[0:05] Hands up! [0:13] By the time Activision deployed the [0:15] original Black Ops in November 2010, [0:18] Call of Duty had already revolutionized [0:20] online multiplayer. Call of Duty 2 in [0:23] 2005 proved itself a must-play online [0:25] experience for Xbox 360 owners thanks to [0:28] well-balanced gameplay and a variety of [0:31] modes that weren't even held back by the [0:33] limited player counts on console. [0:35] Treyarch's Call of Duty 3 multiplayer [0:37] raised the stakes 1 year later despite [0:40] tepid reception at launch, though [0:41] nothing could hold a candle to what came [0:44] next in the fourth main line title. [0:47] Call of Duty 4: Modern Warfare long held [0:50] the honorific of the series' best [0:51] installment for both the single-player [0:53] campaign and multiplayer suite. [0:55] Killstreaks perks weapon [0:57] customization, and the level-up system [0:59] all first appeared in the landmark 2007 [1:01] release, which endures to this day, its [1:04] influence permeating nearly every major [1:06] online shooter. So, when World at War [1:09] came along the following year, [1:11] expectations soared through the roof. [1:13] The Treyarch-created Nazi Zombies mode [1:16] set World at War apart from the rest of [1:18] the pack, meaning the studio had its [1:20] work cut out upon taking the helm yet [1:22] again for Call of Duty's 2010 outing. [1:26] Enter Black Ops, the new sub-franchise [1:29] whose debut emphasized social features [1:31] and character customization all while [1:33] providing players with a treasure trove [1:35] of multiplayer options. 15 years after [1:38] hitting store shelves for PC, [1:40] PlayStation 3, Xbox 360, and Wii, Black [1:43] Ops remains not only a seminal Call of [1:45] Duty title, but also a genre-defining [1:48] experience with a pedigree that many [1:50] would argue has few competitors. [1:53] This is Call of Duty: Black Ops 15 years [1:56] later. [1:59] The numbers, Mason, [2:01] what do they mean? [2:03] The numbers [2:04] Mason, they mean nothing. [2:08] What? [2:09] >> [music] [2:23] >> Incoming! [2:27] Prior to joining the Call of Duty [2:29] machine with Big Red One in 2005, Los [2:32] Angeles-based studio Treyarch exhibited [2:35] its impressive versatility across a [2:37] series of sports games and Spider-Man [2:39] adventures. The developers soon [2:41] thereafter produced Call of Duty 3 [2:43] before later bringing World at War to [2:45] the masses. Early in 2009, mere months [2:48] after shipping World at War, [2:49] pre-production on Black Ops began and [2:52] kickstarted a new era for Treyarch since [2:54] it constituted the first time that every [2:57] member of the team worked on one project [2:59] simultaneously. [3:01] The 200 people attached to Black Ops [3:03] were split into three groups, one batch [3:05] creating the single-player campaign and [3:07] a second building multiplayer with the [3:10] third tackling a new and improved [3:12] cooperative experience. With Black Ops [3:15] shaping up to be the studio's most [3:17] important game, this all-hands approach [3:19] seemed necessary. Producer and online [3:22] director Dan Bunting explained the [3:23] benefits of the much larger team during [3:25] a Joystick interview, highlighting how [3:27] each dedicated division could focus on [3:30] their part and manage the effort however [3:32] they saw fit. [3:33] Notably, the nascent phases of [3:35] development enjoyed an explosion of [3:37] creativity as Treyarch broke away from [3:39] the World War II setting it had [3:41] previously occupied in a trio of Call of [3:43] Duty endeavors. The Vietnam War [3:46] represented the next destination. [3:55] Developers particularly zeroed in on a [3:57] stretch of time throughout the 1960s [4:00] wherein the Cold War period has sensibly [4:02] birthed special operations or Spec Ops [4:04] initiatives. The Military Assistance [4:07] Command, Vietnam Studies and [4:09] Observations Group, shortened to SOG, [4:12] sat at the center of Treyarch's Black [4:14] Ops-related research. [4:16] US military command formally activated [4:18] the Joint Forces unit in January 1964 to [4:21] covertly retaliate against North [4:23] Vietnam's aggressive behavior. Divided [4:26] into smaller elite units, SOG carried [4:28] out clandestine operations until May [4:30] 1972, its assignments involving the [4:33] sabotage of enemy munitions, conducting [4:36] classified