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	<id>https://fanverse.click/index.php?action=history&amp;feed=atom&amp;title=Call_of_Duty%3A_Dark_Warfare_Omega</id>
	<title>Call of Duty: Dark Warfare Omega - Revision history</title>
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	<updated>2026-05-15T14:25:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://fanverse.click/index.php?title=Call_of_Duty:_Dark_Warfare_Omega&amp;diff=10978&amp;oldid=prev</id>
		<title>Mob: Created page with &quot;{{Short description|2047 first-person shooter video game}} {{Use mdy dates|date=May 2026}} {{Infobox video game | title = Call of Duty: Dark Warfare Omega | image = Dark Warfare Omega cover art.jpg | developer = Air Studios | publisher = Mob Productions | director = {{ubl|Marcus Vale|Amelia Hart}} | producer = {{ubl|Miles Carter|Jenna Rowe}} | designer = {{ubl|Noah Pierce|Elliot Hayes}} | programmer = Owen Keller | artist = {{ubl|Mira Voss|Daniel Keane}} | writer...&quot;</title>
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		<updated>2026-05-11T00:55:44Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Short description|2047 first-person shooter video game}} {{Use mdy dates|date=May 2026}} {{Infobox video game | title = Call of Duty: Dark Warfare Omega | image = Dark Warfare Omega cover art.jpg | developer = &lt;a href=&quot;/index.php/Air_Studios&quot; title=&quot;Air Studios&quot;&gt;Air Studios&lt;/a&gt; | publisher = &lt;a href=&quot;/index.php/Mob_Productions&quot; title=&quot;Mob Productions&quot;&gt;Mob Productions&lt;/a&gt; | director = {{ubl|Marcus Vale|Amelia Hart}} | producer = {{ubl|Miles Carter|Jenna Rowe}} | designer = {{ubl|Noah Pierce|Elliot Hayes}} | programmer = Owen Keller | artist = {{ubl|Mira Voss|Daniel Keane}} | writer...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Short description|2047 first-person shooter video game}}&lt;br /&gt;
{{Use mdy dates|date=May 2026}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Call of Duty: Dark Warfare Omega&lt;br /&gt;
| image = Dark Warfare Omega cover art.jpg&lt;br /&gt;
| developer = [[Air Studios]]&lt;br /&gt;
| publisher = [[Mob Productions]]&lt;br /&gt;
| director = {{ubl|Marcus Vale|Amelia Hart}}&lt;br /&gt;
| producer = {{ubl|Miles Carter|Jenna Rowe}}&lt;br /&gt;
| designer = {{ubl|Noah Pierce|Elliot Hayes}}&lt;br /&gt;
| programmer = Owen Keller&lt;br /&gt;
| artist = {{ubl|Mira Voss|Daniel Keane}}&lt;br /&gt;
| writer = {{ubl|Sara Hayes|Logan Vance|Mason Reed}}&lt;br /&gt;
| composer = {{ubl|Ludwig Forssell|Kevin Sherwood}}&lt;br /&gt;
| series = &amp;#039;&amp;#039;[[Call of Duty]]&amp;#039;&amp;#039;&lt;br /&gt;
| engine = IW 17.0&lt;br /&gt;
| platform = {{ubl|[[PlayStation 7]]|Windows|[[Xbox Nova]]}}&lt;br /&gt;
| released = {{ubl|&amp;#039;&amp;#039;&amp;#039;PS7&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Win&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;XNO&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;October 29, 2047}}&lt;br /&gt;
| genre = [[First-person shooter]]&lt;br /&gt;
| modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Call of Duty: Dark Warfare Omega&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is a 2047 [[first-person shooter]] game developed by [[Air Studios]] and published by [[Mob Productions]]. It is the sequel to &amp;#039;&amp;#039;[[Call of Duty: Dark Warfare Eternity]]&amp;#039;&amp;#039; (2044) and the eighth installment in the &amp;#039;&amp;#039;Dark Warfare&amp;#039;&amp;#039; sub-series. The game was released worldwide on October 29, 2047, for [[PlayStation 7]], Windows, and [[Xbox Nova]].&lt;br /&gt;
&lt;br /&gt;
Set after the events of &amp;#039;&amp;#039;Eternity&amp;#039;&amp;#039;, the game follows humanity’s continued attempts to survive widespread Convergence instability while global military forces investigate signals connected to the Eternal One beyond Earth’s atmosphere. The campaign centers on Adrian Cross, Lena Mercer, and surviving Aegis Initiative forces as they battle against the Ascendant Order, a militarized cult attempting to accelerate humanity’s transformation through direct contact with the fractures.&lt;br /&gt;
