World War Z’s aftermath is a fantastic experience. As a sequel to Saber Interactive’s 2019 release World Conflict Z, this new game illustrates how humanity has changed and adapted since the beginning of the conflict, as well as the devastation that has ensued. WWZ: Aftermath is a sleek and perfected game that will satisfy any lover of the undead, with the exception of a few design issues and a few glitches.
When it comes to beginning the story, players have several options: solo, co-op, or straight into online multiplayer. For the sake of this review, the majority of time was devoted to the latter, but for individuals who aren’t always comfortable playing online, the single-player experience is just as engaging and diverse. It is possible to travel a variety of zombie-infested locations, each with its own set of missions and randomizers that may modify anything from the location of weapon cases to the design of mission objectives itself. Since a consequence, exploring the game’s different classes becomes more intriguing, as each randomly generated place with a new mix of abilities seems like an entirely new adventure.
The game WWZ: Aftermath provides several options for players to customise their experience. For those who prefer either the first-person or third-person perspective, Saber Interactive has introduced a perspective switch to the settings menu. There are several options for customising the game’s visuals and soundtrack, as well as making it more accessible. With so much variety and complexity in terms of customisation and accessibility, little annoyances such as the inability to customise the controller layout are amplified.
The AI in WWZ: Aftermath can be a little annoyance, although it poses less of an issue for the player’s group of survivors. The squad’s AI is very proficient and contributes to the game’s campaign for those who choose to play it alone. If the player is being assaulted by rats or a certain sort of zombie, they will intercede and eliminate the threat. Although the zombies are aggressive and adaptive, they never feel unfair to the players since they cooperate and may overpower them if they are unprepared.
Aftermath’s issues are rather mild. As an example, the concept of including “diegetic zombie sounds” between encounters is consistent with the setting, but the loudness is so amplified that it causes more bewilderment than fear. The huge file size of the game and its initial update, which, in this case, reached more than 50 GB when downloaded, is a common criticism, regardless of how prominent it is currently. Even if it’s not the 258GB of Call of Duty, it’s not even the 10-15GB of No Man’s Sky, and for a game of this size and scope, it’s a small annoyance.