Call of Duty: Black Ops 6

“A 1991-set shooter whose open missions, safe-house puzzles and boss-fight music outweigh armour plates and unpatched visual glitches.”

Call of Duty: Black Ops 6 is the 2024 entry set in 1991, following a framed team that operates from a Bulgarian safe house between missions. The campaign runs about eight hours and spans Kuwait, a crime-riddled city, Washington, an Iraqi desert and a research facility.

The Rook safe house is a treasure hunt in itself, with a black-light room, piano code, keypad and radio puzzles and a hidden safe rewarding money for base upgrades. It is the best iteration of the hub idea the series has tried.

Level variety is the standout, from an unexpected open-world desert mission to a Doom-like level with boss fights and a casino heist. The facility missions add a grappling hook, and the music shifts to a different track for each major fight.

The armour-plate system is the most persistent gripe, carrying bad memories from the previous entry. The Kuwait airport mission stacks super-armoured, grenade-heavy enemies with no good cover and useless AI companions.

Graphical glitches mar the presentation, with black smoke puffs, black glass and enemies bursting into squares, an unpatched variable-rate-shading bug on AMD cards. The white quick-time prompts are hard to read, and the balance leans heavily on cutscenes over gameplay.

The closing gauntlet throws overwhelming damage and crowds, and it is the campaignโ€™s weakest stretch. The weapon-card pickup display reads like an action RPG and makes hovering over gear harder to parse.

Overall, mission variety, the safe-house puzzles and the boss-fight music make Black Ops 6 a high point of the series. The armour plates and unpatched visual bugs are the main knocks on an otherwise stable campaign.