Why Call of Duty Black Ops Characters Still Carry the Franchise After Two Decades

Why Call of Duty Black Ops Characters Still Carry the Franchise After Two Decades

It is a weird thing to realize that Frank Woods is basically the Uncle Iroh of the first-person shooter world, just with more swearing and a much higher body count. If you grew up playing the original games, these guys aren't just pixels. They are legends. Most modern shooters try to sell you on "Operators" with cool skins and zero personality, but the characters from Call of Duty Black Ops are different because they actually felt like they had something to lose.

Alex Mason isn't just a guy with a gun. He is a guy who spent years of his life seeing numbers in his head while being gaslit by a Russian scientist. That's heavy stuff for a game that most people think is just about "pew pew" and killstreaks.

The Mason and Reznov Dynamic is Genuinely Peak Writing

Let's be real for a second. The "Numbers" plotline in the first Black Ops (2010) is probably the most ambitious narrative Treyarch ever attempted. You have Alex Mason, a CIA operative who gets captured and sent to the Vorkuta gulag. This is where he meets Viktor Reznov. If you played World at War, you already knew Reznov as this grizzled, heroic Soviet sniper. But in Black Ops, he’s something else entirely. He’s a ghost in the machine.

The big twist—that Reznov died in Vorkuta and Mason has just been hallucinating his presence the whole time—hit everyone like a freight train. It wasn't just a gimmick. It served a purpose. It showed how brainwashing actually functions in a fictional setting. Mason was programmed by Dragovich to kill Kennedy, but Reznov "re-programmed" him to hunt down the men responsible for the Nova 6 gas.

Honestly, the chemistry between them, even when one of them wasn't technically there, is why we still talk about these games. You’re playing through history, from the Bay of Pigs to the jungles of Vietnam, but you’re doing it through the eyes of a man who literally cannot trust his own mind. That kind of psychological depth is rare. Usually, in military games, the protagonist is just a silent camera with a rifle. Mason had a voice. He had a family. He had a breaking point.

Frank Woods: The Heart and Soul of the 80s

If Mason is the brain, Frank Woods is the heart. And maybe the liver, considering how much that guy has probably been through. Woods is the quintessential "tough guy," but Treyarch gave him enough layers to keep him from being a total cliché.

Remember the scene in Black Ops II where you find out he’s still alive in the 2020s, sitting in a wheelchair at "The Vault" retirement home? That was a stroke of genius. It grounded the futuristic setting of 2025 in the gritty reality of the 1980s. Seeing an elderly Woods, still cranky and still holding onto secrets, made the stakes feel personal for David Mason (Section).

Woods is the one who carries the guilt. He’s the one who accidentally killed Alex Mason—or thought he did, depending on which ending you got in the branching narrative of the second game. That’s another thing: Black Ops II introduced choice. Your actions actually determined whether characters from Call of Duty Black Ops lived or died.

  • You could save Harper or let him burn.
  • You could spare Menendez or execute him.
  • You could actually save Mason if you were smart enough to shoot him in the leg instead of the head.

This made the characters feel like they belonged to the player. When Woods talks about the past, he isn't just reciting lore. He's talking about your mistakes.

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Raul Menendez and the Villain Problem

Most FPS villains are forgettable. They want to blow up the world because they’re "evil."

Raul Menendez is different. He is arguably the best-written antagonist in the entire Call of Duty series. Why? Because you actually understand why he’s mad. The guy saw his sister, Josefina, horribly burned and eventually killed because of the actions (and sometimes the accidents) of the CIA. His "Cordis Die" movement wasn't just a random terrorist group; it was a response to Western interventionism.

When you play as Menendez in that one mission where he goes on a rampage with a machete, you feel his rage. It’s uncomfortable. You’re playing as the "bad guy," but the game forces you to see the world through his grief-stricken eyes. This is why the characters from Call of Duty Black Ops stand out. The line between "good" and "bad" is incredibly blurry. Hudson, for example, is a complete jerk most of the time, but he sacrifices himself to save Woods and David. He’s a patriot, but he’s also a manipulator.

The Cold War Resurgence and Jason Hudson

Speaking of Hudson, the "Iceman" got a bit of a facelift in Black Ops Cold War. Some fans were annoyed that the voice actors changed—Ed Harris and Michael Keaton are hard acts to follow—but the characterization remained consistent. Hudson is always the guy looking at the "big picture," even if that means ruining the lives of the people working under him.

