Call of Duty: Black OpsMay 28th, 2010 @ 17:00
By Adam Hartley
Activision recently showcased two of the first levels from Cold War shooter Call of Duty: Black Ops in London, with lead members of the team from developer Treyarch holding the pad.
It’s hot. How hot? Hit the link.
The game is based around the recently unclassified Black Ops conflicts that occurred during the Cold War.
The first of the two levels shown were called ‘WMD’ and are set deep behind enemy lines in the Ural Mountains of the Soviet Union. The mission is set in 1968, and your character ‘Major Thomas’ kicks-off the level by shooting off into the brink of space in a SR71 reconnaissance plane.
It’s a beautifully-paced scene, from the moment you approach the SR71 and are taking in the full glory of one of the most stunning aircrafts ever made, to sitting in the cockpit, looking down the nose of the beast while listening in to radio chatter. Even before take-off , your heart begins to pump a little faster in anticipation that something pretty damn special is about to occur.
And then it does. You pull back on the LS button to lift off, and the noise and accurate modeling of what the g-force feels like to your body and face is genuinely breath-taking. It is a gaming moment to treasure, and one which we will no doubt be showing off to mates when the game releases later this year.
But then, something even better happens. You level out, hovering on the edge of space, and the momentary feeling of peace and calm before the storm, is equally impressive.
Your satellite scan in the SR71 shows your soldiers on the ground in the Urals. You need to cleverly command your squad from the aircraft in order to stop them setting off alarms. Otherwise, they’ll be noticed and quickly eradicated by the approaching enemies in vans and lorries around the compound.
It is a similar scene to the AC-130 gunship in Modern Warfare, and gives you a really cool perspective on the battle that is about to kick off.
Then, all of a sudden, you are in the thick of the action.
Down on the ground, stealthily creeping around in the snow as you try to avoid being seen or heard by the Russian soldiers. The stealth gameplay looks solid and, while it might not be all about hiding and skulking around in the shadows – a la Splinter Cell or Metal Gear – there seems to be a really nice mix of action and stealth. You also quickly learn how to take out Russian soldiers stealthily with a scoped sniper crossbow.
The guys at Treyarch tell us that you can choose to play through the game entirely in one style or the other, but it looks like you will soon learn when you need to take it slowly and undercover, and when you need to go hell-for-leather with all guns blazing.
It almost goes without saying, but Co

Black Ops looks incredible. The snow effects in the game were spectacular and you could almost lose track of what you were supposed to be doing, i.e. killing commies, by just idly taking in the massive, breathtaking vistas that open up as you look out across the Urals.
After successfully hiding away from the Russians you lead your squad of four men to an old cable car building, which is when you get to have a go at the new high-altitude jumping mechanic.
Hooking your climbing gear onto railings, which flash white to indicate where you need to launch from, you then throw yourself over the edge of the cliff and start abseiling down. You charge and release RT to fall and it looks like an incredibly fun thing to do, so we hope the developer has added more opportunities to deploy this new mechanic in the many other levels they are still to reveal.
However, in no time at all, in the WMD level that we saw, you and a colleague abseil down to an electricity substation built into the side of a cliff entering feet first through the window, surprising the enemy inside, and – ideally – shooting them in the head before they have chance to respond.
At this point in the demo I had written two words in my notebook.
In capitals I’ve scrawled – **** ME! – because this is the moment that the whole level has been leading up to. This is why Treyarch keep banging on about the importance of pacing in the game, and this is when an almighty firefight starts to kick off.
The demo shows how you can change the tips on your crossbow to explosive ones, which is a nice touch, and one that you will certainly need to learn how to make the best use out of, because there are plenty of Russians that you and your men need to dispose of to get through the rest of this level. It is absolute, glorious and bloody chaos for a good few minutes as you blast you way through attempting to get to a nearby relay station to take the power down.
Once successful, you and the rest of the boys take a casual leap off the side of a nearby cliff. A superb ending to one of the most visceral action sequences we’ve ever seen in any game. Ever. It’s certainly a superbly-crafted demo.
Let’s just hope that the rest of the game is on par with this.
The second level shown off at Activision’s pre-E3 event in London this week was very different to the snow-based sneakiness of WMD.
