It’s roughly three weeks until the reveal of the next Call of Duty, and for many, it’s business as usual: a ritual or a habit more than something to get excited about. Those outside the CODsphere remark, “Another Call of Duty?!” and move on with their lives. But for those like myself, this year means much more. A new Call of Duty Black Ops title is on the way, and with it comes the promise of more Zombies.
As someone who has dedicated themselves to Zombies since its debut in World at War, I’ll be the first to tell you that following the mode is never plain sailing. Recently, more than ever, Zombies has been in a fragile spot. A gruelling development schedule for Treyarch mixed with the decision to make Call of Duty a live service game that continues to release annual entries has made it a very frustrating time to be a Zombies fan.
Cold War Zombies was a refreshing take on the mode that had the potential to usher in a new era of the undead (an impressive feat considering the game shipped during a global lockdown), but the momentum collapsed after Vanguard Zombies, which was undercooked and, ultimately, doomed from the start. Modern Warfare Zombies surpassed many people’s expectations upon launch, but a lack of post-launch support harmed it beyond repair. It was also a massive departure, with some fans lamenting the decision to focus on an extraction spin-off rather than what made Zombies popular in the first place.
The launch of Call of Duty 2024 (unofficially confirmed as Black Ops 6) will be a pivotal moment for the mode’s future. The Treyarch Zombies team will have learned from the successes and failures of their previous projects and will deliver something special for all Zombies players this year.
In the calm before the Aether storm, let’s explore seven features that would give Black Ops 6 Zombies the best chance at success.
Round-Based Zombies
In a surprise to absolutely no one, round-based Zombies tops the list. The “survive until you die” gameplay is why Zombies developed a cult following, and it should always play a pivotal role in the mode. I enjoy alternate takes on the formula like Outbreak and Modern Warfare Zombies, but these experiences should complement round-based Zombies rather than replace it. Given the circumstances surrounding Cold War, I think it was a great first attempt at balancing round-based with an open-world mode like Outbreak, but the cadence of updates wasn’t quite right.
While there’s the valid argument that having round-based Zombies every single year may lead to fatigue (many experienced this when Infinity Ward and Sledgehammer released round-based Zombies maps in between Black Ops 3 and 4), it’s time for round-based Zombies to get some love with at least one dedicated year of content, and Treyarch is well aware of this. The pivot in development made to introduce a round-based map to Vanguard Zombies shows the team is paying close attention to the community’s wants and needs.
I’d like to see a launch similar to Black Ops 3, with one complex map and one smaller map. We all know what happened at the overambitious Black Ops 4’s launch with four round-based maps, so two fully cooked maps would do nicely. A suspicious Modern Warfare Zombies radio backed up by some Cold War intel suggests we may be heading to West Virginia at some point. We also need to find out what Peck is doing in Japan at the end of ‘Forsaken’. A West Virginia and a Pacific Ocean map sounds good to me!
The premise of Dark Aether gives the Zombies team an excuse to revisit old locales whenever they want, so I’d imagine it’s only a matter of time before we see a map share some DNA with an old classic (or not-so-classic, depending on your tastes). I dread even thinking of a Zombies Chronicles 2 at this stage, but it would be a great way to extend the life of Black Ops 6 Zombies beyond its initial post-launch support. Thankfully, we don’t need to worry about that for a while!
Onslaught
While round-based is at the top of the agenda, I hope the return of Onslaught is also a priority. The mode was lacklustre at the launch of Cold War but ended up being an enjoyable short-burst mode after some much-needed updates.
Players have dreamed of playing Zombies on multiplayer maps for as long as I can remember. Onslaught delivered on that fantasy and cleverly reused assets while giving players a change of scenery.
There’s potential for Onslaught to become a deeper mode with progression and different tiers of difficulty. I wouldn’t mind seeing it borrow the teleporter system from Outbreak, chaining together different multiplayer maps in a rogue-like adjacent mode.
Microsoft has committed to feature and content parity between different platform versions of Call of Duty, so the mode will not suffer as a platform exclusive like it did in Cold War when Activision locked it to PlayStation for a year.
If Activision continues to confine Zombies to the seasonal update pattern of other Call of Duty modes, Onslaught will help keep players invested in the Game while more significant updates (like new round-based maps) are in the oven.
Characters
One of Zombies’ biggest strengths since ‘Shi No Numa’ has been using a crew of four characters to tell its story. Having a set crew lets players experience the development of character arcs across different maps and games. It also means that players are invested emotionally in the story, wanting to see where it takes the characters next. Without building to it, a moment like the ‘Blood of the Dead’ ending wouldn’t hit the same.
In addition, the back-and-forth dialogue between characters serves as a way to explore their relationships, give quest hints, and expand upon story and lore. Black Ops 3 was especially good at this, with Primis growing to become brothers-in-arms. Having both Primis and Ultimis crews interact with each other in Black Ops 4 was also a dream come true for fans, and it was full of brilliantly written fan service.
