Indiana Jones and the Great Circle: The First Hands-on

Indiana Jones Hero Art

Indiana Jones and the Great Circle: The First Hands-on

One of Mussolini’s blackshirts is running at me with a club. I’m out of bullets, he’s coming at me too fast for me to use my whip, and I don’t back myself to take him down with my fists alone. I take a frenzied glance across the room, and see an indicator saying I can pick up something as an improvised weapon – I’m reacting too quickly to check exactly what. I smash my controller to grab it. It’s… a wooden spoon. Oh well. I dodge the first blow, and hammer at my foe with my less-than-impressive weaponry. He eventually goes down. Troy Baker’s pitch-perfect Harrison Ford performance fills my ears: “You went down like a leaf!” 

MachineGames is looking to create the playable equivalent of an Indiana Jones movie. Well, I’ve just, quite accidentally, created a fight scene set piece that wouldn’t feel out of place in the series. Mission accomplished. 

My two hours with the game – taking in its introduction at Marshall College, a short section at the Vatican, and a trip to the game’s first truly open area set around the Pyramids of Giza – is full of these moments. Cutscenes are charming and heartfelt, getting across the movies’ lighter moments – particularly when Indy begins to travel with hapless-but-talented journalist, Gina. Puzzles come with the sense of wonder and satisfaction you’d hope for from an Indy film. And, yes, the action is as much slapstick as it is brutal, with that sense of ‘50s B-Movie derring-do that Spielberg always aimed to recreate. 

Controller in hand, this is a classic adventure game – MachineGames has brought its considerable experience with first-person action games, but pushed it so much further. In Marshall College, you’re given a truly sumptuous tutorial – Indy unsuccessfully attempts to foil a break-in (teaching you the rudiments of combat), works out which exhibit has been stolen from the museum (giving you the basics of puzzle solving), and asks you to follow clues to work out who broke in, and who they might work for (giving you some light traversal tips). 

Following those clues to Vatican City, we’re then shown how the game will approach its more linear sequences – Indy needs to break into Vatican walls, getting past the fascist forces that have mysteriously moved in. It’s introduced as an exercise in stealth – levels are rammed with items you can pick up and throw to distract guards, from bottles to… violins. But you’re also taught that anything thrown can also be a weapon. 

For someone who is shaky at stealth at the best of times, this is welcome news. One of the pure pleasures of Indiana Jones and the Great Circle is how seamlessly it shifts gears, and this section teaches that beautifully. One moment, I’m confusing guards with clattering objects, the next I’m up on the battlements of the castle, choosing my own path towards my objective (even these more straightforward sections offer multiple routes to success), and then I’m travelling down a zipline, alerting three guards, shooting two, realizing I’ve run out of bullets, and then realizing again that, when I’m out of bullets, I can use my revolver as a melee weapon (I wish I’d understood that during the wooden spoon incident, incidentally). 

And after all of this, my demo whisked me to Giza, and I’m shown how much more of that spirit we’ll get. We already knew that the game would include more open areas along the journey, but I hadn’t quite realized how open we were talking. After a brief introduction where I meet Dame Nawal – an antiquities collector working to save the treasures of the Pyramids from the arrival of the Nazis – this section throws me into a huge swathe of playable space, packed with quests, side-quests, NPCs, and mysteries to be found along the way. 

Indiana Jones and the Great Circle handles its open areas in some novel ways. Maps need to be found and collected, for a start – and once you find them, you’ll need to literally pull out the physical map to work out where you are, and where to go. It’s a means of reducing the onscreen UI, and to ground you in Indy’s analogue world. Fast travel is available around these areas, but only by finding road signs – again, making you engage with the world placed around you, rather than menus. 

The result is that, in just a short time, I learned how the Giza area was put together much faster than I would in other games – I knew which roads led to where, and how to get from place to place without a map. It’s another means of making you Indy, rather than simply piloting the character around. 

