ShooterofIO: Dark Warfare II: Difference between revisions
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Before release, Mob Productions held Campaign Early Access from November 9, 2012, for eligible digital pre-orders and limited edition owners, allowing players to access selected Campaign content before the full release while Multiplayer and Zombies remained locked until launch.<ref name="EarlyAccess">{{cite web |author=Mob Productions |date=October 4, 2012 |title=Dark Warfare II Campaign Early Access Announced |url=https://www.mobproductions.example/news/dark-warfare-ii-campaign-early-access |website=Mob Productions |access-date=October 4, 2012}}</ref><ref name="EarlyAccessFAQ">{{cite web |author=Mob Productions |date=October 4, 2012 |title=Dark Warfare II Campaign Early Access FAQ |url=https://www.mobproductions.example/news/dark-warfare-ii-early-access-faq |website=Mob Productions |access-date=October 4, 2012}}</ref> On November 27, 2012, Air Studios released "Nebelheim", a second Zombies story, as a free update for all players.<ref name="NebelheimFree">{{cite web |author=Air Studios |date=November 27, 2012 |title=Nebelheim Free Zombies Story Available Now in Dark Warfare II |url=https://www.airstudios.example/news/dark-warfare-ii-nebelheim-free |website=Air Studios |access-date=November 27, 2012}}</ref> | Before release, Mob Productions held Campaign Early Access from November 9, 2012, for eligible digital pre-orders and limited edition owners, allowing players to access selected Campaign content before the full release while Multiplayer and Zombies remained locked until launch.<ref name="EarlyAccess">{{cite web |author=Mob Productions |date=October 4, 2012 |title=Dark Warfare II Campaign Early Access Announced |url=https://www.mobproductions.example/news/dark-warfare-ii-campaign-early-access |website=Mob Productions |access-date=October 4, 2012}}</ref><ref name="EarlyAccessFAQ">{{cite web |author=Mob Productions |date=October 4, 2012 |title=Dark Warfare II Campaign Early Access FAQ |url=https://www.mobproductions.example/news/dark-warfare-ii-early-access-faq |website=Mob Productions |access-date=October 4, 2012}}</ref> On November 27, 2012, Air Studios released "Nebelheim", a second Zombies story, as a free update for all players.<ref name="NebelheimFree">{{cite web |author=Air Studios |date=November 27, 2012 |title=Nebelheim Free Zombies Story Available Now in Dark Warfare II |url=https://www.airstudios.example/news/dark-warfare-ii-nebelheim-free |website=Air Studios |access-date=November 27, 2012}}</ref> | ||
The first paid downloadable content pack, ''Riftline'', was released for Xbox 360, Windows, and Wii U on December 18, 2012, followed by PlayStation 3 on December 25.<ref name="DLC1Release">{{cite web |author=Mob Productions |date=December 18, 2012 |title=Dark Warfare II Riftline Available Now |url=https://www.mobproductions.example/news/dark-warfare-ii-riftline-release |website=Mob Productions |access-date=December 18, 2012}}</ref><ref name="DLC1PS3">{{cite web |author=Mob Productions |date=December 25, 2012 |title=Dark Warfare II Riftline Available Now on PlayStation 3 |url=https://www.mobproductions.example/news/dark-warfare-ii-riftline-ps3-release |website=Mob Productions |access-date=December 25, 2012}}</ref> The second downloadable content pack, ''Dead Circuit'', was released for Xbox 360, Windows, and Wii U on January 22, 2013, followed by PlayStation 3 on January 29.<ref name="DLC2Release">{{cite web |author=Mob Productions |date=January 22, 2013 |title=Dark Warfare II Dead Circuit Available Now |url=https://www.mobproductions.example/news/dark-warfare-ii-dead-circuit-release |website=Mob Productions |access-date=January 22, 2013}}</ref><ref name="DLC2PS3">{{cite web |author=Mob Productions |date=January 29, 2013 |title=Dark Warfare II Dead Circuit Available Now on PlayStation 3 |url=https://www.mobproductions.example/news/dark-warfare-ii-dead-circuit-ps3-release |website=Mob Productions |access-date=January 29, 2013}}</ref> | The first paid downloadable content pack, ''Riftline'', was released for Xbox 360, Windows, and Wii U on December 18, 2012, followed by PlayStation 3 on December 25.<ref name="DLC1Release">{{cite web |author=Mob Productions |date=December 18, 2012 |title=Dark Warfare II Riftline Available Now |url=https://www.mobproductions.example/news/dark-warfare-ii-riftline-release |website=Mob Productions |access-date=December 18, 2012}}</ref><ref name="DLC1PS3">{{cite web |author=Mob Productions |date=December 25, 2012 |title=Dark Warfare II Riftline Available Now on PlayStation 3 |url=https://www.mobproductions.example/news/dark-warfare-ii-riftline-ps3-release |website=Mob Productions |access-date=December 25, 2012}}</ref> The second downloadable content pack, ''Dead Circuit'', was released for Xbox 360, Windows, and Wii U on January 22, 2013, followed by PlayStation 3 on January 29.<ref name="DLC2Release">{{cite web |author=Mob Productions |date=January 22, 2013 |title=Dark Warfare II Dead Circuit Available Now |url=https://www.mobproductions.example/news/dark-warfare-ii-dead-circuit-release |website=Mob Productions |access-date=January 22, 2013}}</ref><ref name="DLC2PS3">{{cite web |author=Mob Productions |date=January 29, 2013 |title=Dark Warfare II Dead Circuit Available Now on PlayStation 3 |url=https://www.mobproductions.example/news/dark-warfare-ii-dead-circuit-ps3-release |website=Mob Productions |access-date=January 29, 2013}}</ref> The third downloadable content pack, ''Threshold'', was released for Xbox 360, Windows, and Wii U on February 26, 2013, with a PlayStation 3 release scheduled for March 5.<ref name="DLC3Release">{{cite web |author=Mob Productions |date=February 26, 2013 |title=Dark Warfare II Threshold Available Now |url=https://www.mobproductions.example/news/dark-warfare-ii-threshold-release |website=Mob Productions |access-date=February 26, 2013}}</ref> | ||
Upon release, ''Dark Warfare II'' received generally positive reviews from critics. Praise was directed at its atmosphere, redesigned Campaign structure, cooperative extraction gameplay, Zombies stories, and darker presentation, while criticism focused on repetitive optional objectives, uneven artificial intelligence, and occasional technical issues on consoles. | Upon release, ''Dark Warfare II'' received generally positive reviews from critics. Praise was directed at its atmosphere, redesigned Campaign structure, cooperative extraction gameplay, Zombies stories, and darker presentation, while criticism focused on repetitive optional objectives, uneven artificial intelligence, and occasional technical issues on consoles. | ||
