Call of Duty: Black Ops III

“A 2065 shooter whose cyber abilities, tactical vision and ambiguous story outweigh locked loadouts and a worn-out running gag.”

Call of Duty: Black Ops III is the 2015 entry set in 2065, forty years after Black Ops II, where a direct neural interface grants cyber abilities. The near-seven-hour campaign leans into that gadgetry, and the story’s final twist reframes the player character’s identity.

The cyber abilities are the highlight, with the fireflies opening enemies up, remote turret hijacking and an electric palm strike that is too good. Tactical vision highlights enemies and even shows grenade blast zones, functioning like a cheat code.

The plot favours ambiguity over tidy resolution, and the ending reveal is enjoyed for how it recontextualises the journey. Mission variety spans a storm-torn quarantine zone, a Cairo uprising, a WWII simulation and mindscape boss fights.

The game looks great for its age, and the animated weapon skins, from a vibrant pink to a deep fried finish, add personality to the arsenal. The Black Ops series music continues to land.

The biggest gameplay gripe is the loadout lock, with enemy weapons unavailable to pick up and the secondary forced to a pistol. Wall running is finicky despite working in the tutorial, though every section offers a fallback path.

The train-go-boom gag is run into the ground within a single mission, and one parking-garage approach spawns enemies endlessly. The AI companions are useless in a pinch, and a couple of long levels outstay their welcome.

Overall, cyber abilities, tactical vision and mission variety make Black Ops III a fun, intriguing campaign. The loadout restrictions and repeated gags hold it back from the series’ very best.