[Interview] Right before the release of "Call of Duty: Black Ops 7." We asked a veteran with over 17 years of experience with CoD about all aspects of the game.
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/918/G091840/20251106044/
Writer: Natsukami Shiki | 2025/11/06 09:16 (UTC)
Activision Blizzard’s latest installment in the “Call of Duty” series and the newest entry in the “Black Ops” franchise, “Call of Duty: Black Ops 7” (PC / PS5 / Xbox Series X|S / PS4 / Xbox One), is rapidly approaching its November 14, 2025 release date.
Set in a near-future battlefield that shifts from the Gulf War era to a futuristic setting, this title is being developed jointly by Treyarch and Raven Software. With strong echoes of the highly popular “Call of Duty: Black Ops 2,” many fans are undoubtedly eager for what’s next. Some readers may even have participated in the earlier open beta test.
Previously, 4Gamer reported on a joint developer interview with the team held just before Tokyo Game Show 2025. The participants were Miles Leslie, Associate Creative Director at Treyarch, and Marc-Antoine Saindon, Lead Designer at Beenox responsible for platform optimization. Now, as the release draws near, we’ve had another rare opportunity to speak with Leslie.
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[Media Joint Developer Interview: “Call of Duty: Black Ops 7” – Getting Closer to the New Series Entry Set in a Near-Future Japan, After On-Site Research]
We present a media joint developer interview for “Call of Duty: Black Ops 7,” set to release on November 14, 2025. Treyarch’s Miles Leslie and Beenox’s Marc-Antoine Saindon shared their thoughts about the game’s Japan map currently in development.
[2025/09/25 19:50]
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- PC: Call of Duty: Black Ops 7
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- Writer: Natsukami Shiki
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With over 20 years in the industry and more than 17 years working on the “Call of Duty” franchise, Leslie is not only a seasoned creator but also an avid fan of the “Black Ops” series. We were able to gather his insights directly—here’s what he had to say.
– With release just around the corner, how are you feeling right now?
Leslie:
It feels amazing to reconnect with everyone again through online channels since TGS 2025. Honestly, my current state of mind is nothing but pure excitement. That’s it—just constant exhilaration. It still feels surreal that we only have ten days left until release.
As a development team, we’re genuinely excited to see how players will enjoy the game and what kinds of creative ways they’ll discover for playing. We expect them to come up with completely new approaches we never thought possible. I’m just so thrilled—I can’t contain my excitement!
– This game features many elements reminiscent of “CoD: BO2.” What was the motivation behind this design direction?
Leslie:
“CoD: BO2” is a fan favorite, known for its broad narrative structure and iconic characters like David Mason and Raul Menendez. At the same time, we also recognize that there were aspects we didn’t fully explore back then. We felt now was the perfect moment to revisit it—the ideal opportunity to continue the story. It’s actually something we’ve always wanted to do.
From a gameplay perspective, we’re well aware of what fans expect. For instance, “Peacekeeper” is one such element that players have been asking for. The initial map lineup includes classics like “Hijacked,” “Express,” and “Raid.” Stay tuned for updates after launch!
– With the FPS scene overall gaining momentum, how do you view the expectations placed on “CoD: BO7”—both what it should deliver and what it shouldn’t?
Leslie:
Our vision is to avoid being influenced by other titles or broader media trends. Instead, we’ve centered our approach around the concept of “connecting with everyone.” The goal has been to create a game that’s playable anytime, anywhere, with anyone—this guiding principle shaped how our team approached development.
– Compared to past games, the adjustments from open beta to final release—especially in terms of game balance—seem much faster. Has your development process changed significantly?
Leslie:
“CoD: BO6” and “CoD: BO7” were developed almost simultaneously. While “CoD: BO6” introduced a new movement system called “Omni-Traversal,” “CoD: BO7” is set in a near-future world. We aimed to apply the lessons learned from “BO6” while incorporating elements that fans value most into this title.
Since “CoD: BO6” launched with strong momentum, we wanted to carry that energy forward into “Bo7.” That’s why we prioritized quickly integrating feedback gathered during the open beta. Additionally, we’ve incorporated many of the lessons learned from developing “BO6.”
– What kind of feedback was most common during the open beta test?
Leslie:
For example, doors in the map “The Forge” were revised based on player input—along with several other maps like “Toshin.” Feedback about zombies was also frequent, so we made adjustments accordingly. We place great importance on a hybrid approach: combining data analysis from our end with direct feedback from players.
We’ve also adjusted park features—reorganizing categories and even merging two parks together. At this stage, we feel the overall balance has improved significantly. Of course, further updates including balancing changes will continue post-launch. We’ll remain attentive to player voices right from release day.
– The maps available in the open beta had a very refined flow design. Are there any specific maps you’d like players to pay special attention to, or particular details you focused on?
Leslie:
We’ve been working hard to polish each map—even before the beta and continuing through final production—and it’s truly rewarding that players can sense this effort. On behalf of the team, I’d like to sincerely thank everyone for their support.
As for maps we’d particularly recommend: It’s tough to pick just one since every map feels like a child we’ve poured our heart into (laughs).
