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Call of Duty: Black Ops 7
Call of Duty: Black Ops is the seventh main Call of Duty game and the sequel to Call of Duty: World at War. The game differs from most previous installments, w…
Call of Duty: Black Ops 7 is out today on PC, PS4, PS5, Xbox One and Xbox Series, but the headliner isn’t a flashy set-piece or a celebrity cameo. It’s the fact the campaign demands a constant internet connection, won’t let you pause, and doesn’t use traditional mid-mission checkpoints. As someone who plays every CoD campaign on Hardened after work, this caught my attention because it fundamentally rewrites what “single-player” means – especially if you’ve got limited time, flaky internet, or just a dog that occasionally needs to be let out.
Treyarch and Activision clearly want a connected experience that bleeds from campaign into endgame systems and the broader multiplayer ecosystem. We’ve seen the trend across the industry: Diablo IV’s story mode is always online, Gran Turismo 7 ties progression to servers, and Suicide Squad launched with a similar requirement. The pitch is consistency, anti-cheat, and a seamless social layer. The problem? Those benefits land hardest for co-op groups and barely help the person who just wants a popcorn-shooter story they can chip away at after work.
Black Ops 7 doubles down by removing classic safety nets. You can’t pause. You can’t rely on mid-mission checkpoints. If your network hiccups or you need to step away, tough luck – you’re restarting. That’s not difficulty; that’s friction. CoD’s campaigns built their reputation on high-octane, highly produced sequences you could enjoy in digestible chunks. This design asks you to schedule your life around the game, not the other way around.

The campaign is structured like a co-op mode that happens to allow solo, not a solo mode that happens to allow co-op. Your “squad” mostly exists as radio chatter. There isn’t a robust AI team filling gaps, reviving you, or changing tactics on higher difficulties. In a two- or three-player run with voice chat, that can sing — coordinated pushes, clutch revives, emergent chaos. Alone, it can feel oddly empty, especially when a disconnect turns a 30-minute mission into a total do-over.
And yes, before anyone says “just use Quick Resume”: always-online sessions rarely survive those suspend features. Xbox and PlayStation will happily freeze the app; the server won’t wait for you. In practice, you return to a lobby and your progress is gone.

We’ve already lived through the always-online backlash cycle — SimCity (2013) and its infamous “server load” excuse, Diablo III’s Error 37, GT7’s locked progression. The difference is scale. Call of Duty is the annual blockbuster that sets expectations for a massive chunk of the audience. If Black Ops 7’s campaign lands well enough commercially, it signals to other publishers that removing pause and offline play is fine. That’s a bad future for players who value flexibility and game preservation.
This also isn’t unprecedented for the franchise. Black Ops 4 famously dropped a traditional campaign entirely, betting big on Blackout. Treyarch experiments — sometimes it works, sometimes it doesn’t. But when experimentation collides with basic usability (pause, save, resume), the cost lands squarely on players.

The most worrying question isn’t about day-one friction — it’s about year five. We’ve seen what happens when always-online games lose their servers: The Crew literally vanished from storefronts and from players’ libraries. Call of Duty has one of the most storied single-player legacies in the medium. Locking a campaign behind an on-switch you don’t control puts that legacy at risk. At minimum, communicate a long-term plan for an offline patch down the line.
Black Ops 7’s campaign is slick and co-op-forward, but the always-online requirement, no-pause rule, and lack of mid-mission checkpoints punish solo players. If you can squad up, you’ll likely have fun; if you can’t, this design needs fixes — fast.
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