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Operation7 is a first person action game that is played with the keyboard and the mouse. The keyboard is used for most actions - movements (forward, backward, turn left, turn right, jump, bend down), equipment management (change weapons, shoot, recharge, turn on the flashlight) and communication (written or oral). The mouse is used to direct the view of the player and the weapon using a still sight that is in the center of the screen; It also serves to shoot the enemy with the left click. The player can activate the secondary function of the weapon he carries with the right mouse button, such as the sight of a sniper rifle, the silencer for certain pistols or for a stronger blow with the knife. The interface consists of different elements that are distributed on the periphery of the screen. In the lower left is the position of the player, his life and the radar that shows the map view as well as the team players, it also shows the position of the opponents that are in the field of vision of the team members in addition to the position of the pump. In the lower right corner the player can see the rest of his ammunition and in the upper right corner the murders and eliminations that have elapsed in the last seconds. In the upper central area of the screen there is a marker that shows the scores in team mode. Game modes Survival In this game mode the objective is to survive, it is a "all against all" where you score scoring murdered enemies. Demolition In this game mode two teams are defined: the "Terrorists" and "Anti-Terrorists". The aim of the terrorists is to place a bomb in one of the defined areas and that of the antiterrorists is to deactivate the bomb or prevent its activation. If the bomb is effectively planted, it explodes after 45 seconds giving the terrorists immediate victory. When activating the bomb, the anti-terrorists must make their way to it to deactivate it before the countdown, if the anti-terrorist team is killed before or after the activation of the bomb, the round is lost, in the game store it is possible to buy an item that cuts the deactivation / activation time in half. The explosion kills or damages all those within its harmful range, although this is only visual since the deaths are not reflected in the score of the player / s. In the event that the anti-terrorists have killed all the terrorists and they have already planted the bomb, the anti-terrorists will not win by eliminating opposites, they must deactivate the bomb obligatorily before it explodes or they will lose.5 Leader In this game mode two teams are defined, in which a "general" is defined randomly at the beginning of each round. The objective in this way is to eliminate the opposing general without losing that of the team.5 Deathmatch In this game mode two teams are defined, the objective of this mode is to eliminate the opposing team until reaching the established low limit, this can vary from 50, 100 and 200 points.5 7 Zombie mode The objective of this game mode is to survive the zombies and complete specific missions to win. AI mode The mode 'AI' or Artificial Intelligence consists in playing against a previously established number of bots that during the course of the game adapt to the game strategy of each player, that way the game difficulty increases according to the duration of the game
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PlayerUnknown's Battlegrounds (PUBG) is an online multiplayer battle royale game developed and published by PUBG Corporation, a subsidiary of South Korean video game company Bluehole. The game is based on previous mods that were created by Brendan "PlayerUnknown" Greene for other games, inspired by the 2000 Japanese film Battle Royale, and expanded into a standalone game under Greene's creative direction. In the game, up to one hundred players parachute onto an island and scavenge for weapons and equipment to kill others while avoiding getting killed themselves. The available safe area of the game's map decreases in size over time, directing surviving players into tighter areas to force encounters. The last player or team standing wins the round. Battlegrounds was first released for Microsoft Windows via Steam's early access beta program in March 2017, with a full release on December 20, 2017. That same month, the game was released by Microsoft Studios for the Xbox One via its Xbox Game Preview program, and officially released in September 2018. The same year, a free-to-play mobile version for Android and iOS was released, in addition to a port for the PlayStation 4. Battlegrounds is one of the best-selling and most-played video games of all time, selling over fifty million copies worldwide by June 2018, with over 400 million players in total when including the mobile version. Battlegrounds received positive reviews from critics, who found that while the game had some technical flaws, it presented new types of gameplay that could be easily approached by players of any skill level and was highly replayable. The game received several Game of the Year nominations, among other accolades. Several other video games, following in Battlegrounds's success, added battle royale-style modes, while a number of clones, primarily out of China, also appeared. PUBG Corporation has run several small tournaments and introduced in-game tools to help with broadcasting the game to spectators, as they wish for it to become a po[CENSORED]r esport. Gameplay Battlegrounds is a player versus player shooter game in which up to one hundred players fight in a battle royale, a type of large-scale last man standing deathmatch where players fight to remain the last alive. Players can choose to enter the match solo, duo, or with a small team of up to four people. The last person or team alive wins the match. Each match starts with players parachuting from a plane onto one of the four maps, with areas of approximately 8 × 8 kilometres (5.0 × 5.0 mi), 6 × 6 kilometres (3.7 × 3.7 mi), and 4 × 4 kilometres (2.5 × 2.5 mi) in size.