![]() As well as choosing “Bell”‘s gender and elements of their backstory, you can also take up to two personality traits that provide bonuses to health, aiming speed, ammo capacity and other mechanics. You can also customise your character, “Bell”, which feels odd at first but is justified in-story later. Cold War is structured around using an evidence board to decide your team’s next moves and identify where the villain, near-mythical Soviet spy Perseus, is, and I found that this approach worked surprisingly well. (You can attempt the side missions without collecting enough evidence, or without solving the decryption puzzles, but this is very unlikely to succeed). Where Cold War tries something new is in its campaign, which steps away from the linear A>B path of most COD games. The first and final missions are locked in place, but the rest can be done in any order, and can be replayed to complete side objectives that unlock once you’ve collected and decrypted evidence from other missions. ![]() However, Cold War had more stealth elements than I remember previous games having, such as a mission where you must sneak into someone’s house to plant an item and so need to listen to the environment and family chatter to successfully avoid the target and his family. The stealth peaks with a mission that involves inflitrating KGB headquarters, which requires consistent caution – both in where you go and in how you talk to NPCs – for 90% of the mission, but then pays off with an explosive final 10%. ![]() The majority of Cold War is business as usual for the “boots on the ground” type of COD games, and gameplay is mostly the familiar COD blend of corridor-shooter sections, setpiece spectacles, and vehicle segments. ![]() So as soon as I learned that Black Ops: Cold War was a direct sequel to Black Ops that returned to the tone and focus of the start of the series, I really hoped to enjoy it. My first ever FPS was Call of Duty: Black Ops, and my favourite FPS is Call of Duty: Black Ops 2. ![]()
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