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	<id>https://fanverse.click/index.php?action=history&amp;feed=atom&amp;title=ShooterofIO%3A_Dark_Warfare_III</id>
	<title>ShooterofIO: Dark Warfare III - Revision history</title>
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	<updated>2026-07-31T01:22:23Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11844&amp;oldid=prev</id>
		<title>Mob at 05:26, 29 June 2026</title>
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		<updated>2026-06-29T05:26:42Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;amp;diff=11844&amp;amp;oldid=11843&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
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		<title>Mob at 04:58, 29 June 2026</title>
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		<updated>2026-06-29T04:58:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:58, 29 June 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l24&quot;&gt;Line 24:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 24:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ShooterofIO: Dark Warfare III&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is a 2015 [[first-person shooter]] video game developed by [[Air Studios]] and published by [[Mob Productions]]. It was released worldwide on November 10, 2015, for [[Microsoft Windows]], [[PlayStation 3]], [[PlayStation 4]], [[Xbox 360]], and [[Xbox One]].&amp;lt;ref name=&amp;quot;Launch&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=November 10, 2015 |title=ShooterofIO: Dark Warfare III Available Now Worldwide |url=https://www.mobproductions.example/news/shooterofio-dark-warfare-iii-launch |website=Mob Productions |access-date=November 10, 2015}}&amp;lt;/ref&amp;gt; It is the sequel to &amp;#039;&amp;#039;[[ShooterofIO: Dark Warfare II]]&amp;#039;&amp;#039; (2012) and the third main installment in the &amp;#039;&amp;#039;Dark Warfare&amp;#039;&amp;#039; sub-series of the &amp;#039;&amp;#039;[[ShooterofIO]]&amp;#039;&amp;#039; franchise.&amp;lt;ref name=&amp;quot;Announcement&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=ShooterofIO: Dark Warfare III Announced |url=https://www.mobproductions.example/news/shooterofio-dark-warfare-iii-announced |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;AirReturn&amp;quot;&amp;gt;{{cite web |author=Air Studios |date=May 12, 2015 |title=Air Studios Returns With Dark Warfare III |url=https://www.airstudios.example/news/dark-warfare-iii-air-studios-return |website=Air Studios |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ShooterofIO: Dark Warfare III&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is a 2015 [[first-person shooter]] video game developed by [[Air Studios]] and published by [[Mob Productions]]. It was released worldwide on November 10, 2015, for [[Microsoft Windows]], [[PlayStation 3]], [[PlayStation 4]], [[Xbox 360]], and [[Xbox One]].&amp;lt;ref name=&amp;quot;Launch&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=November 10, 2015 |title=ShooterofIO: Dark Warfare III Available Now Worldwide |url=https://www.mobproductions.example/news/shooterofio-dark-warfare-iii-launch |website=Mob Productions |access-date=November 10, 2015}}&amp;lt;/ref&amp;gt; It is the sequel to &amp;#039;&amp;#039;[[ShooterofIO: Dark Warfare II]]&amp;#039;&amp;#039; (2012) and the third main installment in the &amp;#039;&amp;#039;Dark Warfare&amp;#039;&amp;#039; sub-series of the &amp;#039;&amp;#039;[[ShooterofIO]]&amp;#039;&amp;#039; franchise.&amp;lt;ref name=&amp;quot;Announcement&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=ShooterofIO: Dark Warfare III Announced |url=https://www.mobproductions.example/news/shooterofio-dark-warfare-iii-announced |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;AirReturn&amp;quot;&amp;gt;{{cite web |author=Air Studios |date=May 12, 2015 |title=Air Studios Returns With Dark Warfare III |url=https://www.airstudios.example/news/dark-warfare-iii-air-studios-return |website=Air Studios |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game features Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&quot;Modes&quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Modes Confirmed |url=https://www.mobproductions.example/news/dark-warfare-iii-modes |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; The Campaign continues the covert operations style of &#039;&#039;Dark Warfare II&#039;&#039;, following a renewed Task Force Bravo investigation into surviving Havel Program fragments and the hostile networks attempting to recover them. Multiplayer returns with class-based competitive play, darker map design, and a revised skill-based matchmaking system intended to place stronger emphasis on connection quality and playlist stability.&amp;lt;ref name=&quot;IntelDrop02&quot;&amp;gt;{{cite web |author=Air Studios |date=August 11, 2015 |title=Air Studios Intel Drop 02: Multiplayer SBMM and Enhancements |url=https://www.airstudios.example/news/dark-warfare-iii-intel-drop-02-multiplayer |website=Air Studios |access-date=August 11, 2015}}&amp;lt;/ref&amp;gt; Zombies continues the Aetheris storyline following the events of &#039;&#039;The First Door&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and returns to gameplay closely based &lt;/del&gt;on &#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;Dark Warfare II&#039;&#039;, with GobbleGums, Weapon Kits, Cursed mode, and Relics as its main additions&lt;/del&gt;.&amp;lt;ref name=&quot;ZombiesReveal&quot;&amp;gt;{{cite web |author=Air Studios |date=July 14, 2015 |title=ShooterofIO: Dark Warfare III Zombies Revealed |url=https://www.airstudios.example/news/dark-warfare-iii-zombies-revealed |website=Air Studios |access-date=July 14&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, 2015}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&quot;IntelDrop03&quot;&amp;gt;{{cite web |author=Air Studios |date=August 25, 2015 |title=Air Studios Intel Drop 03: Zombies Modes and Platform |url=https://www.airstudios.example/news/dark-warfare-iii-intel-drop-03-zombies-modes-platform |website=Air Studios |access-date=August 25&lt;/del&gt;, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game features Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&quot;Modes&quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Modes Confirmed |url=https://www.mobproductions.example/news/dark-warfare-iii-modes |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; The Campaign continues the covert operations style of &#039;&#039;Dark Warfare II&#039;&#039;, following a renewed Task Force Bravo investigation into surviving Havel Program fragments and the hostile networks attempting to recover them. Multiplayer returns with class-based competitive play, darker map design, and a revised skill-based matchmaking system intended to place stronger emphasis on connection quality and playlist stability.&amp;lt;ref name=&quot;IntelDrop02&quot;&amp;gt;{{cite web |author=Air Studios |date=August 11, 2015 |title=Air Studios Intel Drop 02: Multiplayer SBMM and Enhancements |url=https://www.airstudios.example/news/dark-warfare-iii-intel-drop-02-multiplayer |website=Air Studios |access-date=August 11, 2015}}&amp;lt;/ref&amp;gt; Zombies continues the Aetheris storyline following the events of &#039;&#039;The First Door&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, centering &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the surviving crew&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s attempt to reclaim Edward Richtofen from the Aetheris dimension after learning that each member must first confront a place tied to their past&lt;/ins&gt;.&amp;lt;ref name=&quot;ZombiesReveal&quot;&amp;gt;{{cite web |author=Air Studios |date=July 14, 2015 |title=ShooterofIO: Dark Warfare III Zombies Revealed |url=https://www.airstudios.example/news/dark-warfare-iii-zombies-revealed |website=Air Studios |access-date=July 14, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Dark Warfare III&amp;#039;&amp;#039; was the first Air Studios-led &amp;#039;&amp;#039;ShooterofIO&amp;#039;&amp;#039; game developed on the SOI Engine, following the technology&amp;#039;s use in &amp;#039;&amp;#039;[[ShooterofIO: Modern Ops 3]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;[[ShooterofIO: Guardians]]&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;Engine&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Uses SOI Engine |url=https://www.mobproductions.example/news/dark-warfare-iii-soi-engine |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; The game received critical acclaim on Windows, PlayStation 4, and Xbox One, with praise for its focused Campaign, atmospheric presentation, Multiplayer pacing, and Zombies mode. The PlayStation 3 and Xbox 360 versions received lower scores due to reduced visual quality, longer loading times, and performance issues.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Dark Warfare III&amp;#039;&amp;#039; was the first Air Studios-led &amp;#039;&amp;#039;ShooterofIO&amp;#039;&amp;#039; game developed on the SOI Engine, following the technology&amp;#039;s use in &amp;#039;&amp;#039;[[ShooterofIO: Modern Ops 3]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;[[ShooterofIO: Guardians]]&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;Engine&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Uses SOI Engine |url=https://www.mobproductions.example/news/dark-warfare-iii-soi-engine |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; The game received critical acclaim on Windows, PlayStation 4, and Xbox One, with praise for its focused Campaign, atmospheric presentation, Multiplayer pacing, and Zombies mode. The PlayStation 3 and Xbox 360 versions received lower scores due to reduced visual quality, longer loading times, and performance issues.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l68&quot;&gt;Line 68:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 68:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Cursed has three reward tiers. Tier 1 usually requires three Grim Relics, two Sinister Relics, or one Wicked Relic to become active. Tier 1 grants Golden Armor Plates, which allow armor plates to recharge automatically. Higher Cursed tiers grant stronger rewards, but they require more severe Relic combinations and higher completion requirements. A player may equip additional Relics beyond the first reward threshold to push the Cursed bar toward the next tier.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Cursed has three reward tiers. Tier 1 usually requires three Grim Relics, two Sinister Relics, or one Wicked Relic to become active. Tier 1 grants Golden Armor Plates, which allow armor plates to recharge automatically. Higher Cursed tiers grant stronger rewards, but they require more severe Relic combinations and higher completion requirements. A player may equip additional Relics beyond the first reward threshold to push the Cursed bar toward the next tier.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each Zombies map has six Relics, with two Grim Relics, two Sinister Relics, and two Wicked Relics per map.&amp;lt;ref name=&quot;IntelDrop03&quot; /&amp;gt; Relics are unlocked through hidden in-map quests. These quests vary in difficulty; some are easier and can be solved through exploration and basic objective completion, while others require difficult puzzle steps, specific round conditions, obscure interactions, or high-risk combat challenges. Grim Relics require players to reach Round 20 in a Cursed match, Sinister Relics require Round 40 and access to Tier 1 Cursed, and Wicked Relics require Round 60 and access to Tier 2 Cursed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each Zombies map has six Relics, with two Grim Relics, two Sinister Relics, and two Wicked Relics per map.&amp;lt;ref name=&quot;IntelDrop03&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;gt;{{cite web |author=Air Studios |date=August 25, 2015 |title=Air Studios Intel Drop 03: Zombies Modes and Platform |url=https:&lt;/ins&gt;/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/www.airstudios.example/news/dark-warfare-iii-intel-drop-03-zombies-modes-platform |website=Air Studios |access-date=August 25, 2015}}&amp;lt;/ref&lt;/ins&gt;&amp;gt; Relics are unlocked through hidden in-map quests. These quests vary in difficulty; some are easier and can be solved through exploration and basic objective completion, while others require difficult puzzle steps, specific round conditions, obscure interactions, or high-risk combat challenges. Grim Relics require players to reach Round 20 in a Cursed match, Sinister Relics require Round 40 and access to Tier 1 Cursed, and Wicked Relics require Round 60 and access to Tier 2 Cursed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;GobbleGums are single-use consumable abilities that players can equip before a match and activate from GobbleGum machines during gameplay.