Call of Duty’s Multiplayer Feels More Nuanced in the Black Ops IIII Beta

My personal first-person shooter baton has passed between the titans of console shooters at various times in my life. At the apex of Halo 3’s popularity, I was armed with a battle rifle and hitting heads with the shocking accuracy of youth. Then, when Call of Duty 4: Modern Warfare changed the game, I was right there with it, armed with the M16’s grenade launcher and aiming at the domination point. I was in the Call of Duty camp for years, but the release of Battlefield 1 signaled a slower, more deliberate experience, and I jumped over there. That’s been my FPS experience for the past several months, a World War I battle simulator, and so Call of Duty: Black Ops IIII’s beta event has been my introduction back to the fast-paced, lightning-quick death spirals of the Call of Duty franchise. And, you know, it’s pretty good.
What I mean by “lightning-quick” is that Call of Duty as a media franchise has been, at least since 2013’s Ghosts, about speed. Being a good COD player means reducing the time between sighting an opposing player and killing an opposing player to as close to zero seconds as possible. Once you’re really good, and you’ve memorized the maps, you can even start firing before someone enters your field of view, meaning that the time between sight and death is reduced exactly to zero.
Whether in World War II or in the far-future of zipping exosuits, that basic focus on speed was what determined the bounds of design. In Battlefield 1, there is room for a sniper war to take place that is slow, plodding, and allows players to move and maneuver. In Call of Duty, generally, this does not happen. Being seen is being dead, or at least it means that you are now in a fight that will immediately end with someone respawning.
Black Ops IIII seems like it is interested in complicating the “there can be only one” equation of previous games. The time-to-death is still, of course, incredibly short. There’s sliding, so you can get out of the way of bullets and behind cover. Trying to take a fight when someone has gotten even a fraction of a second of “the jump” on you is, generally, a fool’s errand.
The difference I experienced between the BLOPSIIII beta and previous Call of Duty games really hinges on how the game’s specialists work. Like previous games, IIII allows you to create specific loadouts that enable you to express yourself as a player. So, for example, I always want some kind of missile launcher because I like to shoot them at other players hiding in windows. Like all the previous games, I can do that here, as well as choose my specific weapon, its attachments, and all that other stuff you might expect from a game in this franchise.
The specialists, however, come into play once you load into the game. There are ten, and they are all particular kinds of soldier. Battery, for example, is a demolitions expert who can get a grenade launcher if she performs well enough in a match. Seraph can put down a beacon that creates a new respawn point. Nomad unleashes a roomba that stuns people. They’re pretty rad.