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The studio described multiplayer as a hybrid between the faster competitive structure of the main ''ShooterofIO'' series and the heavier tone of ''Dark Warfare''.<ref name="MPFirstDetails" /> Maps emphasize surveillance rooms, night combat spaces, industrial compounds, research facilities, and urban security zones. Several maps support more vertical interior layouts than the first ''Dark Warfare'', including stairwell routes, roof access, maintenance shafts, and lower service corridors.<ref name="MPFirstDetails" /> | The studio described multiplayer as a hybrid between the faster competitive structure of the main ''ShooterofIO'' series and the heavier tone of ''Dark Warfare''.<ref name="MPFirstDetails" /> Maps emphasize surveillance rooms, night combat spaces, industrial compounds, research facilities, and urban security zones. Several maps support more vertical interior layouts than the first ''Dark Warfare'', including stairwell routes, roof access, maintenance shafts, and lower service corridors.<ref name="MPFirstDetails" /> | ||
The | The game launched with twelve multiplayer maps: "Blacksite", "Signal House", "Foundry", "Dockside", "Archive", "Highrise", "Substation", "Metroline", "Perimeter", "Observatory", "Cold Room", and "Drowned Yard".<ref name="MPMaps">{{cite web |author=Mob Productions |date=August 10, 2012 |title=Dark Warfare II Multiplayer Maps Detailed |url=https://www.mobproductions.example/news/dark-warfare-ii-multiplayer-maps |website=Mob Productions |access-date=August 10, 2012}}</ref> The multiplayer modes include Team Deathmatch, Free-for-All, Domination, Search and Destroy, Capture the Flag, Headquarters, Secure Line, and Breachpoint.<ref name="MPReveal">{{cite web |author=Air Studios |date=August 10, 2012 |title=Dark Warfare II Multiplayer Fully Revealed at ShooterCon 2012 |url=https://www.airstudios.example/news/dark-warfare-ii-multiplayer-shootercon |website=Air Studios |access-date=August 10, 2012}}</ref> | ||
The multiplayer | The first downloadable content pack, ''Riftline'', was released on December 18, 2012, for Xbox 360, Windows, and Wii U, followed by PlayStation 3 on December 25.<ref name="DLC1Release" /><ref name="DLC1PS3" /> The pack adds four multiplayer maps: "Relay", a storm-damaged signal facility built around antenna platforms and underground server rooms; "Containment", a compact research lockdown site with sealed labs and observation corridors; "Overpass", a night-time highway checkpoint with vehicle wrecks, concrete barriers, and elevated sightlines; and "Hydro", a water-treatment complex with pump rooms, exterior basins, and maintenance tunnels.<ref name="DLC1Details">{{cite web |author=Mob Productions |date=December 18, 2012 |title=Dark Warfare II Riftline Content Details |url=https://www.mobproductions.example/news/dark-warfare-ii-riftline-content |website=Mob Productions |access-date=December 18, 2012}}</ref> ''Riftline'' also adds the G36C assault rifle and Vector SMG to Multiplayer and Zombies.<ref name="DLC1Weapons">{{cite web |author=Air Studios |date=December 18, 2012 |title=Riftline Weapons Added to Dark Warfare II |url=https://www.airstudios.example/news/dark-warfare-ii-riftline-weapons |website=Air Studios |access-date=December 18, 2012}}</ref> | ||
The | The second downloadable content pack, ''Dead Circuit'', was released on January 22, 2013, for Xbox 360, Windows, and Wii U, followed by PlayStation 3 on January 29.<ref name="DLC2Release" /><ref name="DLC2PS3" /> The pack adds four multiplayer maps: "Blackout", a disabled urban power grid with darkened streets, maintenance alleys, and emergency-lit interiors; "Firewall", a corporate data center with server halls, security checkpoints, and glass-walled office routes; "Reservoir", a remote water control facility with elevated walkways, pump stations, and flooded lower access points; and "Skybridge", a high-rise connector map built around enclosed bridges, rooftop machinery, and exposed vertical sightlines.<ref name="DLC2Details">{{cite web |author=Mob Productions |date=January 22, 2013 |title=Dark Warfare II Dead Circuit Content Details |url=https://www.mobproductions.example/news/dark-warfare-ii-dead-circuit-content |website=Mob Productions |access-date=January 22, 2013}}</ref> ''Dead Circuit'' also adds the FAL battle rifle and MP7 submachine gun to Multiplayer and Zombies.<ref name="DLC2Weapons">{{cite web |author=Air Studios |date=January 22, 2013 |title=Dead Circuit Weapons Added to Dark Warfare II |url=https://www.airstudios.example/news/dark-warfare-ii-dead-circuit-weapons |website=Air Studios |access-date=January 22, 2013}}</ref> | ||
'' | The third downloadable content pack, ''Threshold'', was released on February 26, 2013, for Xbox 360, Windows, and Wii U, with a PlayStation 3 release scheduled for March 5.<ref name="DLC3Release" /> The pack adds four multiplayer maps: "Gatehouse", a fortified research entrance built around security scanners, holding rooms, and a wide exterior checkpoint; "Quarry", an abandoned excavation site with vertical rock cuts, drilling platforms, and underground service tunnels; "Switchyard", a rail and power-transfer facility with exposed tracks, transformer lanes, and maintenance buildings; and "Monolith", a large interior-exterior map set around an unfinished containment structure built into a concrete basin.<ref name="DLC3Details">{{cite web |author=Mob Productions |date=February 26, 2013 |title=Dark Warfare II Threshold Content Details |url=https://www.mobproductions.example/news/dark-warfare-ii-threshold-content |website=Mob Productions |access-date=February 26, 2013}}</ref> | ||
''Threshold'' also adds two weapons to Multiplayer and Zombies: the SCAR-H battle rifle and the M1014 shotgun.<ref name="DLC3Weapons">{{cite web |author=Air Studios |date=February 26, 2013 |title=Threshold Weapons Added to Dark Warfare II |url=https://www.airstudios.example/news/dark-warfare-ii-threshold-weapons |website=Air Studios |access-date=February 26, 2013}}</ref> Air Studios described the SCAR-H as a heavy automatic rifle with strong damage and a slower handling profile than lighter assault rifles, while the M1014 was described as a semi-automatic shotgun designed for close-range clearing and aggressive objective play.<ref name="DLC3Weapons" /> | |||