‘Slaughterhouse’ is based in the heat of Hue City in Vietnam, where you are in the middle of a major battle in the Vietnam war. Yet the reason you are there is because the CIA’s also headquarted in Hue City, in a compound which has been overrun by the communists.
The deep reds and orange-hues of your surroundings convey a real sense of an oppressive heat in the Vietnamese city which, combined with your radio chatter and chopper noise, offer a completely different feeling to the game you experienced in WMD.
This time around, there is no sneaking, just full-on gunfighting in a more traditional manner that any CoD fans will be used to. There are also some genuinely funny laugh-out-loud moments in the level.
For example, you shoot someone in the head and they shout, “shit!”, to which your character dryly responds, “affirmative.”
The whole level feels like utter chaos and the attention to detail throughout the cityscape environment is incredible – floating papers, flickering shop signs and seemingly meaningless bits of graffiti all divert your attention from the matter at hand. The tanks and copters in the level were perhaps some of the real stand-out moments, although there is just so much going on, so much noise and chaos and gunfire at every turn, that it is hard to identify one thing that defines ‘Slaughterhouse’ in Hue City.
Following that demo, Treyarch reps talked teasingly about the importance of ‘moral choices’ in the game. No doubt we will hear a lot more about that at E3.
They also mentioned that there is a 4-player co-op option with 2-player local split screen. Again, no more details on that front were forthcoming.
All-in though, a very promising preview to what could well be, dare we even say it, the best Call of Duty yet.
EuroGamer
First come the historians and then, increasingly, come the game designers: the second waves to break on the shorelines of our recent history. Just so long as that history's violent, obviously. Just so long as it has options for cover systems and alternate fire modes.
Treyarch's reached the 1960s. Actually, it's reached the Cold War in general, with a plotline that spans decades as you witness the birth and evolution of the Special Forces through a series of deniable operations filled with secret agendas and "unconventional weaponry".
At this week's Activision press event, the developer kicks off its presentation by showing a full cut of the teaser trailer - a trailer that suggests someone's seen Jacob's Ladder, as sun-bleached jungle shootouts are intercut with wobbly footage of something that looks like a military hospital viewed through a metric ton of Vaseline.
Betrayal is in, according to the voiceover, as are voiceovers, as this will be the first COD where the player character has dialogue. It's too early to say whether CIA LCD experiments are in (although a Treyarch take on Touch Fuzzy Get Dizzy would be wild) but during the extremely loud playthrough that follows, the developers demonstrate a single-player game with enough moment-to-moment variety to suggest it would be unwise to rule anything out.
With Infinity Ward's door swinging wide, Treyarch seems to be enjoying its time in the limelight: new level names are introduced with the gravitas of The Eagles announcing that the next song is Hotel California, while other members of the gaming press report that developer fist-bumpage was witnessed backstage.
Nobody beats the Call of Duty series when it comes to helicopter crashing technology.
View this video in HDThis being a videogame as well as a full-blown cultural event, then, it's kind of pleasing to see that the first proper reveal of Black Ops involves an ice level and a fire level. Let's look at the ice first.
It's 1968 - not really, or I'd have quite a lot of bets to put on, and difficulty plugging my laptop in anywhere - and an American Special Forces division is deep behind enemy lines in the wilds of Russia. Snow falls, mountain ridges sparkle in the frosty sunlight: this is the Cold War at its most authentically chilly.
The level starts several miles above all that, however, as you find yourself stuck behind a shiny faceplate as a crewmember on an SR71 high-altitude reconnaissance craft.
Treyarch cuts the sequence down to get to the shooting, so it's hard to get a sense of how it plays, but it appears to be a neat inversion of one of the original Modern Warfare's most inspired moments, as you stare down into a grainy screen and place waypoints to lead a ground team past enemy patrols far, far below you.
In reality, the sequence is there to remind you how iconic this period is: the space race, sleek black spy planes, computers the size of refrigerators. If Treyarch takes care over the details - and it certainly seems to be doing just that - this could be every bit as enjoyable to buzz through as the dodgy War on Terror chic of Modern Warfare.