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt; They provide temporary or situational effects, such as granting bonus points, improving movement for a short time, instantly repairing barricades, forcing a power-up spawn, helping revive teammates, or temporarily strengthening weapons. Players build a GobbleGum pack before starting a match, giving them a limited set of tactical options without replacing the core round-based survival loop.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;GobbleGums are single-use consumable abilities that players can equip before a match and activate from GobbleGum machines during gameplay.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt; They provide temporary or situational effects, such as granting bonus points, improving movement for a short time, instantly repairing barricades, forcing a power-up spawn, helping revive teammates, or temporarily strengthening weapons. Players build a GobbleGum pack before starting a match, giving them a limited set of tactical options without replacing the core round-based survival loop.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l91&quot;&gt;Line 91:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 91:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |OriginalAirDate = {{Start date|2015|11|10}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |OriginalAirDate = {{Start date|2015|11|10}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |LineColor = #2b0f36&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |LineColor = #2b0f36&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |ShortSummary = Following &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the closure of the First Door&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the surviving crew is drawn to &lt;/del&gt;an abandoned observatory &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scarred by Aetherglass residue and suspended between Earth and Aetheris. The site contains fractured recordings of past events, repeated visions of &lt;/del&gt;the First Door&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and distorted messages resembling [[Edward Richtofen]]&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;voice&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crew restores power &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opens the sealed research wings, they discover &lt;/del&gt;that the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;observatory was built &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;track locations that had fallen through Aetheris rather than &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;observe the sky&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crew stabilizes the broken &lt;/del&gt;telescope &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;array&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recovers Aetherglass fragments&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and forces &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;observatory &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reveal the next breach location. The ending reveals that &lt;/del&gt;Richtofen &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;did not simply vanish at the end of &lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;The First Door&#039;&#039;; part of him remains trapped inside &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damaged Aetheris network, aware of the crew but unable to fully return&lt;/del&gt;.&amp;lt;ref name=&quot;LaunchLore&quot;&amp;gt;{{cite web |author=Air Studios |date=November 13, 2015 |title=Dark Warfare III Zombies: Launch Map Lore |url=https://www.airstudios.example/news/dark-warfare-iii-zombies-launch-map-lore |website=Air Studios |access-date=November 13, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |ShortSummary = Following &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Richtofen&#039;s disappearance into Aetheris, Noah Mad, Sarah Caster&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Nikolai Dawn are pulled toward &lt;/ins&gt;an abandoned observatory &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where the sky appears frozen over &lt;/ins&gt;the First Door&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last known location&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The crew discovers that Richtofen is alive, but scattered through &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aetheris dimension &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unable to return in a single form. A voice speaking through damaged Aetherglass warns &lt;/ins&gt;that the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;path &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;him cannot be opened by force; each survivor must first recover an anchor from a place tied &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their own past&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;observatory&#039;s &lt;/ins&gt;telescope &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is repaired and turned inward&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revealing not stars&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but memories buried inside Aetheris. The crew uses &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;array &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stabilize &lt;/ins&gt;Richtofen&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s signal long enough to learn that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first anchor lies beneath a drowned containment site known as Blackwater&lt;/ins&gt;.&amp;lt;ref name=&quot;LaunchLore&quot;&amp;gt;{{cite web |author=Air Studios |date=November 13, 2015 |title=Dark Warfare III Zombies: Launch Map Lore |url=https://www.airstudios.example/news/dark-warfare-iii-zombies-launch-map-lore |website=Air Studios |access-date=November 13, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Episode list&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Episode list&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l98&quot;&gt;Line 98:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 98:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |OriginalAirDate = {{Start date|2015|11|10}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |OriginalAirDate = {{Start date|2015|11|10}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |LineColor = #2b0f36&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |LineColor = #2b0f36&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |ShortSummary = The crew follows &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;signal &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recovered from the observatory &lt;/del&gt;to a flooded containment site &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;built around &lt;/del&gt;old transfer chambers and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;contaminated reservoir systems. Though smaller in narrative scale than &#039;&#039;The Hollow Observatory&#039;&#039;&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map expands the new rules of Aetheris contamination by showing how breach residue can spread through water, machinery, and biological samples. The &lt;/del&gt;crew &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discovers &lt;/del&gt;that Blackwater was used to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;test &lt;/del&gt;whether &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aetherglass fragments &lt;/del&gt;could be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;diluted&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;transported, and stored without opening another full breach&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experiments failed when the contaminated water began replaying memories from locations &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;no longer existed, causing parts of the facility to shift between different states&lt;/del&gt;. The crew &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;purges the central reservoir and seals several transfer chambers&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but recovers evidence &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blackwater was only one site &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a larger containment network beginning &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reconnect through damaged Aetheris pathways&lt;/del&gt;.&amp;lt;ref name=&quot;LaunchLore&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  |ShortSummary = The crew follows &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Richtofen&#039;s fractured &lt;/ins&gt;signal to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blackwater Facility, &lt;/ins&gt;a flooded containment site &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where Aetherglass residue has infected the water systems and &lt;/ins&gt;old transfer chambers&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. As the facility shifts between past &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;present&lt;/ins&gt;, the crew &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;learns &lt;/ins&gt;that Blackwater was used to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;study memories pulled from Aetheris and to determine &lt;/ins&gt;whether &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;human experience &lt;/ins&gt;could be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;preserved as a navigational key. They recover a damaged anchor&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it does not belong to any of them; it is a marker left by Richtofen before he was fully consumed&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discovery confirms &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Richtofen understood what was happening and prepared a route back&lt;/ins&gt;. The crew &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;escapes as Blackwater collapses&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realizing &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the remaining anchors are hidden &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;places connected &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their own lives&lt;/ins&gt;.&amp;lt;ref name=&quot;LaunchLore&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{End|html=y|Episode table}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{End|html=y|Episode table}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l146&quot;&gt;Line 146:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 146:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mob Productions released three editions of the game. The Standard Edition included the base game. The Digital Deluxe Edition included the base game, Campaign Early Access eligibility, a digital soundtrack sampler, a set of profile customization items, and the Shadow Pack, which contained cosmetic items for Multiplayer and Zombies. The Blacksite Edition included the base game, a steelbook case, Campaign Early Access eligibility, a Task Force Bravo dossier booklet, behind-the-scenes disc, soundtrack sampler, and exclusive cosmetic items for Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&amp;quot;Editions&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=September 6, 2015 |title=Dark Warfare III Editions Detailed |url=https://www.mobproductions.example/news/dark-warfare-iii-editions |website=Mob Productions |access-date=September 6, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mob Productions released three editions of the game. The Standard Edition included the base game. The Digital Deluxe Edition included the base game, Campaign Early Access eligibility, a digital soundtrack sampler, a set of profile customization items, and the Shadow Pack, which contained cosmetic items for Multiplayer and Zombies. The Blacksite Edition included the base game, a steelbook case, Campaign Early Access eligibility, a Task Force Bravo dossier booklet, behind-the-scenes disc, soundtrack sampler, and exclusive cosmetic items for Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&amp;quot;Editions&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=September 6, 2015 |title=Dark Warfare III Editions Detailed |url=https://www.mobproductions.example/news/dark-warfare-iii-editions |website=Mob Productions |access-date=September 6, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On November 13, 2015, Air Studios released a Zombies lore briefing for the two launch maps.