Gaming
Call of Duty Black Ops 6 review: Ambitious but reliably good
Thanks to a refreshingly experimental campaign
There is only so much you can do with the first-person shooter genre before it all boils down to just shooting at targets. With decades of experience under its belt, it’s easy – or perhaps, expected – to assume that the Call of Duty series has reached the end of its bag of tricks. Black Ops 6 can prove this assumption wrong, though. But it’s not so much a reinvention as it is a loving tribute to the greatest hits of the genre.
A campaign to (shoot, sneak, survive, and) die for
As someone who’s played the original campaigns of the very first Call of Duty games, the franchise relies on a few strategies to set each game apart from one another. They can tell a compelling story, design intricate maps, or – as is common in today’s game – showcase what players can do in multiplayer mode.
Black Ops 6, on the other hand, takes a more experimental approach, rather than going for the traditional run-and-gun levels. After a brief prologue of the latter, the campaign opens up to a cornucopia of variety. One level has players stealthily infiltrate a political event hosted by Bill Clinton. The next chapter then takes players to the front door of Saddam Hussein’s palace in a Halo-like open-world map. Each level is fundamentally different from the rest. But, if you miss the old run-and-guns, every level usually ends in a straight-up gunfight.
This is definitely a bold approach for a very traditional series. The campaign effectively borrows its ideas from the best of the genre: the aforementioned Halo, Bioshock, and Dishonored, for example. Amid its boldness, it’s also refreshing after years trudging through similar-looking shooting levels.
What makes Black Ops 6 a Call of Duty game?
Though Black Ops 6’s campaign is easily the most fun I’ve had in a Call of Duty campaign, it’s a bit difficult to sniff out its essence as a Call of Duty game. A lot of times, I kept forgetting that I was playing one.
It’s not a knock on Black Ops 6, to be fair. Rather, it’s a comment on the entire series. The game could have been tighter if it had a stronger fiber that bridges levels together into one cohesive unit.
Now, the campaign does have a few ways of doing this. The story, for one, has the makings of a traditional political thriller, as is expected from the Black Ops series. Another way is the safe house in between missions, a hub world stylized as “The Rook”. This is where the game can do a bit more.
The Rook is a safe house where the main crew rests in between missions. It’s where you, the playable character named Case, can learn more about your teammates. Additionally, it also offers upgrades you can take for missions, purchasable through collectible currency, which is difficult to obtain through the campaign.
While these are all what you would expect from a hub world, it doesn’t feel valuable in the overall game. Each upgrade, offered by improving the safehouse, offers only marginal benefits like reducing recoil by a small percentage. All of them are just tiny adjustments that can make the campaign a tad bit better but are ultimately unnecessary. Plus, since the game goes through different genres, an upgrade tree that focuses mainly on shooting doesn’t seem as useful.
Where do zombies go?
Leaving the campaign aside, it’s time to look at another Black Ops classic, the Zombies mode. Much like its previous iteration, Black Ops 6’s Zombies is an arcade mode that has players fight through never-ending hordes of ghouls.
As I’ve played over the years, the Zombies mode is always an enjoyable time, especially with friends. Black Ops 6 is no different. The game currently has two different maps: Terminus and Liberty Falls. It doesn’t reinvent the wheel, but it doesn’t really need to. The formula is still tried-and-tested for a coop experience.
It’s still a difficult journey for solo players, though. If you’re playing the mode without much experience of the maps, finding where to go is almost impossible. A guide was practically a necessity when I tried the new maps alone for the first time.
A multiplayer so fast, your head spins
As I mentioned, I played through the original Call of Duty a lifetime ago, which automatically puts me in an age group whose reflexes trail behind today’s younger players. Climbing through the leaderboard is more difficult. That said, Black Ops 6’s multiplayer mode retains the same trait that makes it popular year after year: being easy to pick up.
A multiplayer match rarely needs an introduction. Just click “Multiplayer” and fly immediately into a lobby. On-screen prompts and a voiceover tell you what to do, but the flow is simple enough to follow even without instructions.
