Ahead of today's Direct reveal event, I traveled to Los Angeles to meet many of the devs behind this year's COD release. I even had a chance to play a few rounds of multiplayer, but more on that later.
Our visit involved a lengthy presentation which delved into the campaign, multiplayer, and zombies segments of, and some interesting new tech the game is adding to the shared Call of Duty engine. Mark Gordon, Co-Studio Head at Treyarch, tell us that aims to After last year's brutal critical response to the rushed , it was bold yet welcome statement for Gordon to deliver that is
is the longest-in-development game in the franchise's history and has much pressure upon it for the above reasons, and knowing it's the first Call of Duty release under Xbox. Let's take a deep dive into everything I saw and learned while visting Treyarch and interviewing some of the team.
After watching a high-octane trailer to the tune of The Prodigy's «Firestarter,» we begin a deeper dive into the setting of the campaign. we're told as we learn that is the first game in the series where the team is on the outs. a Treyarch dev explains. The story sees players having to join forces with past enemies. The word «rogue» is thrown around frequently.
Natalie Pohorski, Lead Producer at Raven Software, highlights the key pillars of designing the Black Ops 6 campaign:
A summary of the Black Ops 6 synopsis goes something like this: In 1991, an operation in Kuwait goes sideways and leads to a breach in protocol when Russell Adler reappears after going missing for months. He leaves Frank Woods with a cryptic message that leads to the discovery of a clandestine force called The Pantheon which appears to have infiltrated the highest levels of the CIA. The team is forced to go rogue and follow the trail of The Pantheon and prevent them from deploying an apocalyptic weapon.
As for gameplay, aims to deliver something more epic, including in player choice. Jon Zuk, Associate Creative Director at Raven
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