[2] The plane's flight path across the map varies with each round, requiring players to quickly determine the best time to eject and parachute to the ground. Players start with no gear beyond customized clothing selections which do not affect gameplay. Once they land, players can search buildings, ghost towns and other sites to find weapons, vehicles, armor, and other equipment. These items are procedurally distributed throughout the map at the start of a match, with certain high-risk zones typically having better equipment. Killed players can be looted to acquire their gear as well. Players can opt to play either from the first-person or third-person perspective, each having their own advantages and disadvantages in combat and situational awareness; though server-specific settings can be used to force all players into one perspective to eliminate some advantages. Every few minutes, the playable area of the map begins to shrink down towards a random location, with any player caught outside the safe area taking damage incrementally, and eventually being eliminated if the safe zone is not entered in time; in game, the players see the boundary as a shimmering blue wall that contracts over time. This results in a more confined map, in turn increasing the chances of encounters. During the course of the match, random regions of the map are highlighted in red and bombed, posing a threat to players who remain in that area. In both cases, players are warned a few minutes before these events, giving them time to relocate to safety. At random, a plane will fly over various parts of the playable map and drop a loot package, containing items which are typically unobtainable during normal gameplay. These packages emit highly visible red smoke, drawing interested players near it and creating further confrontations. On average, a full round takes no more than 30 minutes. At the completion of each round, players gain in-game currency based on their performance. The currency is used to purchase crates which contain cosmetic items for character or weapon customization. A rotating "event mode" was added to the game around March 2018. These events change up the normal game rules, such as establishing larger teams or squads, or altering the distribution of weapons and armor across the game map. Development The game's concept and design was lead by Brendan Greene, better known by his online handle PlayerUnknown, who had previously created the ARMA 2 mod DayZ: Battle Royale, an offshoot of po[CENSORED]r mod DayZ, and inspired by the 2000 Japanese film Battle Royale. At the time he created DayZ: Battle Royale, around 2013, Irish-born Greene had been living in Brazil for a few years as a photographer, graphic designer, and web designer, and played video games such as Delta Force: Black Hawk Down and America's Army. The DayZ mod caught his interest, both as a realistic military simulation and its open-ended gameplay, and started playing around with a custom server, learning programming as he went along.Greene found most multiplayer first-person shooters too repetitive, considering maps small and easy to memorize. He wanted to create something with more random aspects so that players would not know what to expect, creating a high degree of replayability; this was done by creating vastly larger maps that could not be easily memorized, and using random item placement across it. Greene was also inspired by an online competition for DayZ called Survivor GameZ, which featured a number of Twitch.tv and YouTube streamers fighting until only a few were left; as he was not a streamer himself, Greene wanted to create a similar game mode that anyone could play. His initial efforts on this mod were more inspired by The Hunger Games novels, where players would try to vie for stockpiles of weapons at a central location, but moved away from this partially to give players a better chance at survival by spreading weapons around, and also to avoid copyright issues with the novels. In taking inspiration from the Battle Royale film, Greene had wanted to use square safe areas, but his inexperience in coding led him to use circular safe areas instead, which persisted to Battlegrounds. When DayZ became its own standalone title, interest in his ARMA 2 version of the Battle Royale mod trailed off, and Greene transitioned development of the mod to ARMA 3. Sony Online Entertainment (now the Daybreak Game Company) had become interested in Greene's work, and brought him on as a consultant to develop on H1Z1, licensing the battle royale idea from him.