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''Black'' is a FirstPersonShooter released on the Playstation 2 and Xbox in 2006. It was made by Creator/CriterionGames, who also developed the ''{{Burnout}}'' series. Black follows the story of Sergeant First Class Jack Keller, an black ops soldier being interrogated about a terrorist organization known as 'Seventh Wave'. The in-game missions begin four days before the interrogation and soon revolve around Jack searching for William Lenox, the new leader of the Seventh Wave, across a variety of locations in Chechnya.

Black received good to lukewarm reviews for its explosive action, detailed guns and impressive technology, even picking up awards for its sound design.

Received a SpiritualSequel in the form of ''VideoGame/{{Bodycount}}''.

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!!This game provides examples of:
* AKA47: Largely averted, although some weapons are simply given generic names instead (the RPG is simply called "RPG"). Curiously, in spite of this many of the actual models for the guns are different from their real-life counterparts.
* AndTheAdventureContinues: [[spoiler:At the end of the game, the guy you spent most of the game trying to find it still alive. The authorities knew of Lennox's defection, and they knew Jack would disobey orders to pursue Lennox to the end - so they helped him along and faked his death for him, so that he can continue to pursue Lennox in secrecy.]]
* ArtificialStupidity: The enemies in the game, among other things, won't notice when someone standing right beside them gets murdered, will charge the player in single file, won't take cover to reload, or ''will'' take cover ''behind explosive barrels''. Even the own player character's support squad might as well not be there.
* {{Badass}}: How you should feel when playing this game.
* BangBangBang: Deliberately used. The guns are all sampled from films such as ''DieHard''.
* BigBad: William Lennox.
* BlackAndGrayMorality: William Lennox and Seventh Wave are a bunch of vicious, brutal terrorists - but the black ops team are running illegal international missions without any official government sanction, and are perfectly willing to utilize some pretty nasty methods to accomplish their goals.
* BloodlessCarnage: Especially strange considering the fairly large amount of swearing in the game (it received an M rating in the US one way or the other).
* BoomHeadshot: The last gun you unlock, the [=M16A2=], can one-shot ''any'' mook as long as you hit them in the head. Even the ones with masks, which you'd normally have to knock off with two or three shots beforehand.
* BraggingRightsReward: The [=M16A2=], available on the HarderThanHard Black Ops difficulty and unlocked for all others after you beat it. It has an integrated [=M203=] grenade launcher (the only gun in the game to have one), can OneHitKill anything as long as it's a headshot (see BoomHeadshot above), and reloads faster than the [=M203=]-less [=M16=] under any circumstances. But you don't really need this gun if you've beaten Hard difficulty already, which is actually harder than Black Ops.
* CheckPointStarvation: There's always one after a point of no return (normally an InsurmountableWaistHighFence you can jump over to proceed). Problem is, there are between two and five of those for every mission, and starting from the second one, those are ''[[MarathonLevel very]]'' [[MarathonLevel large]]. The second-to-last leg of the final level alone is more than twenty minutes of pure gunfighting.
* ColdBloodedTorture: Keller himself tortures a Seventh Wave member in a cutscene in order to garner information about Lennox.
* CrateExpectations: They show up fairly quickly.
* CriticalAnnoyance: A typical HeartbeatSoundtrack when health is low.
* DieChairDie: A lot of the buildings and structures are partly destructible to help the chaos and cinematic feel of the game.
* ElitesAreMoreGlamorous: You play as US Black Ops, but don't have any discernible branch.
* EscortMission: Inverted - there's a sequence where the player character has to make their way through an industrial plant while a support character provides sniper fire.
* ExcusePlot: The developers admit the plot was added at the very last minute, after all the levels had already been made. The plot is certainly there, although it's completely divorced from the gameplay and in-mission design.
* ExplodingBarrels: Most of the levels are full to the brim with exploding barrels, and are often placed so the destructible environments can be shown off.
* FakingTheDead: The main villain, William Lennox, does this to throw off suspicion, enough for him to take command of the Seventh Wave. [[spoiler:Jack gets this at the very end also, to aid his continued pursuit of Lennox.]]
* FirstPersonGhost
* FullMotionVideo: All the cutscenes are done this way, although the cutscene visuals are so heavily stylized that there isn't a huge disparity between them and the gameplay.
* GameplayAllyImmortality: The player character's support squad.
* GameplayAndStorySegregation: While the pre-mission cinematics weave a rather complicated, Creator/TomClancy-esque plot rife with character interaction, gameplay is all about tossing bullets left and right and blowing shit up, sometimes with your squadmates watching or helping a little bit. In fact, the game didn't even ''have'' a story for most of development - cutscenes, dialogue etc., were a last-minute addition. This is why, for example, most of the important characters like [=MacCarver=], Solomon, Valencio [[spoiler:and Lennox]] only appear in cutscenes.
