Video summary

Breaking Down Why Black Ops 7 is the WORST Call of Duty EVER [Angry Rant]

Main summary

Key takeaways

Gaming

Storyline (as discussed)

  • The video frames Black Ops 7 as a heavily padded, glitchy sequel to Black Ops 2, finally picking up the cliffhanger era/threads after 13 years.
  • David Mason and a returning/rotating cast (Harper, Samuels, 50/50) are involved, with Raul Menendez appearing as “alive.”

The campaign is built around:

  • Dream/vision sequences that repeatedly “replay” or recontextualize earlier Black Ops moments—flashbacks tied to trauma and/or hallucinations.
  • A present-day main plot featuring Emma Keegan, a corporate antagonist and cybernetics leader who aims to profit by releasing a toxin—referred to as the “cradle” (said to be coming from Black Ops 6).

Keegan’s plan (as summarized)

  • She manufactures the cradle toxin to trigger an epidemic.
  • She then sells solutions (cybernetics/tech) to treat the fallout and/or profit from it.

Escalation, climax, and aftermath

  • The campaign escalates through multiple flashbacks the creator calls recycled and structurally similar.
  • It culminates in:
    • A final set-piece where David/50/50 fight mech encounters (the creator claims three mechs in a row using the same counter method).
    • Keegan’s death, followed immediately by a post-credits reveal identifying Anderson.
  • After credits, the video describes a new Warzone-style continuation loop:
    • Extract/mission-objective gameplay with reskinned DMZ-like zombie/AI encounters.
    • The revealed Anderson ties into another fight/extraction sequence.

Gameplay highlights / what the speaker says stands out (mostly as criticisms)

1) Co-op campaign design (and the “no friendly AI” issue)

The creator argues the game is marketed as a “co-op campaign”, but functions like a mandatory online co-op structure:

  • You can queue/load “solo,” but you don’t get friendly AI teammates.
  • When squadmates are needed for dialogue/objectives, the speaker claims they disappear or only appear for cutscenes, creating an experience like hallucinations.

2) Always-online / server connection problems

The creator claims the game connects to Activision servers even when playing alone, leading to:

  • Difficulty pausing
  • Loss of progress if disconnected (or if the game bugs)
  • Lag/packet bursts even in campaign

They also mention UI/audio bugs (e.g., losing audio after taking many screenshots), attributing this to the online requirement.

3) “Battle royale / looter” UI and mechanics inside the campaign

The speaker repeatedly compares campaign design to Warzone/Fortnite/Apex style systems:

  • Weapon selection like a loot crate (e.g., an early cache with two weapon choices)
  • Massive enemy health bars
  • Frequent XP rewards that feed multiplayer progression
  • Clear health/ammo/critical hit feedback via hit markers and minimap visibility, removing “uncertainty” the creator says classic COD relied on
  • Weapon rarity / Pack-a-Punch-like upgrades, where:
    • Enemies also scale up health
    • Player damage increases may not be sufficient
    • Higher rarity can still feel like the player gets weaker or enemies become “bullet sponges”

4) Enemy AI that doesn’t create real challenge (to them)

The creator claims:

  • Enemies rarely land shots, even with advanced movement
  • AI can’t handle its own “threat” requirements
  • Many threats are predictable or ineffective unless splash/ranged damage forces enemies to hit “in general vicinity”

They describe multiple enemy types (snipers/RPG demolitionists/raiders/guards/mini-bosses/commandos) as mostly behaving like:

  • Missing shots
  • Acting irrationally
  • Getting overcome by sprinting and basic positioning

5) Overuse of “horde mode” mission structure and boss padding

The speaker argues mission rhythm becomes repetitive:

  • Defend / hack / secure data / hold out phases
  • Waves of enemies (soldiers or zombies)
  • Frequently repeated in slightly reskinned forms

They also claim boss fights often devolve into:

  • Giant health bars and bullet sponge enemies
  • A “solve-the-boss” loop that repeats one tactic:
    • Hide behind cover
    • Grenade/EMP to force an opening
    • Shoot/stun
    • Repeat

6) Flashbacks as recycled content and nostalgia as a crutch

A major theme is that the game uses flashbacks to earlier COD events rather than original setpieces:

  • Menendez, Woods, Davis
  • Mason’s death/aftermath
  • Repeated references to classic missions

The creator argues that one flashback cycle stretches far beyond reasonable pacing, turning “story” into padding.

7) Level design described as “Warzone patches” and reskins

The creator calls out frequent structural borrowing such as:

  • Warzone-like open sections
  • DMZ-like extraction structures
  • Reskinned familiar spaces (including Vorkuta-like and other classic setups)
  • Minimal traditional COD vehicle/stealth structure (except what they categorize as zombies/flashback stealth)

Key “strategies” or practical tips mentioned (limited)

  • Avoid relying on difficulty tuning (the creator claims there’s no meaningful difficulty slider).
  • For certain bosses/enemies:
    • Use consistent counter patterns (e.g., hide/side-step while firing; use EMP grenades vs shield/turret threats; exploit predictable AI behavior).
  • For horde/defend sections:
    • Trivialize some wave content with grenades thrown at landing spots, especially for VTOL-related spawns.

Gamers or sources featured (named at the end)

  • None explicitly listed as featured gamers/sources in the provided subtitles.
  • No specific streamer/YouTuber names appear in the captured subtitle text.
  • The text references franchises/games such as: Black Ops 1/2/3/4, Warzone, DMZ, World at War, Modern Warfare 3, Destiny, Resident Evil, Halo, Fortnite, Apex Legends.

Original video