[11] In February 2016, Sony Online split H1Z1 into two separate games, the survival mode H1Z1: Just Survive, and the battle royale-like H1Z1: King of the Kill, around the same time that Greene's consultation period was over. Separately, the Seoul-based studio Ginno Games, led by Chang-han Kim and who developed massively multiplayer online games (MMOs) for personal computers, was acquired and renamed Bluehole Ginno Games by Bluehole in January 2015, a major South Korean publisher of MMOs and mobile games.Kim recognized that producing a successful game in South Korea generally meant it would be published globally, and wanted to use his team to create a successful title for personal computers that followed the same model as other mobile games published by Bluehole. He had already been excited about making a type of battle royale game after he had played DayZ, in part that the format had not caught on in Korea. He also wanted to make this through an early access model and have a very limited development schedule to get the game out as quickly as possible, while treating the product as a "games as a service" model to be able to support it for many years. In researching what had been done, he came across Greene's mods and reached out to him. In July 2017, Bluehole partnered with social media platform Facebook to provide exclusive streaming content to Facebook's gaming channels, as part of their pushing to provide more gaming content for its users. Around the same time that Greene left Sony Online, Kim contacted and offered him the opportunity to work on a new battle royale concept. Within a week, Greene flew out to Bluehole's headquarters in Korea to discuss the options, and a few weeks later, became the creative director of Bluehole. He moved to South Korea to oversee development. According to Greene, this was the first time a Korean game studio had brought aboard a foreigner for a creative director role, and while a risk, he says that his relationship with Bluehole's management is strong, allowing Greene's team to work autonomously with minimal oversight. The game's main musical theme was composed by Tom Salta, who was personally selected by Greene as he and the team were looking for an "orchestral electronic hybrid theme" that would give players a "huge build-up", keeping them "resolutely determined" until a match starts. Development began in early 2016 and was publicly announced that June, with plans to have the game ready within a year. Kim served as executive producer for the game. Bluehole started with a team of about 35 developers supporting Greene's work, but had expanded to 70 by June 2017. Greene stated that many of these developers were voluntarily putting in longer work hours into the game due to their dedication to the project, and not by any mandate from himself or Bluehole's management. In addition to Bluehole, Greene also credits Bohemia Interactive, the developers of ARMA and DayZ, for support with motion capture animations via their Prague studio. With the rapid growth of interest in the game, Bluehole spun out the entire development for Battlegrounds into Bluehole Ginno Games in September 2017, which was renamed PUBG Corporation with Kim as its chief executive officer. PUBG Corporation continued the development of the game and its marketing and growth, opening an office in the United States with plans for future ones in Europe and Japan. In August 2018, PUBG Corporation launched the "Fix PUBG" campaign, acknowledging that that game by then still had several lingering bugs and other performance issues. The campaign finished in November, with PUBG Corporation calling it a success as everything listed had been implemented by then. In March 2019, Greene announced that he was stepping down as the game's lead designer, but would still serve as a creative consultant. Tae-seok Jang, the game's art director, would replace him, with Green relocating to a new office in Amsterdam called PUBG Special Projects. Design Battlegrounds represents the standalone version of what Greene believes is the "final version" of the battle royale concept, incorporating the elements he had designed in previous iterations. Faster development was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1, which were built with proprietary game engines. Greene acknowledged that implementing the size of the maps in Battlegrounds has been one of the challenges with working with Unreal, which was not designed with such maps in mind. The game was designed as a mix between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1. Based on Greene's experience with the genre, an island with many terrain features was picked as the first map, known as "Erangel". The map design scope was to offer players many possible options for strategic and unique gameplay. Some buildings and structures were designed to depict the style of the brutalist architecture of the Soviet Union during the 1950s. The developer team playtested architecture features and random item placement systems, looking at both how close-quarters encounters went, and for open terrain areas. The goal was to optimize the right distribution and placement of weapons and gear across the map, to encourage players to make strategic decisions about how to proceed in the game without overly penalizing players who may not find weapons within the first few minutes of a round. During early