===Zombies=== | ===Zombies=== | ||
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''Dead Circuit'' adds "Frostgrave" as the fourth Zombies story.<ref name="FrostgraveRelease">{{cite web |author=Air Studios |date=January 22, 2013 |title=Frostgrave Available Now in Dark Warfare II Dead Circuit |url=https://www.airstudios.example/news/dark-warfare-ii-frostgrave-release |website=Air Studios |access-date=January 22, 2013}}</ref> The story follows the crew to a frozen burial research site where Aetheris residue has preserved bodies, voices, and memories beneath layers of ice. Air Studios described "Frostgrave" as a slower and more oppressive Zombies chapter built around cold hazards, buried transmissions, and the idea that Aetheris can trap human consciousness inside physical remains.<ref name="FrostgraveDetails">{{cite web |author=Air Studios |date=January 22, 2013 |title=Frostgrave Story Details for Dark Warfare II Zombies |url=https://www.airstudios.example/news/dark-warfare-ii-frostgrave-story |website=Air Studios |access-date=January 22, 2013}}</ref> | ''Dead Circuit'' adds "Frostgrave" as the fourth Zombies story.<ref name="FrostgraveRelease">{{cite web |author=Air Studios |date=January 22, 2013 |title=Frostgrave Available Now in Dark Warfare II Dead Circuit |url=https://www.airstudios.example/news/dark-warfare-ii-frostgrave-release |website=Air Studios |access-date=January 22, 2013}}</ref> The story follows the crew to a frozen burial research site where Aetheris residue has preserved bodies, voices, and memories beneath layers of ice. Air Studios described "Frostgrave" as a slower and more oppressive Zombies chapter built around cold hazards, buried transmissions, and the idea that Aetheris can trap human consciousness inside physical remains.<ref name="FrostgraveDetails">{{cite web |author=Air Studios |date=January 22, 2013 |title=Frostgrave Story Details for Dark Warfare II Zombies |url=https://www.airstudios.example/news/dark-warfare-ii-frostgrave-story |website=Air Studios |access-date=January 22, 2013}}</ref> | ||
''Threshold'' | ''Threshold'' adds "The Hollow Gate" as the fifth Zombies story.<ref name="HollowGateRelease">{{cite web |author=Air Studios |date=February 26, 2013 |title=The Hollow Gate Available Now in Dark Warfare II Threshold |url=https://www.airstudios.example/news/dark-warfare-ii-hollow-gate-release |website=Air Studios |access-date=February 26, 2013}}</ref> The story follows the crew to an unfinished containment structure built around a doorway-like fracture that does not lead to a place, but to the first recorded moment of Aetheris contact. Air Studios described the chapter as a major escalation of the storyline, moving the crew from investigating sites affected by Aetheris to confronting the mechanism through which the realm repeatedly re-enters the world.<ref name="HollowGateDetails">{{cite web |author=Air Studios |date=February 26, 2013 |title=The Hollow Gate Story Details for Dark Warfare II Zombies |url=https://www.airstudios.example/news/dark-warfare-ii-hollow-gate-story |website=Air Studios |access-date=February 26, 2013}}</ref> | ||
"The Hollow Gate" adds the Gatebreaker Wonder Weapon, which fires unstable Aetheris charges capable of opening short-lived rupture points that tear undead toward a central point before collapsing.<ref name="HollowGateDetails" /> The story also introduces the Hollowed Sentinel, a major enemy tied to the gate's defense systems, and Echo-Bound, special undead formed from repeated fragments of people caught in earlier breach events.<ref name="HollowGateEnemies">{{cite web |author=Air Studios |date=February 26, 2013 |title=The Hollow Gate Enemy Types Detailed |url=https://www.airstudios.example/news/dark-warfare-ii-hollow-gate-enemies |website=Air Studios |access-date=February 26, 2013}}</ref> | |||
==Synopsis== | ==Synopsis== | ||
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|LineColor = #202020 | |LineColor = #202020 | ||
|ShortSummary = Following the collapse of Schattenburg, the crew tracks Sarah's recovered phrase to Frostgrave, a frozen burial facility where abandoned researchers attempted to preserve victims of Aetheris exposure beneath the ice. The site is not a natural grave, but a containment archive built around bodies whose memories continued speaking after death. Noah initially believes the facility is another trap meant to lure Richtofen deeper into the voice's influence, while Sarah searches the frozen records for proof that Sanctum, Nebelheim, and Schattenburg were part of a single containment effort. Nikolai discovers that the preserved dead are not simply reanimated, but repeating fragments of their final moments, trapped by Aetheris in a cycle of fear and recognition. Richtofen learns that the voice guiding him has been using these preserved memories as markers to reconstruct the first breach. The crew uses the Cryo-Lance to fracture the frozen memory core and silence the Pale Warden, ending the cycle holding the dead in place. As Frostgrave begins to thaw, Sarah recovers evidence that the first door referenced by Schattenburg is not a location, but an event that has already begun to repeat. | |ShortSummary = Following the collapse of Schattenburg, the crew tracks Sarah's recovered phrase to Frostgrave, a frozen burial facility where abandoned researchers attempted to preserve victims of Aetheris exposure beneath the ice. The site is not a natural grave, but a containment archive built around bodies whose memories continued speaking after death. Noah initially believes the facility is another trap meant to lure Richtofen deeper into the voice's influence, while Sarah searches the frozen records for proof that Sanctum, Nebelheim, and Schattenburg were part of a single containment effort. Nikolai discovers that the preserved dead are not simply reanimated, but repeating fragments of their final moments, trapped by Aetheris in a cycle of fear and recognition. Richtofen learns that the voice guiding him has been using these preserved memories as markers to reconstruct the first breach. The crew uses the Cryo-Lance to fracture the frozen memory core and silence the Pale Warden, ending the cycle holding the dead in place. As Frostgrave begins to thaw, Sarah recovers evidence that the first door referenced by Schattenburg is not a location, but an event that has already begun to repeat. | ||
