I'm still around, still playing Zombies all the time, and loving it. Recent lore developments on Astra got me in my feels. Shout out to Tac, Slade, and everyone here who paved the way for this insane little world we've all enjoyed.
Amidst the dark and eerie night
A choice to make – to run or fight?
The undead horde approaches fast
Armed with weapons, till the very last
In Call of Duty: World at War - Zombies
The battle for survival never ceases
A test of skill, courage and wits
As waves of zombies just never quits
Blood-soaked grounds and a burning sky
The stakes are high, the danger nigh
But in this game, we rise above
To conquer the undead with brute, tough love
With finger on the trigger and heart in hand
We face the terror, and take a stand
For in this game, we live or die
With Call of Duty: World at War - Zombies, we must survive.
and later released worldwide on December 14, 2011.
The game features the same gameplay mechanics as its predecessor, with players fighting off waves of zombies as they try to survive for as long as possible. The game also includes a new storyline set in a Cold War-era Pentagon, with the characters from the original Zombies mode returning to fight off the undead.
The game allows for up to four players to play together via Bluetooth or Wi-Fi, and also includes a single-player mode with a new leaderboard system to track high scores.
Call of Duty: Black Ops – Zombies received mixed reviews upon release, with critics praising the game's addictive gameplay and multiplayer functionality, but criticizing the graphics and lack of content compared to the console versions of the game. Despite this, the game was a commercial success, with over a million downloads in its first week of release.
We're halfway through 2026, and so far, Capcom is on a roll. Resident Evil: Requiem, Monster Hunter Stories 3: Twisted Reflection, and Pragmata have all been hit games, while other titles like Street Fighter 6 continue to do well with post-launch content. So what's Capcom's secret? According to the company itself, having a team-first mentality instead of auteur-driven games is one of its keys to success.
"In the game industry, when a title becomes a series, it often ends up depending heavily on a particular developer, becoming what you'd call an individual-driven title," COO Haruhiro Tsujimoto and Capcom founder Kenzo Tsujimoto said to Famitsu (via Automaton). "If that person doesn't make one, there's no next installment. The direction of the series becomes tied to the ideas of a single creator," Tsujimoto said.
According to the COO, this was the case for many years at Capcom, but as it started to examine its responsibilities to its shareholders, things began to change for the company. After talking to central figures behind its franchises, Capcom abandoned individual-driven development in favor of team-driven projects. "What we came up with instead was the idea that every title should essentially be rebuilt from the ground up. We didn't mind even if sales temporarily declined as a result, and by switching to a team-based approach to game development, Capcom changed dramatically," Tsujimoto added.
https://www.youtube.com/watch?v=Xjm4G7s-ELI
Capcom had a long history with its games having big names behind them, like Hideki Kamiya (Devil May Cry), Shinji Mikami (Resident Evil), and Hideaki Itsuno (Dragon's Dogma). The Capcom renaissance--which is largely considered to have started when Resident Evil 7 was released in 2017--has seen the company move forward with this shift toward team-driven games.
The risk with creator-driven games is that not every title is guaranteed to be a hit, with notable examples being Peter Molyneux's Godus or Tomonobu Itagaki's Devil's Third. Recently, former Yakuza game series director Toshihiro Nagoshi appears to have run into trouble at his self-named studio, Nagoshi Studio. Reports of publisher NetEase pulling financial backing and the studio's YouTube channel vanishing-then-reappearing quietly emerged in May, and since then, it has been nothing but radio silence for Gang of Dragon.
Meanwhile, gaming's most-famous auteur, Hideo Kojima, is as busy as ever with various game projects and dismissing rumors of there being trouble in paradise with his longtime pal, Geoff Keighley.
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Nightdive Studios has been consistently knocking out impressive remasters of both beloved and niche oldies for a long time now, but the refresh of 1998's cult-classic first-person shooter SiN - originally announced in 2020 - was put on ice in 2023 in order to focus on other projects. After years of fan requests, however, it's back on track and coming to newly announced platforms later this year - with a Steam demo out now. Read more View the full article
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