&amp;lt;ref name=&quot;LaunchLore&quot; /&amp;gt; The briefing presented &quot;The Hollow Observatory&quot; and &quot;Blackwater Facility&quot; as the first two episodes of the &#039;&#039;Dark Warfare III&#039;&#039; Zombies storyline, explaining that the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;former served as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major opening chapter while the latter functioned as a shorter mid-story episode&lt;/del&gt;. The update also clarified that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the launch story &lt;/del&gt;would &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;continue the aftermath of &#039;&#039;The First Door&#039;&#039;, focusing on the damaged state of Aetheris, the remaining Aetherglass fragments, and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unresolved disappearance of Edward &lt;/del&gt;Richtofen.&amp;lt;ref name=&quot;LaunchLore&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On November 13, 2015, Air Studios released a Zombies lore briefing for the two launch maps.&amp;lt;ref name=&quot;LaunchLore&quot; /&amp;gt; The briefing presented &quot;The Hollow Observatory&quot; and &quot;Blackwater Facility&quot; as the first two episodes of the &#039;&#039;Dark Warfare III&#039;&#039; Zombies storyline, explaining that the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launch maps set up &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;larger quest to reclaim Richtofen from Aetheris&lt;/ins&gt;. The update also clarified that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;later Zombies chapters &lt;/ins&gt;would &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;force &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surviving crew to revisit places tied to their pasts before &lt;/ins&gt;Richtofen &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could be restored&lt;/ins&gt;.&amp;lt;ref name=&quot;LaunchLore&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early coverage of the announcement focused on Air Studios&amp;#039; return, the darker tone, the move away from &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;{{&amp;#039;}} Open World Combat structure, and the confirmation that Zombies would return to dedicated round-based maps.&amp;lt;ref name=&amp;quot;AnnouncementReaction&amp;quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=May 13, 2015 |title=ShooterofIO: Dark Warfare III Announced by Air Studios |url=https://www.consoleinsider.example/news/dark-warfare-iii-announced |website=Console Insider |access-date=May 13, 2015}}&amp;lt;/ref&amp;gt; Coverage of the Zombies reveal was positive among outlets that had criticized the Zombies mode in &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesRevealReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=July 15, 2015 |title=Dark Warfare III Zombies Returns to Dark Warfare II Roots |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-reveal |website=Game Frontier |access-date=July 15, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early coverage of the announcement focused on Air Studios&amp;#039; return, the darker tone, the move away from &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;{{&amp;#039;}} Open World Combat structure, and the confirmation that Zombies would return to dedicated round-based maps.&amp;lt;ref name=&amp;quot;AnnouncementReaction&amp;quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=May 13, 2015 |title=ShooterofIO: Dark Warfare III Announced by Air Studios |url=https://www.consoleinsider.example/news/dark-warfare-iii-announced |website=Console Insider |access-date=May 13, 2015}}&amp;lt;/ref&amp;gt; Coverage of the Zombies reveal was positive among outlets that had criticized the Zombies mode in &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesRevealReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=July 15, 2015 |title=Dark Warfare III Zombies Returns to Dark Warfare II Roots |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-reveal |website=Game Frontier |access-date=July 15, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11842&amp;oldid=prev</id>
		<title>Mob at 04:53, 29 June 2026</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11842&amp;oldid=prev"/>
		<updated>2026-06-29T04:53:27Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:53, 29 June 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l83&quot;&gt;Line 83:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 83:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The announced story follows Bravo through black sites, compromised safehouses, abandoned laboratories, and civilian districts hiding military infrastructure beneath them. The Campaign centers on the danger of incomplete classified research being rebuilt by people who do not fully understand what they have recovered.&amp;lt;ref name=&amp;quot;CampaignTease&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The announced story follows Bravo through black sites, compromised safehouses, abandoned laboratories, and civilian districts hiding military infrastructure beneath them. The Campaign centers on the danger of incomplete classified research being rebuilt by people who do not fully understand what they have recovered.&amp;lt;ref name=&amp;quot;CampaignTease&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &lt;/del&gt;Zombies &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;storyline is separate from the Campaign and continues the Aetheris arc&lt;/del&gt;. Following the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;events &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;The &lt;/del&gt;First Door&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;closure &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;breach network leaves behind fragments of Aetherglass, unstable memories&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pieces of locations that should no longer exist&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The announcement suggests that &lt;/del&gt;the crew&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s actions did not end &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;threat&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but instead trapped part of Aetheris closer &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Earth.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===&lt;/ins&gt;Zombies&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;!-- To maintain article readability, map plot summaries should be restricted to a maximum of 200 words&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;--&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Air Studios Intel Drop 01 revealed &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not every Zombies map in &#039;&#039;Dark Warfare III&#039;&#039; is planned &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;carry &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same amount of narrative weight.&amp;lt;ref name=&quot;IntelDrop01&quot; /&amp;gt; Some maps serve as shorter, self-contained survival chapters, while others carry longer story beats, main quest developments, and major Aetheris revelations&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first and final Zombies maps are intended to remain &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;largest narrative anchors of the game&#039;s Zombies storyline&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while several middle maps may vary in scale depending on their role in the release cycle.&amp;lt;ref name=&quot;IntelDrop01&quot; /&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Episode table |background = #2b0f36 |overall = |title =  |airdate = |dontclose = y}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Episode list&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;The Hollow Observatory&quot; serves as the first major Zombies chapter of &#039;&#039;Dark Warfare III&#039;&#039;. It follows the aftermath of the burned &lt;/del&gt;Aetherglass &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shard shown in the announcement trailer &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;returns &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an observatory space fractured by Aetheris residue&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map is positioned as the opening statement for the new Zombies arc, connecting &lt;/del&gt;the end of &#039;&#039;The First Door&#039;&#039; to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the new breach behavior seen in &#039;&#039;Dark Warfare III&#039;&#039;&lt;/del&gt;.&amp;lt;ref name=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;IntelDrop01&lt;/del&gt;&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |EpisodeNumber = 1&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |Title = The Hollow Observatory&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/del&gt;Blackwater Facility&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second launch Zombies map. It is described as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mid-story map centered on a smaller &lt;/del&gt;containment site &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where Aetheris residue has contaminated water systems, research tanks, and &lt;/del&gt;old transfer chambers. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rather &lt;/del&gt;than &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;acting as a full opening chapter&lt;/del&gt;, the map expands the new rules of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;breach &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;network &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shows how Aetheris &lt;/del&gt;fragments &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have begun affecting separate &lt;/del&gt;locations &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;First Voice &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;silenced&lt;/del&gt;.&amp;lt;ref name=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;IntelDrop01&lt;/del&gt;&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |OriginalAirDate = {{Start date|2015|11|10}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |LineColor = #2b0f36&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |ShortSummary = &lt;/ins&gt;Following the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;closure &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;First Door, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surviving crew is drawn to an abandoned observatory scarred by Aetherglass residue and suspended between Earth and Aetheris. The site contains fractured recordings of past events, repeated visions &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;First Door&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distorted messages resembling [[Edward Richtofen]]&#039;s voice&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As &lt;/ins&gt;the crew &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;restores power and opens &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sealed research wings&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they discover that the observatory was built &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;track locations &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;had fallen through Aetheris rather than &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;observe &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sky&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crew stabilizes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;broken telescope array&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recovers &lt;/ins&gt;Aetherglass &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fragments, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;forces &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;observatory &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reveal the next breach location&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ending reveals that Richtofen did not simply vanish at &lt;/ins&gt;the end of &#039;&#039;The First Door&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; part of him remains trapped inside the damaged Aetheris network, aware of the crew but unable &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fully return&lt;/ins&gt;.