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Call Of Duty Black Ops: Cold War

PC, PS4, PS5, Xbox One, Xbox Series

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It all adds up to a mesmerisin­gly unpleasant atmosphere that somewhat offsets the gungho nihilism of the plot

Developer/publisher Activision (Treyarch)

Format PC, PS4 (tested), PS5, Xbox One, Xbox Series

Release Out now

What’s the difference between the special operators of the Modern Warfare games and the protagonis­ts of Treyarch’s Black Ops series? Much of the time, there isn’t one. Both series are dramatisat­ions of the US military’s ability to parachute wired-up jarheads into ‘unstable’ regions at whim. In Cold War, as in Modern Warfare 2, you will eviscerate people in doorways and snipe them from cliffsides. You will breach doors in slow motion and rain death from a circling gunship. But where the special operator is portrayed as a rational, surgical response to a world that is always one rogue element from disaster, the black ops soldier is a more ambiguous figure – ‘plausibly deniable’, existing in the redacted spaces formed by superpower paranoia where reason finds little purchase. Among other things, this permits a showier disregard for the rules of engagement. One of the first things you do in Cold War is gun down a group of men from behind as they watch TV. A little later, you’re invited to throw an interrogat­ion subject from a roof after roughing him up – one of a handful of pivotal dialogue choices throughout the game.

Set in the ’80s with occasional jaunts back to the Vietnam War, Cold War’s singleplay­er is a five-to-tenhour hunt for a legendary Soviet agent known as Perseus. Between missions, you sift through evidence about your quarry on an investigat­ion board at your safe house, gossip with allies (the usual parade of wetworkers from opposite sides of the Atlantic) and replay chapters for bonus intel. Computer terminals let you poke through KGB memos, and there’s a dark room where you’ll find photograph­s from previous sorties. At times the game threatens to become an intelligen­ce analyst simulator: there are two side missions with optional ‘best’ endings that require you to decrypt passwords and identify sleeper agents. For the most part, however, it treats this material as a retro aesthetic, rather than informatio­n to be decoded. Loading cinematics abound with period trappings such as perspex maps and magnetic tape reels.

We wish Treyarch had made more of the detective premise. It’s more stimulatin­g than the gauntlet runs, stealth beats and vehicle getaways that comprise the missions. At the same time, the fact that so much of the intel is just decoration suits the essential postmodern­ism of Black Ops, the sense that meaning has been swallowed up and shattered by the fancy data-gathering devices that are so venerated in Modern Warfare. This loss of coherence allows for moments of enjoyable surreality, ciphers hiding within ciphers: one level is a megalithic caricature of a Soviet base which contains a mock-up of a stereotypi­cal American town, complete with an arcade housing Activision games from the period.

You yourself are the Frankenste­inian product of a CIA profiling screen, where you can assign traits such as resistance to explosives and a cursory background. This includes a non-binary gender option – a progressiv­e touch that sits rather oddly alongside promotion of ‘cultural Marxist’ conspiracy theories in trailers. The past is a construct in several senses: the campaign’s best chapter sees you reliving a glitchy Vietnam War scenario, following or not following the narration’s instructio­ns in a nod to The Stanley Parable. Elsewhere the game indulges in a less forgivable kind of revisionis­m, passing off the 1979 Iran hostage crisis as the work of Soviet agents.

It all adds up to a mesmerisin­gly unpleasant atmosphere that somewhat offsets the gung-ho tedium of the plot. In Black Ops, nostalgia collapses into nihilism: history has ended and all we have left is memorabili­a, to be warred over indefinite­ly. Which brings us to the multiplaye­r. Cold War’s core 6v6 options are the usual spread of deathmatch and objective-driven modes, waged on maps that cater impressive­ly to a range of combat criteria. Our pick is Armada, which is set on a battleship’s deck and offers an exhilarati­ng mix of flanking routes and elevations. At the other end of the scale there’s Cartel, a jungle hideout that is far too ambush-friendly.

Cartel aside, the multiplaye­r is a smart balance of camping and run-and-gun. Knee-sliding now leaves you in a crouch, so lone wolves can’t just Bruce Springstee­n their way around maps. Footstep noise is newly shaped by speed and direction, making it easier to catch attackers out. Dying doesn’t reset scorestrea­k progress, which means that struggling players have a little more opportunit­y to wreak havoc.

New modes reveal the gravitatio­nal pull of Warzone, Call Of Duty’s battle royale. A Combined Arms suite sees up to 24 players tussling over larger maps with vehicles. It’s not a patch on Battlefiel­d, with vehicles either useless or overpowere­d depending on team coordinati­on, but a nice change of pace when 6v6 gets too claustroph­obic. Fireteam, meanwhile, sees 40 players fighting on dedicated maps in teams of four. The one Fireteam mode available at time of writing is a disappoint­ment – a dragged-out spin on Domination in which teams prime and detonate respawning bombs. It involves too much legwork and lacks Warzone’s clarifying race to the centre. Least contentiou­s and exciting of the new modes is the self-explanator­y VIP Escort, which is given longevity by Warzone’s armour and revive-from-KO systems.

Black Ops is Call Of Duty’s id, the place where talk of ‘defending our way of life’ by murdering overseas is most obviously exposed as a brutal sham. That gives it a certain value, but only when judged against other games in a series that – as regards the campaign, at least – has no idea how to bring itself to a long overdue conclusion. The heart of Black Ops isn’t the campaign but PvE mode Zombies, which remains an amusing exercise in fending off ghouls while unlocking areas. Here, the shattered history you’ll pick over in singleplay­er returns to life in a mindless, all-consuming tide.

 ??  ?? MAIN As ever with COD, the better missions give you a single partner to work with and some control over whether to sneak in or go loud
MAIN As ever with COD, the better missions give you a single partner to work with and some control over whether to sneak in or go loud
 ??  ?? RIGHT The weapons are the usual, battle-proven crop of submachine guns, rifles, shotguns and light machine guns. SMGs reign supreme at lower levels in multiplaye­r.
RIGHT The weapons are the usual, battle-proven crop of submachine guns, rifles, shotguns and light machine guns. SMGs reign supreme at lower levels in multiplaye­r.
 ??  ?? BELOW The Vietnam war missions are straight-up massacres set to the obligatory vintage rock music. The Viet Cong don’t play a significan­t role in the story.
BELOW The Vietnam war missions are straight-up massacres set to the obligatory vintage rock music. The Viet Cong don’t play a significan­t role in the story.
 ??  ?? ABOVE The snarling techno-thriller writing does a terrible job of teasing out the implicatio­ns raised by the game’s woozy and conflictin­g visual imagery. But at least the game’s period setting’s all crystal-clear
ABOVE The snarling techno-thriller writing does a terrible job of teasing out the implicatio­ns raised by the game’s woozy and conflictin­g visual imagery. But at least the game’s period setting’s all crystal-clear

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