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How we reviewReviewer: Marcus Reid

Black APK

Guide

BLACK at 20: How a Racing Studio Made the Loudest Shooter of 2006

The history of BLACK: Criterion leaving Burnout to build a shooter about destruction, the sound-first design, the reviews, and why a port exists at all.

Real BLACK gameplay screenshot from a 2006 shooter retrospective

Every game on this site exists because a racing studio got restless. This is the short history of BLACK, from Criterion Games' surprise turn in 2006 to the Black Android port that keeps it playable on the device in your pocket.

A racing studio walks into a shooter

Criterion built its name on Burnout, racing games about beautiful destruction at speed. In the mid-2000s the studio asked what its house talent, impact, debris, the choreography of things coming apart, would look like in a first-person shooter. Electronic Arts published the answer in February 2006 for PlayStation 2 and Xbox. BLACK was marketed on a simple promise: the most cinematic gunplay on consoles, a shooter that treated every bullet as an event. The development team's own shorthand for the ambition was to do for shooters what Burnout had done for racers.

Sound first, everything loud

The design's famous decision was audio. Weapons were layered like instruments, enemies were voiced as a kind of choir so firefights stayed readable, and a full orchestral score by Chris Tilton and Michael Giacchino wrapped the whole thing in action-film scale. Critics at launch praised the presentation and the sound most of all, and noted the same two reservations that follow the game still: it is short, and it has no multiplayer at all, a deliberate omission in a genre already going online. Both reservations are true, and neither stopped the game becoming a word-of-mouth classic whose reputation grew as the consoles aged. The story framing that holds it together is unpacked in our story explainer.

The sequel that never came

Criterion wanted to continue; creative differences with the publisher ended the plan, and some of the team later made a spiritual successor elsewhere that never caught the same fire. BLACK stayed singular: one campaign, an ending with its door open, and a growing cult. That singularity is why ports and preservation projects matter here. The original lives on discs for ageing hardware and a digital version on newer Xbox consoles, and this Black game Android effort carries it to the platform everyone actually has with them.

Why it still works

Play it now and the surprise is how little translation the design needs. Destruction as tactics, health as a carried resource, reloads with weight, missions that respect your evening: the recipe reads like a reaction to trends that had not happened yet. New players meeting it through the Black APK are not visiting a museum. They are playing the version of the shooter that a great studio made when it only had one idea to prove, and proved it at full volume.

The port as the latest chapter

That is the lineage this Black Android port joins: not a remake, not a remaster with new paint, but the original campaign carried onto new hardware by people who thought it deserved carrying. Every era of this game's life has been a version of the same argument, that a shooter this physical should not be allowed to become unplayable. The Black APK is simply where that argument lives now.

Quick Answers

Who made BLACK and when?

Criterion Games developed it and Electronic Arts published it in February 2006 for PlayStation 2 and Xbox.

Why was there never a BLACK 2?

Criterion wanted a sequel, but creative differences with the publisher ended the plans. Some team members later made a spiritual successor at another studio.

Was BLACK well reviewed at launch?

Yes: critics praised its presentation, destruction and especially its sound design, while noting its short length and lack of multiplayer.