Black Coverart
Developer(s) Criterion Games
Publisher(s) EA
Engine RenderWare
Aspect Ratio 16:9 or 4:3
Platforms PlayStation 2, Xbox, Xbox Originals
Release Date(s) PAL February 24, 2006
NA February 28, 2006
AS March 3, 2006
KOR March 25, 2006
JPN April 6, 2006
Genre(s) First-person shooter
Mode(s) Single player
Ratings ESRB: M
PEGI: 16+
Media DVD
Input Methods Controller

Black is a first-person shooter developed by Criterion Games and published by EA. It's available to play on the PS2 and Xbox it is also available for the Xbox 360 as an Xbox Original's download.

It was released on February 24, 2006 in Europe and on February 28, 2006 in the United States. A demo for the game was released on January 18, 2006. It became available on Xbox Live on February 11, 2008.

Criterion Games have been found out to be recruiting developers for the next game in the series which will be named Black: Second Mission, contradicting their statement that there will be no sequel.

Story Edit

Black takes place in Chechnya. The protagonist is a black ops soldier named Sergeant First Class, Jack Kellar. Kellar tells most of the story in first-person at an interrogation four days after the events in the story begin.

Kellar is an inadequately disciplined member of a CIA black ops group and a veteran of several conflicts including Guatemala, Colombia, Iran and Croatia. The unknown interrogator questions Kellar about an arms smuggling and a terrorist operation called the Seventh Wave. Seventh Wave have been responsible for a number of terrorist attacks. Kellar is told that, unless he co-operates, he and his actions will be declassified, he will be dishonorably discharged and imprisoned for life. Though initially resistant, Kellar at last agrees to tell his story.

Four days earlier, Kellar and his group were assaulting a Seventh Wave stronghold in the city of Veblensk. Kellar kills three high-ranking members of the cell but then disobeys orders by rushing inside a terrorist controlled building, where a terrorist ambushes him. However, the man did not kill Kellar, who learns that his captor is an American, a former CIA wetworks operative, William Lennox. After faking his own death in Cairo, Lennox has apparently become the leader of Seventh Wave.

Kellar's next mission is to cross the border into Treneska and traverse the Vlodnik Canal, destroy a base and weapons cache, then meet a female black ops soldier named MacCarver, the leader of black ops Team Bravo, at a farmhouse. Things did not go as planned; however, Kellar defends and clears the farmhouse and later meets MacCarver.

Kellar and MacCarver begin a mission to destroy an arms factory in the city of Naszran. To safely complete the mission they must navigate an old graveyard and town, both heavily defended. After doing so, they assault the town's iron foundry, destroying its productive capacity. The two black operatives then meet a third member of the team, Solomon.

Based on information gathered from the mission, Team Bravo has proceeded to a well-defended dockyard, cleared the area and linked up with Alpha Team. Alpha Team, however, is destroyed in an ambush while Lennox escapes seconds beforehand. In light of the disastrous result, the operation is cancelled as well. Despite these events, Kellar leads a retalitory assault against the Graznei Bridge before leaving his team at the gates of Lennox's compound to successfully penetrate the defenses both around and inside the Spetriniv Gulag and kill Lennox in an explosion resulting from the destruction of two concrete barricades and the subsequent explosions afterward in the final room of the underground bunker.

The interrogator then reveals to Kellar that authorities had, in fact, always known of Lennox's involvement in Seventh Wave. Kellar had acted predictably, doing what his profile said he would, and his pursuit of Lennox was both expected and welcome - and that Lennox is not yet dead. Kellar is told that a false "death" has been arranged for him, providing cover so he can continue his pursuit. The game ends with Kellar being told to get ready for his next assignment.


The gameplay is essentially a straight forward first person shooter. Players can only carry two weapons at a time; therefore, strategy is needed when choosing weaponry, with weapons differing in characteristics. The player can also carry grenades, which can be thrown without switching weapons. Land mines and grenades can be detonated prematurely by shooting them.

The game is mission-based, with each mission separated by a cut scene video. On harder difficulties, there are more objectives that must be completed before the player can progress. These extra objectives involved collecting various intelligence documents, blueprints, or destroying parts of the environment. These are all indicated by the HUD cross-hair changing color when the player points at the relevant object.

Successful completion of the objectives over all missions in all difficulties above 'Easy' results in the awarding of Silver Weapons (infinite bullets) and unlocking the M16A2 (40mm underslung grenade launcher attachment) as the starting default weapon with infinite 40mm grenades. When unlocked, these features are permanent and cannot be removed without starting a fresh storyline.


Criterion intended to "do for shooting what Burnout did for racing - tear it apart", with dual emphasis on destructible environments and the handling and behavior of real-world firearms. Bullets that hit buildings, terrain and objects leave visible damage; moreover, the guns are rendered with great detail and accuracy, though some weapons' features are stylized or exaggerated. The emphasis on the appearance, function, and sounds of the weapons led the developer to label the game as "Gun-Porn." Another notable and original feature is the use of real-time blur while reloading, giving a depth of field and more perspective to the game. Similarly, when the player drops below two bars of health, the screen turns black and white, the sound of the character's heartbeat become the dominant noise and the game goes into slow motion, and the large and small motors in the control pads match the sound of systolic and dialistic part of the heartbeat.

The game was not developed with an overarching plot structure in mind and this was implemented as something of an afterthought towards the end of development. The initial idea for relating the plot in-game came from Black's director, Alex Ward, who wanted to have a radio-play-style voiceover spoken over a 'black' screen.



Emphasising the game's action film heritage, sound effects for the weapons in the game were based on various sounds from movies. For example Bruce Willis' Heckler & Koch MP5 in Die Hard, Jack Baeur's pistol in 24 and Arnold Schwarzenegger's Uzi in True Lies.

Realising in the chaos of a heavy gun battle the heavy mix of sound and music would produce a cacophony of noise, the sound designers developed the "choir of guns" concept. Whereas, traditionally in a shooter game, each weapon model would be assigned a different sound, Black assigns each enemy their own "voice", similar to the way in which each member of a choir would have their own distinct voice. For example, there are three enemies firing, one would be assigned a low voice, another a medium voice, and the third a high voice. This allows all the weapons being fired in any particular scene to harmonise and deliver a distinct sound for the game. Black's sound was nominated for Best Audio at 2006 BAFTA Video Games Awards, and won Best Art & Sound jointly with Burnout Revenge at the 2006 Develop Industry Excellence Awards.

The music for Black was composed by Chris Tilton, using a theme co-authored with Oscar-winning composer Michael Giacchino. It was recorded at the Newman Scoring Stage. A soundtrack album was released on iTunes by Nettwerk Records.