access, additional maps were planned, such as one set on a fictional island in the Adriatic Sea that included snow-covered Yugoslavian territories.Greene stated that he thought the Erangel map felt disjointed despite meeting their goals for gameplay, and sought to create more unified ideas with future maps. The freefall from an airplane at the start of each match was a new feature for the genre, to encourage strategy between staying with the pack of players or seeking out one's own route for a better chance at finding good loot. With the added parachute drop, Greene considered that Battlegrounds had three distinct subgames: the airdrop during which one must quickly figure out the best time to jump and where to land in relationship to the other players, the loot game of knowing where and how to gather the best possible equipment, and the combat game with other players. Players who win a match are greeted with the phrase "winner winner chicken dinner", an idiom that Greene had used in his prior battle royale games and kept in Battlegrounds, which itself had origins as early as the Great Depression. Features that Greene anticipates adding include custom games and modding support. He considered modding support an essential part of the full release as, just as he had his start with mods, he wants to enable others to create variations on his game so that he can "find the next PlayerUnknown". Greene also wants to incorporate the game with streaming services like Twitch.tv that would enable replays or other features amenable to treating Battlegrounds as an esport. Greene had anticipated that Battlegrounds would develop into an esport, and this was an ultimate end goal for his development, but he wanted to let the nature of how it would play out as an esport grow naturally with the player community. He also plans to introduce microtransactions to allow players to use real-world funds to purchase loot crates that provide randomly-selected cosmetic items, also known as "skins", which they can trade with other players; while Greene recognizes the issue with skin gambling, he believes that Valve has put safeguards in place to support a "skin economy" that will provide further revenue for them without concerns over gambling. However, by November 2017, gray market skin gambling sites began to appear, using Battlegrounds cosmetics as virtual currency. Following controversy over the use of loot boxes to offer "pay-to-win" items in other games in November 2017, the PUBG Corporation affirmed that while they will continue to add new cosmetic items rewarded by in-game crate purchases, they "will never add anything that affects the gameplay". In May 2018, PUBG Corporation disabled the ability to trade skins on the Steam Marketplace as they found that players were still abusing the system by selling them for monetary value through unofficial third-party platforms. While in early access, Bluehole offered an early preview of the system by offering time-limited crates that could be purchased during the first Battlegrounds Invitations tournament during Gamescom in August 2017, with the sales from these contributing to the prize pool. Among loot from these crates are special outfits inspired by the Battle Royale movie. Greene anticipates adding a campaign mode with co-operative player support, though there would be "no serious lore" crafted for the narrative, comparing this to similar modes in Watch Dogs. The game, while in early access, has already received alternate gameplay modes created by players, determined by unenforceable rules that players agree to abide by, that have been po[CENSORED]r with streamers. This was aided by a quiet release of custom server support to a number of influential streamers which subsequently made it into public release. In one case, "Zombie Mode", all but four players pretend to be zombies, who may sometimes distinguish themselves by removing all clothing and are limited only to collecting melee weapons and consumable items, and must rush to attack the other four players, who are able to collect all gear and attempt to outrun and defeat the zombies.Inspired by this mode, Greene announced plans to introduce an official zombie-based gameplay mode based on this into Battlegrounds. Whereas most of the rest of the team continued to develop the core gameplay and maps, Greene is taking on the zombie mode as a near solo project, only using the assistance of the lead animator to help with the zombie animations. Greene sees Battlegrounds as a platform, and would like to see more custom game types and mods developed by players for it. Greene identified that some mods that he also previously worked on from ARMA 3 may become part of the Battlegrounds platform. To prevent in-game cheating, the game uses the "BattlEye" anti-cheating software, which had permanently banned over 13 million players in total by October 2018. BattlEye indicated that 99% of all cheating software for the game was developed in China. [Release] Windows (Steam) Bluehole used closed alpha and beta periods with about 80,000 players to gauge initial reaction to the gameplay and adjust balance prior to a wider release. Just prior to the early access phase on Steam, Bluehole opened a few servers and invited some po[CENSORED]r live streamers of similar games to try it out as to start gaining interest. Early