and unconventional warfare [4:38] operations, and leading covert maritime [4:41] and airborne missions in regions such as [4:44] Laos and North Vietnam. SOG's unorthodox [4:47] duties often required equally unorthodox [4:50] weaponry, making Black Ops commandos the [4:52] perfect testers of experimental [4:54] equipment, modified tools, special [4:57] ammunition, and prototype weapons. As [5:00] such, they got their hands on unproven [5:02] carbine variants of the M16 rifle, [5:04] modified explosives, and even [5:06] Soviet-made guns like the RPD, the [5:09] latter comparable to a lighter, more [5:11] efficient M60 machine gun. [5:14] These tools proved essential for the [5:16] unit's success, and said success relied [5:18] on deniability as US officials publicly [5:21] insisted they had no boots on the ground [5:23] beyond the borders of South Vietnam. In [5:26] reality, buried beneath the [5:27] then-enduring Cold War was a hot war [5:30] between the world's superpowers. [5:31] Treyarch's developers viewed this secret [5:34] hot war as the ideal backdrop for a [5:36] different age of Call of Duty. After [5:38] all, countless Cold War stories have [5:40] stayed shrouded in mystery with the few [5:42] Vietnam games to broach the topic [5:44] pre-Call of Duty: Black Ops barely [5:46] scratching the surface. Hey, you made [5:48] special forces training, dude? Yeah, [5:52] you are one lucky guy. A stirring [5:54] pursuit of genuine authenticity resulted [5:56] in Treyarch consulting invaluable [5:58] sources of information, including Major [6:00] John Plaster, a three-tour SOG veteran [6:03] who, at the time, was preparing to [6:05] release his account of the conflict in [6:08] SOG: The Secret Wars of America's [6:10] Commandos in Vietnam. [6:12] Sonny Puzikas, an ex-operative of the [6:15] Soviet Union's SOG equivalent, Spetsnaz, [6:17] also contributed in an advisory [6:19] capacity. Plaster walked Treyarch [6:22] through his training, missions, and [6:23] tactics. Puzikas' expertise provided [6:26] similar glimpses into the Soviet Union's [6:28] elite squad. For example, he recalled [6:30] the drastic methods of superior officers [6:32] who desensitized him and fellow soldiers [6:35] by shooting at them. Bunting told USA [6:37] Today these meetings opened up new [6:40] avenues of gameplay, evident in the [6:42] implementation of military-grade [6:43] crossbows and the real-world-inspired [6:45] Dragon's Breath incendiary shotgun. In [6:48] addition, Puzikas demonstrated what [6:50] developers deemed crazy killing [6:52] techniques, several of which were [6:54] mocapped into the actual game. [7:01] Mocapping authentic Soviet-era combat [7:03] represented only part of Treyarch's [7:05] commitment to delivering a very [7:07] cinematic and immersive experience. The [7:09] richness of the Cold War plot [7:11] necessitated the franchise's first [7:13] voiced protagonist, alongside full [7:15] performance capture, yet another series [7:18] first, wherein the actors' voice, body [7:20] movements, and facial expressions were [7:22] recorded all at once. According to a [7:24] sit-down Bunting had with The Guardian, [7:26] the goal in this regard centered on [7:28] ensuring lead character Alex Mason [7:30] played an active role in dialogue [7:32] exchanges. The game may have [7:34] superficially presented itself as a [7:35] story about avoiding the Cuban Missile [7:37] Crisis, but Bunting and company insisted [7:40] throughout the marketing cycle that the [7:41] narrative would dig much deeper, hence [7:44] the need for a Black Ops squad. [7:47] Treyarch similarly applied that [7:48] semblance of depth to the gameplay, [7:50] emphasizing variety in so far as each [7:53] mission felt distinctive. For instance, [7:55] previews showcased the WMD mission's [7:57] many moving parts, in which it opened [7:59] with a first-person flying segment [8:01] before switching back and forth between [8:03] action-packed gunplay and stealth [8:05] sequences, then finally tasking the [8:07] player with base jumping into [8:09] enemy-occupied territory. [8:11] The game's locales received the same [8:13] attention to detail, helped by the [8:15] enhanced technologies Treyarch [8:16] implemented into the Call of Duty 4 [8:18] engine, IW 3.0. Updates to the engine [8:22] promoted lighting improvements and [8:23] higher-quality texture work, and [music] [8:25] texture streaming buffs facilitated the [8:27] crafting of larger vistas colored by [8:29] longer lines of sight, evident in play [8:32] spaces like the long and narrow Summit [8:34] map and the iconic Nuketown area with [8:37] its mountainous Nevada background. [8:39] Interestingly, not all locations were [8:41] designed with single-player top of mind, [8:43] as had previously been the case. On the [8:45] contrary, because some content matured [8:48] so early in the multiplayer design [8:49] cycle, maps such as Slaughterhouse [8:52] actually manifested as online levels [8:54] from the start. This proved a point of [8:56] pride for the development crew, given [8:58] community manager Josh Olin once [9:00] boasting that nothing in multiplayer was [9:02] produced from single-player content. [9:11] Treyarch didn't rest on its laurels at [9:13] all when building Black Ops online [9:15] suite, either. Since pre-production had [9:17] gotten underway during World at War's [9:19] post-launch support period, fan feedback [9:21] from the 2008 entry became an [9:23] indispensable resource. The developers [9:25] obtained instant intel on what the [9:27] community liked, disliked, and desired, [9:30] thereby inspiring a focus on [9:32] customization and social tools for the [9:34] subsequent Treyarch outing. As an [9:36] example, World at War and Modern Warfare [9:38] 2's Create-a-Class feature returned with [9:40] new accoutrements, namely face paint [9:43] options and perk-specific character [9:45] models for the player avatar. [9:47] All manner of weapon customization [9:49] possibilities entered the fray, too, [9:51] allowing users to tinker further with [9:53] attachments and cosmetically alter their [9:55] guns by etching on unique clan tags. [9:57] Deeper weapon personalization spawned [10:00] from one designer offhandedly mentioning [10:01] an interest in taking more ownership of [10:03] their favorite gun. This even extended [10:05] to the type of reticle a user could [10:07] attach to their sights. [10:09] Naturally, such personal ownership [10:11] motives bled into the all-new social [10:13] features crafted so players could easily [10:15] edit and share their finest multiplayer [10:17] highlights. Black Ops developers called [10:19] the tool in question theater mode [10:21] influenced in part by the advent of [10:23] machinima content. Production on the [10:25] original Black Ops also begat series [10:27] mainstays like the COD Points currency [10:29] system introduced principally because [10:32] Treyarch felt like it'd be a very [10:33] interesting way for players to engage [10:35] with all of their earned unlocks. [10:38] The title's highly rated November 2010 [10:40] release on PC, PS3, Xbox 360, and Wii [10:44] demonstrated that critics and players [10:46] were mostly pleased with the upgraded [10:48] features and novel additions. Time would [10:50] tell whether the changes would hold up [10:52] as Call of Duty continued churning out [10:54] annual installments. [11:11] Don't you touch me. [11:14] Casting call stirred up rumors about the [11:16] seventh major Call of Duty in February [11:18] 2010. Referenced as a significant [11:21] in-game figure, the character Frank [11:22] Barnes, later renamed Frank Woods, [11:25] appeared in the casting information as [11:26] did the SOG unit effectively confirming [11:29] earlier speculation that the series was [11:31] Vietnam-bound. [11:33] Further details accidentally went public [11:35] that April courtesy of the game's teaser [11:37] website prematurely going live. However, [11:39] leaks and rumors had no adverse effect [11:42] on how audiences received the final [11:44] product. In announcing Black Ops at the [11:46] end of April, the Activision press [11:47] release touted Call of Duty as the [11:49] number one first-person action series of [11:52] all time. Black Ops added to the [11:54] record-breaking numbers at launch. [11:56] The title's first 5 days on the market [11:58] generated more than $650 million [12:01] worldwide blazing past the $550 million [12:05] that Modern Warfare 2 earned in the same [12:07] time frame 1 year prior. And the [12:09] history-making feats kept piling high [12:12] with Black Ops topping $1 billion in [12:14] revenue within approximately 6 weeks. [12:17] Then CEO of Activision Blizzard Bobby [12:19] Kotick noted that only Call of Duty and [12:22] James Cameron's Avatar had ever reached [12:24] such a milestone so