Yes, I died a lot more often than I got a kill, but there was never any frustration of losing. The fun was always present, whether it’s watching others get amazing kills or getting the occasional one yourself.
Also, though I’ve waxed poetic about this before, it bears repeating that the new omnidirectional movement plays so fluidly on Black Ops 6’s system. The new maps are also fun to discover as they add more verticality in king-of-the-mountain-style layouts. Finally, the current map rotation includes an almost-identical recreation of Nuketown, the classic map from the original Black Ops.
Is this your GaMeMatch?
The Black Ops series is a bright spot for the entire Call of Duty franchise. The original featured the franchise’s most memorable story and other game modes to keep you playing for some time. Now, more than a decade later, Black Ops 6 regains the series its reputation as the most ambitious title to date. The game’s singleplayer experiments combines seamlessly with tried-and-tested multiplayer and zombie modes, making it worth playing for the whole year.
Gaming
WWE 2K26 lets you live out all the fantasy matches you could want
But you have to play for hours and hours to unlock everyone.
The old SmackDown vs. RAW games were some of the most fun I’ve had as a teenager. Though I didn’t own a PlayStation 2 or 3 then, I had a PlayStation Portable and the series’ corresponding version. Sure, it didn’t have the then-advanced graphics, but the games kept me company for many a day and night. And it all revolved around a simple premise: letting wrestling fans live out their fantasy matches.
Now, with over 400 playable characters on launch, WWE 2K26 hopes to rekindle that magic. Previously, 2K’s take on the wrestling simulator never really captivated me as much as the SvR series did. Though players still had a similarly large roster throughout the years, the series felt too homogenized, too riddled with microtransactions. This year, the series got me thinking again: Can sheer numbers singlehandedly usher a new renaissance for WWE gamers?
The good: Four hundred superstars under one banner
WWE 2K26 touts over four hundred playable characters on launch. With unannounced DLCs still on the horizon, this number will surely balloon further. Even for a dedicated WWE fan, having over four hundred playable characters is insane. Where else can I pit Joe Hendy against Andre the Giant and create my own WrestleMania III moment?
The only catch, however, is that the game did some stat padding to get to this enormous number. Besides having multiple personas for a single wrestler (and CM Punk alone has ten of these), the roster includes a platoon of fictional MyRISE characters, which comes off as distracting if you don’t particularly engage with the MyRISE mode.
Ironically, the game didn’t even need to pad its stats this way. For the first time in the series, the launch roster includes Superstars from the current WWE roster, TNA, AAA, and the Hall of Fame. I could spend hours just feeding a litany of Superstars to TNA legend Abyss. That’s something I could never have done in the old SvR days.
The good: A more fluid fighting system
It also helps that WWE 2K26’s fighting system is the most fluid that the series has been. Wrestlers no longer feel like wooden animatronics skipping from one animation to the next. Each punch flows smoothly into a clothesline, a grapple, a carry, or a finisher.
It is, of course, at the expense of a more complex control scheme where each input combination corresponds to its own move. A stray waggle of the right joystick, for example, can have your wrestler careening towards their opponent in ways you never intended.
It takes some time to get used to. Every time I get a WWE 2K game, I always need a refresher course for the controls. Plus, each entry introduces something different. This year introduces rushing opponents to the corner and carrying opponents in different ways.
Another new addition is the new third-person camera which follows your character, rather than being locked to the ring. To me, this was a welcome feature. The original camera can often betray you by having various elements (other wrestlers, the ring itself) block your view of the action, thus preventing you from reacting correctly to your opponent. The dynamic third-person camera solves this and makes the fight more immersive.
That said, the camera necessarily changes the controls a bit because you need the right joystick to look around. Because of that, I had to revert back to the original camera after a while. Regardless, this is a step in the right direction.
The improved fight scheme is also a step in the right direction. WWE 2K26 is the franchise’s most immersive entry to date because of how fluid the action plays out.