&lt;br /&gt;
The Zombies mode continues the Echo Saga storyline established throughout the Reborn-era games. Edward Richtofen, Tank Dempsey, Nikolai Belinski, Takeo Masaki, Elena Cruz, Marcus Reid, David Mercer, and Akira Sato continue investigating the origins of the cycle while searching for a method of permanently destroying the Eternal One before it fully breaches reality.&lt;br /&gt;
&lt;br /&gt;
Unlike previous entries in the sub-series, &amp;#039;&amp;#039;Dark Warfare Omega&amp;#039;&amp;#039; received mixed-to-negative reviews from critics and players upon release. The game was criticized heavily for its aggressive gameplay changes, simplified Zombies systems, confusing progression mechanics, technical issues, excessive monetization, and narrative direction. Although praised for its visual fidelity and soundtrack, many critics and fans considered the game a major decline following the success of &amp;#039;&amp;#039;Dark Warfare Eternity&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&amp;#039;&amp;#039;Call of Duty: Dark Warfare Omega&amp;#039;&amp;#039; introduced several major gameplay overhauls that significantly altered the structure of the sub-series. Air Studios redesigned multiplayer progression around a universal loadout system known as OmniCore, replacing the traditional Gunsmith and Operator Doctrine systems from previous entries.&lt;br /&gt;
&lt;br /&gt;
The campaign introduced semi-open world combat zones connected through a central operations hub. Players could select objectives in non-linear order, complete side missions, gather resources, and upgrade equipment between operations. Several missions featured large traversal sections using military vehicles and environmental survival mechanics.&lt;br /&gt;
&lt;br /&gt;
Multiplayer introduced Convergence Arena, a mode centered around massive player counts and large-scale dynamic events triggered by active fractures. Maps featured constantly shifting environmental hazards including gravity anomalies, environmental collapse, weather storms, and AI-controlled fractured entities interfering with matches.&lt;br /&gt;
&lt;br /&gt;
The game removed several long-standing multiplayer systems including traditional prestige progression and classic scorestreak customization. These changes received criticism from players following launch.&lt;br /&gt;
&lt;br /&gt;
Zombies underwent substantial gameplay changes compared to previous titles. Rather than focusing primarily on traditional round-based survival, the mode shifted toward objective-based exploration across large open environments known as Fracture Regions. Multiple squads could occupy the same map simultaneously while completing contracts, world events, and large-scale encounters.&lt;br /&gt;
&lt;br /&gt;
Several classic Zombies systems including manual perk selection, buildable Wonder Weapons, hidden side easter eggs, and traditional round progression were either simplified or removed entirely. The mode also introduced Artifact Classes, loadout-based abilities granting players special powers during gameplay. Although intended to modernize the mode, many long-time players criticized the changes for reducing the atmosphere and identity associated with previous Dark Warfare Zombies experiences.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Campaign===&lt;br /&gt;
By 2058, Convergence instability has spread permanently across much of Earth. Large portions of the planet remain consumed by fractured environments where alternate realities continuously overlap with the present world. Governments survive only within heavily fortified megacities protected by massive resonance stabilizers.&lt;br /&gt;
&lt;br /&gt;
Adrian Cross and Lena Mercer continue operating within the remnants of the Aegis Initiative as humanity struggles to contain increasingly severe global instability. During an operation in the ruins of Sydney, Cross intercepts signals connected to a militant organization known as the Ascendant Order, which believes humanity must evolve through direct exposure to the fractures.&lt;br /&gt;
&lt;br /&gt;