Unfortunately, Black Ops 4 was the last Zombies mode to feature a crew, with the Warzone operator system replacing it. While it’s fun to play with any character you want, it lacks charm and prevents one of Zombies’ strongest storytelling devices from being used. Richotfen, Dempsey, Nikolai, and Takeo are some of the most iconic characters across the twenty-plus years of Call of Duty franchise history. While some new operators may look cool, they have nothing on a traditional crew like Ultimis, Primis, or even Victis.
The operator debate has been one of the hottest topics in the community for a while, and it goes beyond Zombies. In search of money, Call of Duty has become an unnatural dumping ground for IP. While crossovers with popular franchises can be exciting, we’ve reached the point where it may jeopardise Call of Duty’s essence. I hope it can be addressed in Black Ops 6, as a solution already exists. Sledgehammer’s WW2 Zombies had a canon crew, but players could choose to play as them or as additional unlockable characters.
Treyarch can continue the operator system (which, for better or worse, isn’t going anywhere as it helps drive in-game purchases) and simultaneously give Zombies fans what they want by having a canon crew of characters while permitting playable operators.
There’s also the potential for crossover appeal if the crew are in other modes as operators. If someone plays as a Zombies character in multiplayer a lot, they may be interested in trying out the mode to learn more about them. This would also open up the potential for exclusive operator rewards in Zombies, encouraging players of other modes to try Zombies to unlock the cosmetics. A fancy camo or skin can do wonders for player engagement.
Treyarch tried to make the best out of the operator system in Cold War and Vanguard Zombies by having the operator be a self-insert for the player, who was fighting the undead on behalf of the Requiem Heads or Kraft and the Elder Gods, but with Black Ops 6, I think it’s time for a crew to return. The entire Call of Duty franchise has suffered from an identity crisis since opening the floodgates to licensed operators, and hopefully, this year is the turning point.
Difficulty
Cold War was a breath of fresh air for Zombies, but it did come at a price for veterans. Treyarch tweaked the difficulty to be slightly easier to survive, and the main quests, easter eggs, and bosses weren’t as challenging for players as they had been in previous Black Ops titles. This change likely helped introduce new players to the mode and allowed players of all skill levels to keep up with the story. While Treyarch’s intentions here were noble, the outcome was that many diehard Zombies players were frustrated with the changes.
By the end of Cold War’s life cycle, the game was in a better state with the optional Rampage Inducer making the Zombie AI extremely aggressive, but the main quests were still relatively simplistic compared to some of Black Ops 4’s.
More can be done to ensure newcomers and veterans are given what they want, and Treyarch has already suggested that this will be addressed in Black Ops 6. Modern Warfare Zombies’ tier 3 zone and end-game rifts can be brutal, which proves the difficulty can be ramped up when required. If Cold War is anything to go by, there will be frequent game balance updates that can address difficulty as much as necessary.
Intel
Zombies has always had a dedicated community focused on the story. While some have moved on from the series since the ending of the Aether saga, many remain and still look forward to searching every nook and cranny for lore entries.
Cold War spoiled us with its intel system, a lore compendium that allowed audio logs/radios found in-game to be replayed and examined on demand. Each title update for Cold War added new intel to discover, which averaged out to players receiving new story information every month — a far cry away from having to wait three or four months for the following DLC map to drop.
I liked having a story-specific reason to grind, and chipping away at the intel throughout a season meant that I was discovering new story details long after completing the main quest of a map.
Most of the complaints regarding the intel system were less about the system itself and more about the reliance on it for storytelling. The operator system, mixed with fewer in-game cinematics and cutscenes than in previous instalments, meant that players had to collect intel to interact with the story. The intel system should be there for players who want to dig deeper into lore rather than being where the majority of the story is told.
Treyarch could improve the Intel system by including more intel types, such as character bios, video files, and concept art. A keyword system where you can list any intel that contains a keyword (“Maxis”, for example) and a way to pin documents would also help a lot when analysing the intel.
The lack of an Intel system in Vanguard and MWZ made it clear that Intel needs to return to Black Ops 6. Keeping track of new radios and documents without collaborating with others was increasingly difficult. Using more of Zombies’ past storytelling methods, such as characters, environmental storytelling, and in-game cinematics, can win over the players who weren’t keen on the system in Cold War.
A Reason to Grind
One positive aspect of the recent Call of Duty games is that progression is shared between all modes. Playing Zombies contributes to battle pass progression, event progression, weekly challenges, and weapon unlocks. The Zombies camo system has also improved since its introduction in Black Ops 3 and is now on par with the Multiplayer camo unlock system, completionist camos and all.
Improvements to progression has given players different reasons to replay the mode, but there should also be Zombies-exclusive grinds to keep players returning for more. Cold War’s aetherium upgrades were a worthy addition, but after unlocking all the upgrades, there was no aetherium left to earn.
The best outcome would be to return to a consumable system like Gobblegum or Elixrs, where small bonuses can be unlocked and used in a match. I preferred the Gobblegum system as there was an element of chance in spinning for them during the game: landing a Cache Back when you had no ammo was a feeling equivalent to spinning the Wonder Weapon from the mystery box. Being limited to a loadout of only five Gobblegum per game also meant room for strategy in selecting which loadout to take into a match.