Before you have time to say, "Ooh, Bakelite!" we're out of the heavens and back on the ground, however, playing as a member of the insertion team as they work their way down a mountainside towards a military installation buried in a freezing canyon of rock.
There are guards to avoid, twisty paths to navigate, and - lovely - a scoped crossbow to wield. The curvy lens does a great job of picking out distant soldiers, and there's always something a bit special about shooting someone with a crossbow, isn't there?
The first of the Russian base's relay station wobbles into view, and a Treyarch designer, plugging away at the controls, demonstrates that you can either take it stealthily, picking off enemies from a distance, or switch to explosive tips, blow up a nearby munitions truck and watch as troops spill out from the surrounding hills to get a shotgun blast in the face.
Even now, though, the staging is everywhere, and it's very effective. Racing through a kind of military-grade parking garage, parka-clad baddies pop up from behind caterpillar-tread crawlers at just the right moment to send your Innocent Smoothie into your lap, while there's no such thing as a bunker door in this game which doesn't have someone waiting behind it wielding something sharp for you to avoid as you poke him in the throat.
The base cleared, it's time for a little rappelling down a cliff-side, and then - didn't see this coming - right through the window of a second relay station. After the fairly scrappy fire fights of the last few minutes, this is a condensed 20 seconds of focused murder as your allies rip into a tiny room filled with very chilly Russians, leaving just enough space for you to pop off the odd finisher.
Finally, it's a quick rolling rumble through chambers filled with old data reels and computer banks, before you scramble across a gantry just as it's being attacked with rockets, along a mountain ledge that is coming apart around you, and then off the end of the next peak to parachute to safety.
It's thrilling to watch, it's probably thrilling to play, and, yes, there's no avoiding the fact that it's scripted right down to the snowflakes.
As it is with the fire. It's still 1968, but we're now in Hue City in Vietnam. The place is in ruins: American choppers are blasting it heavily from the air, the buildings are in chunks, and the sky is red with flame.
Nixon will be a playable character in a mini-game about shredding documents. (He won't.)
View this video in HDThe mission starts with a bit more rappelling - down out of a chopper towards a target installation in the streets below - but the whole process speeds up a little when the helicopter you're spilling out of takes a direct hit and starts spinning towards the ground, lofting you through the window of a nearby office block in the process.
What follows is a blast through the dilapidated building that is as brilliantly controlled as anything in the series. This isn't the placement pop-out of Time Crisis, it's more like full-blown staging than scripting, and as you move from one damaged room to the next, you pass plenty of memorable vignettes stuck in alongside the baddies crouched in corners and ready to give you a shock.
At one turning, a man frantically tries to break a window and escape; at another, a cowering local ducks with his hands up as the door splinters behind him. Your shotgun seems to fire some kind of napalm charges that erupt in nasty little puddles of explosive light taking out three or four enemies at any one time, and even the bloodiest of encounters has been tweaked for cinematic thrills, as VCs appear to have been positioned at the top of stairs just so their torn corpses can roll downwards in the most ickily pleasing of manners.
Out on the street, it's the same tightly organised chaos, if that's possible. Flames guide you through obstacles, and rubble forms convenient ramps between tumbledown buildings while gunships buzz through the scarlet sky overhead. And then it's over.
That sky, though: it's just enough to remind you of a famous moment from Call of Duty 4 - an incident involving a downed chopper and a mushroom cloud. In reality, all of Call of Duty's single-player is gradually becoming that famous moment - cinematic, controlled, exquisitely directed, but far too linear for some people's tastes. Black Ops promises to be an incredible first playthough at the very least, then.
Afterwards? Afterwards there's multiplayer.
COD 360
If you are a Call of Duty fan, then you know very well there are two game studios that develop the games we love to play year in and year out. This year, Treyarch is at the helm developing Call of Duty: Black Ops. COD360 had the honor to visit Treyarch Studios and attend the First-Look event for the C.O.D. community in which a few single player campaign scenes were on demonstration. When it was all set and done, Call of Duty: Black Ops will undoubtedly improve from its predecessor and will take us to where no war game has taken us before.
