Call of Duty: Black Ops 7 - Is it Better than Black Ops 6?


The Call of Duty: Black Ops 7 is finally here, and now many potential players all have the same question—is it better than Black Ops 6, and is it worth the upgrade?

Well previously we provided our first impressions of Black Ops 7 from the Beta test, but now that the full release is here, how does the game stack up? Surprisingly, after putting countless hours into the multiplayer alone, and now being only a few levels away from reaching Prestige 5, I have to say... My opinion really hasn't changed. 

Related: Check out our full detailed Call of Duty: Black Ops 7 Review 

Call of Duty: Black Ops 7 has simply been a lot of fun, and although it isn't perfect, I'm finding myself enjoying the overall package much more than Black Ops 6 before it—a game I put hundreds of hours into as I unlocked every camo and piece of equipment along the way. 

Black Ops 7 Compared to Black Ops 6

Black Ops 7 at its core does, in fact, feel a lot like Black Ops 6, and there is no denying that. There are some alterations here and there, but as someone who put hundreds of hours into the previous release, it didn't take much time to adapt. Although we are in a more futuristic setting, the guns and gadgets we have here still feel a lot like old classics—just with different names and appearances—and they are all quick and snappy to use. 

It didn't take me long to find my preferred loadout combo of gadgets and perks and start dominating those around me, but my quest to unlock everything has me switching constantly. During the Beta and when the game first launched, it became quite clear very quickly which players had recent Call of Duty experience, and those who were just starting out (or possibly returning after stepping away for a while). There is no doubt that the increased speed and movement introduced in Black Ops 6 is still a learning curve for some, but once they had it down, they too were keeping up with the more experienced players. This is something I was able to witness in game because Black Ops 7 actually keeps lobbies together most of the time, allowing groups to play together for as long as they wanted.

In addition to the movement changes made in Black Ops 6, Black Ops 7 allows players to jump off of walls and access shortcuts that would've never been possible in the previous release. This adds a lot more versatility to the game in general and requires players to be even more aware of their surroundings. One complaint from Black Ops 6 was how chaotic the maps could become and how getting blindsided was often an "issue," and one might think that this added layer of movement would only deepen the problem with Black Ops 7. Thankfully, that is not the case, however, as the map design in general has been greatly improved.

The Map Design: 

While I'm in the minority of those who were fine with the Black Ops 6 maps, there's no denying that they could've been better, and Black Ops 7 shows us what we could've had. These maps are slightly larger on average, they tend to have clearly defined paths, and the shortcuts are placed in locations that can also make them a risk to use.

Sure, jumping off of a wall can allow you to cut through a middle section to reach your goal faster, but there are blind spots near this wall where enemies could be hiding. If they catch you mid-air and you're not fast enough to react, you're a goner. This means that although the shortcuts can give you the upper hand, your opponent can still outsmart you and be the one doing the blindsiding instead.

On the flip side, those who master wall jumping, and use it outside of these clearly marked areas meant for it, can take advantage of the mechanic to wreak havoc as well. There were moments where groups of enemies were in a complete panic as they tried shooting me, only for me to jump over their heads and get the drop on them instead—something I might've picked up from years of playing other sci-fi shooters.

Of course, not everything is perfect, and multiple changes were made throughout the Beta's run. Doors in particular were modified with how long they stay open, as initially the window was quite short and didn't always give you time to react to what was hidden behind. Adjusting this did go a long way, however, and it seems the developers have found a nice balance that did in fact carry over into the full release. 

In addition to the Beta's offerings, the maps included in the full game are also just as nice, with the vast majority of them being on the "larger" side of things. While there are a few smaller, more chaotic, maps, they are very few and far between. 

The Game Modes and Open Matchmaking:

Similar to previous titles, Black Ops 7 contains a large selection of game modes, with multiple playlists mixing them together.