}} | |||
{{Episode list | |||
|EpisodeNumber = 5 | |||
|Title = The Hollow Gate | |||
|OriginalAirDate = {{Start date|2013|2|26}} | |||
|LineColor = #202020 | |||
|ShortSummary = After the evidence recovered from Frostgrave confirms that the “first door” is an event rather than a place, the crew follows the repeating signal to an unfinished containment structure built around a doorway-like fracture known as the Hollow Gate. Unlike the earlier sites, the Gate does not preserve memory or distort a surrounding settlement; it repeatedly recreates the first moment of Aetheris contact, forcing those who enter to experience fragments of failed containment attempts from different points in time. Sarah realizes that Sanctum, Nebelheim, Schattenburg, and Frostgrave were not isolated experiments, but attempts to understand echoes produced by the Gate. Noah tries to destroy the structure before it can fully cycle again, while Nikolai discovers that the dead guarding it are fragments of people who had already crossed through and returned incomplete. Richtofen is drawn to the center of the fracture and learns that the voice guiding him is using his mind to stabilize the next repetition. The crew uses the Gatebreaker to collapse the repeating event and sever the Hollowed Sentinel from the fracture, preventing the Gate from fully opening. Although the structure is destroyed, the closing vision shows Richtofen standing before a darker version of the door, suggesting that Aetheris has begun shaping a path through him directly. | |||
}} | }} | ||
{{End|html=y|Episode table}} | {{End|html=y|Episode table}} | ||
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According to Mob Productions, ''Dark Warfare II'' entered full production after the release of ''ShooterofIO: Modern Ops 2'', while a smaller Air Studios team continued prototyping campaign extraction systems during the post-launch cycle of ''ShooterofIO: WWII''.<ref name="Development">{{cite web |last=Martin |first=Joel |date=July 4, 2012 |title=Inside the Return of Dark Warfare |url=https://www.gamefrontier.example/articles/inside-dark-warfare-ii-development |website=Game Frontier |access-date=July 4, 2012}}</ref> Air Studios stated that it did not want to make a direct copy of the first game's campaign structure, arguing that the darker covert setting was better suited to infiltration, planning, evidence recovery, and escape-driven tension.<ref name="Development" /> | According to Mob Productions, ''Dark Warfare II'' entered full production after the release of ''ShooterofIO: Modern Ops 2'', while a smaller Air Studios team continued prototyping campaign extraction systems during the post-launch cycle of ''ShooterofIO: WWII''.<ref name="Development">{{cite web |last=Martin |first=Joel |date=July 4, 2012 |title=Inside the Return of Dark Warfare |url=https://www.gamefrontier.example/articles/inside-dark-warfare-ii-development |website=Game Frontier |access-date=July 4, 2012}}</ref> Air Studios stated that it did not want to make a direct copy of the first game's campaign structure, arguing that the darker covert setting was better suited to infiltration, planning, evidence recovery, and escape-driven tension.<ref name="Development" /> | ||
The studio positioned Zombies as a major pillar of the sequel.<ref name="ZombiesReveal" /> Air Studios stated that the response to the original game's Zombies stories influenced the decision to continue the Aetheris story directly rather than creating a separate Zombies continuity as ''ShooterofIO: WWII'' had done.<ref name="ZombiesStory" /> The team said that ''Dark Warfare II'' Zombies would lean further into supernatural systems, persistent lore, and stranger environments while keeping the round-based foundation intact.<ref name="ZombiesSystems">{{cite web |author=Air Studios |date=July 19, 2012 |title=Dark Warfare II Zombies Systems Detailed |url=https://www.airstudios.example/news/dark-warfare-ii-zombies-systems |website=Air Studios |access-date=July 19, 2012}}</ref> | |||
The studio | |||
"Nebelheim" was developed during the final months of production as a smaller companion story to "Sanctum".<ref name="NebelheimDev">{{cite web |author=Air Studios |date=November 27, 2012 |title=Air Studios Discusses Nebelheim Development |url=https://www.airstudios.example/news/dark-warfare-ii-nebelheim-development |website=Air Studios |access-date=November 27, 2012}}</ref> Air Studios stated that the story was originally planned as a post-launch teaser, but was expanded into a full free Zombies release after the team decided that the early Aetheris arc needed a second perspective before the first paid downloadable content. The studio described "Nebelheim" as a way to show that Aetheris could persist outside formal containment sites and that its influence was older than Sanctum's researchers understood.<ref name="NebelheimDev" /> | "Nebelheim" was developed during the final months of production as a smaller companion story to "Sanctum".<ref name="NebelheimDev">{{cite web |author=Air Studios |date=November 27, 2012 |title=Air Studios Discusses Nebelheim Development |url=https://www.airstudios.example/news/dark-warfare-ii-nebelheim-development |website=Air Studios |access-date=November 27, 2012}}</ref> Air Studios stated that the story was originally planned as a post-launch teaser, but was expanded into a full free Zombies release after the team decided that the early Aetheris arc needed a second perspective before the first paid downloadable content. The studio described "Nebelheim" as a way to show that Aetheris could persist outside formal containment sites and that its influence was older than Sanctum's researchers understood.<ref name="NebelheimDev" /> | ||
