World War II: Aftermath Review

With the enhancements to Aftermath, World War Z is far superior to what it was when it debuted in 2019. More rampage episodes, more playable class choices, and a significant improvement in quality of life (for example, zombies can pull you off the shelves and devour you in the most unfair way you can imagine. I can’t do it anymore), and I have a lot of love about it these days. The aftermath is the next major step in this sleeper hit, with almost success in moving a zombie-filled shooter in the right direction. That said, with ongoing online issues, often forgotten stories, and some gameplay growth pains, it still has plenty of room for growth.

One of the more notable points that Aftermath adds is two excellent new campaigns to recover the totally disastrous waste of the Vatican City of Rome and Kamchatka of Russia. Like previous episodes, these episodes are challenging and thrilling nightmare scenarios, setting traps, managing resources such as medical kits and grenades, and literally what you don’t want to blow yourself away. Fight you and up to 3 co-workers against a thousand zombies Raise by launching a rocket launcher at close range.

Rome is a large number of the two: it takes a famous destination, gives it whatever the opposition to the renovation, and that you and your friends blow up your way through it for laughter. Make it possible. With the exception of huge flame holes full of new sights, sounds and zombies, Italy is rarely distinguished from other destinations. It’s fun to break the old-fashioned face with some highlights, like when you have to guide a van through the city of Rome to refuel under constant undead attacks. But after I defeated it, nothing really stuck to me for a long time, except for a fiery hole full of dead zombies. They may give me a nightmare.

The best plan can quickly become an error comedy.


On the other hand, the frozen tundra on the Kamchatka Peninsula is truly memorable, as it was damaged by a blizzard just outside for a short time and had to compete between heaters while fighting the waves of the brain. There is a moment-the eater. There are also some great puzzle sections that require teamwork. For example, a section where you use a flamethrower to melt a frozen door and someone else provides a cover fire, or a section where you need to find and pull an electric grid to fix it. Lever in the correct order. A fairly simple task quickly becomes a formidable task with a constant threat of hordes of zombies, and the best plan can quickly become an error comedy. It was really nice to see the developers enjoying Russia the best compared to Rome’s fairly simple design.

Even if the new episode is at its best, Aftermath fails to improve in a storytelling way, which is more disappointing than ever. Exactly Zero characters are fleshed out or somehow interesting, their dialogue is ambitious and most often acts as background noise while shooting around. In fact, 90% of the time I heard the character speak seems to have politely reminded me not to accidentally hit my head. Cause, well, when fighting thousands of zombies in an area of ​​claustrophobia, friendly fire is a fairly common accident and the character doesn’t comment on it. I enjoy everything unconsciously. WorldWarZ has it, but if you tell a real story in the style of Left 4 Dead, you’ll find it worth saving the world.

First-person mode breathes new life into every aspect of World War II.


But my personal favorite addition in Aftermath is the addition of an optional first person mode. This breathes new life into every aspect of World War II. As you approach the opposing meat parade and become more personal, a whole new level is added. Panic from behind your character’s eyes. As an FPS fan, I was used to confronting the horror of the apocalypse in this way. It gave me another reason to go back and play the old episodes of World War Z.

World War Z: Aftermath Review Screenshot

The caveat here is that for some reason, aiming at the sight of the weapon is strangely excluded from first-person mode. Many guns have scopes, but instead of looking down at them, they look down at the sides of the weapon. This is very strange, clunky, and completely unsatisfactory. It’s especially strange because the ADS already existed in World War II with some weapons like sniper rifles. Therefore, looking down on the scope is not something you did in a third person. Due to all the additional immersive feeling that the first person view gave me, when I realized I was looking beyond my scope during the battle, I was quickly pulled out of it again. No matter how long you play, you can’t seriously exaggerate how strange it feels. “So you’re not going to use that scope, right?” About 12 times per play session.

The aftermath also adds some welcome changes to the sandbox in the form of an eighth character class called Vanguard and some new melee weapon options. Both succeed in the evolution of close range combat. As the name implies, Vanguard is intended to stand up on the enemy’s face and is equipped with an electric shield that can be used to charge dozens of zombies or transform into a human barricade to block the path. It has been. As we learned from many improper dives into zombie mountains, it takes a little skill to get the hang of it, but it’s a lot of fun to learn and it’s invaluable to keep your team alive. Other character classes will soon become Zie Crunch at close range, but Vanguard is much more viable, even if the high risk / high rewards involved may not apply to everyone.

Previously, melee combat was used only by those who had a persistent death wish.


However, the new proximity option is a good time in every situation. With dual wield weapons like a sickle and heavy weapons like a hammer, the melee system has been completely revamped with a bonus system that helps embody your playstyle. For example, a sickle can be used to make faster, less deadly attacks than other melee weapons, but killing Spree has the benefit of healing the character. Fire axes, on the other hand, are slower, more deadly, and carry perks that make you more effective when fighting a lit Zeek. The improved melee system adds some coveted versatility to gameplay, and also the feasibility of common close-range combat that was previously used only by people with a persistent desire for death. Slightly improve. That said, unless you actually optimize the Vanguard class, you can’t tackle the undead masses with melee attacks alone, but it helps you get out of unplanned face-to-face time, along with zombies, it’s a godsend. ..

The best zombie game ever

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