And it’s also a way of helping you find adventure on your own. While the game is clear about your main quest (you can open up your journal at any time, review clues you’ve found, and get pointers on where to head), it’s not insistent about making you do that quest. I initially took a walk to a market bazaar – but on the way found a wanted poster for a couple of graverobbers in the area. I followed their tracks to a hidden tomb I might otherwise never have seen, and discovered their grisly fate – and a skill book (the game’s means of ‘levelling up’ your abilities). 

Once I headed back to the market, I bought a lighter from a dubious vendor, and left to take on a quest I’d been given at a dig site under the Great Sphinx. As I snuck into the area, I saw an unguarded door and, walking in, I spotted a space small enough to crawl into. I assumed this was an alternative route to my goal, but I quickly found a miniature puzzle I was never aiming for in the first place. I’d literally stumbled into an adventure. 

This happened multiple times as I played – moments of discovery pile up to lead you to quests you didn’t know existed, offering up collectibles, skill books, and story. Wandering into a medical tent offered me the chance to help a local doctor, who needed me to steal medicine from the invading forces. Heading to a Nazi encampment, I was able to use a disguise I found to walk freely, pilfering supplies. And while I was in the camp, I heard two guards discussing an underground fight club that’s been set up in a local village – I never got the chance to find the uniform I needed to be able to sneak into said club, but I’ll absolutely be heading there when I play the full game.  

This kind of organic, fortuitous discovery feels so right for an Indiana Jones game, and it’s a joy to see it coming together in such a short time with this small slice of the full adventure. And when I don’t get sidetracked by my wandering eye, the game’s main quests offer me more fully-fledged delights. When I reach my originally intended destination at the Great Sphinx, I meet Gina in a guarded dig site (kicking off a huge fight outside before I do so), then head off to steal a golden medallion from Nazi officers playing a game of cards, before returning to solve multiple puzzles in the bowels of the Earth.`  

Another major quest sees me scouring multiple locations across Giza in search of precious, ancient steles – needing to fight off scorpions by waving flaming torches (you really should get that lighter), smash down bricked up walls into undiscovered tombs, and sneak into a Nazi transport depot, taking down a captain, learning a code from a letter nearby, and breaking into a lockbox to find the stolen goods. 

I’ve played just two hours of Indiana Jones and the Great Circle, and I already have this many stories to tell. It bodes beautifully for the full experience – like I say, if this is an exercise in making you feel like Indy –  mission accomplished. 

Indiana Jones and the Great Circle comes to Xbox Series X|S and Windows PC (with Game Pass), or Steam on December 9. Premium and Collector’s Editions will offer 3 days of early access from December 6. 

Indiana Jones and the Great Circle™: Digital Premium Edition

Bethesda Softworks

$99.99

Pre-order now or Play on Game Pass* to receive The Last Crusade™ Pack with the Traveling Suit Outfit and Lion Tamer Whip, as seen in The Last Crusade™.

***
Live the adventure with the Premium Edition of Indiana Jones and the Great Circle™!

INCLUDES:
• Base Game (digital code)
• Up to 3-Day Early Access**
• Indiana Jones and the Great Circle: The Order of Giants Story DLC†
• Digital Artbook
• Temple of Doom™ Outfit

***
Uncover one of history’s greatest mysteries in Indiana Jones and the Great Circle, a first-person, single-player adventure set between the events of Raiders of the Lost Ark™ and The Last Crusade. The year is 1937, sinister forces are scouring the globe for the secret to an ancient power connected to the Great Circle, and only one person can stop them – Indiana Jones™. You’ll become the legendary archaeologist in this cinematic action-adventure game from MachineGames, the award-winning studio behind the recent Wolfenstein series, and executive produced by Hall of Fame game designer Todd Howard.

YOU ARE INDIANA JONES
Live the adventure as Indy in a thrilling story full of exploration, immersive action, and intriguing puzzles. As the brilliant archaeologist – famed for his keen intellect, cunning resourcefulness, and trademark humor – you will travel the world in a race against enemy forces to discover the secrets to one of the greatest mysteries of all time.