However, Gobblegum wasn’t perfect. Players could use COD Points to purchase the liquid divinium needed to spin for Gobblegums, encouraging players to skip the grind by spending money. Legendary Gobblegums pushed the game balance to the limit, and this only got worse when the overpowered DLC Gobblegums entered the fray. I’d be lying if I said I didn’t enjoy using these overpowered Gobblegums now and then. When you’ve completed a map’s main quest umpteen times, sometimes using a Perkaholic can keep the map fresh.
Opinions on consumables will vary from player to player, but most will agree that players having something outside the game to grind that they can then bring into their next match can enhance a Zombies mode.
There’s potential for a new consumable system that incorporates the good parts of previous ones and combines them with the modern Call of Duty systems. The looting system from Modern Warfare Zombies could be used to extract materials and consumables after a successful quest or exfil. Perhaps you complete an easter egg or hit a round milestone and are rewarded with a random consumable, which can be used in-game or extracted via exfil to be added to your collection.
Daily, Weekly, and Seasonal challenges could reward a specific consumable or a random one from a specific rarity tier. Bundles and Battle Pass tiers could feature Zombies consumables like we’ve seen in Modern Warfare Zombies.
Having a grind ensures that Zombies players continue to play the mode and don’t drop it after finishing a new map. Be it a consumable system, an evolution of the Aetherium upgrades system from Cold War, or something completely different, the more reasons Treyarch give Zombies players to keep playing, the less pressure there is to deliver an unsustainable amount of content.
The Future Mapped Out
Back in the day, it was simple. If Treyarch were the lead developer of the next Call of Duty, it would be time for Zombies. Unfortunately, modern Call of Duty is a very different beast. I could spend hours discussing the factors that have led to the current state of Zombies, but it wouldn’t make much of a difference, and it would look like a page straight out of the Kronorium.
The main thing the community needs right now is communication. Zombies has always had an air of mystery surrounding it—which is healthy and exciting—but the past few years have felt less like a cypher waiting to be solved and more like a car crash hidden behind a police blockade.
Treyarch announcing its plans for Zombies support at the start of Black Ops 6 would mean that fans can set their expectations accordingly. Previously, a season pass ensured that fans were guaranteed a set amount of maps at the very least. Unfortunately, this is no longer true with the seasonal model of modern Call of Duty.
The obvious counterpoint is that all updates are free for players – which is excellent – but it also does mean that we only officially find out what’s coming to the mode season-by-season. This method may work with multiplayer and Warzone, but for Zombies, where a new round-based map is not possible every season, players’ expectations often outweigh the reality of what an update will be if they aren’t told ahead of time.
By laying out a roadmap for the year ahead of Zombies, Treyarch can avoid much of the negativity that comes with quiet periods between round-based maps. It likely wouldn’t be very detailed and would be subject to change, but something as simple as “X amount of round-based maps this year” and projected launch windows would satiate most players.
If Treyarch wants to keep fans guessing rather than giving a peek behind the curtain, there are still ways to do that while signposting the mode’s future. The locations of each Black Ops 3 Zombies DLC map were hidden across its launch map ‘Shadows of Evil’, and while players generally agreed this was the case, we couldn’t confirm it until Treyarch had revealed every map.
It’s likely difficult to make any grand changes here, as modern Call of Duty has many moving pieces and different teams working on it at both development and publishing levels. Marketing materials must pass rigorous checks, resulting in bland blog updates and predictable teasers. Treyarch has certainly improved communication with the Zombies community in recent games, making use of its blog for Zombies updates rather than the Call of Duty one, and I’m hopeful that Zombies can start to branch off from the predictable routine that Call of Duty has got itself into with Modern Warfare II and Modern Warfare III.
Stay Away From West Virginia
I can’t help but feel that Zombies has become Call of Duty’s middle child. Warzone is the shiny new moneymaker, multiplayer is the backbone of Call of Duty’s success, and Zombies is just the novelty third mode in constant disarray. That’s not to say the mode isn’t receiving any support, or developers don’t care about the mode. It is clearly not a priority for the money-making Call of Duty franchise. Unfortunately, we can’t do much about that except turn up for Zombies and give loud but constructive feedback.
Creating a new round-based Zombies map takes longer than developing a new multiplayer map. It’s why we see multiple MP maps every season. It’s why it’s difficult for Zombies to keep up with the seasonal update structure that is in place for Call of Duty. Having an Outbreak or an MWZ running alongside round-based Zombies would undoubtedly ease the struggle, but getting everything in place takes time, money, and resources. From the outside looking in, it seems like the Zombies Team at Treyarch has been chasing its tail for the past few years, trying to get into a position where they can execute on their vision to support Zombies fully. Hopefully, this is the year!
There will be many more ups and downs before the release of Black Ops 6 at the end of the year, but a Call of Duty lead developed by Treyarch doesn’t come around often, so I plan to enjoy every minute of the ride. Even the games that have let others down have given me hours of entertainment and inspiration despite their flaws. Treyarch may deliver only one or two of the features I’ve discussed, and I’d wager I’ll still be thrilled with the outcome.