Of course, we have classic Team Deathmatch, where the goal is to get as many kills as possible, and we got to experience the two "capture the point"-styled modes as well. Kill Confirmed, which is similar to Team Deathmatch except you have to pick up the fallen enemy's dog tag to earn a point, and they included the fixes made to Black Ops 6. This means the dog tags float closer to the ground and do not obstruct your view. We also have "capture" based game modes such as Hardpoint, and the "for fun" party games like Gun Game. Basically all the favorites are here, and both can be played as both standard game modes or in Hard Core.

Along with these previously established modes, there is a new one called Overload. Overload is a reverse "capture the flag" mode where one player must pick up a device and carry it to one of the enemy team's points. Reach it without getting killed, and you get a point. Die, and the enemy team can pick it up instead and go for the goal. In theory, it is a constant struggle of pushing into the enemy's territory and defending your own, but that depends on who you play against. There were multiple rounds where I was the only one scoring points, and everyone else played it like Team Deathmatch—not something uncommon for alternative modes in Call of Duty, but it was a letdown to see. We did win, as I was the only one who scored points, but it took the fun out of it. Thankfully, as the Beta went on, more people joined in, and I got to see the potential this mode does in fact have.

Putting aside the game modes themselves, Black Ops 7 also featured Open Matchmaking, which matched players without considering skill level. These matches were a lot of fun, and honestly, that's how I prefer shooters to be. It means you never know what the next round will bring, and you always need to give it your all. Of course, you could also land in matches where you steamrolled the entire team, but that too can be a part of the fun.

Fun Game with Some Issues:

Overall, the Black Ops 7 is a lot of fun, but I'd be lying if I said it was perfect.

While it really hasn't been an issue during my over 500 matches, the Gravemaker scorestreak, which is a sniper that allows you to shoot through walls, is a bit iffy. It only lasts 30 seconds and has six rounds, but that allows a skilled user to easily take out an entire team. Lowering the allowed time would go a long way in balancing this one, giving the user less time to look for the perfect shot. I've only ever encountered one player using this scorestreak however, with most just defaulting to the robot dog.

(Not the most open spot, but many never thought to look up.)

During the beta I made a note about how some of the maps felt a bit too open, and how long shot medals were constantly obtained. While this is still true for the final release in some instances, most maps do have objects smartly placed to provide some cover. Not to say that it isn't possible to camp and snipe from across the map, but there are ways to avoid getting taken out from a distance. Though a skilled sniper can still hold down their position for extended periods of time.

Surprisingly, spawn killing doesn't happen as often in Black Ops 7, but some game modes are still prone to it. I mainly encounter this in Overload, where you can often get behind the enemy's defend points and wait for your own team to arrive—killing each enemy as they respawn. It isn't a fully viable strategy, of course, but it can certainly annoy the other team if you make use of it too often. Eventually spawns do flip however, and you can ultimately end up hurting your own team as the enemies spawn closer to the target, and your own base is left open without anyone to defend it.

Outside of these minor gripes, there isn't a whole lot to be bothered by. Some may not enjoy the faster movement options, but casually walking around without using sprint still works well. In fact, doing this can work to your advantage at times.

I will say I do enjoy the perk and gun customization options. Using perks of the same color added further class bonuses, and a new overclock system lets you further upgrade your gear to make it unique during a match. Players can customize their characters to fit their own play style and sometimes gain the upper hand in surprising ways. Your opponents have no idea what you've got on you, and you can use that element of surprise to win. (You can get fun reactions from those watching you swap your Assault Rifle for a Shotgun as you blast them away!)

In the end, I am really enjoying my time with Black Ops 7, and it is a title I will continue to play throughout the year and most likely beyond. The game isn't perfect by any means, but was still a lot of fun.

But as for the question of, is it better than Black Ops 6? Well, based completely on the multiplayer alone—yes. Yes it is. It contains better balanced maps, tons of content, great feeling gunplay, and customization options to suit every play style. This is honestly what Black Ops 6 should've been, and I'd for sure recommend it over the previous title any day. That being said, I still have a soft spot for Black Ops 6, and I know a day will come when I return to it simply for the nostalgia.

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