A WORLD OF MYSTERY AWAITS
Travel from the halls of Marshall College to the heart of the Vatican, the pyramids of Egypt, the sunken temples of Sukhothai, and beyond. When a break-in in the dead of night ends in a confrontation with a mysterious colossal man, you must set out to discover the world-shattering secret behind the theft of a seemingly unimportant artifact. Forging new alliances and facing familiar enemies, you’ll engage with intriguing characters, use guile and wits to solve ancient riddles, and survive intense set-pieces.

WHIP-CRACKING ACTION
Indiana’s trademark whip remains at the heart of his gear and can be used to distract, disarm, and attack enemies. But the whip isn’t just a weapon, it’s Indy’s most valuable tool for navigating the environment. Swing over unsuspecting patrols and scale walls as you make your way through a striking world. Combine stealth infiltration, melee combat, and gunplay to combat the enemy threat and unravel the mystery.

THE SPIRIT OF DISCOVERY
Venture through a dynamic mix of linear, narrative-driven gameplay and open-area maps. Indulge your inner explorer and unearth a world of fascinating secrets, deadly traps and fiendish puzzles, where anything could potentially hide the next piece of the mystery – or snakes. Why did it have to be snakes?

*Game Pass members get access to all pre-order content as long as Game Pass subscription is active.
**Actual play time depends on purchase date and applicable time zone differences, subject to possible outages.
†DLC availability to be provided at a later date.

Indiana Jones and the Great Circle™ Standard Edition

Bethesda Softworks

$69.99

Pre-order now or Play on Game Pass* to receive The Last Crusade™ Pack with the Traveling Suit Outfit and Lion Tamer Whip, as seen in The Last Crusade™.
***
Uncover one of history’s greatest mysteries in Indiana Jones and the Great Circle™, a first-person, single-player adventure set between the events of Raiders of the Lost Ark™ and The Last Crusade. The year is 1937, sinister forces are scouring the globe for the secret to an ancient power connected to the Great Circle, and only one person can stop them – Indiana Jones™. You’ll become the legendary archaeologist in this cinematic action-adventure game from MachineGames, the award-winning studio behind the recent Wolfenstein series, and executive produced by Hall of Fame game designer Todd Howard.

YOU ARE INDIANA JONES
Live the adventure as Indy in a thrilling story full of exploration, immersive action, and intriguing puzzles. As the brilliant archaeologist – famed for his keen intellect, cunning resourcefulness, and trademark humor – you will travel the world in a race against enemy forces to discover the secrets to one of the greatest mysteries of all time.

A WORLD OF MYSTERY AWAITS
Travel from the halls of Marshall College to the heart of the Vatican, the pyramids of Egypt, the sunken temples of Sukhothai, and beyond. When a break-in in the dead of night ends in a confrontation with a mysterious colossal man, you must set out to discover the world-shattering secret behind the theft of a seemingly unimportant artifact. Forging new alliances and facing familiar enemies, you’ll engage with intriguing characters, use guile and wits to solve ancient riddles, and survive intense set-pieces.

WHIP-CRACKING ACTION
Indiana’s trademark whip remains at the heart of his gear and can be used to distract, disarm, and attack enemies. But the whip isn’t just a weapon, it’s Indy’s most valuable tool for navigating the environment. Swing over unsuspecting patrols and scale walls as you make your way through a striking world. Combine stealth infiltration, melee combat, and gunplay to combat the enemy threat and unravel the mystery.

THE SPIRIT OF DISCOVERY
Venture through a dynamic mix of linear, narrative-driven gameplay and open-area maps. Indulge your inner explorer and unearth a world of fascinating secrets, deadly traps and fiendish puzzles, where anything could potentially hide the next piece of the mystery – or snakes. Why did it have to be snakes?

*Game Pass members get access to all pre-order content as long as Game Pass subscription is active.

The post Indiana Jones and the Great Circle: The First Hands-on appeared first on Xbox Wire.