access for the Windows version launched on March 23, 2017.This period was planned to last approximately six months, originally aiming for a September 2017 release. In July 2017, Greene announced that they would need to extend the early access period by a few months, continuing to release updates on a regular basis, with plans to still release by the end of 2017, as committing to this original period "could hinder us from delivering a fully featured game and/or lead to disappointment within the community if the launch deadline is not met". Initially, Bluehole had expected that they would just gain enough players through early access to smooth out the gameplay, and only when the game was completed, they would have started more marketing for the title. The sudden interest in the game from early access exceeded their expectations, and put emphasis on the stability of the game and its underlying networking alongside gameplay improvements.Through August 2017, these updates generally included a major weekly patch alongside major monthly updates that provided key performance improvements.However, from August onward Bluehole backed off the rate of such patches, as the high frequency has led to some quality control issues, and the developers rather make sure each patch content is well-vetted by the community before providing new updates; this did not change their plans for a 2017 release, where it fully released out of early access on December 20. In part of the game's success in early access, Tencent Games, the largest publisher of video games in China, approached Bluehole that same month with an offer to publish Battlegrounds in China and purchase equity in the company. However, the China Audio-Video and Digital Publishing Association issued a statement in October 2017 that discouraged battle royale-style games, stating that they are too violent and deviate from Chinese values of socialism, deeming it harmful to young consumers. The following month however, PUBG had reached a formal agreement with the Chinese government to allow the release of the game in the country, with Tencent as the publishing partner.[53] However, some changes were made to make sure it aligned with socialist values and traditional Chinese morals. In South Korea, the game is marketed and distributed by Kakao Games. Despite the lack of a Chinese publisher prior to the Tencent deal, players in China had found ways to acquire and play the game through Steam via proxies and other networking tricks. To address it, PUBG Corporation planned to add maximum client ping limits for servers which can reduce the issues with latency problems and prevent some of the cheating that has occurred. This would not prevent cross-region matchmaking but may make it difficult for some players to play outside their region if they have a poor Internet infrastructure. Tencent has also helped by identifying and reporting around 30 software programs to Chinese police that can be used to cheat in Battlegrounds, leading to over a hundred arrests by the beginning of 2018.Separately, this technical issue, in addition to the larger number of Chinese players, has created complaints in the player community. Some Western players fear that many Chinese players are able to cheat in the game by exploiting some of the network latency issues, something that PUBG Corporation continued to address as the game shifted out of early access. However, a small number of players called for server segregation by region, and had used racial insults at Chinese players they encounter in game. Greene was disappointed with this "xenophobic attitude", calling it "disgraceful", and asked the player community to respect the Chinese players more as their numbers were a key part of the game's success. Greene also identified that players can easily get around such region locks using virtual private networks, making this approach ineffective.PUBG Corporation eventually added region-based matchmaking by October 2018, though players still reported issues with connectivity and slow matchmaking. Xbox One Greene was part of Microsoft's press conference during E3 2017 to announce that Battlegrounds would be coming to Xbox One as a timed console exclusive sometime by the end of 2017, using the Xbox Game Preview early access approach to test it. Initially, Greene said that Microsoft was not directly involved in the porting but only providing assistance to make sure the port is good, and that most of the porting responsibilities are being done by Anticto, a Spanish developer. However, at Gamescom that year, Bluehole affirmed that Microsoft Studios would be publishing the Xbox One version of the title, helping to make a planned 2017 release for this version. Greene said that Microsoft's support has helped in several ways, not only for the Xbox One version but improving the performance and security of the Windows version. Further, by being part of the group of studios under the Microsoft banner, they have been able to talk and incorporate technology from other developers, such as improved water rendering techniques they obtained from Rare that they had developed for Sea of Thieves. Microsoft considered Battlegrounds to be an important project to demonstrate their company's ability to be more than just a publisher, according to Microsoft's Nico Bihary who lead the