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Call of Duty: Black Ops 7
Embrace the madness. In Call of Duty: Black Ops 7, Treyarch and Raven Software are bringing players the most mind-bending Black Ops ever. The year is 2035 and…
Call of Duty: Black Ops 7’s new PvE mode, Endgame, caught my attention because it finally tackles a gap CoD’s had since DMZ lost momentum: a tense, replayable experience that isn’t Warzone sweatfest PvP. Endgame mashes together Zombies’ frantic combat with extraction stakes and roguelike decisions. The twist? You’ll need to clear the first 11 co-op campaign missions to unlock it-unless a friend who’s done the grind invites you. That gate is going to be a talking point, but the core loop looks seriously compelling.
Here’s how a match plays out. You drop into Avalon-essentially a repurposed campaign space peppered with points of interest that nod to past Black Ops locales—either solo or with up to three squadmates. Before boots hit the ground, you pick one of 24 operators and lock in a build. Operators aren’t just skins; they bring different strengths, and you layer on weapons, a consumable, and both major and minor abilities. In the reveal footage, we saw utility like anti-gravity fields that bunch enemies and force-field domes that fortify a hold—classic PvE crowd control and defense that immediately suggests team synergies.
Once you’re in, it’s all about building combat power. Every AI kill, activity, and assignment bumps your power toward level 60. Crossing thresholds unlocks Endgame’s four difficulty zones, each more hectic than the last. The roguelike flavor appears in the moment-to-moment choices you make as rewards pop. One clip showed a player picking between a self-revive kit and C4. That’s the kind of micro-decision that shapes your run: survivability now or burst damage for the next encounter.
When you’re satisfied with your haul—or just barely hanging on—you call a VTOL for extraction. This kicks off the familiar “hold the zone and pray” phase. Make it out and you bank your power level and loadout into the next match, giving you a foothold to push deeper into harder zones. Fail the exfil or run out the clock and it’s a hard reset. That wipe-on-fail keeps the adrenaline high, but it’ll sting if a sloppy final push costs you an hour of work.

CoD needs a strong PvE pillar. Zombies scratches a wave-based itch, but it’s not an extraction loop. DMZ had a cult following before being sidelined, and plenty of us liked the tension but not the PvP griefing. Endgame looks like Activision’s answer: a safer sandbox to experiment with builds, progression, and team play without worrying about an enemy trio deleting you from 200 meters.
The 11-mission co-op requirement is the spicy bit. On one hand, funneling players through campaign co-op might teach fundamentals and get more eyes on the story. On the other, locking a flagship mode behind an hours-long prerequisite is going to alienate multiplayer-first players who bounce off campaigns. The “invite bypass” softens it—if your buddy’s unlocked it, you can tag along—but it also creates an awkward have/have-not split for LFG groups. If Endgame is as sticky as it looks, expect Discords to spin up “carry” channels on day one.

On the plus side, the abilities scream buildcraft. Anti-grav into a force-dome hold sounds like chef’s kiss PvE synergy, and the roguelike rewards promise different runs instead of rote farming. Banking power via extraction scratches that satisfying “one more run” itch, and Avalon’s Black Ops throwbacks give the mode some identity beyond “another grey factory map.” The fact you can go solo is nice for late-night grinders who don’t want to wrangle a squad.
Concerns? A few. Power carryover could create a snowball where veteran squads steamroll early content; we’ll need smart matchmaking or zone gating so new players aren’t stuck in lobbies with demigods. The full wipe on failed exfil is on-brand for the genre, but if the best rewards and camos sit behind flawless runs, casuals may feel locked out. Solo viability is a question too: will AI scaling and objective timers respect one-player pacing, or will solo be a masochist’s challenge? And while the operator roster is deep, we’ll have to see if “24 operators” translates into meaningful playstyle diversity or six good picks and 18 cosplay options.

One more thing: progression in a PvE mode lives or dies by meaningful unlocks. Endgame promises camos and power upgrades, but the meta will hinge on whether choices feel interesting at hour 20, not just hour two. If the reward cadence dries up or the loop leans too hard on grind walls, even a strong foundation won’t keep squads coming back.
Endgame looks like the smartest Call of Duty pivot in a while: Zombies-speed PvE with DMZ-style extraction and roguelike spice. The 11-mission campaign gate is a questionable hoop, but the loop itself has serious legs if progression stays rewarding and solo balance lands. I’m cautiously hyped—and ready to bunker a VTOL pad the second the doors open.
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