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Air Studios described "Frostgrave" as a deliberate contrast to "Schattenburg".<ref name="FrostgraveDev">{{cite web |author=Air Studios |date=January 22, 2013 |title=Air Studios Discusses Frostgrave Development |url=https://www.airstudios.example/news/dark-warfare-ii-frostgrave-development |website=Air Studios |access-date=January 22, 2013}}</ref> While "Schattenburg" pushed the storyline into impossible architecture and living memory, "Frostgrave" was designed to slow the narrative down and show the human cost of Aetheris containment. The team used ice, burial imagery, and repeated recorded voices to suggest that the dead were not simply returning, but being forced to relive the moments that made them recognizable to the breach.<ref name="FrostgraveDev" /> | Air Studios described "Frostgrave" as a deliberate contrast to "Schattenburg".<ref name="FrostgraveDev">{{cite web |author=Air Studios |date=January 22, 2013 |title=Air Studios Discusses Frostgrave Development |url=https://www.airstudios.example/news/dark-warfare-ii-frostgrave-development |website=Air Studios |access-date=January 22, 2013}}</ref> While "Schattenburg" pushed the storyline into impossible architecture and living memory, "Frostgrave" was designed to slow the narrative down and show the human cost of Aetheris containment. The team used ice, burial imagery, and repeated recorded voices to suggest that the dead were not simply returning, but being forced to relive the moments that made them recognizable to the breach.<ref name="FrostgraveDev" /> | ||
''Threshold'' was announced as the third paid downloadable content pack on February 12, 2013.<ref name="DLC3Announcement" /> Air Studios stated that the pack was developed around the theme of entrances, sealed systems, and unfinished containment structures, reflecting both the multiplayer focus on defensive access points and the Zombies storyline's repeated references to the "first door".<ref name="DLC3Dev">{{cite web |author=Air Studios |date=February 12, 2013 |title=Air Studios Discusses Threshold Development |url=https://www.airstudios.example/news/dark-warfare-ii-threshold-development |website=Air Studios |access-date=February 12, 2013}}</ref> | ''Threshold'' was announced as the third paid downloadable content pack on February 12, 2013, and released on February 26.<ref name="DLC3Announcement">{{cite web |author=Mob Productions |date=February 12, 2013 |title=Dark Warfare II Threshold DLC Announced |url=https://www.mobproductions.example/news/dark-warfare-ii-threshold-announced |website=Mob Productions |access-date=February 12, 2013}}</ref><ref name="DLC3Release" /> Air Studios stated that the pack was developed around the theme of entrances, sealed systems, and unfinished containment structures, reflecting both the multiplayer focus on defensive access points and the Zombies storyline's repeated references to the "first door".<ref name="DLC3Dev">{{cite web |author=Air Studios |date=February 12, 2013 |title=Air Studios Discusses Threshold Development |url=https://www.airstudios.example/news/dark-warfare-ii-threshold-development |website=Air Studios |access-date=February 12, 2013}}</ref> | ||
Air Studios described "The Hollow Gate" as a turning point in the Zombies storyline because it changes the crew's understanding of Aetheris from a spreading realm to a repeating event.<ref name="HollowGateDev">{{cite web |author=Air Studios |date=February 26, 2013 |title=Air Studios Discusses The Hollow Gate Development |url=https://www.airstudios.example/news/dark-warfare-ii-hollow-gate-development |website=Air Studios |access-date=February 26, 2013}}</ref> The team designed the chapter to connect the earlier stories into a single chain of failed containment attempts, while pushing Richtofen's condition from passive corruption toward active use by the force beyond the fracture.<ref name="HollowGateDev" /> | |||
==Marketing and release== | ==Marketing and release== | ||
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On January 8, 2013, Mob Productions announced ''Dead Circuit'', the second paid downloadable content pack for ''Dark Warfare II''.<ref name="DLC2Announcement" /> The pack was released for Xbox 360, Windows, and Wii U on January 22, 2013, followed by PlayStation 3 on January 29.<ref name="DLC2Release" /><ref name="DLC2PS3" /> It added four multiplayer maps, two weapons, profile customization items, and the Zombies story "Frostgrave".<ref name="DLC2Details" /> | On January 8, 2013, Mob Productions announced ''Dead Circuit'', the second paid downloadable content pack for ''Dark Warfare II''.<ref name="DLC2Announcement" /> The pack was released for Xbox 360, Windows, and Wii U on January 22, 2013, followed by PlayStation 3 on January 29.<ref name="DLC2Release" /><ref name="DLC2PS3" /> It added four multiplayer maps, two weapons, profile customization items, and the Zombies story "Frostgrave".<ref name="DLC2Details" /> | ||
On February 12, 2013, Mob Productions announced ''Threshold'', the third paid downloadable content pack for ''Dark Warfare II''.<ref name="DLC3Announcement" /> The pack | On February 12, 2013, Mob Productions announced ''Threshold'', the third paid downloadable content pack for ''Dark Warfare II''.<ref name="DLC3Announcement" /> The pack was released for Xbox 360, Windows, and Wii U on February 26, 2013, with PlayStation 3 scheduled to follow on March 5.<ref name="DLC3Release" /> It added four multiplayer maps, two weapons, profile customization items, and the Zombies story "The Hollow Gate".<ref name="DLC3Details" /> | ||
Early press coverage focused on the campaign redesign and Air Studios' return to the ''Dark Warfare'' setting.<ref name="PressReaction">{{cite web |last=Russell |first=Mark |date=July 3, 2012 |title=Dark Warfare II Turns ShooterofIO Campaign Into Extraction Operations |url=https://www.consoleinsider.example/features/dark-warfare-ii-announcement-reaction |website=Console Insider |access-date=July 3, 2012}}</ref> The surprise release of "Nebelheim" received positive coverage from Zombies players and critics, with several outlets noting that the update helped maintain launch momentum during the period between the game's release and the first paid downloadable content pack.<ref name="NebelheimReaction">{{cite web |last=Harris |first=Dean |date=November 28, 2012 |title=Dark Warfare II Adds Nebelheim as a Free Zombies Surprise |url=https://www.videogameweekly.example/news/dark-warfare-ii-nebelheim-free-reaction |website=Video Game Weekly |access-date=November 28, 2012}}</ref> | Early press coverage focused on the campaign redesign and Air Studios' return to the ''Dark Warfare'' setting.<ref name="PressReaction">{{cite web |last=Russell |first=Mark |date=July 3, 2012 |title=Dark Warfare II Turns ShooterofIO Campaign Into Extraction Operations |url=https://www.consoleinsider.example/features/dark-warfare-ii-announcement-reaction |website=Console Insider |access-date=July 3, 2012}}</ref> The surprise release of "Nebelheim" received positive coverage from Zombies players and critics, with several outlets noting that the update helped maintain launch momentum during the period between the game's release and the first paid downloadable content pack.<ref name="NebelheimReaction">{{cite web |last=Harris |first=Dean |date=November 28, 2012 |title=Dark Warfare II Adds Nebelheim as a Free Zombies Surprise |url=https://www.videogameweekly.example/news/dark-warfare-ii-nebelheim-free-reaction |website=Video Game Weekly |access-date=November 28, 2012}}</ref> | ||