&amp;lt;ref name=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;LaunchLore&lt;/ins&gt;&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;gt;{{cite web |author=Air Studios |date=November 13, 2015 |title=Dark Warfare III Zombies: Launch Map Lore |url=https://www.airstudios.example&lt;/ins&gt;/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;news/dark-warfare-iii-zombies-launch-map-lore |website=Air Studios |access-date=November 13, 2015}}&amp;lt;/ref&lt;/ins&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Episode list&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |EpisodeNumber = 2&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |Title = &lt;/ins&gt;Blackwater Facility&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |OriginalAirDate = {{Start date|2015|11|10}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |LineColor = #2b0f36&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; |ShortSummary = The crew follows the signal recovered from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;observatory to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flooded &lt;/ins&gt;containment site &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;built around &lt;/ins&gt;old transfer chambers &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and contaminated reservoir systems&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Though smaller in narrative scale &lt;/ins&gt;than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;The Hollow Observatory&#039;&#039;&lt;/ins&gt;, the map expands the new rules of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aetheris contamination by showing how &lt;/ins&gt;breach &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;residue can spread through water, machinery, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biological samples. The crew discovers that Blackwater was used to test whether Aetherglass &lt;/ins&gt;fragments &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could be diluted, transported, and stored without opening another full breach. The experiments failed when the contaminated water began replaying memories from &lt;/ins&gt;locations &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that no longer existed, causing parts of the facility to shift between different states. The crew purges &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;central reservoir and seals several transfer chambers, but recovers evidence that Blackwater &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only one site in a larger containment network beginning to reconnect through damaged Aetheris pathways&lt;/ins&gt;.&amp;lt;ref name=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;LaunchLore&lt;/ins&gt;&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{End|html=y|Episode table}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Development==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Development==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l134&quot;&gt;Line 134:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 145:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mob Productions released three editions of the game. The Standard Edition included the base game. The Digital Deluxe Edition included the base game, Campaign Early Access eligibility, a digital soundtrack sampler, a set of profile customization items, and the Shadow Pack, which contained cosmetic items for Multiplayer and Zombies. The Blacksite Edition included the base game, a steelbook case, Campaign Early Access eligibility, a Task Force Bravo dossier booklet, behind-the-scenes disc, soundtrack sampler, and exclusive cosmetic items for Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&amp;quot;Editions&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=September 6, 2015 |title=Dark Warfare III Editions Detailed |url=https://www.mobproductions.example/news/dark-warfare-iii-editions |website=Mob Productions |access-date=September 6, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mob Productions released three editions of the game. The Standard Edition included the base game. The Digital Deluxe Edition included the base game, Campaign Early Access eligibility, a digital soundtrack sampler, a set of profile customization items, and the Shadow Pack, which contained cosmetic items for Multiplayer and Zombies. The Blacksite Edition included the base game, a steelbook case, Campaign Early Access eligibility, a Task Force Bravo dossier booklet, behind-the-scenes disc, soundtrack sampler, and exclusive cosmetic items for Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&amp;quot;Editions&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=September 6, 2015 |title=Dark Warfare III Editions Detailed |url=https://www.mobproductions.example/news/dark-warfare-iii-editions |website=Mob Productions |access-date=September 6, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On November 13, 2015, Air Studios released a Zombies lore briefing for the two launch maps.&amp;lt;ref name=&quot;LaunchLore&quot; /&amp;gt; The briefing presented &quot;The Hollow Observatory&quot; and &quot;Blackwater Facility&quot; as the first two episodes of the &#039;&#039;Dark Warfare III&#039;&#039; Zombies storyline, explaining that the former served as the major opening chapter while the latter functioned as a shorter mid-story episode. The update also clarified that the launch story would continue the aftermath of &#039;&#039;The First Door&#039;&#039;, focusing on the damaged state of Aetheris, the remaining Aetherglass fragments, and the unresolved disappearance of Edward Richtofen.&amp;lt;ref name=&quot;LaunchLore&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early coverage of the announcement focused on Air Studios&amp;#039; return, the darker tone, the move away from &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;{{&amp;#039;}} Open World Combat structure, and the confirmation that Zombies would return to dedicated round-based maps.&amp;lt;ref name=&amp;quot;AnnouncementReaction&amp;quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=May 13, 2015 |title=ShooterofIO: Dark Warfare III Announced by Air Studios |url=https://www.consoleinsider.example/news/dark-warfare-iii-announced |website=Console Insider |access-date=May 13, 2015}}&amp;lt;/ref&amp;gt; Coverage of the Zombies reveal was positive among outlets that had criticized the Zombies mode in &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesRevealReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=July 15, 2015 |title=Dark Warfare III Zombies Returns to Dark Warfare II Roots |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-reveal |website=Game Frontier |access-date=July 15, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early coverage of the announcement focused on Air Studios&amp;#039; return, the darker tone, the move away from &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;{{&amp;#039;}} Open World Combat structure, and the confirmation that Zombies would return to dedicated round-based maps.&amp;lt;ref name=&amp;quot;AnnouncementReaction&amp;quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=May 13, 2015 |title=ShooterofIO: Dark Warfare III Announced by Air Studios |url=https://www.consoleinsider.example/news/dark-warfare-iii-announced |website=Console Insider |access-date=May 13, 2015}}&amp;lt;/ref&amp;gt; Coverage of the Zombies reveal was positive among outlets that had criticized the Zombies mode in &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesRevealReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=July 15, 2015 |title=Dark Warfare III Zombies Returns to Dark Warfare II Roots |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-reveal |website=Game Frontier |access-date=July 15, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11840&amp;oldid=prev</id>
		<title>Mob at 04:45, 29 June 2026</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11840&amp;oldid=prev"/>
		<updated>2026-06-29T04:45:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;amp;diff=11840&amp;amp;oldid=11839&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11839&amp;oldid=prev</id>
		<title>Mob at 03:35, 29 June 2026</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11839&amp;oldid=prev"/>
		<updated>2026-06-29T03:35:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;amp;diff=11839&amp;amp;oldid=11838&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11838&amp;oldid=prev</id>
		<title>Mob at 03:27, 29 June 2026</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11838&amp;oldid=prev"/>
		<updated>2026-06-29T03:27:40Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;amp;diff=11838&amp;amp;oldid=11837&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11837&amp;oldid=prev</id>
		<title>Mob at 03:18, 29 June 2026</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11837&amp;oldid=prev"/>
		<updated>2026-06-29T03:18:21Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;amp;diff=11837&amp;amp;oldid=11836&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11836&amp;oldid=prev</id>
		<title>Mob at 23:41, 28 June 2026</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11836&amp;oldid=prev"/>
		<updated>2026-06-28T23:41:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:41, 28 June 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Short description|Upcoming video game}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Short description|Upcoming video game}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Use mdy dates|date=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;July &lt;/del&gt;2015}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Use mdy dates|date=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;August &lt;/ins&gt;2015}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Use American English|date=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;July &lt;/del&gt;2015}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Use American English|date=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;August &lt;/ins&gt;2015}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Infobox video game&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Infobox video game&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| title = ShooterofIO: Dark Warfare III&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| title = ShooterofIO: Dark Warfare III&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l24&quot;&gt;Line 24:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 24:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ShooterofIO: Dark Warfare III&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is an upcoming [[first-person shooter]] video game developed by [[Air Studios]] and published by [[Mob Productions]]. It is planned for release on [[Microsoft Windows]], [[PlayStation 3]], [[PlayStation 4]], [[Xbox 360]], and [[Xbox One]].&amp;lt;ref name=&amp;quot;Announcement&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=ShooterofIO: Dark Warfare III Announced |url=https://www.mobproductions.example/news/shooterofio-dark-warfare-iii-announced |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; It is the sequel to &amp;#039;&amp;#039;[[ShooterofIO: Dark Warfare II]]&amp;#039;&amp;#039; (2012) and the third main installment in the &amp;#039;&amp;#039;Dark Warfare&amp;#039;&amp;#039; sub-series of the &amp;#039;&amp;#039;[[ShooterofIO]]&amp;#039;&amp;#039; franchise.&amp;lt;ref name=&amp;quot;AirReturn&amp;quot;&amp;gt;{{cite web |author=Air Studios |date=May 12, 2015 |title=Air Studios Returns With Dark Warfare III |url=https://www.airstudios.example/news/dark-warfare-iii-air-studios-return |website=Air Studios |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ShooterofIO: Dark Warfare III&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is an upcoming [[first-person shooter]] video game developed by [[Air Studios]] and published by [[Mob Productions]]. It is planned for release on [[Microsoft Windows]], [[PlayStation 3]], [[PlayStation 4]], [[Xbox 360]], and [[Xbox One]].&amp;lt;ref name=&amp;quot;Announcement&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=ShooterofIO: Dark Warfare III Announced |url=https://www.mobproductions.example/news/shooterofio-dark-warfare-iii-announced |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; It is the sequel to &amp;#039;&amp;#039;[[ShooterofIO: Dark Warfare II]]&amp;#039;&amp;#039; (2012) and the third main installment in the &amp;#039;&amp;#039;Dark Warfare&amp;#039;&amp;#039; sub-series of the &amp;#039;&amp;#039;[[ShooterofIO]]&amp;#039;&amp;#039; franchise.