Get ready for a new era of competition with the arrival of Season 01 of Call of Duty: Modern Warfare II and Call of Duty: Warzone 2.0, releasing November 16. Deploy to Al-Mazrah in the next iteration of the free-to-play Battle Royale, visit reimagined versions of the Shoot House and Shipment Multiplayer maps, team up for an additional Special Ops mission leading up to the first Raid episode, and much more.
Season 01 launches on PlayStation on November 16. Read on for all the highlights coming to both Modern Warfare II and Call of Duty: Warzone 2.0.
Call of Duty: Warzone 2.0 — New Map and Innovations
The city of Al-Mazrah within the United Republic of Adal will be your first map for Warzone 2.0. You may have already explored some of its regions in Multiplayer maps like Al Bagra Fortress, Embassy, Zarqwa Hydroelectric, Taraq, Sariff Bay, and Sa’id.
Call of Duty: Warzone 2.0 includes a wide variety of new features and mechanics, including the following highlights:
Loadouts Remain: Get your Custom Loadouts through Loadout Drops deployed later in the match or by clearing a Stronghold or Black Site. You can also use Cash at the in-match Buy Station to purchase only the Primary Weapon from created Loadouts.
Looting Mechanics: In the new DMZ mode, Operators will utilize a backpack system to further organize their items and equipment. Battle Royale will use a streamlined version of this new system.
Enter the New Gulag
The new Gulag is a 2v2 environment where randomly paired Duos must coordinate to take down the opposition. All players will receive a predefined Loadout with highly effective weaponry and gear placed toward the map’s center.
In the middle of the match, the Gulag Jailer will jump in to interfere. Defeating the Jailer returns all four Gulag prisoners back into the match. Will you work together or go for the elimination victory?
AI Combatants
In addition to the Gulag Jailer, there are two other places where players will run into AI combatants — Strongholds and Black Sites. Both are clearly labeled on the in-game Tac Map.
In Strongholds, fight off AI opponents while attempting to locate and disarm a bomb within the time limit. Black Sites offer an even greater danger but provide a permanent Weapon Blueprint reward and valuable in-match items for those who can successfully complete them. To access a Black Site, you’ll need the Black Site Key, given to the first squad to clear out an active Stronghold.
Further Innovations: Aquatic Combat, New Vehicles and Fuel System, and More
Circle Collapse: In Battle Royale modes, there can be up to three circles within the collapse, which will ultimately reconverge for the final showdown. Prepare to adjust your strategies accordingly, as this feature is randomized in each match.
Today we’re happy to reveal the November Game Catalog lineup for PlayStation Plus. These games will be available starting November 15. Let’s dive in.
PlayStation Plus Extra and Premium | Game Catalog
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The Elder Scrolls V: Skyrim – Special Edition | PS4, PS5
Explore a vast open-world, form alliances and defeat a fierce enemy set to destroy the world. The Special Edition includes the critically acclaimed game and add-ons with all-new features like remastered art and effects, volumetric god rays, dynamic depth of field, screen-space reflections, and more.
Hello there, PlayStation puzzlers!
My name is Blair Lachlan Scott, Writer & Producer at Coin Crew Games. I’m stoked to tell you about how our design approach evolved to bring you an exciting new experience in our first DLC: Escape Academy: Escape from Anti-Escape Island!
Evolving our design
After completing the base game, we looked inward at our processes to set some goals on how we wanted to evolve as a studio for our first DLC. It needed to be bigger, better, and unexpected. After some teamwide introspection, we defined three core principles in an attempt to outdo our last offering.
Avoiding repetition
The last thing we wanted after players experienced twelve school-themed levels was to have the DLC feel just like a rehashed Escape Academy. We wanted to see how far we could push our universe by taking players away from campus and still keeping the world tied to our academic backdrop. Threading the needle between these two goals, we landed on a single theme: summer vacation.
Taking the Escapists on vacation unlocked a completely new batch of environments and opened the door to dramatic new room premises. Having our players land themselves on ‘Anti-Escape Island’ also introduced a juicy dichotomy between ‘tropical island locale’ and ‘mysterious scientific facility.’ Combining these elements both in the art design and the level concepts bred some of our most exciting, and wacky, rooms to date.
Deepening the narrative
In Escape Academy, we were very cautious of having the narrative get in the way of the puzzles. We designed the story in such a way that it was able to be engaged with at various levels of depth, without missing any context for in-level elements. What we found upon release was that players craved a narrative that was more enmeshed with the gameplay and puzzles.
This response led us to building the DLC around a contained, linear story-arc where the level premises and the story were more integrally linked. While our rooms will always be playable start-to-finish without narrative context to keep the game approachable, our hope is that marrying the level design and narrative more tightly will result in more palpable stakes and deeper investment in our story, characters, and world.
Cranking up the difficulty
Prior to Escape Academy, directors Wyatt Bushnell and Mike Salyh designed real-world escape rooms and arcade cabinets. There, a critical piece of the development process