The meh: Iterative game modes
Every yearly sports simulator falls prey to the curse of iteration. Because it’s an annual release, every game needs to add something new for players. At the same time, the same game can’t iterate too much, or it might end up alienating fans of the previous title. Each WWE 2K title has to be the same but also a bit different.
WWE 2K26 goes through the same rigamarole. Most of the game’s different modes don’t offer a lot of improvements from last year. So, if you loved last year’s MyRISE, MyGM, and Universe Mode, you’ll likely find this year’s iteration inoffensive.
“Inoffensive,” however, isn’t the best way to sell a new game. At the very least, MyFACTION gets interesting improvements. For a mode I historically dislike every year, WWE 2K26’s MyFACTION ended up being the one I loved the most this year.
This year, the layout feels more intentional. Though it still lacks the exciting animations of NBA 2K, opening a pack no longer looks like a PowerPoint presentation. There’s also more ways to fight offline with the addition of a challenging World Tour mode. Plus, with intergender support and team chemistry, this feels like the update that MyFACTION needed.
In another twist of fate, Showcase Mode ended up being the loser this year. WWE 2K26 rehashes last year’s schtick of having the star rewrite their history. Last year, this worked with Paul Heyman, a notorious bad guy. It doesn’t really stick with this year’s star, CM Punk, the so-called voice of the voiceless.
Punk could have shined with the traditional style of laying their commentaries over their past matches, especially with his shoot style. Instead, we got a series of what-ifs with practically no commentary. It’s just not what I expected from a firebrand like CM Punk.
The bad: The Ringside Pass
For the first time in the series, WWE 2K26 has a battle pass called the Ringside Pass. Like battle passes in other games, the Ringside Pass unlocks more content as you play through the game. However, unlike today’s standard which revolves mostly on cosmetics, this version locks a treasure trove of playable wrestlers behind an experience gate.
Even if you already paid for the game, WWE 2K26 asks you to play an inordinate number of hours just to unlock the best wrestlers in the game.
To be fair, it’s not all bad. Right out the gate, the game already gives you access to heavy hitters like CM Punk, Shawn Michaels, and John Cena. However, a lot of favorites are still unplayable including Bret Hart and Kurt Angle. This even includes the strongest version of Bray Wyatt, who’s locked under the last tier of the current pass.
Gaining experience isn’t an easy feat, either. After playing for hours and hours, I still haven’t unlocked more than half of the tiers. At the very least, there is no time limit, so I can play the game at my own pace.
Props to WWE 2K26 for making its battle pass have fulfilling rewards, but it’s still unfortunate that significant elements of the game are locked behind hours and hours of playtime.
The gameplay loop is real and repetitive. And it all circles back to how iterative the game modes are. If only the game modes ended up being as exciting as they were last year, then it would have been exciting to play over and over again. Instead, WWE 2K26 prevents you from engaging in greatest strengths: an exciting roster and a fluid fighting system.
Is WWE 2K26 your PlayMatch?
Last year’s WWE 2K25 was an exciting period for the series. Though this year’s version keeps most of what made the previous game so exciting, WWE 2K26 also adds features, especially the Ringside Pass, that ultimately detract from the entire experience. It’s a small step back, which can hopefully be rectified next year, if not in future updates.
WWE 2K26 is a Swipe Left if you didn’t love last year’s game anyway. The game doesn’t add anything that might change your mind.
However, it’s a Swipe Right if you missed the pure joy of creating dream matches. The game’s massive roster allows for so many impossible matchups to happen, even if only in the digital realm. Just get ready to grind for a long time.
Gaming
God of War: Sons of Sparta takes a more contained approach to Kratos
Filipino devs were part of it.
There’s a version of God of War that lives in most people’s heads. It’s loud. Cinematic. Heavy with consequence. The kind of game that feels bigger than you.
God of War: Sons of Sparta isn’t that. At least, not in the way you expect.