&amp;lt;ref name=&amp;quot;AirReturn&amp;quot;&amp;gt;{{cite web |author=Air Studios |date=May 12, 2015 |title=Air Studios Returns With Dark Warfare III |url=https://www.airstudios.example/news/dark-warfare-iii-air-studios-return |website=Air Studios |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game features Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&quot;Modes&quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Modes Confirmed |url=https://www.mobproductions.example/news/dark-warfare-iii-modes |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; The Campaign continues the covert operations style of &#039;&#039;Dark Warfare II&#039;&#039;, following a renewed Task Force Bravo investigation into surviving Havel Program fragments and the hostile networks attempting to recover them. Multiplayer returns with class-based competitive play, darker map design, and a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavier focus &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tactical routes &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;information control&lt;/del&gt;. Zombies continues the Aetheris storyline following the events of &#039;&#039;The First Door&#039;&#039; and returns to gameplay closely based on &#039;&#039;Dark Warfare II&#039;&#039;, with GobbleGums and Weapon Kits as its two major new systems.&amp;lt;ref name=&quot;ZombiesReveal&quot;&amp;gt;{{cite web |author=Air Studios |date=July 14, 2015 |title=ShooterofIO: Dark Warfare III Zombies Revealed |url=https://www.airstudios.example/news/dark-warfare-iii-zombies-revealed |website=Air Studios |access-date=July 14, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game features Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&quot;Modes&quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Modes Confirmed |url=https://www.mobproductions.example/news/dark-warfare-iii-modes |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; The Campaign continues the covert operations style of &#039;&#039;Dark Warfare II&#039;&#039;, following a renewed Task Force Bravo investigation into surviving Havel Program fragments and the hostile networks attempting to recover them. Multiplayer returns with class-based competitive play, darker map design, and a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revised skill-based matchmaking system intended to place stronger emphasis &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;connection quality &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playlist stability&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;ref name=&quot;IntelDrop02&quot;&amp;gt;{{cite web |author=Air Studios |date=August 11, 2015 |title=Air Studios Intel Drop 02: Multiplayer SBMM and Enhancements |url=https://www.airstudios.example/news/dark-warfare-iii-intel-drop-02-multiplayer |website=Air Studios |access-date=August 11, 2015}}&amp;lt;/ref&amp;gt; &lt;/ins&gt;Zombies continues the Aetheris storyline following the events of &#039;&#039;The First Door&#039;&#039; and returns to gameplay closely based on &#039;&#039;Dark Warfare II&#039;&#039;, with GobbleGums and Weapon Kits as its two major new systems.&amp;lt;ref name=&quot;ZombiesReveal&quot;&amp;gt;{{cite web |author=Air Studios |date=July 14, 2015 |title=ShooterofIO: Dark Warfare III Zombies Revealed |url=https://www.airstudios.example/news/dark-warfare-iii-zombies-revealed |website=Air Studios |access-date=July 14, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Dark Warfare III&amp;#039;&amp;#039; is the first Air Studios-led &amp;#039;&amp;#039;ShooterofIO&amp;#039;&amp;#039; game developed on the SOI Engine, following the technology&amp;#039;s use in &amp;#039;&amp;#039;[[ShooterofIO: Modern Ops 3]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;[[ShooterofIO: Guardians]]&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;Engine&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Uses SOI Engine |url=https://www.mobproductions.example/news/dark-warfare-iii-soi-engine |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; Air Studios later revealed the launch Zombies maps as &amp;quot;The Hollow Observatory&amp;quot; and &amp;quot;Blackwater Facility&amp;quot;.&amp;lt;ref name=&amp;quot;IntelDrop01&amp;quot;&amp;gt;{{cite web |author=Air Studios |date=June 16, 2015 |title=Air Studios Intel Drop 01: Zombies Lore |url=https://www.airstudios.example/news/dark-warfare-iii-intel-drop-01-zombies-lore |website=Air Studios |access-date=June 16, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Dark Warfare III&amp;#039;&amp;#039; is the first Air Studios-led &amp;#039;&amp;#039;ShooterofIO&amp;#039;&amp;#039; game developed on the SOI Engine, following the technology&amp;#039;s use in &amp;#039;&amp;#039;[[ShooterofIO: Modern Ops 3]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;[[ShooterofIO: Guardians]]&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;Engine&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Uses SOI Engine |url=https://www.mobproductions.example/news/dark-warfare-iii-soi-engine |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; Air Studios later revealed the launch Zombies maps as &amp;quot;The Hollow Observatory&amp;quot; and &amp;quot;Blackwater Facility&amp;quot;.&amp;lt;ref name=&amp;quot;IntelDrop01&amp;quot;&amp;gt;{{cite web |author=Air Studios |date=June 16, 2015 |title=Air Studios Intel Drop 01: Zombies Lore |url=https://www.airstudios.example/news/dark-warfare-iii-intel-drop-01-zombies-lore |website=Air Studios |access-date=June 16, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l51&quot;&gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Class creation uses primary weapons, secondary weapons, tactical equipment, lethal equipment, perks, and scorestreaks. The perk system is designed around stealth, awareness, survivability, movement, and objective play. Scorestreaks return and reward eliminations, assists, captures, defends, reconnaissance actions, and support play. Air Studios stated that the system would continue rewarding objective actions heavily, but would avoid the larger battlefield-style streak pacing used in some &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039; maps.&amp;lt;ref name=&amp;quot;MultiplayerTease&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Class creation uses primary weapons, secondary weapons, tactical equipment, lethal equipment, perks, and scorestreaks. The perk system is designed around stealth, awareness, survivability, movement, and objective play. Scorestreaks return and reward eliminations, assists, captures, defends, reconnaissance actions, and support play. Air Studios stated that the system would continue rewarding objective actions heavily, but would avoid the larger battlefield-style streak pacing used in some &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039; maps.&amp;lt;ref name=&amp;quot;MultiplayerTease&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Skill-based matchmaking returns in public playlists.&amp;lt;ref name=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;SBMM&lt;/del&gt;&quot;&amp;gt;{{cite web |author=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mob Productions &lt;/del&gt;|date=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May 12&lt;/del&gt;, 2015 |title=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Skill-Based Matchmaking Returns in &lt;/del&gt;Dark Warfare III |url=https://www.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mobproductions&lt;/del&gt;.example/news/dark-warfare-iii-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill-based&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;matchmaking &lt;/del&gt;|website=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mob Productions &lt;/del&gt;|access-date=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May 12&lt;/del&gt;, 2015}}&amp;lt;/ref&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mob Productions stated that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;matchmaking system would be adjusted again after criticism &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both &#039;&#039;Modern Ops 3&#039;&lt;/del&gt;&#039; and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;Guardians&#039;&#039;&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with connection quality &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playlist population receiving &lt;/del&gt;stronger &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;priority in casual playlists while competitive playlists use stricter skill balancing&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Skill-based matchmaking returns in public playlists&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but with several changes from &#039;&#039;Modern Ops 3&#039;&#039; and &#039;&#039;Guardians&#039;&#039;.&amp;lt;ref name=&quot;IntelDrop02&quot; /&amp;gt; In standard public playlists, connection quality, region, latency, playlist population, and party size are prioritized before skill evaluation. Skill is still used to prevent extreme mismatches, but the matchmaking bands are broader than in &#039;&#039;Guardians&#039;&#039;, allowing a wider range of opponents and reducing the feeling that every public match is strictly competitive. Competitive playlists use tighter skill evaluation and more restrictive team balancing.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lobby persistence is also increased. Public lobbies are more likely to keep the same player group together between matches unless players leave, change playlists, or experience connection issues. Air Studios stated that this was intended to restore some of the social flow and rivalry of earlier &#039;&#039;ShooterofIO&#039;&#039; multiplayer while still retaining protection against heavily unbalanced matches&lt;/ins&gt;.&amp;lt;ref name=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;IntelDrop02&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Party matchmaking uses weighted party evaluation. Larger parties are more likely to be matched against other parties or against teams with stronger average performance, while solo players are less likely to be repeatedly placed against coordinated full parties. Team balancing also considers objective score, recent match results, party composition, and support actions rather than only eliminations and kill/death ratio.&amp;lt;ref name=&quot;IntelDrop02&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Air Studios announced several Multiplayer enhancements alongside the matchmaking changes. Spawn logic has been revised to account for enemy sightlines, recent deaths, active objectives, and explosive danger zones. Objective scoring has been increased in several modes to make captures, defends, plants, defuses, and escort actions more valuable. Hit detection, host migration, party stability, and end-of-match stat tracking are also being adjusted from the systems used in &#039;&#039;Guardians&#039;&#039;.&amp;lt;ref name=&quot;MultiplayerEnhancements&lt;/ins&gt;&quot;&amp;gt;{{cite web |author=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Air Studios &lt;/ins&gt;|date=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;August 11&lt;/ins&gt;, 2015 |title=Dark Warfare III &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Multiplayer Enhancements Detailed &lt;/ins&gt;|url=https://www.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;airstudios&lt;/ins&gt;.example/news/dark-warfare-iii-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;multiplayer&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enhancements &lt;/ins&gt;|website=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Air Studios &lt;/ins&gt;|access-date=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;August 11&lt;/ins&gt;, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The mini-map and information systems are designed around &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;darker tactical style &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the sub-series. Unsuppressed weapon fire briefly reveals a player&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s position, while suppressed weapons reduce visibility at the cost of range and damage consistency. Recon scorestreaks, sound cues, lighting, equipment placement, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map knowledge are intended to play a larger role than constant radar visibility. Several playlists also include reduced screen clutter, clearer objective markers&lt;/ins&gt;, and stronger &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;directional audio to support interior combat&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;ref name=&quot;MultiplayerEnhancements&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Zombies===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Zombies===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l93&quot;&gt;Line 93:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 101:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Zombies reveal clarified that Air Studios was not attempting to reinvent the mode after the divisive Zombies structure in &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt; Instead, the studio used &amp;#039;&amp;#039;Dark Warfare II&amp;#039;&amp;#039; as the baseline and limited the major systemic additions to GobbleGums and Weapon Kits. Air Studios described this as a deliberate restraint, arguing that Zombies needed stronger maps, atmosphere, story pacing, and quest design more than another full structural overhaul.