If you’ve been engaged in the Black Ops 7 beta, you’ve likely observed some significant modifications to the Omnimovement system. This advanced movement mechanic, first introduced in Black Ops 6, allows players to sprint, dive, and slide in various directions. For the upcoming 2025 release, developer Treyarch has fine-tuned several aspects, boosting the base movement speed while also limiting Tac-Sprint. Additionally, the ability to aim down sights (ADS) while jumping or sliding has been disabled by default and can now only be enabled through Perks.
A standout new feature in Black Ops 7 is the introduction of wall jumping, which permits players to launch off vertical surfaces, enabling them to chain up to three jumps in succession. Some players may be curious why this feature isn’t classified as a wall run. Creative director Miles Leslie clarified this choice, attributing it to the design philosophy rooted in the experiences of Black Ops 2 and Black Ops 3.
“When we began developing Black Ops 7, we aimed to connect the storyline back to Black Ops 2. Recognizing that we were returning to that timeline meant that Black Ops 2 served as a foundation for the technological framework we could utilize.”
— Miles Leslie
Community Feedback on Perk Changes
Players in the Black Ops 7 beta have expressed that the Dexterity perk should be a default feature. However, Treyarch has countered this sentiment, noting that deliberate design choices are shaping combat experiences.
Innovative Campaign Direction
The latest installment is also tackling franchise exhaustion by introducing an ambitious cooperative adventure. Treyarch is optimistic that this new approach will “redefine what the campaign experience can be within the Call of Duty universe.”
Multiplayer Insights
After spending four hours playing Black Ops 7’s multiplayer mode, I’ve identified ten key points you should know.
A Timeline Breakdown
Set in 2035, Black Ops 7 fits neatly between the timelines of Black Ops 2 (2025) and Black Ops 3 (2065), creating specific boundaries for how Treyarch approached the evolution of Omnimovement. Leslie notes, “We hold our own narrative canon in high regard, which imposes limitations. For instance, we couldn’t incorporate Thrust Jump due to its technological absence in 2035.” He continues, “Wall running felt appropriate when we ventured further into the future, but returning to the Black Ops 2 era meant that this technology simply wasn’t feasible, justifying its exclusion from the game.”
Verticality and Map Traversal
The Wall Jump feature adds a vertical dimension that wasn’t as pronounced in Black Ops 6. This new jumping mechanic opens up fresh pathways for traversing maps, allowing for strategic flanking maneuvers, especially useful in objective-driven multiplayer modes like Domination and Hardpoint.
Leslie emphasized that lessons learned from Black Ops 3’s advanced movement systems have been instrumental in shaping the Wall Jump in Black Ops 7. “Wall Jump enables players to reach heights that were previously unattainable, while ensuring that combat engagements remain prominent,” he stated, referencing the minimized inertia between successive jumps. This design choice helps to maintain a sense of momentum balance while facilitating rapid returns to ground-level combat scenarios.
For a comprehensive preview of this year’s Call of Duty, check out our Big Preview of Black Ops 7, where you can find interviews with Treyarch reflecting on their efforts to reshape the essence of Call of Duty.