quickly. Naturally, [12:27] the hype, critical acclaim, and positive [12:29] word of mouth all contributed to Black [12:31] Ops's meteoric success. [12:33] Black Ops racked up rave reviews at [12:35] launch. Its Metacritic score on Xbox 360 [12:38] topping off at 87, lower than Modern [12:41] Warfare 2's 94 Metacritic score, but [12:44] generally in line with the ratings of [12:46] past mainline entries. The GameTrailers [12:48] review applauded Treyarch for closing [12:50] the gap between its games and the Modern [12:52] Warfare franchise with boundless [12:54] customization and a keen understanding [12:56] of why the series as a whole worked so [12:58] well. Other outlets like Game Informer [13:01] called it Treyarch's best game up until [13:03] that point. [13:04] For many, Black Ops's advancements with [13:06] the franchise's otherwise stagnant [13:08] single-player storytelling made the most [13:10] inroads towards carrying Call of Duty [13:12] forward. No longer were players [13:14] barreling from one action set piece to [13:16] another with a faceless cardboard cutout [13:18] protagonist. Black Ops lead Alex Mason [13:21] had a voice and personality that [13:23] facilitated the player's connection to [13:25] the overarching plot [music] given that [13:27] the special forces operative's [13:28] flashbacks steered much of the narrative [13:30] along. [13:32] You [ __ ] son of a [ __ ] Repeated [13:35] perspective shifts and so-called David [13:38] Fincher-esque twists further elevated [13:40] the brand's story chops in the eyes of [13:42] some, though critics who shared mixed [13:43] and negative reviews were less [13:45] receptive. [13:47] Awarding it a 70, Edge magazine argued [13:49] Black Ops failed at distinguishing [13:51] itself from its predecessors in any [13:53] important way. GamingTrend said the [13:55] shooter featured a less compelling story [13:57] than that of past titles. The Escapist [14:00] issued far harsher critiques lambasting [14:02] the solo campaigns' distracting editing [14:05] techniques such as the blinding white [14:07] light transitions and ridiculing the [14:09] story for being ridiculous and poorly [14:11] implemented. Mason's POV did nothing for [14:14] the outlet either evidenced by the [14:16] reviewer likening the operative to [14:18] Forrest Gump in that he participated in [14:20] numerous historical events yet bore [14:22] little importance in terms of the [14:24] outcome. [14:25] The multiplayer experience similarly [14:27] garnered a gamut of disparate reactions. [14:29] Many a reviewer lauded Treyarch for [14:31] improving the online suite. Zombies mode [14:34] in particular hit its stride courtesy of [14:36] three new levels. The German theater set [14:38] Kino der Toten, the Pentagon-themed [14:41] Five, and the top-down arcade adventure [14:43] known as Dead Ops. Meanwhile, the main [14:46] multiplayer component accumulated its [14:48] fair share of hardcore fans. Theater [14:50] mode proved a rousing success and the [14:52] vast upgrade in customization system [14:54] regularly received praise. Plus, the [14:56] engrossing wager matches kept players [14:59] invested for hours on end thanks in no [15:01] small part to the frenetic gameplay. [15:03] This free-for-all playlist came packed [15:06] with four game types that let users [15:08] gamble their hard-won points across [15:10] three buying levels, each one contingent [15:13] on the risk users were willing to take. [15:15] Oh, this is fun. [15:17] [ __ ] sake. [15:19] Fan reception was somewhat of a mixed [15:21] bag. A contingent of franchise faithful [15:23] began feeling the downside of [15:25] annualization with this release [15:27] believing Black Ops succeeded at [15:28] delivering a more cogent solo campaign, [15:31] though the decision to frame the [15:32] narrative around flashbacks didn't sit [15:34] well with everyone. As such, there were [15:37] those who thought the campaign a step [15:38] down from Modern Warfare 2, while others [15:41] considered the action-packed story an [15:43] improvement over Call of Duty's usual [15:45] fare. [15:46] Opinions concerning the multiplayer [15:48] modes proved less divisive. The new [15:50] features, wager matches, and the [15:52] upgraded Zombies experience stole the [15:54] show by most accounts. By and large, [15:56] community members felt rewarded for [15:58] their efforts online thanks to the [16:00] arguably solid gameplay