It’s more contained. 2D. Pixel art. But spend a little time with it, and you start to see what it’s trying to do. Not replace the modern games. Not outdo them.
Just… revisit something familiar from a different angle.
A different take on Kratos
Instead of gods and world-ending stakes, Sons of Sparta focuses on Kratos earlier in his life, training as a Spartan alongside Deimos. It’s more contained. More personal.
You’re still fighting through brutal encounters. But the framing feels different. Less about destiny, more about who Kratos was before everything spiraled. And somehow, even in pixel form, it still feels like God of War.
Where Filipino developers come in
One of the more interesting parts of this project is how it came together.
Mega Cat Studios worked closely with Santa Monica Studio to build the game. That includes a strong presence from their Philippine team.
But it’s not framed as a separate unit.
“There is no separation between Mega Cat Pittsburgh and Mega Cat Philippines,” says Art Director Janley Clavio.
“We operate as one phalanx, and were part of the game from the beginning.”
That last part shifts the narrative from “support work” to actual collaboration.
The kind of work you feel more than you see
The team contributed to environment art, asset production, and overall polish across different areas of the game. Not the flashy headline stuff. But the kind that shapes how the game feels moment to moment.
“Our work supports the player experience without pulling attention away from the story,” Clavio explains.
Think temple interiors and ruined battlefields. Small details that hint at what happened in a place before you got there. It’s subtle. But it adds up.
Staying true to God of War—even in 2D
Working on God of War comes with a certain weight. Fans know how this world is supposed to look and feel. So, even if Sons of Sparta shifts genres, the expectation doesn’t really change.
“We had to make sure it wasn’t just any retro pixel art game—it had to be a God of War pixel art game,” Clavio says.
That meant studying the details. How materials look. How lighting behaves. How environments guide you. And then translating all of that into something simpler—but still recognizable.
A team that knows when to hold back
One thing that stands out from the conversation is restraint. There’s an understanding that when you’re working on something like God of War, you don’t need to reinvent everything. You just need to get it right.
“When you’re working on something fans already love, your job is to enhance it—not reinvent it.”
That mindset shows up across the game. It respects what came before, but still finds space to do its own thing.
Small details, personal touches
There are also a few quiet nods tucked into the game. Nothing too obvious. Nothing that breaks immersion. But enough for the team to leave their mark.
“For our Filipino artists, it’s a point of pride knowing that a little piece of our culture helped shape a world millions of players will explore.”
It’s not something the game calls attention to. But it’s there.
Not just another spin-off
Sons of Sparta is easy to label as a side project. And sure, it kind of is.
But it’s also a good example of what happens when different teams come together with a clear understanding of what they’re building.
A more contained God of War game that still feels like it belongs. A different perspective on a familiar story. And a project where Filipino developers weren’t just involved. They were part of the process from the start.
It doesn’t try to be the biggest entry in the series. And honestly, it doesn’t need to be.
Gaming
SHINOBI: Art of Vengeance’s SEGA Villains Stage out on April 3
Face off against legendary SEGA bosses from different franchises
The SEGA Villains Stage DLC for SHINOBI: Art of Vengeance will release on April 3 for PlayStation 4 and 5, Xbox Series X|S, XBox One, Nintendo Switch, and Steam.
The DLC lets players face off against legendary SEGA bosses from different franchises: Like a Dragon and Yakuza, Golden Axe, and Sonic.
An animated trailer has been unveiled as part of the announcement. It features those franchises’ characters, Goro Majima, Death Adder, and Dr. Eggman.
There will be a total of five crossover stages, three bosses, and two Boss Rush modes featuring the bosses for the DLC.
In addition, there will be three more Ninpo, three new outfits, and six new music tracks. The SEGA Villains Stage DLC is a free update for all players.
Aside from the crossover, players can also try out a new Hardcore Mode which features changes in enemy placement and stronger boss attacks.
Additional combat settings also lets players adjust recovery frames, the flash effect, and camera shake. Various quality-of-life improvements are also planned for the 2D action-platformer.
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