project. Bihary said they have given Battlegrounds a "white glove" treatment, and for the Xbox One port have provided services from their advanced technology group and time and support from The Coalition, another of Microsoft Studios' subsidiaries. Kim also stated that the team was interested in cross-platform play between the Windows and console versions, but did not anticipate this as a release feature, as they need to determine how to mitigate the advantage keyboard and mouse-using players would have over those using controllers. Titled "Game Preview Edition", the early access version for the Xbox One was released on December 12, 2017 in both digital and physical formats. To promote it, Microsoft performed real-life supply crate drops in Australia in the week prior, with the crates containing Xbox hardware, Battlegrounds merchandise, and other goods, using passcodes published alongside the drop locations on social media. The Xbox version also includes Xbox-specific in-game cosmetic items, some which could be purchased directly rather than through in-game crates. The official release out of the Game Preview program occurred on September 4, 2018. Mobile versions Following the Chinese publication deal for the Windows version, Tencent Games and PUBG Corporation additionally announced that they were planning on releasing two mobile versions based on the game in the country. The first, PUBG: Exhilarating Battlefield, is an abridged version of the original game, and was developed by Lightspeed & Quantum Studio, an internal division of Tencent Games. The second, PUBG: Army Attack, includes more arcade-style elements, including action taking place on warships, and was developed by Tencent's Timi Studio. Both versions are free-to-play, and were released for Android and iOS devices on February 9, 2018. The games had a combined total of 75 million pre-registrations, and ranked first and second on the Chinese iOS download charts at launch. Following a soft launch in Canada, an English version of Exhilarating Battlefield, localized simply as PUBG Mobile, was released worldwide on March 19, 2018. PlayStation 4 With the announcement of the Xbox release, PUBG Corporation stated that there were plans to port to additional platforms, such as the PlayStation 4. In an interview shortly after Gamescom, Greene said that their deal with Microsoft did not exclude a PlayStation 4 port, but that their focus at the time was only on the Windows and Xbox One version, given the small size of their team. When asked about it in January 2018, Kim stated that the team released the game first on the Steam and Xbox Game Preview early access programs as they both easily allowed in-development games to be released and updated over time, which contrasted with Sony's lack of their own early access program, as well as their strict quality control for even completed games. The PlayStation port was officially announced in November, and was released on December 7, 2018. PUBG Corporation studio head Brian Corrigan said that while they had had a small team working on the PlayStation 4 port for some time, it was only until the Xbox One port was mostly completed that they began fully working on the PlayStation port. The PlayStation 4 version of the game includes platform-exclusive customization items, specifically the outfit of Nathan Drake from the Uncharted series, and Ellie's backpack from The Last of Us. A short live-action film to promote the PlayStation 4 release was directed by Jordan Vogt-Roberts and starred Jason Mitchell. PUBG Lite PUBG Lite is a free version of Battlegrounds that is meant to be better playable on low-end computers by having significant reductions in graphic details and other features, but is otherwise feature complete with the full game. The version is meant to be played in regions where the game's minimum specifications may be difficult for average players to achieve, such as areas in Southeast Asia, with a beta launch first releasing in Thailand in January 2019. MINIMUM: OS: 64-bit Windows 7, Windows 8.1, Windows 10 Processor: Intel Core i5-4430 / AMD FX-6300 Memory: 8 GB RAM Graphics: NVIDIA GeForce GTX 960 2GB / AMD Radeon R7 370 2GB DirectX: Version 11 Network: Broadband Internet connection Storage: 30 GB available space RECOMMENDED: OS: 64-bit Windows 10 Processor: AMD Ryzen 5-1600 / Intel Core i5-7600K Memory: 8 GB RAM Graphics: Nvidia GTX 1060 6GB or better
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If there is one constant in life, it’s that every year brings with it a new main series Call of Duty game. This has been true since 2005 and the launch of Call of Duty 2, and thanks to this annual release schedule, a common criticism has been that the franchise doesn’t evolve enough from one game to the next. While the recently released Call of Duty: Black Ops 4 doesn’t exactly reinvent the wheel, it does manage to shake off any lingering feelings of franchise fatigue and deliver an incredibly polished and consistently entertaining first-person shooter that stands as one of the best games of the year. Like past Call of Duty games, Call of Duty: Black Ops IIII is segmented into different modes that cater to different tastes. This time around, players can dive into the standard online multiplayer mode, fight on the franchise’s largest map ever in the Blackout battle