Bungie Shooter Marathon Is ‘On Track’ But Too Early in Development to Show

Marathon, the upcoming PlayStation extraction shooter from Halo and Destiny developer Bungie, is “on track” at the studio but too early to show off yet.

Bungie released a lengthy development update video which shed light on some of Marathon’s mechanics but also just how early it is in development. Player character models are still “coming together,” for example, while enemy models are still in an “early state.”

It’s therefore “a little early to show you all of it as a one piece,” game director Joe Ziegler said, though insisted Marathon is progression as planned. “They’re not all together, but when they all do come together, we really, really are looking forward to showing you what that looks like, especially in play,” he said.

Marathon was revealed in May 2023 as a reboot of the classic Bungie franchise, and Ziegler said it will retain its themes of “mysteries, eeriness, and psychological creepiness.”

Questions have been raised surrounding its development, however, for myriad significant reasons. Bungie itself has encountered several controversies in the last year or so, perhaps headlined by the laying off of 220 staff members, meaning 17% of its workforce, in July: a move even industry peers criticized.

This came less than a year after 100 other lay offs at Bungie, at which point staff told IGN the atmosphere was “soul crushing” at the studio.

Further controversy came when a report released weeks after the 220 job losses alleged former Marathon director Chris Barrett was fired after an internal misconduct investigation at Bungie. At least eight women came forward saying Barrett behaved inappropriately toward them.

This all comes as Sony rethinks its focus on live service games such as Marathon. Sony president Hiroki Totoki said in November 2023 the company was committed to launching just six of the 12 live service games it was working on by March 2026, in a shift in strategy that saw even The Last of Us multiplayer game cancelled.

Marathon will also be launching into a post-Concord world. This was another PlayStation live service shooter that was released to tragic player numbers and pulled offline by Sony just two weeks after launch.

There is therefore a lot of pressure on Marathon to perform, with not just the game itself on the line but perhaps Bungie itself.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Bungie seek to reassure everyone that Marathon is still alive… by saying almost nothing about it

Bungie have been fairly quiet about Marathon, the upcoming extraction shooter they announced in 2023. Yesterday they released a devlog in which game director Joe Ziegler seemed to want to reassure fans of the studio that the game was still in development. He talked around a lot of the game features, without actually saying much about it. As yet, there’s still no footage of the game in action, making its previous release window of 2025 appear even more tenuous.

Read more

Nintendo Switch Online Library Adds Shadow Man and Turok 2: Seeds of Evil

Shadow Man and Turok 2: Seeds of Evil have joined the Nintendo Switch Online library in the Nintendo 64 collection.

Both games will be available in the Mature 17+ app alongside the likes of the original Turok and Perfect Dark. Nintendo keeps these mature titles separate from its general N64 collection which includes more family friendly classics such as The Legend of Zelda: Ocarina of Time, Super Mario 64, F-Zero X, and more.

Shadow Man arrived in 1999 as a 3D Metroidvania where players take on the role of Michael LeRoi as he joins a lineage of spiritual warriors who protect the land of the living from supernatural threats. IGN’s 1999 review awarded Shadow Man an 8/10, saying “fans of dark storytelling and action hounds alike will find a lot to praise here.”

Turok 2: Seeds of Evil was released a year earlier and earned a 9/10 in IGN’s review. “Turok 2 transcends framerate questions and delivers a great gameplay experience that will hook gamers if they put enough time into the game,” we said.

These games are available at no extra cost to users who have a Nintendo Switch Online membership and have purchased the Expansion Pass. Nintendo periodically adds a handful of classic titles to its myriad Switch Online libraries, which also includes games from the Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy, and more.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Magic: The Gathering Innistrad Remastered Boosters Are Up for Preorder

Return to the plane of Innistrad, where dark alleys, looming forests, and fearsome creatures beckon. With the new Magic: The Gathering Innistrad Remastered sets, fans of the spooky and supernatural can rediscover classic cards with fresh new twists. As luck would have it, booster boxes are on sale at Amazon before release day. Let’s take a look.

