Black Ops 6 Multiplayer Review in Progress – Call of Duty

As summer fades away, it’s time for another Call of Duty beta release. This time, Treyarch takes the reins with a sequel to Black Ops Cold War, set in the early 1990s. Let me tell you, the nostalgic setting has me completely hooked. After spending the weekend playing non-stop to reach the beta’s level cap, I’m cautiously optimistic that Black Ops 6 might capture everything I loved about Cold War back in 2020.

Context and Expectations

Before diving into my thoughts on Black Ops 6, here’s some quick context: I spent around 200 hours playing last year’s Call of Duty: Modern Warfare 3 multiplayer. While opinions on the game varied, I enjoyed it quite a lot, partly due to the social element. My gaming crew, known as the Beeflords, and I have been playing Call of Duty multiplayer every year since Black Ops 4, and having a regular squad makes the multiplayer experience far more engaging. Over time, with new content drops and balance patches, MW3 evolved into a much more polished game.

First Impressions of Black Ops 6

Despite my attachment to Cold War and MW3, I went into Black Ops 6 with an open mind, and I’m pleased to report that the beta has impressed me so far. This is one of the smoother beta experiences I’ve had in recent memory. I remember being hesitant about the Modern Warfare 2 beta due to rough patches, but most issues were ironed out by release. With Black Ops 6, I’ve found very few areas of concern after more than 12 hours of gameplay, and I’m genuinely excited to see what the full game has to offer.

The New “Omnimove” System

The most noticeable innovation in Black Ops 6 multiplayer is the “Omnimove” system. Treyarch seems to have taken the popular dolphin diving mechanic from previous titles and dialed it up several notches. Players can now sprint, slide, and dive in any direction, including backward, allowing full 360-degree movement while prone in a supine position.

This system adds a fresh tactical layer to the gameplay. In past games, diving prone limited movement and aiming, but the supine position in Black Ops 6 allows for much more flexibility in combat. In fact, if you start prone and move backward, you automatically switch into the supine position without the need for a dramatic backward dive. It’s a surprisingly intuitive feature that I didn’t realize I wanted until I tried it.

While the Omnimove system works well, especially once you get the hang of it, I found it more optimized for controller users. As a PC player, mastering the key combinations for backward dives required some practice, particularly since the combination involves pressing “S” to move backward, “Shift” to sprint, and “Ctrl” to dive. After a few attempts in the training missions, I finally got the hang of it, and the fluidity of movement in all directions is incredibly satisfying.

Watching players dive sideways with guns blazing as they take out enemies is an exhilarating sight. Once you master the movement mechanics, especially sliding and diving, multiplayer matches become even more intense and action-packed.

Strategic Gameplay and Map Design

I’m a huge fan of maps that encourage tactical gameplay, allowing players to peek around corners and outmaneuver their opponents. The maps in the beta deliver just that. One standout for me is SCUD. It offers a great balance of combat opportunities, with plenty of tight spaces for SMGs and shotguns, medium corridors for assault rifles, and long-range spots for snipers. That said, SCUD also has its fair share of camping spots, particularly for snipers, which can be frustrating unless you get lucky or strategize your flanking.

Rewind, another map in the beta, is equally versatile and well-suited to a range of weapon classes. No matter what gun I was using, I was able to find my rhythm on Rewind. A new feature I loved was the Sleeper Agent Field Upgrade, which temporarily disguises you as an enemy player. During a match on Rewind, I activated Sleeper Agent and had a blast sneaking past opponents, only to turn around and ambush them with a well-placed shot. It’s a fun ability that adds a new layer of stealth to the gameplay, even though you still appear as an enemy on the radar.

Familiar Scorestreaks, Fresh Fun

In terms of scorestreaks, there’s not much new to report. The typical UAV, counter-UAV, and explosive RC cars make a return, keeping things familiar. One new addition is the Watchdog Helo, which can be called in after reaching 1,100 points. While the helo is powerful, it feels slightly too easy to obtain, as nearly every outdoor match I played featured multiple helos. However, with an LMG and a large enough magazine, taking them down was not too challenging.

Multiplayer Modes

Grinding my way to the level 30 beta cap, I spent most of my time playing Team Deathmatch, Domination, Hardpoint, Faceoff Kill Order, and Kill Order. While other modes, such as Faceoff Kill Confirmed and Gunfight, were supposedly available, I didn’t come across any matches in those modes. Of the modes I played, Kill Order stood out as the only new addition. It’s similar to Team Deathmatch but with a twist: each team has a randomly assigned High-Value Target (HVT), visible to everyone on the map. As the HVT, you’re a walking target, but you gain extra armor and can be revived by teammates, adding extra stakes to the battle.

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