Led by former scientist Elias Vey, the Ascendant Order begins constructing massive resonance towers throughout major Convergence Zones while recruiting survivors affected by long-term Echo exposure. Vey claims the Eternal One is not an enemy, but the next stage of existence itself.&lt;br /&gt;
&lt;br /&gt;
Cross and Mercer investigate Ascendant operations across fractured versions of London, Mumbai, Toronto, and São Paulo while confronting increasingly unstable environments where entire battlefields transform unpredictably during combat.&lt;br /&gt;
&lt;br /&gt;
The campaign eventually reveals that Ascendant has located an enormous resonance object hidden within orbit around Earth known as Omega Station, an ancient structure left behind by the civilization that originally created the Veil. Vey intends to activate the station and permanently synchronize Earth with the remaining fractures.&lt;br /&gt;
&lt;br /&gt;
The campaign culminates in an assault aboard Omega Station as severe Convergence storms spread across the planet below. Cross and Mercer infiltrate the collapsing structure while Ascendant forces attempt to complete synchronization.&lt;br /&gt;
&lt;br /&gt;
Inside the station, Vey reveals that the original creators of the Veil eventually destroyed themselves attempting to sever the cycle entirely. He argues humanity must instead become part of the cycle in order to survive.&lt;br /&gt;
&lt;br /&gt;
Cross ultimately overloads Omega Station and kills Vey, temporarily disrupting global Convergence activity. However, fragments of the station survive orbitally around Earth. The ending reveals that the Eternal One remains active beyond the fractures despite the station’s destruction.&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
{{Episode table |background = #060000 |overall = |title = |airdate = |dontclose = y}}&lt;br /&gt;
{{Episode list&lt;br /&gt;
| EpisodeNumber = 1&lt;br /&gt;
| Title = Wasteland&lt;br /&gt;
| OriginalAirDate = {{Start date|2047|10|29}}&lt;br /&gt;
| LineColor = #060000&lt;br /&gt;
| ShortSummary = Richtofen, Dempsey, Nikolai, Takeo, Elena, Mercer, Reid, and Akira travel into a massive desert Convergence Zone after detecting resonance activity connected to the Eternal One. The region contains fractured remnants of destroyed realities merged together beneath permanent storms while undead entities roam abandoned military installations scattered throughout the wasteland. The crews investigate several resonance sites while searching for artifacts connected to the ancient civilization responsible for creating the Veil.&lt;br /&gt;
}}&lt;br /&gt;
{{Episode list&lt;br /&gt;
| EpisodeNumber = 2&lt;br /&gt;
| Title = Nexus City&lt;br /&gt;
| OriginalAirDate = {{Start date|2047|12|18}}&lt;br /&gt;
| LineColor = #060000&lt;br /&gt;
| ShortSummary = The crews travel to Nexus City, a large urban Fracture Region constructed from overlapping timelines and realities. Multiple survivor factions battle for control of the city while severe Echo storms destabilize the environment continuously. Richtofen uncovers evidence suggesting the Eternal One has begun influencing reality directly through synchronized fractures hidden beneath the city.&lt;br /&gt;
}}&lt;br /&gt;
{{Episode list&lt;br /&gt;
| EpisodeNumber = 3&lt;br /&gt;
| Title = Omega Rift&lt;br /&gt;
| OriginalAirDate = {{Start date|2048|03|12}}&lt;br /&gt;
| LineColor = #060000&lt;br /&gt;
| ShortSummary = Following signals recovered from Nexus City, the crews journey into Omega Rift, an unstable fracture region connected directly to the remnants of Omega Station orbiting Earth. As the crews fight through distorted environments and fractured entities emerging from collapsing realities, Takeo discovers records revealing that the cycle may have existed for millions of years longer than previously believed.&lt;br /&gt;
}}&lt;br /&gt;
{{Episode list&lt;br /&gt;
| EpisodeNumber = 4&lt;br /&gt;
| Title = Collapse&lt;br /&gt;
| OriginalAirDate = {{Start date|2048|06|17}}&lt;br /&gt;
| LineColor = #060000&lt;br /&gt;