Magic: The Gathering Innistrad Remastered Play Booster Box – 36 Packs

This 36-pack Play Booster Box, discounted to $219.99 from its original $251.64, is a great deal for collectors and players. Inside each pack, you’ll find 14 cards, with every booster holding surprises, like Retro-frame cards, Rare or higher rarity cards, and potential art cards that showcase updated visuals for this eerie set. Each pack offers:

  • 1–4 Rare or higher cards with alternate art or unique border treatments for that classic Innistrad chill.
  • 1 Traditional Foil card every time, and a 20% chance of a Foil Land to add a wicked gleam to your decks.
  • Art cards unique to Play Boosters, some with foil signatures straight from the artist’s pen!

With 504 cards in total, this box brings back the spooky thrills of the original set while adding modern touches and rare finds for fans, old and new.

Magic: The Gathering Innistrad Remastered Collector Boosters – 12 Packs

For those who crave something a little more hauntingly special, the Collector Booster Box is discounted to $329.99 from $359.88. This premium box includes 12 packs, each with 15 cards, and is loaded with exclusive extras:

  • 500 serialized Edgar Markov cards (available only in Collector Boosters) for a one-of-a-kind find.
  • 6 alternate-frame cards per pack, including Movie Poster art that reimagines Magic’s iconic characters as classic movie monsters.
  • Exclusive Retro-frame cards, high-rarity pulls, and Movie Poster treatment cards ramp up the gothic horror.

Collector Boosters are packed with premium foils and special frames—an absolute treat for fans who want their collection to have a little extra bite.

Magic: The Gathering Innistrad Remastered Collector Booster – 1 Pack (15 MTG Cards)

Single packs are also available from the above, although they’re not on sale right now. If you want to get some big savings for MTG Innistrad Remastered, a booster box preorder is the way to go!

The Original Innistrad Set & Remastered Enhancements

The original Innistrad set, released in 2011, is a legend in its own right. Known for its gothic horror theme, it introduced fans to innovative mechanics like double-faced cards that allowed creatures to transform—turning villagers into werewolves, for instance, by the light of the full moon.

With strong tribal mechanics for Vampires, Zombies, Spirits, Humans, and Werewolves, the set quickly became a favorite, bringing a whole new depth to Magic: The Gathering’s story-driven gameplay.

Innistrad Remastered stays true to the original’s essence, bringing back these memorable features while introducing fresh elements like Retro-frames, Movie Poster treatments, and modern art that pays homage to Innistrad’s dark, sinister themes.

The result is a stunning mix of nostalgia and innovation, giving old fans and newcomers a chance to enjoy the best of this gothic world with some modern flair.

Ready to relive the chills of Innistrad and add some of its horrors to your decks? Grab these deals while they last, and add a bit of spine-tingling magic to your collection.

Keep an eye out on IGN as we watch over the best deals for Magic: The Gathering over Black Friday and on socials via @IGNDeals. Plus, for a glimpse into the future, take a look through our comprehensive guide on the upcoming MTG releases and a quick review of the sets already launched this year.

Christian Wait is a UK-based freelancer for IGN, you can follow him @ChrisReggieWait on Twitter/X.

Path Of Exile 2 early access release delayed to December to ensure your POE microtransactions carry over

Path Of Exile 2‘s early access release has been shoved back three weeks from 15th November to 6th December 2024, game director Jonathan Rogers has announced in a brief Youtube video. The action-RPG itself will seemingly be ready in time for the original launch date, but there’s a load of “server-side infrastructure work” that needs doing.

Read more

Three Adorable New Animal Crossing Plush Have Been Revealed

Arriving in Japan this December.

If you happen to be a fan of Animal Crossing and love plush toys, you might be interested to hear more themed ones are on the way. They’ll be released in Japan at the local retailer San-ei and are scheduled to arrive at some point in mid-December.

Unfortunately, they are limited to Japan for now and there’s no mention of a global release just yet. The new plush options include Sasha, Goldie and Stitches, and each one varies in size. Sasha is 24cm, Goldie is 23cm and Stitches is 19cm.