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''Dead Circuit'' received attention for its blackout-themed multiplayer spaces and the release of "Frostgrave".<ref name="DLC2Reaction">{{cite web |last=Russell |first=Mark |date=January 23, 2013 |title=Dark Warfare II Dead Circuit DLC Released |url=https://www.consoleinsider.example/news/dark-warfare-ii-dead-circuit-dlc-released |website=Console Insider |access-date=January 23, 2013}}</ref> Coverage noted that the pack continued the faster post-launch cadence established by ''Riftline'', while moving the Zombies story away from fortress imagery and into a colder, more tragic chapter of the Aetheris storyline.<ref name="DLC2Reaction" /> | ''Dead Circuit'' received attention for its blackout-themed multiplayer spaces and the release of "Frostgrave".<ref name="DLC2Reaction">{{cite web |last=Russell |first=Mark |date=January 23, 2013 |title=Dark Warfare II Dead Circuit DLC Released |url=https://www.consoleinsider.example/news/dark-warfare-ii-dead-circuit-dlc-released |website=Console Insider |access-date=January 23, 2013}}</ref> Coverage noted that the pack continued the faster post-launch cadence established by ''Riftline'', while moving the Zombies story away from fortress imagery and into a colder, more tragic chapter of the Aetheris storyline.<ref name="DLC2Reaction" /> | ||
''Threshold'' received attention for its heavier multiplayer weapons, access-point map themes, and the release of "The Hollow Gate".<ref name="DLC3Reaction">{{cite web |last=Russell |first=Mark |date=February 27, 2013 |title=Dark Warfare II Threshold DLC Released |url=https://www.consoleinsider.example/news/dark-warfare-ii-threshold-dlc-released |website=Console Insider |access-date=February 27, 2013}}</ref> Coverage noted that the pack moved the Zombies storyline from preserved memories and containment sites toward the origin of the Aetheris breach itself.<ref name="DLC3Reaction" /> | |||
==Reception== | ==Reception== | ||
| Line 196: | Line 199: | ||
"Frostgrave" received positive reviews from Zombies-focused outlets.<ref name="FrostgraveReview">{{cite web |last=Harris |first=Dean |date=January 23, 2013 |title=ShooterofIO: Dark Warfare II Zombies Review: Frostgrave |url=https://www.videogameweekly.example/reviews/dark-warfare-ii-zombies-frostgrave |website=Video Game Weekly |access-date=January 23, 2013}}</ref> Critics praised its cold atmosphere, tragic story, Cryo-Lance Wonder Weapon, and the way it connected the Aetheris storyline to memory preservation and repeated trauma. Some criticism was directed at the slowing effects of Frostbound enemies and the difficulty of the Pale Warden during solo play.<ref name="FrostgraveReview" /> | "Frostgrave" received positive reviews from Zombies-focused outlets.<ref name="FrostgraveReview">{{cite web |last=Harris |first=Dean |date=January 23, 2013 |title=ShooterofIO: Dark Warfare II Zombies Review: Frostgrave |url=https://www.videogameweekly.example/reviews/dark-warfare-ii-zombies-frostgrave |website=Video Game Weekly |access-date=January 23, 2013}}</ref> Critics praised its cold atmosphere, tragic story, Cryo-Lance Wonder Weapon, and the way it connected the Aetheris storyline to memory preservation and repeated trauma. Some criticism was directed at the slowing effects of Frostbound enemies and the difficulty of the Pale Warden during solo play.<ref name="FrostgraveReview" /> | ||
''Threshold'' received generally positive reviews after its release on Xbox 360, Windows, and Wii U.<ref name="DLC3Review">{{cite web |last=Russell |first=Mark |date=February 27, 2013 |title=ShooterofIO: Dark Warfare II Threshold DLC Review |url=https://www.consoleinsider.example/reviews/dark-warfare-ii-threshold-review |website=Console Insider |access-date=February 27, 2013}}</ref> Critics praised "Gatehouse" and "Monolith" for their strong objective flow and visual identity, while "Quarry" was noted for its vertical routes and "Switchyard" received mixed comments for its exposed lanes and difficult spawn control.<ref name="DLC3Review" /> | |||
"The Hollow Gate" received positive reviews from Zombies-focused outlets.<ref name="HollowGateReview">{{cite web |last=Harris |first=Dean |date=February 27, 2013 |title=ShooterofIO: Dark Warfare II Zombies Review: The Hollow Gate |url=https://www.videogameweekly.example/reviews/dark-warfare-ii-zombies-hollow-gate |website=Video Game Weekly |access-date=February 27, 2013}}</ref> Critics praised its connection of earlier Zombies stories into a larger mythology, its darker treatment of Richtofen's corruption, and the Gatebreaker Wonder Weapon. Some criticism was directed at the complexity of the main quest and the Hollowed Sentinel's difficulty in solo play.<ref name="HollowGateReview" /> | |||
==References== | ==References== | ||
Revision as of 06:36, 28 June 2026
| ShooterofIO: Dark Warfare II | |
|---|---|
| Developer(s) | Air Studios |
| Publisher(s) | Mob Productions |
| Director(s) | Nathan Crowe |
| Producer(s) | Elise Warren |
| Designer(s) |
|
| Artist(s) | Victor Lang |
| Writer(s) | Rachel Kerr |
| Composer(s) | Adrian Locke |
| Series | |
| Engine | AirTech Engine 2 |
| Platform(s) | |
| Release |
|
| Genre(s) | First-person shooter |
| Mode(s) | |
ShooterofIO: Dark Warfare II is a 2012 first-person shooter video game developed by Air Studios and published by Mob Productions. It was released worldwide on November 13, 2012, for Microsoft Windows, PlayStation 3, and Xbox 360, followed by a Wii U version on December 18, 2012.[1][2][3] It is the sequel to ShooterofIO: Dark Warfare (2009) and the second installment in the Dark Warfare sub-series.[1]
