Black Ops 1 and 2 on PS5 cost $140 for the full DLC, unless you’re on PS Plus
Ports just launched on PS4 and PS5, but the pricing turns a nostalgia purchase into a budget decision through August 6.

Call of Duty: Black Ops 1 and Call of Duty: Black Ops 2 have been released digitally on PS4 and PS5. The pricing can reach $140 for games plus both season passes, with a smaller bill for PlayStation Plus members.
Call of Duty: Black Ops 1 and Call of Duty: Black Ops 2 are now available digitally on PS4 and PS5 for $40 each, which is $80 if you buy both games. Then comes the part that makes the deal feel less like a reunion and more like a checkout screen from 2011: each game’s season pass is priced at $29.99, so getting “the complete experience” adds another $59.98. Total up the base games and both season passes and you land at $140 for titles that are about a decade and a half old.
That “$140” number is why PlayStation Plus becomes the real decision lever, not the nostalgia. IGN reports that if you are a PlayStation Plus subscriber, both games are $20 each and their season passes are $9 each, for a total of about $60. The discount runs until August 6, so if you are the type who buys when the friction is lowest, this is timed like a sale, not a forever price cut.
Why does any of this matter beyond personal budgeting? Because remasters and ports are increasingly a business model, and pricing is how publishers test willingness to pay without spending on brand new content. IGN notes there are no new features with these ports, and there is no crossplay. That combination is telling: the releases are about delivering access to a familiar product in a new storefront and on newer hardware, not about expanding the game ecosystem. For executives and operators in gaming, that means the “product change” is mainly distribution and monetization, not engineering.
The lack of crossplay also interacts with another practical issue: the original servers. IGN says the servers for the original versions of these games are a mess thanks to hackers, so a fresh start is likely better for everyone. In platform terms, that is a value proposition even when the content is not new. If you are a studio, publisher, or platform partner, “reducing risk for players” is not always marketing-friendly, but it affects retention, refund rates, and community stability, all of which roll up into revenue performance.
There is also a content nuance that can make or break customer trust, and it is where ports can drift into regulatory-adjacent territory even if no regulators are directly involved. IGN reports some content is missing, including that wager matches and theater mode have been removed. The removal was suspected when trophy lists leaked earlier this week. Beyond that, the games’ content remains unchanged, with full access to the campaign, multiplayer, and Zombies, and IGN adds that the emblem editor remained in the game. Strategically, this matters because “what you get” is part of the purchase equation, and transparency around omissions is the difference between a straightforward re-release and a community backlash.
IGN also points to one extra that helps justify the port for specific players. There is a free pack for Black Ops 2 that offers access to the customization packs that were available for purchase in the original game. That is not a new mode, but it changes the cost profile if you already know you want certain cosmetic or customization options. It also highlights a second-order monetization implication: free bundles can reduce the perceived gap between old and new value without changing the underlying pricing of season passes.
For decision-makers watching this move, the bigger takeaway is how publishers are segmenting the market. Full price is $40 per game and $29.99 per season pass, but PlayStation Plus subscribers see a steep downshift to $20 per game and $9 per season pass, with the discount running until August 6. Meanwhile, the ports do not promise feature upgrades, and they do not offer crossplay. So the monetization strategy is not “we rebuilt the game,” it is “we made access easy on current systems, then priced the add-ons for different willingness-to-pay tiers.” If you manage consumer expectations, you want to understand that tiers plus missing features equals reputational risk if customers feel the deal is being oversold.
Zoom out, and this is a neat stress test for boards and investors alike: when new content is not the headline, pricing discipline, offer structure, and community stability do the heavy lifting. The servers were problematic in the original versions, some modes are removed, and the total cost to get everything can hit $140. For peers considering similar legacy releases, the question is not whether people will buy old games. It is whether they will accept the math, and whether the product presentation is clear enough to keep trust intact while the revenue model does its job.
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