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Zombies reveal clarified that Air Studios was not attempting to reinvent the mode after the divisive Zombies structure in &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt; Instead, the studio used &amp;#039;&amp;#039;Dark Warfare II&amp;#039;&amp;#039; as the baseline and limited the major systemic additions to GobbleGums and Weapon Kits. Air Studios described this as a deliberate restraint, arguing that Zombies needed stronger maps, atmosphere, story pacing, and quest design more than another full structural overhaul.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Air Studios Intel Drop 02 explained that Multiplayer matchmaking was being revised in response to player criticism of the strict public matchmaking in &#039;&#039;Modern Ops 3&#039;&#039; and &#039;&#039;Guardians&#039;&#039;.&amp;lt;ref name=&quot;IntelDrop02&quot; /&amp;gt; The studio did not remove skill-based matchmaking, but redesigned its casual playlist implementation to behave less like a ranked system. Air Studios stated that the goal was to preserve new-player protection and reduce severe lobby imbalance while allowing more varied public matches, more persistent lobbies, and better connection quality.&amp;lt;ref name=&quot;IntelDrop02&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The same update outlined several Multiplayer enhancements intended to support the tighter style of &#039;&#039;Dark Warfare III&#039;&#039;.&amp;lt;ref name=&quot;MultiplayerEnhancements&quot; /&amp;gt; Spawn logic, objective scoring, party balancing, host migration, hit detection, mini-map readability, and directional audio were all adjusted around smaller maps and interior combat. Air Studios framed these changes as part of the sub-series&#039; return to contained, readable firefights rather than the broader combat spaces used in &#039;&#039;Guardians&#039;&#039;.&amp;lt;ref name=&quot;MultiplayerEnhancements&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Marketing and release==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Marketing and release==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l102&quot;&gt;Line 102:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 114:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On July 14, 2015, Air Studios released the full Zombies reveal for &amp;#039;&amp;#039;Dark Warfare III&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt; The reveal confirmed that the mode would play similarly to &amp;#039;&amp;#039;Dark Warfare II&amp;#039;&amp;#039;, returning to dedicated round-based maps, perk machines, weapon upgrades, traps, hidden quests, story radios, and map-specific main quests. It also confirmed GobbleGums and Weapon Kits as the only two major new Zombies systems at launch.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On July 14, 2015, Air Studios released the full Zombies reveal for &amp;#039;&amp;#039;Dark Warfare III&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt; The reveal confirmed that the mode would play similarly to &amp;#039;&amp;#039;Dark Warfare II&amp;#039;&amp;#039;, returning to dedicated round-based maps, perk machines, weapon upgrades, traps, hidden quests, story radios, and map-specific main quests. It also confirmed GobbleGums and Weapon Kits as the only two major new Zombies systems at launch.&amp;lt;ref name=&amp;quot;ZombiesReveal&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On August 11, 2015, Air Studios released &#039;&#039;Air Studios Intel Drop 02: Multiplayer SBMM and Enhancements&#039;&#039;.&amp;lt;ref name=&quot;IntelDrop02&quot; /&amp;gt; The update detailed the revised skill-based matchmaking model, broader casual matchmaking bands, stronger connection priority, increased lobby persistence, party matchmaking changes, and several Multiplayer improvements related to spawns, objective scoring, host migration, hit detection, mini-map behavior, and audio readability.&amp;lt;ref name=&quot;MultiplayerEnhancements&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early coverage of the announcement focused on Air Studios&amp;#039; return, the darker tone, the move away from &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;{{&amp;#039;}} Open World Combat structure, and the confirmation that Zombies would return to dedicated round-based maps.&amp;lt;ref name=&amp;quot;AnnouncementReaction&amp;quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=May 13, 2015 |title=ShooterofIO: Dark Warfare III Announced by Air Studios |url=https://www.consoleinsider.example/news/dark-warfare-iii-announced |website=Console Insider |access-date=May 13, 2015}}&amp;lt;/ref&amp;gt; Coverage of the first Intel Drop focused on the return of larger story-driven Zombies maps and the decision to vary narrative scale across the mode&amp;#039;s map lineup.&amp;lt;ref name=&amp;quot;IntelDropReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=June 17, 2015 |title=Dark Warfare III Intel Drop Reveals Launch Zombies Maps |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-intel-drop |website=Game Frontier |access-date=June 17, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early coverage of the announcement focused on Air Studios&amp;#039; return, the darker tone, the move away from &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;{{&amp;#039;}} Open World Combat structure, and the confirmation that Zombies would return to dedicated round-based maps.&amp;lt;ref name=&amp;quot;AnnouncementReaction&amp;quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=May 13, 2015 |title=ShooterofIO: Dark Warfare III Announced by Air Studios |url=https://www.consoleinsider.example/news/dark-warfare-iii-announced |website=Console Insider |access-date=May 13, 2015}}&amp;lt;/ref&amp;gt; Coverage of the first Intel Drop focused on the return of larger story-driven Zombies maps and the decision to vary narrative scale across the mode&amp;#039;s map lineup.&amp;lt;ref name=&amp;quot;IntelDropReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=June 17, 2015 |title=Dark Warfare III Intel Drop Reveals Launch Zombies Maps |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-intel-drop |website=Game Frontier |access-date=June 17, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Coverage of the Zombies reveal was positive among outlets that had criticized the Zombies mode in &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesRevealReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=July 15, 2015 |title=Dark Warfare III Zombies Returns to Dark Warfare II Roots |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-reveal |website=Game Frontier |access-date=July 15, 2015}}&amp;lt;/ref&amp;gt; Several previews praised Air Studios for focusing on the established &amp;#039;&amp;#039;Dark Warfare II&amp;#039;&amp;#039; formula instead of building another large structural experiment, while some noted that GobbleGums could become controversial if their strongest effects were difficult to earn or too disruptive to high-round play.&amp;lt;ref name=&amp;quot;ZombiesRevealReaction&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Coverage of the Zombies reveal was positive among outlets that had criticized the Zombies mode in &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;ZombiesRevealReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=July 15, 2015 |title=Dark Warfare III Zombies Returns to Dark Warfare II Roots |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-reveal |website=Game Frontier |access-date=July 15, 2015}}&amp;lt;/ref&amp;gt; Several previews praised Air Studios for focusing on the established &amp;#039;&amp;#039;Dark Warfare II&amp;#039;&amp;#039; formula instead of building another large structural experiment, while some noted that GobbleGums could become controversial if their strongest effects were difficult to earn or too disruptive to high-round play.&amp;lt;ref name=&amp;quot;ZombiesRevealReaction&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Coverage of Intel Drop 02 focused on Air Studios&#039; attempt to address the franchise&#039;s growing matchmaking controversy.&amp;lt;ref name=&quot;IntelDrop02Reaction&quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=August 12, 2015 |title=Dark Warfare III Revises SBMM After Guardians Backlash |url=https://www.consoleinsider.example/news/dark-warfare-iii-sbmm-enhancements |website=Console Insider |access-date=August 12, 2015}}&amp;lt;/ref&amp;gt; Several outlets described the update as a cautious compromise, noting that Air Studios had not abandoned skill-based matchmaking but was clearly trying to avoid the strict public-lobby feel that had frustrated players in the previous two games.&amp;lt;ref name=&quot;IntelDrop02Reaction&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11835&amp;oldid=prev</id>
		<title>Mob at 22:52, 28 June 2026</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11835&amp;oldid=prev"/>
		<updated>2026-06-28T22:52:53Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:52, 28 June 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Short description|Upcoming video game}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Short description|Upcoming video game}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Use mdy dates|date=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;June &lt;/del&gt;2015}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Use mdy dates|date=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;July &lt;/ins&gt;2015}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Use American English|date=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;June &lt;/del&gt;2015}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Use American English|date=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;July &lt;/ins&gt;2015}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Infobox video game&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Infobox video game&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| title = ShooterofIO: Dark Warfare III&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| title = ShooterofIO: Dark Warfare III&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l24&quot;&gt;Line 24:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 24:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ShooterofIO: Dark Warfare III&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is an upcoming [[first-person shooter]] video game developed by [[Air Studios]] and published by [[Mob Productions]]. It is planned for release on [[Microsoft Windows]], [[PlayStation 3]], [[PlayStation 4]], [[Xbox 360]], and [[Xbox One]].&amp;lt;ref name=&amp;quot;Announcement&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=ShooterofIO: Dark Warfare III Announced |url=https://www.mobproductions.example/news/shooterofio-dark-warfare-iii-announced |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; It is the sequel to &amp;#039;&amp;#039;[[ShooterofIO: Dark Warfare II]]&amp;#039;&amp;#039; (2012) and the third main installment in the &amp;#039;&amp;#039;Dark Warfare&amp;#039;&amp;#039; sub-series of the &amp;#039;&amp;#039;[[ShooterofIO]]&amp;#039;&amp;#039; franchise.&amp;lt;ref name=&amp;quot;AirReturn&amp;quot;&amp;gt;{{cite web |author=Air Studios |date=May 12, 2015 |title=Air Studios Returns With Dark Warfare III |url=https://www.airstudios.example/news/dark-warfare-iii-air-studios-return |website=Air Studios |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ShooterofIO: Dark Warfare III&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is an upcoming [[first-person shooter]] video game developed by [[Air Studios]] and published by [[Mob Productions]]. It is planned for release on [[Microsoft Windows]], [[PlayStation 3]], [[PlayStation 4]], [[Xbox 360]], and [[Xbox One]].