balancing that [16:02] Treyarch elevated through major economy [16:04] adjustments as well as perk, [16:06] attachments, and create-a-class [16:08] upgrades. Unbeknownst to Treyarch and [16:11] the player base, these modifications to [16:13] the Call of Duty formula would [16:15] eventually shift the multiplayer [16:16] landscape in more ways than one. [16:19] >> [cheering] [16:23] >> If there was any doubt that video games [16:26] weren't mainstream entertainment, the [16:28] latest first-person shooter has blown [16:30] that uncertainty away. Call of Duty: [16:33] Black Ops has shattered entertainment [16:35] records by raking in $360 million in its [16:39] first [music] 24 hours on sale. Part of [16:41] the appeal of the military-inspired [16:43] adventure The cultural zeitgeist in [16:45] which Activision and Treyarch released [16:47] Black Ops was a different beast than the [16:48] one Call of Duty had been born into 7 [16:50] years beforehand. By the time the [16:53] Infinity Ward created brand came along, [16:55] first-person multiplayer shooters were [16:57] still getting their sea legs on console [16:59] following the pioneering 2001 debut of [17:01] Halo: Combat Evolved on the original [17:03] Xbox. 2002's Medal of Honor: Allied [17:07] Assault and Battlefield 1942 maintained [17:10] PC exclusivity. Call of Duty executives [17:12] understandably didn't feel the need to [17:14] buck the trend. But times changed rather [17:17] swiftly thus permitting an epic wherein [17:19] first-person experiences of the [17:21] narrative-centric and online variety had [17:23] become all the rage on PlayStation and [17:25] Xbox hardware. [17:27] Amidst Battlefield, Call of Duty, and [17:29] Medal of Honor spreading their reach to [17:31] console, Halo had grown into an [17:33] important fixture within the multiplayer [17:35] and cooperative landscape during the [17:36] years preceding Black Ops. Halo 2 set [17:39] the new standard by popularizing [17:41] matchmaking, a move that bid farewell to [17:43] the common use of server browsers for [17:45] players seeking competitive matches. [17:47] While not an FPS title, Gears of War 2 [17:50] left an indelible mark on multiplayer [17:52] gameplay upon introducing the wave-based [17:54] Horde mode. Horde and World at War's [17:57] Zombies offering serendipitously arrived [17:59] days apart, but Gears of War shepherded [18:02] the game type from fun ancillary mode to [18:05] influential phenomenon that countless [18:07] titles across genres later emulated. [18:09] Competition between Battlefield and Call [18:11] of Duty increased tenfold throughout [18:13] this period, too, especially with Bad [18:15] Company 2 giving Modern Warfare 2 a run [18:17] for its money earlier in 2010. [18:20] Meanwhile, genre pioneers Doom and Quake [18:22] were undergoing identity crises. 2004 [18:25] saw the former dabble in action Horde [18:27] and Quake dove headfirst into strategic [18:30] gameplay with Enemy Territory: Quake [18:32] Wars in 2007, then returned in 2010 with [18:36] an updated version of Quake 3 Arena. [18:38] Needless to say, Call of Duty busied [18:40] itself with laying new ground perfecting [18:42] a frenetic style of play that would [18:44] beget many a COD clone. [18:54] >> [music] [18:57] >> Ready. [19:01] Hey, what's up Infinity Ward? Come on [19:03] in. [19:05] Call of Duty: Black Ops was partly [19:06] developed and deployed at a tumultuous [19:08] time within the wider Activision family. [19:11] It all started on March 1st, 2010 when [19:14] Infinity Ward co-founders Jason West and [19:16] Vince Zampella were escorted from studio [19:18] premises by security. The cause for such [19:21] an act on the heels of Modern Warfare [19:23] 2's billion-dollar success? Activision [19:26] had fired the pair on the grounds of [19:27] insubordination and a breach of [19:29] contract. [19:31] West and Zampella filed a $36 million [19:33] lawsuit days later accusing the [19:35] publisher of manufacturing a basis on [19:38] which to effectuate their termination [19:39] and thereby avoid paying royalties owed [19:42] for the Modern Warfare sequel. [19:44] Activision wasted no time countersuing [19:46] in a claim that alleged the Call of Duty [19:48] co-creators were secretly in talks with [19:50] business rival Electronic Arts to steal [19:53] Infinity Ward. In the end, Infinity Ward [19:56] suffered an exodus of talent as numerous [19:58] staffers