Read the full article on nintendolife.com

Call of Duty: Black Ops 6 Multiplayer Review

Note: This review specifically covers the multiplayer of Call of Duty: Black Ops 6. For our thoughts on the other modes, see our single-player campaign review and our Zombies mode review in progress.

Alright boys and girls, the word of the day is Omnimovement. That’s where you take a Max Payne-esque leap in any direction, guns blazing, only to land on the ground in the most dramatic way possible to minimize getting shot and maximize your aim after exposing yourself, and it’s a game-changer in Call of Duty: Black Ops 6’s multiplayer mode. Sure, we can nitpick all day at minor things other games do better, but in the face of such fun, fast, and smooth online competition, those seem insignificant. Black Ops 6 is certainly no reinvention and arguably plays it a bit too safe, but its fundamentals – moving and shooting – are at such a high level as to elevate the experience well above that of years past. I spent a couple of hundred hours grinding through the perfectly fine but not at all remarkable Modern Warfare 3, but after a few days in Black Ops 6, I can’t even imagine going back.

This isn’t the first time we’ve seen moves like this in Call of Duty, but it’s the first time the developers have embraced the technique the community invented and used to call Dolphin Diving, and they built on it with dramatic flair. I still find it a little cumbersome to execute properly with my mouse and keyboard control scheme, but I’m happy to say after my nearly 20 hours grinding out matches, I’ve already gotten much better at bursting into a room with a gun-blazing sideways leap.

Where I think Omnimovement works the absolute best, though, is when you’re moving backwards. When you dive back and hit the ground, you have the same overall target footprint as you would in the prone position, but now you have 360 degrees of aim freedom and you can both get up and move around while on the ground much more easily. When I pull any of these moves off I also congratulate myself for giving everybody else a good show, because it looks really cool from an observer’s perspective.

Crucially, though, omnimovement isn’t omnipowerful. Those online acrobatics may make for some sick clipouts, but I’m finding it pretty easy and extremely satisfying to take people out when they get overconfident and execute a flying sideways John Woo leap directly into my gunsights. In fact, if you’re playing against me I encourage you to Omnimove as much as possible.

On my end of things, I find it a little harder to aim true with an Omnimove than I do with just a simple slide or traditional dolphin dive and so I end up using those tried-and-true methods much more often. Part of that is undoubtedly muscle-memory, but for the most part I find Omnimovement to be a ridiculously cool way to get around that doesn’t necessarily help me competitively except in very specific situations. It’s another tool in the toolbox, but not the end-all-be-all.

Maps, Modes, and Gunplay

Call of Duty lives or dies by its gunplay, and Black Ops 6 is absolutely fantastic in that regard. I’ve been grinding the XM4 since launch, one of the first weapons available to you when you boot it up for the first time. It feels phenomenal to use, and since I’ve been using it for at least 80% of my matches, I have it customized to a level that has me afraid to try out any of the other assault rifles. I mean, I’m obviously going to, I gotta get those skins, but with the Gunfighter Wildcard, I now have a total of eight attachments on my XM4 and it’s an absolute beast. I do think the Gunfighter wildcard is a little too generous, but on the other hand, bow to my OP XM4. There’s almost no situation in which it doesn’t just dominate: I’m able to easily take out snipers in larger maps like Protocol while also having no problem at medium range for maps like Subsonic.

Sniper rifles are, as always, cumbersome to use but absolutely lethal in the hands of a skilled player. I am not that player, but there really is something to be said for racking up those satisfying head shots. I’m also a fan of the SMGs, although I’ve only just started on those. I’ve definitely noticed how many times in any match on any map I’ve fallen to an SMG, though. They almost seem a little too powerful at medium-range.

Call of Duty lives or dies by its gunplay, and Black Ops 6 is absolutely fantastic in that regard.