The game returns to the contemporary covert-horror setting introduced in ShooterofIO: Dark Warfare (2009), following the aftermath of the Hollow Front, the Havel Program, and the first game's Zombies storyline.[4] Unlike the more traditional campaign structure of the first Dark Warfare, Dark Warfare II redesigns Campaign around extraction-based operations, allowing players to infiltrate hostile sites, complete objectives, secure intelligence, recover equipment, and escape before enemy response forces overwhelm the area.[5]
Dark Warfare II contains three main modes: Campaign, Multiplayer, and Zombies.[6] Campaign follows Task Force Bravo as it raids abandoned black sites and private military facilities connected to surviving Havel Program research. Multiplayer returns as the competitive online component, with twelve launch maps and the new Breachpoint objective mode. Zombies continues the Aetheris storyline from ShooterofIO: Dark Warfare (2009), with the launch story "Sanctum" featuring the returning crew of Noah Mad, Sarah Caster, Nikolai Dawn, and Edward Richtofen.[7]
Before release, Mob Productions held Campaign Early Access from November 9, 2012, for eligible digital pre-orders and limited edition owners, allowing players to access selected Campaign content before the full release while Multiplayer and Zombies remained locked until launch.[8][9] On November 27, 2012, Air Studios released "Nebelheim", a second Zombies story, as a free update for all players.[10]
The first paid downloadable content pack, Riftline, was released for Xbox 360, Windows, and Wii U on December 18, 2012, followed by PlayStation 3 on December 25.[11][12] The second downloadable content pack, Dead Circuit, was released for Xbox 360, Windows, and Wii U on January 22, 2013, followed by PlayStation 3 on January 29.[13][14] The third downloadable content pack, Threshold, was released for Xbox 360, Windows, and Wii U on February 26, 2013, with a PlayStation 3 release scheduled for March 5.[15]
Upon release, Dark Warfare II received generally positive reviews from critics. Praise was directed at its atmosphere, redesigned Campaign structure, cooperative extraction gameplay, Zombies stories, and darker presentation, while criticism focused on repetitive optional objectives, uneven artificial intelligence, and occasional technical issues on consoles.
Gameplay
ShooterofIO: Dark Warfare II is a first-person shooter with single-player, cooperative, and competitive multiplayer modes.[6] The game uses modern firearms, tactical equipment, stealth tools, explosives, and mission-specific devices across its Campaign, Multiplayer, and Zombies modes.[16]
Air Studios described the sequel as darker and more systems-driven than the first Dark Warfare.[4] The game moves the Campaign away from a fully linear mission sequence and toward a structure built around planning, infiltration, escalating alarms, objective recovery, and extraction.[5] The game still uses scripted story missions, but several campaign chapters are presented as repeatable operations with optional objectives, alternate entry routes, different escape conditions, and post-operation rewards.[5]
Campaign
The campaign is the most heavily redesigned mode in Dark Warfare II.[5] Instead of a strictly linear military campaign, the sequel uses extraction-based operations in which players deploy into hostile locations, complete primary objectives, collect optional intelligence, secure equipment, and escape through one of several extraction routes.[5] The mode can be played solo, with AI-controlled squad support, or cooperatively with up to four players.[17]
Before deployment, players select equipment, choose an entry point, review available intelligence, and decide whether to pursue optional side objectives. Once inside a mission space, enemies respond to player actions through an alarm system. Remaining undetected allows players to recover more intelligence quietly, while open combat causes the hostile response to escalate, bringing heavier patrols, locked-down routes, armored units, and shorter extraction windows.[18]
The campaign features several operation types. Recovery operations require players to steal hard drives, experimental devices, ledgers, or biological samples and extract with them intact. Rescue operations focus on locating and extracting captured informants or trapped operatives. Sabotage operations require players to destroy signal arrays, weapons caches, server rooms, or prototype equipment before escaping. Evidence operations emphasize stealth and optional intelligence collection, rewarding players for leaving the site with additional files, recordings, photographs, or physical proof.[18]
At ShooterCon 2012, Air Studios showed the campaign extraction demonstration "Blacksite Ledger".[19] The operation takes place inside a rain-soaked detention facility previously operated by a Hollow Front contractor. The player squad enters through a drainage tunnel, disables exterior cameras, breaches a records office, recovers a prisoner transfer ledger, and chooses whether to extract immediately or remain in the facility to recover an optional signal archive.[19]
Campaign Early Access began on November 9, 2012, for eligible digital pre-orders and limited edition owners on Microsoft Windows, PlayStation 3, and Xbox 360.[8] The early access period included the opening campaign operations, player loadout progression, solo play, and private cooperative campaign sessions. Multiplayer and Zombies remained locked until the worldwide release on November 13, 2012.[9] Campaign progress earned during the early access period carried into the full game at launch.[9]
Multiplayer
Multiplayer returns as the competitive online mode of Dark Warfare II.[20] The mode features custom loadouts, rank progression, unlockable weapons, attachments, perks, team-based playlists, and darker map presentation than ShooterofIO: WWII.[20]
The studio described multiplayer as a hybrid between the faster competitive structure of the main ShooterofIO series and the heavier tone of Dark Warfare.[20] Maps emphasize surveillance rooms, night combat spaces, industrial compounds, research facilities, and urban security zones. Several maps support more vertical interior layouts than the first Dark Warfare, including stairwell routes, roof access, maintenance shafts, and lower service corridors.[20]