Rumors around the web is that the game is to be set in Vietnam and/or the Cold War era. The truth is that it's neither true nor false, let me explain. Call of Duty:Black Ops is not about the Vietnam War or about any specific conflict, it is about the Black Ops- the S.O.G's "Studies and Observation Group." Which were made up of elite units such as the Green Berets, US Air Force Air Commandos, and the navy SEALS. The Black Ops are the best of the best. The baddest of the baddest. Bottom line, these guys were the Godfathers of tactical recon. They ran the type of missions where if something went wrong, there is no going in after them and would be denied ever existing. Treyarch chose the Black ops and the Vietnam/Cold War era because "they wanted to own it, it is totally own-able and has a fertile ground for gaming which has not been done by many people." says Treyarch Studio Head Mark Lamia. This also allow the team freedom to create all new types of experiences and game play.
Treyarch is dedicated to bringing the C.O.D fans an experience like never before by concentrating on character development. Black Ops will take place over a long period of time in which the player will get to know the character and the changes he goes through as you progress throughout the game. A FIRST in a Call of Duty game is that your player will now have a "player voice". You are a SOG, so Treyarch felt that since you are a badass, which takes control of the battle field, you needed a voice to portray that. Treyarch faced the challenge head-on to brings us a voice in a first person shooter which is not easy to do since you do not see the character. Lamia felt if they were going to tell a deep story, it was important for the player to respond and be part of the story. Which really changes the dynamic of single player and the way it plays out. Another way that the player will be able to plunge in and experience some thing new is for instance in the WMD mission. Where you are engaged in a recon mission flying over in a SR-71 Black Bird. You are able to command the troops on the ground by telling them there is "danger close" and where to go. Then with a smooth transition, the player jump right into their shoes on the ground ready for combat. Treyarch is also improving the enemy AI. This time around if you have a rusher that is running towards you and you begin to shoot or throw a grenade. The AI will duck and roll out of the way, making him a lot harder to kill.
For the PC players and to quote Lead PC designer Cesar Stastny, "PC VERSION IS AWESOME!" And as if I was watching Superman, Cesar tears open his shirt to unveil a black T-shirt with the words "Dedicated Servers" printed on it. Next topic is MOD Tools, will they be available? It is too early to tell. All though Treyarch has done advancements to the engine and along side that, comes a lot of advancements in the tools that help them internally to make the game better but also can complicate the aspect of delivering MOD-Tools. Another info given to us is that there will be an improved server browser with the dedicated servers.
Since this was just for a single player pre-view, not much was said about the multi-player aspect of the game. But Dan Bunting and David "Vahn" Vonderharr stepped in and talked about multi-player for a while- at least what PR allowed them to talk about. With Black Ops, the team has been working on the project since day one with about twice the team than previous projects. Dan then describes how at the beginning of the project they broke down the game to its most core components (Pillars).
The Player Experience- is how you as a player want to customize it, personalize it and make it a part of you; your own persona. Create-a-class 2.0 anyone? (code name, might change in final game)
The Competitive Experience- is how you do in relation to other players in the game which is the bread and butter of M.P..
The Social Experience- is how you relate to other player outside of the game.
With past games the single player would be in development first and then multi-player would take form from the single player baseline. A question was asked if there would be single player maps in the multi-player side of the game and Vahn responded with "when you see stuff in single player, it looks like M.P., it is because they took it from multi-player. Not the other way around." This is an important point because some of the things you see in the campaign such as maps and weapons were taken straight from multi-player. For an example, the cross-bow was a weapon designed for MP and so badass that it had to be in single player. The game is developed with the "hardcore" player in mind but they have to make Black Ops accessible for everybody. With this in mind, for those that prefer a more "old school" style game type there will be a Barebones Play List. And for those more casual players, you have your regular game types. Another subject that we know you are dying to know about is vehicles, will they make a return? The answer is yes but not in the way we are used to or expect. That really left us wondering and wanting more. For those of you wondering if gore make a return, the answer is yes. Auto Toggle aim also makes a return along side host migration, and region filter were also confirmed.
Treyarch is grabbing the bull by the horns and taking charge. With new features, Character development, dedicated servers, and many new features that we could not talk about. Call of Duty: Black Ops as a whole is going to offer something for everybody from the casual players to the hardcore player and undoubtedly take us to a war like we've never seen before.