I’m not really too keen on the Marksman rifles this year, but I’m sure that will change as I open up more attachments. I’ve always loved a good Marksman rifle, especially the KAR98K from previous Call of Duty games. It’s the lethality of a sniper rifle with the handling of an assault rifle. I’ve never really liked shotguns or LMGs, but in modes like Gunfight where I don’t have a choice, I’m totally fine with them. Just not a gun category I’m really interested in other than fulfilling higher-level skin unlock requirements.

I also like how the perks work this year. If you equip three from the same category, you’re given a special fourth perk. My favorite is rocking a full Recon build, because it briefly exposes enemy positions when you spawn, giving you an edge on the smaller and even medium sized maps.

Maps like Rewind and SCUD, which I thought were just okay during the beta, are now among my favorites thanks to how well you can move and shoot your way through them. Rewind has a perfect mix of long corridors and close-quarter interiors, and SCUD has some of the best sniper lanes in the current crop of launch maps.

It feels like the maps were designed around different load-outs, with larger ones like the aforementioned SCUD and the island-based Protocol having excellent sniping spots while also working well with medium and even short-range guns. You have your long, open lanes with plenty of windows and balconies to perch your glinting sniper scope, but there are also tunnels, building interiors, and obstructions that invite you to play with other guns. It’s great because you don’t end up with teams made up primarily of snipers plunking one another from across the maps. Smaller maps, like Payback, lend themselves extremely well to the medium and short-range weapons and Payback in particular is absolute chaotic fun for objective-based modes like Headquarters and Control. The cramped quarters, ample angles, and multiple levels with such a small footprint means tons of chaos and carnage all happening quickly, as you’re constantly running into enemy players at every turn.

Subsonic, a small-ish map set in a stealth aircraft hangar, has one of my favorite features in any of the maps: a hangar bay door that opens and closes during the course of the match. This one little idea completely changes up how you have to approach the onslaught in objective-based modes throughout the match, and I love that it forces you to switch up your strategy on the fly. You really have to use both tactical and strategic-based thinking and it’s awesome.

There isn’t a single one of the 16 maps I don’t enjoy loading into.

I’m actually at a loss to name my least-favorite map, because there isn’t a single one out of the 16 total that are here I don’t enjoy loading into. Red Card, a large map outside a soccer stadium, is maybe the only one I have a bone to pick with, but that’s entirely because you can’t actually run out onto the pitch and shoot each other. That just seems like a missed opportunity. But otherwise it has a lot of variety, making it a great map for almost any type of loadout.

I’m a little bummed out that the modes present are really nothing new. It makes me realize that the last really cool new multiplayer mode in a Call of Duty was Champion Hill in Vanguard back in 2021, and weirdly that hasn’t been seen or iterated on since. I would have loved to see something novel and new to discover, but Treyarch plays it safe with a standard set of modes like Team Deathmatch, Control, and Kill Confirmed.

The newest idea is Kill Order, a spin on VIP modes where one member of each team is designated as a High Value Target. It’s pretty fun when you play with friends, but otherwise everyone just runs off and acts like it’s Team Deathmatch, completely ignoring the objective to protect the HVT. That’s not to say I don’t like it, because there’s a reason this style of mode has stuck around so long, but the minor tweaks like giving the HVT more armor and a very Warzone-like chance to revive if they’re killed don’t do enough to set it apart.

My go-to mode to play with a friend is Gunfight, a 2v2 mode on extremely tiny maps. It’s a pretty simple fight to the death where everyone has the same loadout that changes between each round, so you never really know what to expect. It’s also a great mode to jump into when you only have a small window of time to play, because the matches are really fast and over quickly. By and large, though, my friends and I stick with regular modes when playing together, and I switch to hardcore Team Deathmatch and hardcore Free-for-All when I’m playing solo.

For the most part, Treyarch stuck to its promise to revamp the user interface in Call of Duty, and while I do think it’s a big improvement in areas like gunsmithing and picking which of the base game modes you want to play, it still has weird issues that caused me some frustration. The greatly improved interface of Black Ops 6 really falters when it comes to finding Hardcore games to join, though. You need to open up the mode filter menu, and then select Hardcore from there, and then filter your modes. On top of that, BLOPS 6 seems to forget I want to play Hardcore and switches me back to the regular mode – something I usually only notice when I start a match and it suddenly takes more than one bullet to down a foe, usually resulting in a kill for my opponent.