royale mode, or take on hordes of the undead in Zombies. Each mode is well-rounded and content rich, easily offering numerous hours of enjoyment for FPS enthusiasts. Some longtime Call of Duty fans may notice no mention of the campaign, and that’s because Call of Duty: Black Ops 4 doesn’t have a single player campaign. Much has been made about Black Ops 4‘s decision to ditch a traditional campaign, but the game is honestly better for it. In lieu of a campaign, players instead play tutorial missions designed to teach them how to properly utilize the abilities of the multiplayer Specialists, capped off with an increasingly difficult skirmish battle against AI-controlled bots to give them a proper taste of how to use their abilities on the battlefield. Taking cues from Overwatch, Black Ops 4 fleshes out its playable characters with animated shorts that give each Specialist an interesting backstory. These backstories do wonders in giving each Specialist a defined personality, and they no longer feel like the generic mercenaries from Black Ops 3. More cut-scenes are unlocked by completing the skirmish matches, depicting an overarching storyline that ties everyone together. These scenes are well-acted, well-written, and beautifully animated, and while the story relies heavily on shocking violence over character development, Black Ops 4 still manages to have one of the best stories in series history – and that’s without a dedicated campaign mode. By ditching the single player campaign, Black Ops 4 manages to do away with a lot of the issues that have plagued Call of Duty campaigns for years. No longer are players forced to follow NPCs in cramped hallways, listening to boring exposition and participating in unimaginative military operations. One could argue that Treyarch could have focused its efforts on improving the Call of Duty campaign formula, but starting from scratch and delivering something completely different, and better, works just as well. After experiencing each of the Specialist stories and trying out their character-specific gadgets and abilities, players should have a pretty good idea of who they want to play as in Black Ops 4‘s online multiplayer arenas. The multiplayer is typical Call of Duty, but the removal of jackpacks and wall-running helps it feel closer to a classic Call of Duty experience as opposed to Black Ops 3 or Infinite Warfare. It’s true that Black Ops 4‘s multiplayer plays like classic Call of Duty multiplayer, but that doesn’t mean it’s too afraid to try some new things. The biggest additions to multiplayer come in the form of two game modes. The first is Control, and as previous reports indicated, it is clearly inspired by Overwatch. In Control, one team has to defend two points on the map, and the other team attempts to take those points. The attacking team has to be mindful of the timer, which forces them to constantly be going for the objective, and both teams have limited lives to work with, keeping the action plenty intense from one moment to the next. Control is one of the best new Call of Duty multiplayer modes since Kill Confirmed, and it will hopefully become a franchise mainstay. It’s not the only fun new mode, though. Black Ops 4 players can also check out Heist, which mixes things up by stripping players of their usual weapons and perks at the start, and then giving them a small allowance to buy some of them back. Depending on their performance in the match, players can get more cash that can be used to replenish ammo as well as purchase new weapons and perks that can help them do better in the next round. It’s not quite as intense and exciting as Control, but it’s still a highlight and helps keep the multiplayer feeling fresh. Black Ops 4‘s multiplayer also benefits from a genuinely great lineup of maps. Hacienda and Icebreaker are standouts, with Icebreaker especially impressive. Set in a snowy environment, Icebreaker shows off Black Ops 4‘s visuals the best, and it also features some remarkable audio design, as players move across the battlefield and can hear the snow crunching underneath their feet. As far as multiplayer maps go, it truly stands out and we have a feeling it’s going to be Black Ops 4‘s breakout map. Speaking of breakout maps, Black Ops 4‘s lineup of multiplayer maps is boosted by its retention of classic multiplayer maps from the original Black Ops. Players can check out remade versions of Firing Range, Jungle, Summit, and more, and better yet, the maps are more or less exactly how players will remember them. The Call of Duty franchise has a bad habit of bringing back old maps and then changing them beyond recognition, but Black Ops 4 leaves well enough alone, so nostalgia-minded gamers can relive the glory days of the original Black Ops by once again playing on some of the best maps in franchise history. Of course, Black Ops 4 has a lot more to offer than just the standard online multiplayer. In an effort to compete with games like PUBG and Fortnite, Black Ops 4 features its own battle royale experience called Blackout. And we’re happy to report that Blackout is improved since its beta test and it helps make Black Ops 4 an even more complete package instead of coming across as Treyarch just chasing a trend. Anyone familiar with the battle royale genre will know exactly what to expect from Blackout. Players