&amp;lt;ref name=&amp;quot;Announcement&amp;quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=ShooterofIO: Dark Warfare III Announced |url=https://www.mobproductions.example/news/shooterofio-dark-warfare-iii-announced |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; It is the sequel to &amp;#039;&amp;#039;[[ShooterofIO: Dark Warfare II]]&amp;#039;&amp;#039; (2012) and the third main installment in the &amp;#039;&amp;#039;Dark Warfare&amp;#039;&amp;#039; sub-series of the &amp;#039;&amp;#039;[[ShooterofIO]]&amp;#039;&amp;#039; franchise.&amp;lt;ref name=&amp;quot;AirReturn&amp;quot;&amp;gt;{{cite web |author=Air Studios |date=May 12, 2015 |title=Air Studios Returns With Dark Warfare III |url=https://www.airstudios.example/news/dark-warfare-iii-air-studios-return |website=Air Studios |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game features Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&quot;Modes&quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Modes Confirmed |url=https://www.mobproductions.example/news/dark-warfare-iii-modes |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; The Campaign continues the covert operations style of &#039;&#039;Dark Warfare II&#039;&#039;, following a renewed Task Force Bravo investigation into surviving Havel Program fragments and the hostile networks attempting to recover them. Multiplayer returns with class-based competitive play, darker map design, and a heavier focus on tactical routes and information control. Zombies continues the Aetheris storyline following the events of &#039;&#039;The First Door&#039;&#039;.&amp;lt;ref name=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ZombiesTease&lt;/del&gt;&quot;&amp;gt;{{cite web |author=Air Studios |date=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May 12&lt;/del&gt;, 2015 |title=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zombies Returns in &lt;/del&gt;Dark Warfare III |url=https://www.airstudios.example/news/dark-warfare-iii-zombies-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tease &lt;/del&gt;|website=Air Studios |access-date=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May 12&lt;/del&gt;, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The game features Campaign, Multiplayer, and Zombies.&amp;lt;ref name=&quot;Modes&quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Modes Confirmed |url=https://www.mobproductions.example/news/dark-warfare-iii-modes |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; The Campaign continues the covert operations style of &#039;&#039;Dark Warfare II&#039;&#039;, following a renewed Task Force Bravo investigation into surviving Havel Program fragments and the hostile networks attempting to recover them. Multiplayer returns with class-based competitive play, darker map design, and a heavier focus on tactical routes and information control. Zombies continues the Aetheris storyline following the events of &#039;&#039;The First Door&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and returns to gameplay closely based on &#039;&#039;Dark Warfare II&#039;&#039;, with GobbleGums and Weapon Kits as its two major new systems&lt;/ins&gt;.&amp;lt;ref name=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ZombiesReveal&lt;/ins&gt;&quot;&amp;gt;{{cite web |author=Air Studios |date=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;July 14&lt;/ins&gt;, 2015 |title=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ShooterofIO: &lt;/ins&gt;Dark Warfare III &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zombies Revealed &lt;/ins&gt;|url=https://www.airstudios.example/news/dark-warfare-iii-zombies-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revealed &lt;/ins&gt;|website=Air Studios |access-date=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;July 14&lt;/ins&gt;, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Dark Warfare III&#039;&#039; is the first Air Studios-led &#039;&#039;ShooterofIO&#039;&#039; game developed on the SOI Engine, following the technology&#039;s use in &#039;&#039;[[ShooterofIO: Modern Ops 3]]&#039;&#039; and &#039;&#039;[[ShooterofIO: Guardians]]&#039;&#039;.&amp;lt;ref name=&quot;Engine&quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Uses SOI Engine |url=https://www.mobproductions.example/news/dark-warfare-iii-soi-engine |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; Air Studios later revealed the launch Zombies maps as &quot;The Hollow Observatory&quot; and &quot;Blackwater Facility&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and confirmed that a full Zombies gameplay deep dive would take place in July 2015&lt;/del&gt;.&amp;lt;ref name=&quot;IntelDrop01&quot;&amp;gt;{{cite web |author=Air Studios |date=June 16, 2015 |title=Air Studios Intel Drop 01: Zombies Lore |url=https://www.airstudios.example/news/dark-warfare-iii-intel-drop-01-zombies-lore |website=Air Studios |access-date=June 16, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Dark Warfare III&#039;&#039; is the first Air Studios-led &#039;&#039;ShooterofIO&#039;&#039; game developed on the SOI Engine, following the technology&#039;s use in &#039;&#039;[[ShooterofIO: Modern Ops 3]]&#039;&#039; and &#039;&#039;[[ShooterofIO: Guardians]]&#039;&#039;.&amp;lt;ref name=&quot;Engine&quot;&amp;gt;{{cite web |author=Mob Productions |date=May 12, 2015 |title=Dark Warfare III Uses SOI Engine |url=https://www.mobproductions.example/news/dark-warfare-iii-soi-engine |website=Mob Productions |access-date=May 12, 2015}}&amp;lt;/ref&amp;gt; Air Studios later revealed the launch Zombies maps as &quot;The Hollow Observatory&quot; and &quot;Blackwater Facility&quot;.&amp;lt;ref name=&quot;IntelDrop01&quot;&amp;gt;{{cite web |author=Air Studios |date=June 16, 2015 |title=Air Studios Intel Drop 01: Zombies Lore |url=https://www.airstudios.example/news/dark-warfare-iii-intel-drop-01-zombies-lore |website=Air Studios |access-date=June 16, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Gameplay==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Gameplay==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l54&quot;&gt;Line 54:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Zombies===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Zombies===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Zombies returns in &#039;&#039;Dark Warfare III&#039;&#039; as a cooperative survival mode.&amp;lt;ref name=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ZombiesTease&lt;/del&gt;&quot; /&amp;gt; The mode &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;continues the Aetheris storyline from &#039;&#039;Dark Warfare&#039;&#039; and &lt;/del&gt;&#039;&#039;Dark Warfare II&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Air Studios stated that Zombies would move away from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;objective&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arena structure used in &#039;&#039;Guardians&#039;&#039; &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;return &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;larger dedicated Zombies maps&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;ref name=&quot;ZombiesTease&quot; /&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Zombies returns in &#039;&#039;Dark Warfare III&#039;&#039; as a cooperative &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;round-based &lt;/ins&gt;survival mode.&amp;lt;ref name=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ZombiesReveal&lt;/ins&gt;&quot; /&amp;gt; The mode &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is designed to play similarly to Zombies in &lt;/ins&gt;&#039;&#039;Dark Warfare II&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, with players surviving escalating rounds of undead enemies, opening areas of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map, buying wall weapons, using a Mystery Box&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;style weapon source, purchasing perks, upgrading weapons, activating traps, completing hidden objectives, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;progressing through main quests tied &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Aetheris storyline&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mode is planned to include round-based survival, map progression, perk machines, weapon upgrades, mystery box-style weapon acquisition, environmental traps, hidden objectives, story radios, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a main quest&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;SOI Engine &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being used to support &lt;/del&gt;larger &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spaces&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;denser lighting, improved enemy pathing, and more atmospheric &lt;/del&gt;map &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;transitions than the Zombies maps in &#039;&#039;Dark Warfare II&#039;&#039;&lt;/del&gt;.&amp;lt;ref name=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ZombiesTease&lt;/del&gt;&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Air Studios confirmed that Zombies would move away from the objective-arena structure used in &#039;&#039;Guardians&#039;&#039; and return to dedicated maps built specifically for Zombies.&amp;lt;ref name=&quot;ZombiesReveal&quot; /&amp;gt; &lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launch maps are &quot;The Hollow Observatory&quot; &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;Blackwater Facility&quot;&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hollow Observatory&quot; &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;larger &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story-focused launch map&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while &quot;Blackwater Facility&quot; is a mid-sized &lt;/ins&gt;map &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with a shorter but still narrative-focused role&lt;/ins&gt;.&amp;lt;ref name=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;IntelDrop01&lt;/ins&gt;&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Air Studios confirmed that the game will launch with &lt;/del&gt;two &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zombies maps&lt;/del&gt;: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;The Hollow Observatory&quot; &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;Blackwater Facility&quot;&lt;/del&gt;.&amp;lt;ref name=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;IntelDrop01&lt;/del&gt;&quot; /&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/del&gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hollow Observatory&quot; &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;described as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;primary launch map &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is planned &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;carry &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;larger opening &lt;/del&gt;story &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chapter &lt;/del&gt;of &#039;&#039;Dark Warfare &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;III&lt;/del&gt;&#039;&#039; Zombies. &quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blackwater Facility&lt;/del&gt;&quot; is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;described as a mid-sized map with a shorter but still story-focused role, designed &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;give launch &lt;/del&gt;Zombies more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;variety without making both maps equal in narrative scale&lt;/del&gt;.&amp;lt;ref name=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;IntelDrop01&lt;/del&gt;&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The mode introduces &lt;/ins&gt;two &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major new systems&lt;/ins&gt;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;GobbleGums &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Weapon Kits&lt;/ins&gt;.