Kutaku
It starts with two men in space helmets.
They walk across an airfield and climb into a Lockheed SR-71 reconnaissance aircraft, also know as the Blackbird. The year is 1968. The mission is "This is WMD." The game: Call of Duty: Black Ops.
Up on stage members of developer Treyarch are playing through a chunk of the upcoming shooter for us. The guy with the controller in his hand is in control of one of the men in the plane, using the aircraft's tech to watch over a team of men lying on the ground far, far below the high-altitude vehicle. He's using the right stick to command the squad.
The view suddenly switches. Now we're watching gameplay on the ground, a team of men hiding in the snow of the Ural Mountains in the Soviet Union. It's once more the traditional first-person view. The team are hiding from a patrol. When they're spotted the player hops up and takes down one of the enemy using a high-powered crossbow equipped with a scope.
The men make their way to a mountain ridge, rappelling down to stop just above the window of a sub-station of some sort. The team jump off and rappel in unison through the window. Everything goes slow-motion as they clear the room.
The player switches the bolts on his crossbow, loading one equipped with an explosive tip. He shoots it into a tanker outside of the substation. The world explodes, alarms go off, men scramble out into the snow. The team takes the men down, moving to another relay station.
They break into the room by shooting off the hinges of the door, clear the room, take out the station and move on. Outside a missile strike sets off an avalanche, pinning the men on a cliff.
"I'm jumping, see you at the bottom," one of the soldiers shouts.
The player runs and jumps. On stage the developer controls his freefall as the screen goes black.
"The era and our focusing on Black Ops gave us a lot of freedom to create what we wanted to," says Mark Lamia, studio head of Treyarch.
The screen lights up again. It is Feb. 2, 1968. Hue City, Vietnam. The U.S. military headquarters has fallen, the entire city is being overrun.
In this mission, titled Slaughterhouse, the player has to get to the CIA offices in the overrun headquarters.
The team rides into the burning city at night in helicopters. As it nears the roof of a building a rocket sends the copter into a spin. The player, clipped into the helicopter, goes flying out the side door and smashes through a window of the building.
As he lays on the ground of the burning office floor, an enemy comes in and points his rifle at him. A teammate walks up behind the enemy and snaps his neck, using the dead man's rifle, still clutched in his loose fingers, to kill two more enemies before dropping the man's body on the ground.
The developer's character equips a SPAS-12 shotgun loaded with an ammo called Dragon Breath. Each shot sets a man on fire.
He works his way through the room, fighting from destroyed office to destroyed office. Papers float in the air, over the player's radio a breaking voice cuts through the static saying that the North Vietnamese are rounding up civilians to execute them.
Walking by a window you can see unarmed civilians being pushed into a courtyard. Enemies, perhaps North Vietnamese, open fire, killing all of them; men, women and children.
The developer and his team work their way to a safe room, the plated door is blow away from the wall. Inside they find more enemies to kill. They get what they came for and work their way outside and through the city to a landing zone.
Outside in the chaos of a burning city, scrambling from wreckage to pire, a heavily accented voice blasts from unseen speakers telling U.S. soldiers to give up, that this isn't their war.
"We intend to deliver an intense single player experience," Lamia says. "We will also deliver cooperative and multiplayer."
The cooperative play, he says, will support up to four players, two on a single television when it comes to the PC, PS3 and Xbox 360 on Nov. 9. There is also a version headed to the Wii.
"Treyarch" Lamia says, "is committed to creating the very best game world we can with Black Ops."
WeTheGamerz
Alright, so right off the bat I'm gonna say that this write up will not be a play by play of the game that we experienced; you can already find this online in many places. Even more impressive is the unique Call of Duty experience Treyarch is accomplishing with this title. The purpose of my article is to get the hardcore gamers even more excited about what they are going to experience in Call of Duty: Black Ops. I realize that most people will not get past this first paragraph, so I want to leave these people with one fact that. During the development of Call of duty: World at War Treyarch was focusing their efforts on three game titles, this time around everything is geared towards this one game!
(Crafting an entertainment experience on truly an epic scale.)
