![]() We had an opportunity - there’s a guy who at the time was handling licensing for games at Paramount. This was prior to us starting to work on Quake Champions. We had a team available and we were looking for the next thing to do. We wrapped up on one of the Halo projects we were working on. Karch: It’s actually been three years of development. GamesBeat: How much time have you put into this so far? How did it all get started? That’s a long-winded intro, but I hope I answered your question. We thought this was an opportunity to create an experience we loved that would kind of be an evolution of that. ![]() We didn’t see any more Left 4 Deads in the pipeline. We wanted to create an experience which mirrored that experience, or maybe the best way to put it - that was inspired by that. We’re huge fans of Left 4 Dead, and I think that comes across in some of our videos. They’re obviously zombies, but they move differently and act differently than in almost every other game. In the novel they don’t even call them zombies. But this is a different type of zombie game. And I agree that there’s probably also a skepticism about zombie games. The flip side, though, is there is the skepticism about licenses. From our perspective, grabbing a license, especially one that fits the game we wanted to create, was the perfect way to get that awareness without having to spend tens of millions of dollars to make our potential audience aware of the franchise. We’re an independent developer, right? We’re fairly large for an independent, with about 450 developers in our two primary core studios, but we still don’t have the budgets of an EA or an Activision to go out there and market a new title, a new brand, and bring awareness of something that doesn’t already have recognizable staying power. We’ve taken that approach from the start. ![]() The model we looked at, if you remember the Chronicles of Riddick game back in the day, that was quite good and it was totally unrelated to the film. We looked at this game as an opportunity. We certainly haven’t approached it that way. There’s always skepticism that a developer is going to cash in on a license and do a subpar game as a result. Matthew Karch: I think that the “surprisingly good” comment might also come from the fact that it’s based on a license. What would you say about where we are with these kinds of games? It says “looks surprisingly good.” I guess that’s where we are with zombie games these days. The free Booster Zombie Update should be available to download now.GamesBeat: I was just checking out IGN’s headline about the World War Z game. A full next-gen upgrade, which will include the exclusive Horde Mode XL with more zombies than ever, will launch sometime in 2022. World War Z: Aftermath is available now on PC (via the Epic Games Store), Xbox One, and PS4, and playable via backward compatibility on Xbox Series X/S and PS5. Finding all of them on each map unlocks a special passive perk for that level, giving players new discoveries, experiences and rewards when replaying missions through all of the game’s zombie-ravaged locations. Also added today are World War Z: Aftermath’s new Daily Challenges, giving the community new opportunities to earn bonus in-game rewards each day.įinally, today’s update also introduces rare Lore Documents that can appear on Daily and Weekly Challenge Maps. This is one undead enemy you’ll want to keep a close watch for. Armed with concentrated bio samples, it enhances all zombies around it, making them even deadlier. The Free Booster Zombie Update introduces the new Booster zombie type, adding more terror to the battlefield. Meanwhile, here’s a bit more detail about what to expect from the Booster Zombie Update… Have you not been keeping up with World War Z: Aftermath? You can get a fuller rundown on what the expansion adds to the core game here.
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