| ShortSummary = The crews launch an assault against a massive resonance structure hidden within a collapsing Convergence Zone after learning that the Eternal One is attempting to fully breach reality through synchronized fractures spreading across Earth. During the operation, Richtofen attempts to stabilize the fractures while Dempsey and Nikolai battle against increasingly aggressive entities emerging from the instability.&lt;br /&gt;
}}&lt;br /&gt;
{{Episode list&lt;br /&gt;
| EpisodeNumber = 5&lt;br /&gt;
| Title = Beyond Omega&lt;br /&gt;
| OriginalAirDate = {{Start date|2048|09|16}}&lt;br /&gt;
| LineColor = #060000&lt;br /&gt;
| ShortSummary = In the finale of the Omega storyline, the crews travel into a fractured dimension connected directly to the Eternal One itself. As reality destabilizes around them, Richtofen and the others attempt to prevent the entity from entering Earth permanently by activating ancient resonance systems hidden throughout the fractures. The ending reveals that the Eternal One survives despite the crews’ efforts while severe Convergence activity begins spreading once again across reality.&lt;br /&gt;
}}&lt;br /&gt;
{{End|html=y|Episode table}}&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;#039;&amp;#039;Call of Duty: Dark Warfare Omega&amp;#039;&amp;#039; entered development immediately following the release of &amp;#039;&amp;#039;Dark Warfare Eternity&amp;#039;&amp;#039; in late 2044. Air Studios described the project as an attempt to &amp;quot;reinvent&amp;quot; the gameplay structure of the sub-series and modernize its progression systems for larger-scale player engagement.&lt;br /&gt;
&lt;br /&gt;
The development team significantly expanded environmental scale, dynamic world systems, and online integration throughout both multiplayer and Zombies. Several long-standing gameplay systems were redesigned or removed entirely during production.&lt;br /&gt;
&lt;br /&gt;
The Zombies mode underwent particularly heavy changes during development. According to developers, the team wanted the mode to feel more accessible to broader audiences by reducing mechanical complexity and emphasizing shared open-world progression systems.&lt;br /&gt;
&lt;br /&gt;
Several reports later indicated that portions of the game underwent difficult production periods, including multiple rewrites to campaign structure and Zombies progression. Some former developers later stated that the game’s ambitious systems caused major balancing and technical difficulties during the final year of development.&lt;br /&gt;
&lt;br /&gt;
The game uses IW 17.0, featuring expanded large-scale environmental rendering, dynamic fracture simulation, advanced AI systems, and improved weather technology.&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
The score for &amp;#039;&amp;#039;Dark Warfare Omega&amp;#039;&amp;#039; was composed by [[Ludwig Forssell]] and [[Kevin Sherwood]]. The soundtrack received praise for its darker atmospheric tone and large-scale orchestral compositions despite criticism directed toward other aspects of the game.&lt;br /&gt;
&lt;br /&gt;
==Marketing==&lt;br /&gt;
===Reveal===&lt;br /&gt;
&amp;#039;&amp;#039;Dark Warfare Omega&amp;#039;&amp;#039; was officially revealed on May 27, 2047, with a cinematic trailer depicting collapsing megacities, large-scale Convergence storms, and distorted transmissions connected to Omega Station. The trailer concluded with the phrase &amp;quot;EVOLUTION THROUGH COLLAPSE.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A full gameplay reveal occurred during Call of Duty Next in August 2047, showcasing campaign gameplay, multiplayer systems, and the Zombies mode overhaul.&lt;br /&gt;
&lt;br /&gt;
===Beta===&lt;br /&gt;
A multiplayer beta was held in September 2047 across all platforms. Early reactions to the beta were mixed, with players criticizing movement balancing, UI clutter, weapon progression systems, and Convergence Arena pacing.&lt;br /&gt;
&lt;br /&gt;
===Downloadable content===&lt;br /&gt;
Post-launch content included new Fracture Regions, multiplayer maps, weapons, and seasonal events. Several gameplay systems were rebalanced extensively following player backlash after launch.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