* TheGhost: [[spoiler: Lennox. The guy Keller thought was Lennox was an impostor.]]
* GottaCatchThemAll: The secondary objectives, which include getting rid of incriminating evidence from your side's activities, collecting incriminating evidence from the enemies' activities, recon, which contains information about [[{{Foreshadowing}} an area where the next level takes place]], and Armament, consisting of finding a hidden gun. Black Ops difficulty also includes Demolition, which essentially amounts to "blow up anything that makes your reticle turn black when you point at it". The trope is in full effect on said difficulty, where finishing the level while missing so much as ''one single'' secondary objective [[NonStandardGameOver is an automatic mission failure]].
* GunPorn: This was the game's tagline in ads, by the by. The gun models are all incredibly detailed, and the loading screens show guns firing and empty shells ejecting in slow motion. Many of the sounds of taken from or inspired by action films, and used a system dubbed 'chorus of gunfire' in which each gun is given a different pitch. So a group of enemies firing would create a harmony of different sounds.
* HowWeGotHere: The levels are flashbacks, starting four days before the interrogation cutscenes.
* HyperspaceArsenal: Averted, surprisingly for a game as over-the-top as this. Instead, it uses a two weapon limit.
* MoreDakka: Many of the guns have had their rates of fire and ammo capacity bumped up from their real-life versions, purposefully to emulate the BottomlessMagazines of action movies.
* NoNameGiven: The man interrogating Keller.
* OneBulletClips: Averted with the shotguns in the game, which load shell-by-shell and can be interrupted at any time, but otherwise played straight. The Magnum speedloader is particularly egregrious (in the "loading more rounds than the player actually has" sense).
* PistolWhipping: You can strike enemies with the butt of any gun. Striking them from behind is a OneHitKill.
* PostNineElevenTerrorismMovie: The game's time period, though it doesn't figure much in the plot and Seventh Wave tends to fund and sell arms to terrorists than engage in them... or so we're told. The game's enemies aren't even Jihadi - they're Russians and (supposedly) Americans.
* RegeneratingHealth: To a minor extent. If your health is at only one bar, the screen will flash black and white with a fast thumping heartbeat sound. Take cover and wait for about ten seconds and the meter rises back up to two bars, the monochrome flashes fade, and the heartbeat calms down a tad.
* RevolversAreJustBetter: The Magnum is one of the most powerful guns in the game, a guaranteed OneHitKill on Normal difficulty for all but the strongest enemies.
* RightHandedLeftHandedGuns: Somehow every, weapon you pick up is configured for a left-handed shooter, despite Keller being right handed. [[RuleOfCool Of course, that's so that the player can watch the reloading process from start to finish]].
* ShoutOut: One of the game's locations is based on the shower room from ''Film/TheRock''. Many of the game's gun sound effects were sampled from other movies and TV series too, such as ''Film/DieHard'', ''Series/TwentyFour'', and ''Film/TrueLies''.
* SnipingMission: The third mission features a protracted sniping section.
* StandardFPSGuns: Several pistols of varying strength, a couple of shotguns, a variety of sub-machine guns, a few automatic weapons, sniper rifles, a grenade launcher, [=RPGs=] - nothing you wouldn't expect from a typical FPS.
* StealthBasedMission: There are parts of the game where taking a stealthy approach is beneficial, but they're never obligatory.
* StuffBlowingUp: ''Yes''. The Demolition objectives in the Black Ops difficulty are all about this.
* TerroristsWithoutACause: Very little information is provided about Seventh Wave, besides the fact that they are terrorists, wanted by the Chinese and Israelis, and are mostly arms dealers who supply other terrorist groups.
* UnorthodoxReload: Sort of. The way the guns are reloaded is pretty standard, but when you do reload, the screen blurs as an exaggeration of depth of field. There's also a difference in reload time depending on whether you're taking fire or not - if you aren't, the reload is a lot slower and more meticulous, with Keller doing things such as checking the ammo before inserting the magazine/moon clip into the gun.
* UnreliableNarrator: The intensity of the game is a reflection of Keller's recollection of combat under intense psychological pressure - both in the battlefield and in the interrogation room. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates that randomly drop in and out with no mention of where they went, labyrinthine level design, etc. are just how Keller recalls each mission, not how it actually was. This also explains the in-level story being so disjointed and almost non-existent, as the fine print doesn't matter to Keller as much as the accomplishing the mission does.
* VideoGameObjectives: On the harder difficulties, there are more objectives to complete, but this usually translates to "more stuff to pick up/destroy".
* VoiceWithAnInternetConnection: Mostly from another female black ops soldier, [=MacCarver=].
* WesternTerrorists: Despite the post-9/11 setting, Seventh Wave appears to have exclusively Eurasian members. Their leader is even an American.
* WhatHappenedToTheMouse: The other two members of your team disappear and appear at random, especially towards the end.
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