- Gunplay
- Bloom removed; recoil, convergence and handling rebuilt; weapon and environment share one field of view (callofduty.com).
- Movement
- Eight named additions, mantling chief among them. Not Omnimovement — reported explicitly, and both hands-on previews say so.
- Attachments
- Apex Attachments, one or more per weapon, unlocked by fully levelling it; they sit in their own Gunsmith slot.
- Time to kill
- Multiplayer design lead Jacky Reynolds told the press the TTK is slightly longer at range than Modern Warfare II's.
- The sore points
- Spawns, long TTK in beta weekend two, unreliable slides, three-lane map design.
Gunplay, as Activision describes it
The eight movement mechanics Activision named
| Mechanic | What Activision says it does |
|---|---|
| Mantle Slide | Transition straight from a mantle into a slide — over a car bonnet, a planter or low cover — without stopping. |
| Mantle Momentum | Forward velocity is preserved until the obstacle is cleared, instead of the hard stop mantles used to impose. |
| Mantle Steering | Steer left or right mid-mantle, aim down sights while entering a space, or abort the mantle after it has started. |
| Supine Slide | Double-tap crouch during a sprint for a longer, lower slide that ends with the operator on their back, feet forward. |
| Pipe Climb and Fast Pipe Slide | Climb pipework on buildings, or hold crouch to slide into a pipe and descend it quickly. |
| Hang Shimmy | Move left or right while hanging from a ledge, before climbing, dropping or shooting. |
| Hang Lean | While hanging and aiming down sights, lean and rotate with full 360-degree control. |
| Climbing Jump | Jump directionally from ledges, ladders and pipes to reposition faster. |
It is deliberately not Omnimovement
Apex Attachments
What the people who played it said
| Source | What they played | What they reported |
|---|---|---|
| Hands-on preview at Infinity Ward | About 90 minutes of multiplayer at Infinity Ward, plus Gunfight on Kill Block. | Audio, animation and feedback exceptional and well clear of the last two Black Ops; Apex Attachments a genuine change; movement fluid but possibly too fast; maps pretty but the familiar three-lane formula. Not convinced it is a major leap, but expects it to be the best-playing Call of Duty in years. |
| Press-event preview | Two multiplayer maps at a press event. | Fluid movement, weighty handling, dense visual and audio detail. Quotes multiplayer design lead Jacky Reynolds that TTK is slightly longer at range than Modern Warfare II's, so distance fights need more precise aim, while close range stays as lethal as ever. |
| Campaign presentation preview | Hands-off Campaign presentation from co-studio head Jack O'Hara, plus multiplayer. | Campaign framed around a grunt who does not understand everything happening around him, with Price's thread described as globe-trotting. Reported persistent spawn problems — enemies appearing behind the player, immediate deaths on respawn — and could not fully explore Apex Attachments because of bugs. Did not play the Campaign. |
| Beta report | Over 50 hours across both beta weekends, including Switch 2. | Liked Hijack and the Zodiac Warzone map. Found weekend two's time to kill excessive, slides failing to register, and Ground War the weakest part with repetitive spawn-and-snipe cycles. On Switch 2 called it a competent build at up to 60 fps but hard to aim with Joy-Con sticks, with muddy textures making opponents blend into Silkworm. |