
Call of Duty: Black Ops - Cold War
Push past a rough opening hour and you get one of the strangest Cold War campaigns the series ever shipped, plus Zombies that still holds a four-player lobby together.
GamerScout Verdict
Worth it for the paranoid campaign and four-player Zombies; treat the aging multiplayer as a bonus, not the main draw.
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About Call of Duty: Black Ops - Cold War
The first hour does this game no favors. You open strapped to a chair with a voice barking numbers at you, then get shoved into a Bay of Pigs raid that mostly asks you to walk forward and shoot wherever the script is pointing. On PC there is extra friction on top: an old executable that can argue with modern hardware, settings you will probably want to fiddle with before it feels smooth, and public lobbies where the occasional cheater still slips past VAC. My advice is to push through those first two missions. What comes after is a far stranger, far better campaign, and the two modes parked next to it are the real reason 91 percent of over 43,000 Steam reviewers still give this a thumbs up. The Cold War fiction is the hook. Treyarch built a story of black operations that never officially happened, hopping between Cuba, the Soviet Arctic, Vietnam, Laos and Hong Kong, and wrapped the whole thing in an interrogation framing device where your character, Mason, is being pushed to remember something he may not have actually done. It uses an unreliable narrator better than a big-budget shooter has any right to, and the mission variety carries it: one level has you directing a squad from an SR-71 camera feed, another puts you behind the guns of a Hind, another sends you crawling through tunnels with a pistol and a flashlight. It is linear in the way all Call of Duty campaigns are linear, with enemies trickling in until you cross an invisible line, and Veteran difficulty leans on grenade spam rather than smarter AI. Six to eight hours, no padding. Multiplayer is the 2010 template at its most generous. Instead of a pure unlock ladder you earn points and spend them on attachments, perks, camos and emblems, so you can chase the build you actually want rather than the one the game decides you have earned. Wager Matches are the part people still bring up: Gun Game, Sticks and Stones, One in the Chamber and Sharpshooter, all short, all chaotic, all better with a group. The map list gave the series some of its most reused layouts (Nuketown, Firing Range, Summit, Jungle), killstreaks run from spy planes and RC-XD cars up to chopper gunners and attack dogs, and Theater Mode lets you rewatch and clip your own matches. PC gets dedicated servers, and Combat Training against bots is genuinely useful, both as a warmup and as a fallback when the population is thin at your hour of the day. Zombies is the mode that has aged the least. Four players, a round-based grind, wall buys and the mystery box, Pack-a-Punch upgrades, and map design (Kino der Toten and the Pentagon map, Five, most of all) built around opening doors in the right order and setting up a training loop before the horde outpaces your ammo. It rewards a group that communicates and punishes one that does not, which is exactly the point. There is also Dead Ops Arcade, a top-down twin-stick survival mode tucked away in the menus, which is a bigger and weirder bonus than it sounds and worth digging out on its own. Where it disappoints is mostly a function of age. Movement is flat by modern standards, the time to kill assumes you are playing on a decent connection, and hit registration is at the mercy of whatever server you land on. The campaign's biggest moments are scripted spectacle rather than anything you meaningfully influence, and if you have played any Call of Duty since, the gunplay will feel a half step slower. None of that stops the core loop from working. So who is this for? Anyone who wants a compact, paranoid, well-acted shooter campaign they can finish over a weekend, and anyone with three friends and a tolerance for grinding rounds until someone panics next to the mystery box. If you are only here for a busy modern multiplayer scene, look elsewhere. For the other three quarters of the package, it holds up.

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System Requirements
Minimum
- Processor
- Intel® Core™2 Duo E6600 or AMD Phenom™ X3 8750 or better
- Memory
- 2GB
- Graphics
- Shader 3.0 or better 256MB NVIDIA® GeForce® 8600GT / ATI Radeon® X1950Pro or better DirectX®: D…
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Game Info
- Developer
- Treyarch
- Publisher
- Activision
- Release Date
- Nov 9, 2010