joined West and Zampella in [20:00] establishing Respawn Entertainment and [20:02] producing Titanfall in partnership with [20:04] EA. [20:06] When questioned in a May 2010 interview [20:08] about how the fallout may have impacted [20:10] Black Ops' development, producer Dan [20:12] Bunting said he and his colleagues [20:13] weren't distracted by it in the [20:15] slightest. On the contrary, their focus [20:17] remained solely on the game, a focus [20:19] that crew maintained for several months [20:21] after the military shooter landed on [20:23] store shelves. Treyarch devoted large [20:25] swaths of post-launch support to issuing [20:28] balance improvements and fixing bugs [20:29] through patches. Early fixes addressed [20:31] everything from performance hiccups and [20:33] game-breaking exploits to bizarre [20:35] sniper-related errors that adversely [20:37] affected ADS. [20:39] But, the meat and potatoes came from the [20:41] DLC Treyarch delivered between February [20:44] and September 2011. The initial release [20:47] being the First Strike Pack, which added [20:49] four multiplayer maps in addition to the [20:51] Ascension Zombies content that dropped [20:53] players into a Soviet space station with [20:56] two new perks, Stamina-Up and PhD [20:59] Flopper. Ascension further introduced [21:01] special weapons like Gersh devices and [21:04] Matryoshka dolls, plus the space monkey [21:06] enemies that returned in later Black Ops [21:08] installments made their grand debut. [21:10] These additions, paired with the mode's [21:12] first-ever main mission Easter Egg, set [21:14] the standard for zombie support going [21:16] forward, thus securing Ascension a spot [21:18] among the long list of fan-favorite [21:20] updates. [21:22] The Escalation Pack went live in May [21:24] 2011, unleashing another batch of [21:26] multiplayer maps complete with the [21:28] star-studded Call of the Dead Zombies [21:30] experience. Call of the Dead marked the [21:32] first instance of celebrities featuring [21:34] in the co-op mode, honoring director [21:36] George Romero in an epic tale of [21:38] survival where players assume the role [21:40] of four adventurers investigating the [21:42] origins of Element 115, the element used [21:45] to create the undead. Having been [21:47] stranded at a Siberian outpost, the [21:49] group unwittingly let a zombie horde and [21:51] were forced to defend themselves. The [21:54] actors involved represented one key [21:55] selling point since Sarah Michelle [21:57] Gellar, Robert Englund, Danny Trejo, and [22:00] Michael Rooker were cast as playable [22:02] heroes opposite George Romero himself. [22:06] No, hit me. I do it like this. [22:09] Daddy. [22:11] I didn't do it like this. [22:15] Call of the Dead alone has long [22:17] constituted a highlight of the brand's [22:19] post-launch efforts, enough so that fans [22:21] still hold out hope for a remake of the [22:23] map. [22:24] Black Ops' Annihilation DLC hit digital [22:27] storefronts late in June 2011, boasting [22:30] four multiplayer maps and one zombies [22:32] locale. The Hangar 18 map invited users [22:35] to battle each other in an Area 51 [22:37] hangar, while another, Drive-In, [22:39] unleashed chaos on a 1960s drive-in [22:42] theater. As for the zombies content, the [22:44] mysteries of Shangri-La in an exotic [22:46] jungle occupied center stage. [22:49] Annihilation reviews fell in line with [22:51] the map packs preceding it, settling on [22:53] a high 70s Metacritic score. [22:56] The same held true for the fourth and [22:57] final DLC release, Resurrection, which [23:00] initially launched in August and brought [23:02] the zombie saga full circle in a mission [23:05] to space. Set on a secret moon base, [23:07] this content packed in extra firepower [23:10] and whatever else players needed to end [23:12] the overwhelming zombie threat. What's [23:14] more, Resurrection included the four [23:16] original zombies maps from World at War, [23:18] giving long-time fans a chance to relive [23:21] the nightmarish action of the Nacht der [23:23] Untoten, Verruckt, Shi No Numa, and Der [23:26] Riese locales. [23:27] The community at large came away from [23:29] the roughly 1 year of extra Black Ops [23:31] content with different opinions, best [23:33] reflected in each release's critic and [23:35] user reviews. New downloadable maps were [23:38] generally considered enjoyable, albeit [23:40] exceptionally challenging in some [23:42] instances. However, many were also [23:44] chomping at the bit for more gameplay [23:46] innovation, and without it, found [23:47] themselves unable to justify the $15 [23:50] price per pack for anyone other than the [23:52] staunchest of Call of Duty diehards. [23:55] This era of downloadable COD content [23:57] further precipitated change via a 3-year [24:00] deal between Activision and Microsoft [24:02] that guaranteed Xbox 360 players [24:04] received 1 month of early DLC access [24:07] before PC and PS3, as had been the case [24:10] with Modern Warfare 2. Despite the [24:12] 3-year plan, the exclusivity agreement [24:15] lasted until Advanced Warfare in 2014. [24:18] Then, PlayStation 4 became the place to [24:20] play Call of Duty DLC early upon the [24:23] rollout of Black Ops 3: Awakening in [24:25] December 2013. [24:28] The spin-off series ultimately lived far [24:30] beyond the third numbered entry. Yet, [24:32] not even Treyarch anticipated where [24:34] Black Ops would take the studio and the [24:36] series after the 2010 chapter. [24:47] >> [music] [24:52] >> Black Ops, for its part, reinforced the [24:54] brand's staying power all while catering [24:56] to both newcomers and veterans. Design [24:59] director David Vonderhaar noted in the [25:00] multiplayer overview that combat [25:03] training stemmed from Treyarch's desire [25:05] to provide single-player aficionados [25:07] with a low-stakes entry point into the [25:09] world of online play. These hopeful [25:11] converts would get comfortable learning [25:13] the mechanics, and multiplayer savants [25:15] would find value in familiarizing [25:17] themselves with certain weapons and map [25:19] layouts. But, for all this forward [25:21] thinking, Dan Bunting spoke in a 2010 [25:24] interview of his uncertainty about [25:25] whether Black Ops could evolve into a [25:27] subseries ala Modern Warfare. When [25:30] questioned by Joystiq, the producer [25:32] merely stated, "We'll have to see where [25:34] it goes, because no one had even looked [25:37] that far into the future yet." [25:39] Unsurprisingly, one game generating a [25:41] billion dollars in the span of 6 weeks [25:43] had a way of shifting perspectives. The [25:46] Call of Duty machine consequently kept [25:48] churning, folding six more Black Ops [25:50] titles into the mix across a decade and [25:53] a half. [25:54] That original Black Ops, though, Call of [25:56] Duty's first foray into the Cold War [25:58] era, heralded a brand new age by [26:00] bridging the gap between the COD of old [26:02] and the contemporary action on display [26:05] in Modern Warfare. The zombies offering [26:07] especially contributed to the project's [26:09] long tail of success, given it elevated [26:11] the World at War mode by every measure. [26:14] Yes, Kino der Toten tossed players back [26:16] into the zombies arc from World at War [26:18] with simple pick-up-and-play mechanics, [26:20] but its instant popularity served as [26:22] proof positive that audiences were [26:24] rooting for the mode's longevity. The [26:26] second zombies map at launch, Five, [26:29] similarly acted as a testing bed by [26:31] starring playable historical figures, [26:33] thus opening the door for the Call of [26:35] the Dead DLC's more ambitious premise. [26:38] And therein lies the core essence of [26:40] Call of Duty: Black Ops and its [26:42] significance. This once unproven [26:44] spin-off defined a litany of the basic [26:46] multiplayer and zombies attributes that [26:48] have prevailed across the entire series. [26:51] It wasn't perfect. At the time, a [26:53] contingent of critics and players [26:55] believed it fell short of expectations, [26:58] but Activision and Treyarch took a [27:00] calculated risk, one that quickly paid [27:02] off in various ways, so much so that 15 [27:05] years later, despite growing pains, [27:08] pitfalls, and franchise fatigue, Black [27:10] Ops remains exemplary of the series at [27:13] its best. [27:15] It's over. [27:17] We won. [27:18] >> [music] [27:18] >> For now. [27:27] >> [music] [27:38] >> This video was made possible by you. [27:42] To keep doing what we do and take the [27:43] channel to the next level, giving us [27:45] extra time to create even more videos, [27:48] we've made supporting us more exciting [27:50] than ever. 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