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


The Call of Duty: Black Ops 7 Beta put us through the ringer with new maps and mechanics. Did the intense testing make the grade, or did the experience fall flat?

Activision has stated that Black Ops 7 will be Call of Duty's return to form and that it will not make the mistakes of Black Ops 6. This is the reason the complete transfer forward system was canceled, and even previously announced Operators have been redesigned for the full release. But will Black Ops 7 really be everything they say it is? And how did the Beta stack up? Well, let's just say it is promising.

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 and unlocked every mastery camo available, it didn't take much time to adapt. Although we are in a more futuristic setting, the guns and gadgets we had available in the Beta 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. In fact, 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 because Black Ops 7 actually kept lobbies together, 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 will most likely remain for the full release. It was nice to see them listen to fan feedback in this case as well, which is a good sign for the maps that will be included in the full game. Those with issues are surely going to be pointed out, and hopefully, adjustments will be made there as well.

The Game Modes and Open Matchmaking:

The Beta only had a handful of game modes to play, but they were more than enough to give us an idea of what the full game's experience will be like. Of course, we had 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, was also in the Beta, 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.

Along with these previously established modes, the Beta also included 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 Beta was a lot of fun, but I'd be lying if I said it was perfect. I'm already locked in and will be there day one, but I feel like aspects of the game could still use some balancing.

While it wasn't a problem in the rounds I played, 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.

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

Along with the Gravemaker, some maps are a bit too open in certain areas, making sniping much easier than what we typically see. In fact, even without using a sniper, I obtained the long shot medal more times in a single match of the Beta than I can count. Enemies were pretty easy to spot in these sections of the map, and there was little they could do once I started shooting. Placing a few more objects here and there could break things up, but most players will simply avoid putting themselves in these situations.

Surprisingly, spawn killing didn't happen as often in Black Ops 7, but some game modes are still prone to it, and there is little you can do to combat it outside of making a "safe zone," such as in other popular shooters. I mainly encountered this in Overload, where you could 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.

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 did 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 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 did really enjoy my time with the Beta. The game isn't perfect by any means but was still a lot of fun. I can certainly see myself playing this game for some time. But as for the question of, is it better than Black Ops 6? Judging from the Beta, yes—it has the potential to be. Where the developers take it from here? Only time will tell.

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