The Black Ops series is the most played sub-franchise in Call of Duty’s history, with over 100 million people having gotten their hands on the game since the first iteration released back in 2010. Treyarch created one of the most intriguing campaigns we’ve seen from Call of Duty when they released the first Black Ops, in addition to one of the most enthralling multiplayer experiences.
As is natural with most developers who work with ongoing franchises, advancement and innovation are key to keeping a game fresh. Black Ops 3’s multiplayer will unquestionably be a lot different than what we saw in Black Ops 2’s and Treyarch has a variety of changes in mind for the former.
Call of Duty: Black Ops 3 Multiplayer Game Director Dan Bunting spoke about how Treyarch wanted to build upon the multiplayer experience they delivered in Black Ops 2. He told atombash.com finesse control was at the top of the list of things they wanted to provide players with.
“I mean a lot of it is giving the finesse control and giving them the power to navigate the environment with a learning curve that can extend over time and develop a mastery of those skills. The fluidity was a very big, important part of it to us because in past games, if you want to mantel over cover, you have to face that piece of cover, actually look at it, hit the button to mantel over it and it took your gun away. It took you out of the fight for a little while and exposes you for a pretty long amount of time in terms of Call of Duty time scale. We wanted to eliminate all of those little frustrations,” Bunting said.
The futuristic setting of Call of Duty: Black Ops 3 inherently means there will be some features that strike out frustrations like slowly vaulting over cover anyway. Exo-suits eliminate a lot of those grounded problems and they add a new dynamic to gameplay, in that players can be more creative than they would have been able to be without exo-suits.
Players will find out that much like in previous games, maps are designed to embrace and unlock creativity from gamers. The implementation of wall-running mixes things up nicely and Bunting spoke about how everything comes together in Black Ops 3’s map design.
“We wanted to make it so players do think they can get to places through the movement system, so all of it kind of organically comes together in a system that with the map design. The maps are designed from the ground up with that system in mind because it was one of the first things we did and if you can fluidly move through the environment, you don’t have to think too much about movement, you can think more about combat. That was really one of our core goals,” Bunting said.
It’ll be very interesting to see how players handle the boost jump in Black Ops 3. Some people might not be using it as much because of how it can leave you vulnerable if you use the boost jump in the wrong situation. Bunting discussed how they hope players will develop their own play styles through the choice of using and not using the game’s boost jump.
“People don’t have to use [the boost jump], that’s the thing, we don’t want to force anything onto players. We want them to be able to develop their own play styles because we’re really big proponents of giving players the tools. It is a sandbox environment, multiplayer is very system driven, so it’s a sandbox space and we do want to give players the tools to find their own play style,” Bunting said.
We’ll all find out how multiplayer and the rest of Black Ops 3’s elements come together as we approach this fall’s release. Call of Duty: Black Ops 3 will be launching this coming Nov. 6 for PS4, PS3, Xbox One, Xbox 360 and PC.