That said, if I had to name my personal top three—“Exposure” is a favorite. I especially enjoy the design that makes full use of the new Omni-Traversal mechanic “Wall Jump.” “Cortex” is a tightly confined map that can trigger claustrophobia—but its chemical plant setting adds an extra layer of appeal. And “Raid”, while classic, has been reimagined with fresh elements from this game, blending nostalgic charm with new gameplay mechanics for a truly enjoyable experience.
– The “Gravemaker” (a sniper-type strike weapon that penetrates walls) caused a big stir during the open beta. Can we expect similar impact from other strikes in the final version?
Leslie:
The Gravemaker generated significant buzz, and we received plenty of feedback on it—so adjustments were made accordingly. The classic “RC-XD,” packed with explosives, will remain just as fun to use. I’m also looking forward to how players use the “VTOL Warship” and the new strike weapon “Rino.” We’re excited to see everyone’s reactions.
– This game introduces a 20v20 skirmish mode. Can you elaborate on what this gameplay mode is like?
Leslie:
While we generally consider 6v6 maps competitive, fans have repeatedly requested larger-scale maps. Additionally, gadgets featured in the campaign—like the “Wingsuit”—are impractical for use in a standard 6v6 format but are too good to be limited solely to story mode. We wanted players to get more opportunities to experience them.
That’s one of the key reasons we introduced the 20v20 skirmish mode—to incorporate elements that wouldn’t fit naturally into 6v6 gameplay. We’re meeting fan demand while also delivering unique experiences exclusive to this title—so we hope you enjoy it. Some players may find 6v6 too intense or pressured, but 20v20 is more relaxed and perfect for a casual break.
– Can newcomers or first-time “Call of Duty” players enjoy this game? What considerations did you keep in mind for accessibility?
Leslie:
This was a key focus from the very beginning. We wanted to make sure this title serves as an accessible bridge—not just for new fans of the franchise, but also for those new to FPS games and even gaming itself.
To address this challenge, we’ve introduced multiple modes for zombies—making it easier for more players to jump into that experience and explore the world. Allowing cooperative play on campaign missions was another part of our effort.
Beyond expanding entry points, we also worked to make every player’s time in-game feel valuable. As a result, all game modes now grant shared experience points (Global XP). We believe this helps reduce barriers: no longer will players feel stuck or frustrated because their preferred activity doesn’t align with rewards—effectively easing any aversion toward the “CoD” brand and making gaming itself more approachable.
– Could you explain Global XP in a bit more detail?
Leslie:
The key point is that all modes grant shared XP. That means there’s no restriction like “you can’t unlock weapons unless you play multiplayer.” Since every mode leads to rewards, we’ve removed the pressure of having to focus on one specific mode just for progression. Our goal was to let more players enjoy the full breadth of what this game offers.
– Besides Warzone, there are multiple PvP modes in the title. With so many factors interacting and changing gameplay styles, how do you prioritize weapon balance adjustments?
Leslie:
Regardless of whether it’s 6v6 or 20v20, we place top priority on unifying each weapon’s baseline performance. But game mode differences inevitably affect playstyle—along with map size, movement options, and many other factors. Ultimately, the fundamental way to win changes.
Therefore, weapon balancing is just one tool—we must also consider all these other elements when making adjustments. Especially in skirmish modes, where so many variables interact. Thank you for such a thoughtful question.
– Some weapons returning from “CoD: BO2” are included. Do they maintain the feel and design of their original versions?
Leslie:
When players who experienced “CoD: BO2” pick up these returning weapons in this game, we want them to immediately recall how they used to play with them. To preserve that authentic experience, we’ve been extremely careful not to alter a weapon’s core role or character.
Of course, the overall tone of the game has evolved—so adjustments are made—but our goal is to keep the fundamental feel and emotional connection intact through meticulous attention to detail.
– The previous game, “CoD: BO6,” had a linear campaign structure—but one chapter featured driving vehicles and free movement. Does this new title include similar elements?
Leslie:
The campaign remains mostly linear in progression. However, after unlocking the endgame—which serves as an epilogue—the gameplay changes dramatically. Players team up to solve mysteries on the “Avalon” map (located in the Mediterranean).
In short: you’ll get both a traditional campaign experience and a post-campaign open-world-style adventure.
– The 4-player co-op campaign has appeared before, but why reintroduce it now?
Leslie:
Two main reasons. First, we wanted to lower entry barriers for new players—providing accessible pathways into the game. Second, we wanted to fully explore David Mason’s story through a shared experience with friends. We hope players will feel like they’re living the adventure from four different perspectives.
We aimed to deliver cinematic, RPG-style sequences filled with spectacle and drama—but one that can be enjoyed together as a team. It would be wonderful if players could relish these moments side by side.
– Any message for Japanese fans?
Leslie:
Did you enjoy the open beta featuring “Toshin”? We’ve put serious effort into crafting an authentic, full-scale map set in Japan—so we hope you’ll appreciate it. After release, even more maps set in Japan will be added, and I’m truly looking forward to seeing players experience them.
Finally, I’d like to encourage everyone: don’t hesitate to try modes you’ve never played before. We’ve reworked the XP system so that you no longer need to focus on a single mode to progress. Everyone has their own “personal CoD”—we hope this game lets you fully enjoy your favorite modes while also exploring others along the way.
Enjoy “Call of Duty: Black Ops 7” to the fullest!
– Thank you very much for today’s interview.
Recorded on November 4, 2025