My only major complaint about Black Ops 6 is that it has resurrected weird bugs and glitches that MW3 seemed to have completely squashed. At one point I started up a match and got the XP screen telling me I’d earned negative 170,080 experience points and was now at level 1, which felt pretty harsh. That, thankfully, didn’t stick, but sometimes my friends still see that level 1 indicator over my head. I’ve also had more than one occasion where a match would end and I’d be thrown back to the launch screen for a moment, only to drop back into the lobby but without my teammates. And there was a weird bug where it showed me ‘&&,’ C# for a logical ‘AND’ operator, instead of their level. So far none of these bugs have affected my gameplay or progression, and even that awkward level 1 reset disappeared once I restarted the game (which I did immediately). However, these small bugs are happening noticeably more often than I’m accustomed to.

The Weapons Grind

One of the main reasons I play Call of Duty multiplayer so much each year is to unlock weapon skins. The non-corporeal reward of a shiny gun always spurs some sort of primitive pleasure system inside my brain into action, and I do whatever is necessary to unlock the shiniest. That can be a slog that makes me curse that part of my brain, but this year things are a little different in a way that makes me happy to indulge that compulsive behavior.

For example, they keep it simple this year, at least at first. For the XM4, get 10 headshots to unlock the first skin, then 20 to unlock the second, and so on up to 100. It’s only once you’ve done all those that you get to the more elaborate, “Kill 10 enemies with your gun shortly after sprinting” type challenges that reward you with Specialized level skins. And you know what? I’m into it. It makes the common skins feel more common and the Specialized and Mastery level skins feel more, well, specialized and masterful. Am I looking forward to having my K/D plunge because I’m chasing the weapon skin dragon instead of taking whatever kills I can get? Not really, but I much prefer having those super cool skins require a little extra work.

I’m pretty disappointed in the variety of operators and their skins so far.

In addition to the weapon skins, the usual unlocks are here: new weapon parts and slots that open up as you level each weapon, different reticles for your sights, scorestreaks, wildcards and, of course, new operators and their associated skins.

Of the scorestreaks, one of my favorites is the new Archangel missile launcher that gives you a remote-controlled missile you operate from a first-person view. It’s like the cruise missile from Call of Duties past, but with a ground launch and much more control. If you like, you can just circle around the map for a surprising amount of time, searching for that perfect kill. It’s really fun and really effective.

The Watchdog Helo is another powerful scorestreak that operates similarly to helicopters from previous Call of Duty games, but this time it marks enemy positions on the map even if it can’t take them out with its minigun. At launch, it was a little too powerful and a little too hard to shoot down, but Treyarch has already balanced it out and now I feel like it’s right on the money. It doles out serious damage, but if you’re on the receiving end you can shoot it down without it feeling like a flying bullet sponge.

That said, I’m actually pretty disappointed in the number and variety of operators and operator skins so far. I know Black Ops 6 just came out, and Activision is really good at selling cosmetic upgrades over the course of a year, but one of the best parts of MW3 multiplayer was the sheer variety and absurdity of the skins. No matter how many times I dropped into a match with someone with a Snoop Dogg skin, I still got a huge kick out of hearing “I got your six, homie,” in Snoop’s actual voice.

None of those operator skins carry over into BLOPS 6 multiplayer, and the current crop plays it pretty safe with characters from the BLOPS 6 campaign, and the more ridiculous skins like Brutus and Klaus only being available if you purchased the Vault Edition. I already miss looking around at my team and seeing Nikki Minaj, Cheech Marin, an orangutan, Michael Meyers, and Violator from Spawn ready for action. Please bring us the ridiculousness, Treyarch and Raven. I’m a simple man; That’s all I ask.