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Call Of Duty played in world’s darkest room to celebrate new Blackout mode

Call Of Duty: Black Ops 4 is released on Friday.

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(Activision)

The new Call Of Duty game has been shown off in total darkness in a room covered in the darkest man-made substance in the world, as a nod to the game’s new battle royale mode, Blackout.

Vantablack and its VBx2 coating, created by Surrey Nanosystems and for which the company holds the world record as the darkest manmade substance, was used to coat the room.

To mark the release of Call Of Duty: Black Ops 4 on Friday, a special Black Ops House was built in London to show off the game in total darkness, where Tottenham star Dele Alli was among those to try out the experience.

(Activision)
(Activision)

The material can absorb 99.965% of all natural light.

The new game is a first for the long-running Call of Duty series in that it features no single player campaign mode for the first time.

Instead, the Blackout battle royale mode is being introduced as the blockbuster series’ answer to the runaway success of free-to-play battle royale title, Fortnite.

Expanded Multiplayer and Zombies modes are also part of the new game.

Those who took part in the Black Ops House experience walked to the room along a raised platform, creating the illusion they were walking into a void.

The aim was to complete immerse those who entered the house in the game on-screen, with complete blackness inside the room apart from the screen.

“It was a great experience playing Black Ops in the blackout environment, it felt like I was in the game! I wish I could get my own blackout room!,” Dele Alli said of his time in the Black Ops House.

(Activision)
(Activision)

The House was built by London based designer Asif Khan, who said he based the experience on his own memories of gaming at home as a child.

“Like many of my generation, I grew up gaming at home, with the living room and TV being the default scenery, but here we had a chance to reimagine the whole sensory experience of gaming.

“We heighten the player’s perception of space and time, from the moment they step up onto the black walkway, to the door which appears from nowhere, to then being enveloped in an infinite void.

“As an architecture studio we are dedicated to exploring and augmenting human experience.

“We are so excited here to have been given the opportunity to blur the boundaries between spatial design and digital experience.”

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