===Critical response===&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| MC = (PS7) 68/100&amp;lt;br /&amp;gt;(XNO) 66/100&amp;lt;br /&amp;gt;(PC) 61/100&lt;br /&gt;
| Destruct = 5/10&lt;br /&gt;
| EGM = 6/10&lt;br /&gt;
| GSpot = 5/10&lt;br /&gt;
| GRadar = 2/5&lt;br /&gt;
| IGN = 6.1/10&lt;br /&gt;
| Poly = 5/10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dark Warfare Omega&amp;#039;&amp;#039; received mixed-to-negative reviews from critics and players. Although praised for its visuals, environmental scale, soundtrack, and technical ambition, the game faced heavy criticism for many of its gameplay changes and design decisions.&lt;br /&gt;
&lt;br /&gt;
The campaign received criticism for its repetitive mission structure, open-world pacing, and underdeveloped side objectives. Critics argued that the non-linear mission design weakened narrative tension compared to previous Dark Warfare campaigns.&lt;br /&gt;
&lt;br /&gt;
Multiplayer was criticized heavily for its removal of classic progression systems, inconsistent balancing, cluttered UI design, and Convergence Arena mode. Several reviewers described the gameplay as chaotic and unfocused compared to previous entries.&lt;br /&gt;
&lt;br /&gt;
The Zombies mode received the strongest backlash. Long-time players criticized the removal and simplification of traditional round-based mechanics, hidden easter egg structure, perk systems, and atmospheric map design. The large open-world Fracture Regions were widely viewed as repetitive and lacking the identity of previous Dark Warfare Zombies maps.&lt;br /&gt;
&lt;br /&gt;
The game also received criticism for technical issues at launch, including performance instability, server problems, AI glitches, and progression bugs affecting multiple modes.&lt;br /&gt;
&lt;br /&gt;
===Sales===&lt;br /&gt;
Despite strong launch sales due to anticipation following &amp;#039;&amp;#039;Dark Warfare Eternity&amp;#039;&amp;#039;, player engagement declined significantly within the months following release. Mob Productions later confirmed that the game underperformed internally compared to expectations.&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
&amp;#039;&amp;#039;Dark Warfare Omega&amp;#039;&amp;#039; is widely regarded as one of the most divisive entries in the history of the &amp;#039;&amp;#039;Dark Warfare&amp;#039;&amp;#039; sub-series. Critics and fans frequently cited the game as an example of excessive reinvention following the critical success of &amp;#039;&amp;#039;Dark Warfare Eternity&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The negative reception surrounding the game’s Zombies overhaul and progression systems heavily influenced the direction of future installments, with Air Studios later confirming that several classic mechanics would return in subsequent entries.&lt;br /&gt;
&lt;br /&gt;
A sequel, &amp;#039;&amp;#039;Call of Duty: Dark Warfare Genesis&amp;#039;&amp;#039;, was announced in 2050.&lt;br /&gt;
&lt;br /&gt;
{{Portal bar|United States|Video games|Speculative fiction}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
;Notes&lt;br /&gt;
{{Notelist}}&lt;br /&gt;
&lt;br /&gt;
;Footnotes&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* {{official website}}&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty series}}&lt;br /&gt;
{{Mob Productions}}&lt;br /&gt;
{{Air Studios}}&lt;br /&gt;
&lt;br /&gt;
[[Category:2047 video games]]&lt;br /&gt;
[[Category:Air Studios games]]&lt;br /&gt;
[[Category:Mob Productions games]]&lt;br /&gt;
[[Category:Call of Duty games|Dark Warfare Omega]]&lt;br /&gt;
[[Category:First-person shooters]]&lt;br /&gt;
[[Category:Military science fiction video games]]&lt;br /&gt;
[[Category:Multiplayer and single-player video games]]&lt;br /&gt;
[[Category:PlayStation 7 games]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:Xbox Nova games]]&lt;br /&gt;
[[Category:Video games about zombies]]&lt;br /&gt;
[[Category:Video games about parallel universes]]&lt;br /&gt;
[[Category:Apocalyptic video games]]&lt;br /&gt;
[[Category:Science fiction video games]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;/div&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
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