You're still able to choose which activities to engage with as you move up in difficulty, but they're all more challenging, and just crossing the map in these areas requires you to pay much more attention to keeping yourself and your team alive.Īnd once the challenge starts to ramp up, the traditional Zombies gameplay elements are much more important. Things are, as you’d expect, even tougher in Threat Level 3, where giant boss monsters maraud freely and even low-level zombies are decked out in strong armor. The Urzikstan map is divided into three areas, or “threat levels,” and the differences in the zones is stark - Threat Level 2 has zombies that you can barely deal with using weapons you haven't upgraded with a Pack-a-Punch machine, for example, and it's rife with bigger creatures and special zombies that show up at random much more often. The more difficult locations (it gets harder the closer you get to the map’s center) increase the intensity of battles, the ambient dread that any encounter could go sideways, unexpected complications, and the risk of losing all your great gear - all the things that make both DMZ and past Zombies modes exciting. The lack of a pressing threat in Operation Deadbolt means you can spend a whole session on low-difficulty, relatively boring activities, just to prepare for something more interesting.īut the two different gameplay approaches start to gel much better as you get deeper in and venture into tougher areas. The slower and more thoughtful gameplay of DMZ contrasts with the usual setup of Zombies, which is all about the mounting tension of finding better weapons, setting up defenses, and exploring the map while constantly fighting off ever-tougher waves of enemies. The slower pace of DMZ contrasts with the usual setup of Zombies. Without the PvP aspect, the lower-difficulty area and activities of Operation Deadbolt end up being pretty easy, and pretty dull as a result. You generally decide which encounters to take on and when, and only venture further inland to areas designated with a higher difficulty once you’re fully prepared. You'll pick your way across the map to take on strongholds full of computer-controlled mercenary soldiers, or complete small, objective-based contracts that can earn you money to spend on perks or weapon upgrades. There are always around 24 other players in an Operation Deadbolt match, but you can only interact with them cooperatively – you have to appreciate that trolls will be denied the thrill of the hunt, but it also removes an element of danger from mindless enemies. The openness of DMZ lets you choose your battles, and it's that approach that defines Operation Deadbolt – but it lacks one fundamental piece of what makes DMZ fun: a player-vs-player element. In the early going, apart from the zombies themselves and a few familiar temporary power-ups and Perk Colas, this Zombies mode doesn't feel much like Zombies at all. You and two squadmates head into the map, search for cool stuff and complete activities called Contracts to earn money to buy upgrades and items, and call a helicopter to escape with your loot before you're either overwhelmed by enemies or the 45-minute match timer expires. Instead, the moment-to-moment gist of the mode is almost exactly what you encounter in DMZ. Gone are the usual wave-based battles through smaller, dedicated maps that you explore and unlock as you go. Operation Deadbolt, the name for Modern Warfare 3's Zombies mode, takes place on a version of the upcoming Warzone map of Urzikstan.
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