This is a draft!


If you’re a long-time Call of Duty fan, it will come as no surprise to see all the recent attention the Black Ops and Black Ops II (specifically their Zombies) have been getting ever since their re-release earlier this year. It goes beyond nostalgia; these games had some real magic. But whilst these 2 games share the limelight, their older brother World at War, sits in the dark.
Released in 2008, World at War marks the fifth release in the Call of Duty series. It sat uncomfortably between Modern Warfare and Black-Ops, games which both strayed from the WW2 theming of the previous instalments. Because of this, it doesn’t receive as much attention, often lumped in with the other WW2 themed releases.


Despite this, World at War still managed to innovate. Notably, it is the first ever Call of Duty game to feature zombies. I’d like to explore what World at War brought to the table, and how my in-development game “Shafted” can learn from this.
The Power of Teamwork
It’s always better together


One thing that made World at War unique was its coop campaign. This forgotten feature laid the groundwork for zombies. Although many players enjoy playing zombies alone, I’d argue it’s what makes the mode.
Keep it Simple
No, not that simple, simpler!
A key component to Call of Duty Zombies’ growth was the fact that anyone who had ever played any FPS ever could pick it up and start playing. I want that same accessibility in my game. There is a second advantage to this, allowing players to socialize at the same time, which is an important consideration for many gamers today.
Thanks for reading
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