As a player we are gonna be experiencing allot of new stuff. There is gonna be plenty of what you love about Call of Duty and then some great new experiences. For example, the opening of the first previewed level “Weapons of Mass Destruction, WMD for short” you are literally jumping in the cockpit of an SR-71 (Black Bird) and taking that sucker off;
while you are flying outer orbit in the SR71 you are controlling your troops on the ground. The game is about providing a variety of experiences, experiences that will include alternative types of weapons and even some alternative types of ammunition. Unlike any other Call of Duty, the variety of game-play allows you to choose whether you rolled in hot on a situation, destroyed everything in sight, or taking a more stealthy approaching and tactically making your way through the level. Of great importance to the team is the pacing of game play, during the level, and the pacing between the levels. For example, they mentioned that feeling you get when you complete a level during campaign and your like “what am I gonna do next?” Well they wanted to transfer this feeling/experience throughout the entire game; your experiencing and playing and thinking what’s coming next around that corner?!?! The ability to experience a bunch of different types of game-play within a level is gonna bring this game from a routine fps game to something that is unique and fresh. Keeping it fresh while seeing everything else we come to expect in a call of duty game.
(Touching on the Level Weapons of Mass Destruction)
So this level offers some good examples of a couple of things Treyarch is doing this time around. One is the Era, they choose the “Cold War” era because they wanted to own it. Not many people have done this and it lent itself nicely toward “Black Ops” because there is really not a defined conflict. It's not even really about the cold war, it is about the Black Operations that occurred UNDERNEATH the cold war. The kind of operations that if went hot, who knows where those would of lead in history. The Great things about this concept is that it totally left Treyarch open to create all kinds of new experiences and game play that does not have to follow the traditional time line.
(Where they draw there inspirations.)
So the Black OPs where/are the best of the best; borrowing people from every specials force unit in the military. So basically these people in the Black Ops were thrown into the battlefield and where given their intelligence that allowed them to approach their mission as they saw fit. Basically they would get their briefing on what was needed, a deniable operation, then build up their team with people and weapons as they needed. They would use pretty much anything to modify their weapons; do custom load outs. They would also get some experimental weapons, stuff that is never produced for the mass public and if it worked they would use it. For example, a comical story was told about how they took a blow horn into battle and proceed to scare the crap out of a whole division of the NVA. Obviously this will not be one of the big weapons in the game but it lends itself as a good example of the type of ingenuity these guys accomplish.
(A little bit about Slaughter House)
So Treyarchs research took them to southeast Asia, Vietnam, but it is stressed that this game is not about the Vietnam era, it is about the Black Operations that occurred during this period. This particular level actually does take place in a historical context. The level takes place during the Battle of Huế city, which kicked off with the Tet offensive, which was a major North Vietnamese conflict. This was a big surprise to South Vietnam and to everybody else. They took over the military assistance command called the MACV compound.
This place was taken over by the NVA /VC and the Marines where caught behind enemy lines for awhile. The Marines were conflicted about just calling in the big guns and just leveling the city because the the city of Huế is a city of cultural importance to the Vietnamese and they were hoping to take it back with out destroying it; unfortunately the casualties became to much and the big guns came in.
This is about the time of our story “Slaughter House”,as they call it, is threaded through the battle of way Huế city. This is also a good time to explain that this game simply does not follow historical battles and stories. It is explain in a way that the Black Ops are a needle that is sewing its way through history; they are part of the battle not the entire thing. So there is some critical intelligence within the MACV compound, this is where the CIA had their offices and they actually did run operations through this place, so at this point we join up with a SOG team and your in this place that has been totally overrun by the NVA and you are teaming up to get this intelligence. With Slaughter House they wanted to crank the action up to 11 and fill the level with the most action that they could. Tons of effects, tons of lighting, very intense and everything still running at 60fps @ 720p and can be unscaled to 1080p. This was an urban environment and the pacing and feel was completely different from the previously shown level. Slipping into this conflict and taking control of chopper to accomplish what you need done makes you feel pretty powerful.