&amp;lt;ref name=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ZombiesReveal&lt;/ins&gt;&quot; /&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;GobbleGums are single-use consumable abilities that players can equip before a match and activate from GobbleGum machines during gameplay. They provide temporary or situational effects, such as granting bonus points, improving movement for a short time, instantly repairing barricades, forcing a power-up spawn, helping revive teammates, or temporarily strengthening weapons. Players build a GobbleGum pack before starting a match, giving them a limited set of tactical options without replacing the core round-based survival loop.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Weapon Kits are a progression system for Zombies weapons. As players use weapons in Zombies, they earn weapon experience that unlocks attachments, optics, cosmetic variants, and small handling options for use in future matches. Weapon Kits do not remove wall buys, the Mystery Box, or Pack-a-Punch-style upgrades; instead, they allow players to customize the base version of eligible weapons before entering a map. &lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;system &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;intended to give Zombies long-term progression while keeping in-match weapon acquisition and upgrading central to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mode.&amp;lt;ref name=&quot;ZombiesReveal&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Perk machines return &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;function similarly &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;previous &#039;&#039;Dark Warfare&#039;&#039; Zombies entries. Players purchase perks using points earned during &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;match, with each perk granting a specific survival or combat benefit. Weapon upgrade machines, environmental traps, power switches, buildable items, &lt;/ins&gt;story &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;radios, hidden symbols, and Easter egg-style main quests also return. Air Studios stated that most &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the mode&#039;s structure was intentionally familiar, with the studio choosing to refine the &lt;/ins&gt;&#039;&#039;Dark Warfare &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;II&lt;/ins&gt;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;formula rather than rebuild &lt;/ins&gt;Zombies &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;around another experimental system&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;ref name=&lt;/ins&gt;&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ZombiesReveal&lt;/ins&gt;&quot; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The SOI Engine &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;used &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;support larger dedicated &lt;/ins&gt;Zombies &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maps, denser lighting, improved enemy pathing, &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;detailed environmental storytelling, and smoother transitions between exterior and interior spaces&lt;/ins&gt;.&amp;lt;ref name=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ZombiesReveal&lt;/ins&gt;&quot; /&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The mode supports solo play and cooperative squads, with enemy health, spawn pressure, and revive importance scaling around player count.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Synopsis==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Synopsis==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l85&quot;&gt;Line 85:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 91:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For Zombies, Air Studios stated that it wanted &amp;#039;&amp;#039;Dark Warfare III&amp;#039;&amp;#039; to avoid the feeling that every map needed to carry the same dramatic weight.&amp;lt;ref name=&amp;quot;IntelDrop01&amp;quot; /&amp;gt; The team planned the mode around varied story pacing, allowing some maps to function as shorter survival-focused chapters and others as longer narrative-heavy releases. The studio said this approach would help the Zombies season avoid exhausting every map with the same level of exposition while preserving the first map and final map as major story anchors.&amp;lt;ref name=&amp;quot;IntelDrop01&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For Zombies, Air Studios stated that it wanted &amp;#039;&amp;#039;Dark Warfare III&amp;#039;&amp;#039; to avoid the feeling that every map needed to carry the same dramatic weight.&amp;lt;ref name=&amp;quot;IntelDrop01&amp;quot; /&amp;gt; The team planned the mode around varied story pacing, allowing some maps to function as shorter survival-focused chapters and others as longer narrative-heavy releases. The studio said this approach would help the Zombies season avoid exhausting every map with the same level of exposition while preserving the first map and final map as major story anchors.&amp;lt;ref name=&amp;quot;IntelDrop01&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Zombies reveal clarified that Air Studios was not attempting to reinvent the mode after the divisive Zombies structure in &#039;&#039;Guardians&#039;&#039;.&amp;lt;ref name=&quot;ZombiesReveal&quot; /&amp;gt; Instead, the studio used &#039;&#039;Dark Warfare II&#039;&#039; as the baseline and limited the major systemic additions to GobbleGums and Weapon Kits. Air Studios described this as a deliberate restraint, arguing that Zombies needed stronger maps, atmosphere, story pacing, and quest design more than another full structural overhaul.&amp;lt;ref name=&quot;ZombiesReveal&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Marketing and release==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Marketing and release==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l91&quot;&gt;Line 91:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 99:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The announcement trailer opened with footage of a blackout spreading across a city as Task Force Bravo entered an underground facility beneath a civilian district. The trailer showed brief scenes of close-quarters combat, surveillance footage, storm-lit rooftops, a derelict offshore platform, and a data vault sealed behind multiple blast doors.&amp;lt;ref name=&amp;quot;Trailer&amp;quot; /&amp;gt; It ended with a Zombies teaser showing a cracked observatory floor and a burned Aetherglass shard.&amp;lt;ref name=&amp;quot;Trailer&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The announcement trailer opened with footage of a blackout spreading across a city as Task Force Bravo entered an underground facility beneath a civilian district. The trailer showed brief scenes of close-quarters combat, surveillance footage, storm-lit rooftops, a derelict offshore platform, and a data vault sealed behind multiple blast doors.&amp;lt;ref name=&amp;quot;Trailer&amp;quot; /&amp;gt; It ended with a Zombies teaser showing a cracked observatory floor and a burned Aetherglass shard.&amp;lt;ref name=&amp;quot;Trailer&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On June 16, 2015, Air Studios released &#039;&#039;Air Studios Intel Drop 01: Zombies Lore&#039;&#039;.&amp;lt;ref name=&quot;IntelDrop01&quot; /&amp;gt; The update confirmed that the full Zombies &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deep Dive Reveal &lt;/del&gt;would take place in July 2015, revealed the two launch Zombies map names, and explained that the Zombies storyline would use varied map-by-map story pacing. Air Studios stated that &quot;The Hollow Observatory&quot; would be the larger opening story map, while &quot;Blackwater Facility&quot; would serve as a mid-story-focused second launch map.&amp;lt;ref name=&quot;IntelDrop01&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On June 16, 2015, Air Studios released &#039;&#039;Air Studios Intel Drop 01: Zombies Lore&#039;&#039;.&amp;lt;ref name=&quot;IntelDrop01&quot; /&amp;gt; The update confirmed that the full Zombies &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reveal &lt;/ins&gt;would take place in July 2015, revealed the two launch Zombies map names, and explained that the Zombies storyline would use varied map-by-map story pacing. Air Studios stated that &quot;The Hollow Observatory&quot; would be the larger opening story map, while &quot;Blackwater Facility&quot; would serve as a mid-story-focused second launch map.&amp;lt;ref name=&quot;IntelDrop01&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On July 14, 2015, Air Studios released the full Zombies reveal for &#039;&#039;Dark Warfare III&#039;&#039;.&amp;lt;ref name=&quot;ZombiesReveal&quot; /&amp;gt; The reveal confirmed that the mode would play similarly to &#039;&#039;Dark Warfare II&#039;&#039;, returning to dedicated round-based maps, perk machines, weapon upgrades, traps, hidden quests, story radios, and map-specific main quests. It also confirmed GobbleGums and Weapon Kits as the only two major new Zombies systems at launch.&amp;lt;ref name=&quot;ZombiesReveal&lt;/ins&gt;&quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early coverage of the announcement focused on Air Studios&amp;#039; return, the darker tone, the move away from &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;{{&amp;#039;}} Open World Combat structure, and the confirmation that Zombies would return to dedicated round-based maps.&amp;lt;ref name=&amp;quot;AnnouncementReaction&amp;quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=May 13, 2015 |title=ShooterofIO: Dark Warfare III Announced by Air Studios |url=https://www.consoleinsider.example/news/dark-warfare-iii-announced |website=Console Insider |access-date=May 13, 2015}}&amp;lt;/ref&amp;gt; Coverage of the first Intel Drop focused on the return of larger story-driven Zombies maps and the decision to vary narrative scale across the mode&amp;#039;s map lineup.&amp;lt;ref name=&amp;quot;IntelDropReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=June 17, 2015 |title=Dark Warfare III Intel Drop Reveals Launch Zombies Maps |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-intel-drop |website=Game Frontier |access-date=June 17, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early coverage of the announcement focused on Air Studios&amp;#039; return, the darker tone, the move away from &amp;#039;&amp;#039;Guardians&amp;#039;&amp;#039;{{&amp;#039;}} Open World Combat structure, and the confirmation that Zombies would return to dedicated round-based maps.&amp;lt;ref name=&amp;quot;AnnouncementReaction&amp;quot;&amp;gt;{{cite web |last=Russell |first=Mark |date=May 13, 2015 |title=ShooterofIO: Dark Warfare III Announced by Air Studios |url=https://www.consoleinsider.example/news/dark-warfare-iii-announced |website=Console Insider |access-date=May 13, 2015}}&amp;lt;/ref&amp;gt; Coverage of the first Intel Drop focused on the return of larger story-driven Zombies maps and the decision to vary narrative scale across the mode&amp;#039;s map lineup.&amp;lt;ref name=&amp;quot;IntelDropReaction&amp;quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=June 17, 2015 |title=Dark Warfare III Intel Drop Reveals Launch Zombies Maps |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-intel-drop |website=Game Frontier |access-date=June 17, 2015}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Coverage of the Zombies reveal was positive among outlets that had criticized the Zombies mode in &#039;&#039;Guardians&#039;&#039;.&amp;lt;ref name=&quot;ZombiesRevealReaction&quot;&amp;gt;{{cite web |last=Martin |first=Joel |date=July 15, 2015 |title=Dark Warfare III Zombies Returns to Dark Warfare II Roots |url=https://www.gamefrontier.example/news/dark-warfare-iii-zombies-reveal |website=Game Frontier |access-date=July 15, 2015}}&amp;lt;/ref&amp;gt; Several previews praised Air Studios for focusing on the established &#039;&#039;Dark Warfare II&#039;&#039; formula instead of building another large structural experiment, while some noted that GobbleGums could become controversial if their strongest effects were difficult to earn or too disruptive to high-round play.&amp;lt;ref name=&quot;ZombiesRevealReaction&quot; /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11834&amp;oldid=prev</id>
		<title>Mob at 22:49, 28 June 2026</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;diff=11834&amp;oldid=prev"/>
		<updated>2026-06-28T22:49:38Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://fanverse.click/index.php?title=ShooterofIO:_Dark_Warfare_III&amp;amp;diff=11834&amp;amp;oldid=11832&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Mob</name></author>
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