In Cold War, we got introduced to Adler. Russell Adler is basically what happens if you take a Marlboro Man ad and give it a license to kill. He’s cool, he’s calculated, and he’s absolutely terrifying. The way he treats "Bell" (the player character) throughout the campaign is a masterclass in psychological manipulation.

"We’ve got a job to do."

That line becomes a haunting refrain by the end of the game. It’s not a heroic call to action. It’s a command to a sleeper agent. It mirrors the Mason/Reznov dynamic but flips the script, making the "handler" the one you should probably be afraid of.

Why the Multiplayer Operators Don't Quite Hit the Same

We have to address the elephant in the room. In recent years, Call of Duty has moved toward a seasonal "Operator" model. You can play as Snoop Dogg or a literal superhero. While that’s fun for some, it dilutes the brand of the characters from Call of Duty Black Ops.

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When everyone is a hero, nobody is.

The reason people still clamor for a "Mason and Woods" story is that those characters represent a specific era of gaming where the campaign was the main event. You weren't just buying a battle pass; you were buying a 6-to-8-hour interactive thriller. The gritty, paranoid atmosphere of the Cold War fits these characters perfectly. When you see Woods in a bright purple outfit in Warzone, it feels a bit... off.

The Unsung Heroes: Weaver and the Zombies Crew

It would be a crime to talk about Black Ops without mentioning Grigori Weaver. Originally a side character who lost an eye to Kravchenko, he became the face of the Dark Aether saga in the newer Zombies modes. He’s a bridge between the grounded military stuff and the absolute insanity of interdimensional monsters.

And then there's the "Ultimis" and "Primis" crews from Zombies. Dempsey, Nikolai, Takeo, and Richtofen.

They started as racist caricatures in World at War, which is awkward to look back on now. But over a decade, Treyarch turned them into some of the most tragic characters in gaming history. Watching the "Primis" versions of these characters try to break a cycle of eternal suffering—only to realize they have to erase themselves from existence to save the universe—is genuinely emotional.

It’s a weird tonal shift from "Mason, tell me about the numbers!" to "We must secure the Summoning Key," but it works because the writing team stayed committed to the characters' growth.

What Most People Get Wrong About the Lore

People often think the Black Ops timeline is a mess. It kind of is, but only if you try to force Black Ops III and IV into the mix too hard.

Black Ops III is barely a sequel. It takes place so far in the future that the connection to Mason and Woods is mostly just "DNI" technology and some obscure text logs. Black Ops IV didn't even have a campaign, just some specialist tutorials.

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If you want the "true" experience, you stick to:

  1. World at War (The prequel)
  2. Black Ops (The masterpiece)
  3. Black Ops Cold War (The mid-quel)
  4. Black Ops II (The finale)

If you follow that path, the character arcs are actually incredibly tight. You see the rise and fall of the Cold War, the birth of modern drone warfare, and the personal toll it took on the men who fought in the shadows.

Actionable Insights for Fans and New Players

If you’re looking to dive back into the lives of these characters from Call of Duty Black Ops, don't just rush through the missions. To get the full picture of who these people are, you need to engage with the "intel" collectibles.

In the original Black Ops, you can actually get out of the interrogation chair in the main menu. If you walk over to the computer terminal and type "DIR," you can read files that fill in the gaps between missions. You'll find emails from Hudson, psychiatric reports on Mason, and even hints about what happened to Reznov.

In Cold War, the evidence board in the safehouse is the best feature the series has added in years. It forces you to actually be a detective. If you don't find the right evidence, you might end up killing an innocent person or letting a spy escape.

The "best" way to experience these characters is to play Black Ops II and aim for the "good" ending. It requires you to complete the Strike Force missions and make specific choices (like sparing Chloe "Karma" Lynch). It’s the only way to see the characters get the closure they deserve.

The Black Ops series isn't just about the guns. It’s about the scars—physical and mental—that these soldiers carry. Whether it's Mason's fractured psyche or Woods' stubborn refusal to die, these characters are the reason we're still playing these games nearly twenty years later. They aren't perfect heroes. They are messy, violent, and deeply flawed human beings. And that’s exactly why they’re the best in the business.

To truly understand the depth of these characters, your next step should be to revisit the "Old Wounds" mission in Black Ops II. Pay close attention to the dialogue between Mason and Woods when they encounter Reznov in the desert. It’s the turning point that defines Mason's legacy and sets the stage for everything that follows in the 2025 timeline. Use the terminal in the first game to read the "Vorkuta" files; they provide a chilling look at the brainwashing process that turned a hero into a sleeper agent.