(Character Development)
Something different in this Call of Duty title is that you play as specific characters and this character has a player voice. What is also incredible unique is that you will get to experience these characters over an expansive amount of time, so they will change a little bit as you progress throughout the game. At this point Treyarch is not telling us how much of a “time-line” is involved with this Black Ops unit other than it being at least decades long. As you are part of the military assistance command SOG (Studies of Observation Group) you take command of a battlefield. These guys where the leaders and could take control of anything. Even is a Marine unit is pinned down and trying to call in choppers, SOG can step in on the scene and be like “Hey I’m taking over and I superseding your orders and I need you over here now because what we are doing is more important than what your doing. ” No one could no what they where doing or ask what they were doing; except the fact that they knew that “they” existed and when they were around you get these people what they needed because what they were doing was more important than anything else going on.
So obviously building a prescience such as this is not the easiest thing to do, giving a player a voice when you don’t even see the person (remember your playing in first person). So important as the story line is, the developers felt it important that you the character get more involved than ever. To sum it up you are not gonna be some private in the Army, you are the biggest most important thing on the Battlefield; this is really going to change up the dynamic on how the single player game plays out.
(Story Line/Where is takes place)
We know that this Call of Duty is heavily story driven with rich characters and themes so it is just not “fighting” in the Black Ops Unit.
Will the majority of the story take place in SE Asia? The story will take place in a variety of places and much more cannot be commented on because spoil the story. Again what they did say is that they are going for “keeping things fresh” and hanging on the that variety of game play; having to create a whole bunch of texture sets. As I mentioned before the time line will payout over decades.
(Game Engine)
Same engine that they were using with World at War with obvious advancements to get the incredible dynamics and keeps this game floating at 60fps.
(Coop)
It was confirmed to as that this time around that Coop game play will not be Campaign coop as some other major websites have reported but it is its own dedicated entity. We can speculate and read between the lines from here. It could have been done but they wanted to do something different, the game is massive already and really is as much as they can do.
(Multi-Player)
Obviously they cannot talk about specifics of this but development effort can definitely be shared. So first off for Black Ops they MP team has doubled in size from when they were working with World at War. They have had twice the development effort. This time around they started their production at the beginning of the project. This is something that they have never done before. Traditionally they usually wait and see how single player development is mapped out and then start working off some of the single player baseline. This time the process was actually the opposite, the MP team developed maps specifically for MP and the Single Player team then incorporated those maps into the single player campaign; “Not a single multi-player map was converted from the single player campaign.” Additionally the single player team have also taken weapon design from the multi-player guys and have put that into the campaign. From what I have seen and heard this is the best thing that this team has ever worked on.
Walls/Challenges they faced. So in the begging the Dev team tried to break down this experience into its essential core components. So they decided to divide the teams efforts to each of these key areas. The Players Experience: So this is what you as a player uses the game as an extension of your persona, what you want to get out of the game and how you want to customize it to be a part of you. The Competitive Experience: This is what you do into relation to other players in the game, “the bread and butter of multi-player”, challenging your skills. The Social Experience: This is how to relate to other players outside the game. How do you extend the life of the game when you leave the console in the living room and when you go to work and you want to see what your friends are doing, or how your performance is doing as compared to others.
So there is a ton of new features that are not allowed to be divulged at this time; bad PR Guys! As usual effort has been established into balancing this game for the competitive players and at the same time allowing noobs (Auto aiming is back) like me still enjoy things. There is somethings for everybody, play list and they are even talking about play lists that are tuned to the specific hardcore old school players that want the bare bones experience with your own rules.
As for getting all the decades of story-line into the multi-player aspect as it is related to creating a class is falls into the “believable fictions”. The focused more about the gameplay and less about the story. You basically just get more stuff and how can that be a bad thing. Unfortunately not a thing about MP game modes could be discussed. Vehicles will make an experience in Black Ops multi-player BUT it will be nothing like you experienced before. They also mentioned that there is something new about the prone position in this title and a create a class 2.0 concept for this game, speculate all you want.
(Wrapping things up)
We have seen a wide variety of game play in Call of Duty: Black Ops such as run and Gun, slow and precise tactical, and controlling squads; MANY different things have been created that they have not done in any other Call of Duty game will find its way to entertain you. The reiteration was that Treyarch is trying to keep it fresh and not fall into the routine of what has been done prior. I expected Call of Duty World at War wrapped in a Vietnam skin and that is so not the case.