GamesFPSCall of DutyCall of Duty: Black Ops 6Black Ops 6 has the weirdest, scariest level in Call of Duty history – and I still don’t know how to feel about itWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesFPSCall of DutyCall of Duty: Black Ops 6Black Ops 6 has the weirdest, scariest level in Call of Duty history – and I still don’t know how to feel about itWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Activision Blizzard)

This article contains Call of Duty: Black Ops 6 campaign spoilers.
After spending far too many unblinking hours in Black Ops 6’s phenomenal Zombies mode, the campaign’s deeply weird Emergence level seemed like a hazy retinal afterimage. While investigating an abandoned laboratory in Kentucky, protagonist Case falls down an elevator shaft (which is starting to feel like a rite of passage for Call of Duty characters) and is exposed to biohazardous gas. The lab’s lower levels are overrun with zombies, and your goal – to collect four scattered keycards to open an elevator – feels more Resident Evil than Call of Duty. Oh, and did that mannequin just move?
It’s been two days since I rolled credits on Black Ops 6’s campaign, but I’m still thinking about the inherent weirdness of Emergence. There were moments I adored, but I find it harder to say if I liked it as a whole package – largely because it was unlike anything I’ve seen in Call of Duty’s history.
Don’t blink
(Image credit: Activision Blizzard)

Delicious brains(Image credit: Activision)Black Ops 6 Zombies makes me feel like I’m in 2010 again, in the best way possible
Delicious brains
(Image credit: Activision)Black Ops 6 Zombies makes me feel like I’m in 2010 again, in the best way possible
(Image credit: Activision)

Black Ops 6 Zombies makes me feel like I’m in 2010 again, in the best way possible
Surprisingly – shockingly, even – it works several times. The lab itself, a retrofuturistic complex pulled straight fromControlor Prey, is divided into four branches: Cognitive Research, Administration, Joint Projects, and Advanced Combat Research. There’s a zombified boss fight to complete for a keycard in each area, but the corridors linking each zone up trade thrills for chills. Some of it is subtle, like a wheelchair that wasn’t there a moment ago. Other moments are more on the nose – or right in front of it, in the case of one mannequin that moves in for amuchcloser look when your back is turned. These are moments of quiet unease that I didn’t think Call of Duty to be capable of, and although Black Ops 6’s campaign revolves around similarly looser level structures, this is the most subversive of the lot.
It’s not just the creepy factor that wins the day for Emergence. One boss fight begins with a tentacled horror pulling itself out of a camera lens, leading to a battle that’s half Gary’s Mod Prop Hunt and half wave survival, all while nostalgic World at War track 115 roars around you. Yet it’s the deceptively mundane-sounding Administration branch that sees Treyarch go full horror. Your goal is to find scattered reports and file them for the director – a red mannequin in a locked office room. Other mannequins are posed around the area’s bull pen, and after you grab the first report, they creak into life. Unfortunately for my heart, they only move when you look away, which turns Administration into a terrifying hunting ground where you’re the prey. Turn your back, and you can hear the dolls creaking and skittering after you. Turn back quickly enough, and you’ll catch them just as they freeze in motion – some scrambling in a pack, others reaching out to grab you. Moving to blast some of them apart means briefly looking away from other mannequins, forcing your nerves into a nails-on-blackboard shriek as neither fight nor flight seems particularly feasible.
(Image credit: Activision Blizzard)

Partly, I think Administration is so scary because you’re notsupposedto be in a horror game. You’re meant to be in safe, sugary Call of Duty; blasting baddies and blowing up bridges and sometimes even blasting baddies on blown-up bridges. In the same way I don’t watch John Wick for thought-provoking philosophical musings, I don’t play Call of Duty expecting to be running away from terrifying mannequins.
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