drop out of a helicopter onto a huge map and try to be the last one standing. The start of a match is all about looting for resources, like guns, items, and armor, but players can’t stay in one spot too long as they have to deal with the threat of a storm that is constantly closing in on them, forcing them to the safety of the “circle.” Black Ops 4 delivers a polished battle royale experience for the most part, but we still experienced our fair share of glitches, particularly when it came to wingsuit animations. The map itself is somewhat bland, and while players will get used to it, being restricted to first-person feels limiting compared to other battle royale games on the market. Additionally, the perks players can pick up in a match are virtually indistinguishable from one another and players may find themselves wasting time in their inventory trying to figure out what everything does. Color-coding the perks and the weapons in the game based on usefulness, like we’ve seen in titles like Fortnite, could potentially alleviate this problem, but it’s not in the game at launch. For these reasons, Blackout’s battle royale experience isn’t perfect, but it’s still pretty high quality and has enough new ideas to make sure it doesn’t feel like a shameless clone of other games. The map itself is made up of some of the franchise’s most po[CENSORED]r multiplayer maps, like Nuketown and Firing Range, which is a nice touch, plus it has a greater focus on vehicles. Most notably, Black Ops 4 has helicopters that spawn around the map, making it one of the only games in the genre to feature land, sea, and air combat. Blackout also shakes things up with its PvPvE elements. Zombies can be found in certain parts of the map, and they can actually be fairly deadly, taking a decent chunk of ammo to kill and capable of murdering anyone they manage to get the jump on. Zombies also drop some great loot, so it’s worth hunting them down. The incorporation of elements from the Zombies game mode in Blackout is a great idea, and gives Blackout a distinctly Call of Duty flavor. Besides the actual zombies themselves, players can also make a beeline for the mystery box or collect the powerful Raygun wonder weapon to use on their opponents. These are small, but clever touches that work to make the Black Ops 4 battle royale experience immediately distinguishable from other battle royale games. Zombies aren’t just restricted to Blackout, though. In fact, one of Black Ops 4‘s biggest selling points is the fact that it launches with three Zombies maps in the base game in the form of the Ancient Rome-themed IX, a map set on the Titanic called Voyage of Despair, and a reimagining of Black Ops 2‘s Mob of the Dead called Blood of the Dead. Zombies doubles down on the progression introduced in Black Ops 3 so players should always feel like they’re working toward something, even if they struggle to complete the ridiculously complex easter eggs. The maps themselves are all well-made, with IX being the visual and gameplay standout, and Blood of the Dead playing like a throwback to Zombies maps of old. Zombies is as fast and frantic as ever, and while it’s more of the same, it’s still a lot of fun with friends. And that is the biggest caveat with Black Ops 4. It’s a blast with friends, but solo players may come away with a different view entirely. Yes, Black Ops 4 technically has some solo player content with the Specialist HQ, but it can be fully completed in short time. The increased need for communication with high quality teammates in Control makes the multiplayer more frustrating for lone wolves, and Blackout, like other battle royale games, derives much of its entertainment from causing chaos with buddies online. Zombies, for its part, actually manages to take some major steps forward in catering to the solo player by letting players add AI-controlled teammates, but otherwise it’s easy to see how solo players may not be as enthusiastic about Black Ops 4 as others. Some people may be in the situation where they don’t have anyone to play with online, but they do have people they can play with on the couch, and luckily Black Ops 4 continue the series’ tradition of keeping split-screen for its various game modes. Even Blackout has split-screen, which is impressive considering the other major battle royale games are online-only. The downside is that the text in split-screen is obnoxiously small, making it virtually impossible to read most of the words on the screen, and we couldn’t find any settings to change the text size. Still, having a somewhat flawed split-screen option in the game is better than having no split-screen at all. And that’s part of the reason why Black Ops 4 is a truly great game, and arguably the best Call of Duty since Black Ops 2. It simply has more options than many other first-person shooters on the market, and even though it’s lacking a campaign, it doesn’t feel content deficient at all. Between the multiplayer, Blackout battle royale mode, and Zombies, players will more than get their money’s worth with this game, and Treyarch’s ambitious plans for post-launch support should ensure that it remains a go-to title for FPS fans for some time to come. Call of Duty: Black Ops 4 is out now on PC, PS4, and Xbox One. Game Rant reviewed the game on Xbox One. REVIEW FROM GAMERANT.COM