The game launched with twelve multiplayer maps: "Blacksite", "Signal House", "Foundry", "Dockside", "Archive", "Highrise", "Substation", "Metroline", "Perimeter", "Observatory", "Cold Room", and "Drowned Yard".[21] The multiplayer modes include Team Deathmatch, Free-for-All, Domination, Search and Destroy, Capture the Flag, Headquarters, Secure Line, and Breachpoint.[22]
The first downloadable content pack, Riftline, was released on December 18, 2012, for Xbox 360, Windows, and Wii U, followed by PlayStation 3 on December 25.[11][12] The pack adds four multiplayer maps: "Relay", a storm-damaged signal facility built around antenna platforms and underground server rooms; "Containment", a compact research lockdown site with sealed labs and observation corridors; "Overpass", a night-time highway checkpoint with vehicle wrecks, concrete barriers, and elevated sightlines; and "Hydro", a water-treatment complex with pump rooms, exterior basins, and maintenance tunnels.[23] Riftline also adds the G36C assault rifle and Vector SMG to Multiplayer and Zombies.[24]
The second downloadable content pack, Dead Circuit, was released on January 22, 2013, for Xbox 360, Windows, and Wii U, followed by PlayStation 3 on January 29.[13][14] The pack adds four multiplayer maps: "Blackout", a disabled urban power grid with darkened streets, maintenance alleys, and emergency-lit interiors; "Firewall", a corporate data center with server halls, security checkpoints, and glass-walled office routes; "Reservoir", a remote water control facility with elevated walkways, pump stations, and flooded lower access points; and "Skybridge", a high-rise connector map built around enclosed bridges, rooftop machinery, and exposed vertical sightlines.[25] Dead Circuit also adds the FAL battle rifle and MP7 submachine gun to Multiplayer and Zombies.[26]
The third downloadable content pack, Threshold, was released on February 26, 2013, for Xbox 360, Windows, and Wii U, with a PlayStation 3 release scheduled for March 5.[15] The pack adds four multiplayer maps: "Gatehouse", a fortified research entrance built around security scanners, holding rooms, and a wide exterior checkpoint; "Quarry", an abandoned excavation site with vertical rock cuts, drilling platforms, and underground service tunnels; "Switchyard", a rail and power-transfer facility with exposed tracks, transformer lanes, and maintenance buildings; and "Monolith", a large interior-exterior map set around an unfinished containment structure built into a concrete basin.[27]
Threshold also adds two weapons to Multiplayer and Zombies: the SCAR-H battle rifle and the M1014 shotgun.[28] Air Studios described the SCAR-H as a heavy automatic rifle with strong damage and a slower handling profile than lighter assault rifles, while the M1014 was described as a semi-automatic shotgun designed for close-range clearing and aggressive objective play.[28]
Zombies
Zombies returns in Dark Warfare II as a cooperative round-based survival mode.[29] The mode continues the Zombies storyline from ShooterofIO: Dark Warfare (2009), following the events of "Undead Forest", "Signal Station", "The Furnace", "The Descent", and "Dunkles Reich".[29] Unlike the separate wartime Zombies storyline in ShooterofIO: WWII, Dark Warfare II returns to the Aetheris mythology and the original Dark Warfare Zombies cast.[29]
The playable crew consists of Noah Mad, Sarah Caster, Nikolai Dawn, and Edward Richtofen, referred to in the Zombies reveal as the Primal Crew.[30] The sequel begins after the events of "Dunkles Reich", where the crew severed the ruined fortress from Earth but failed to fully close the influence of Aetheris. Richtofen's contact with the altered crystal in "Dunkles Reich" is a major part of the new Zombies storyline.[31]
The launch Zombies story is "Sanctum", set beneath a storm-battered island prison and research monastery converted into a containment site after the events of the first game.[32] On November 27, 2012, Air Studios released "Nebelheim", a second Zombies story, as a free update for all players on Microsoft Windows, PlayStation 3, and Xbox 360.[10] The Wii U version includes "Nebelheim" at release.[3]
Riftline adds "Schattenburg" as the third Zombies story.[33] The story is set around a ruined fortress that exists partially inside Aetheris and partially within a remote alpine valley, with the crew pursuing the voice Richtofen heard after the collapse of Nebelheim's fog.[34]
Dead Circuit adds "Frostgrave" as the fourth Zombies story.[35] The story follows the crew to a frozen burial research site where Aetheris residue has preserved bodies, voices, and memories beneath layers of ice. Air Studios described "Frostgrave" as a slower and more oppressive Zombies chapter built around cold hazards, buried transmissions, and the idea that Aetheris can trap human consciousness inside physical remains.[36]
Threshold adds "The Hollow Gate" as the fifth Zombies story.[37] The story follows the crew to an unfinished containment structure built around a doorway-like fracture that does not lead to a place, but to the first recorded moment of Aetheris contact. Air Studios described the chapter as a major escalation of the storyline, moving the crew from investigating sites affected by Aetheris to confronting the mechanism through which the realm repeatedly re-enters the world.[38]
"The Hollow Gate" adds the Gatebreaker Wonder Weapon, which fires unstable Aetheris charges capable of opening short-lived rupture points that tear undead toward a central point before collapsing.[38] The story also introduces the Hollowed Sentinel, a major enemy tied to the gate's defense systems, and Echo-Bound, special undead formed from repeated fragments of people caught in earlier breach events.[39]
Synopsis
Campaign
Dark Warfare II takes place after the events of ShooterofIO: Dark Warfare (2009).[40] The collapse of the Hollow Front and the exposure of the Havel Program did not eliminate the technology and research left behind by Victor Havel. Instead, fragments of the program are recovered by private military groups, intelligence defectors, and surviving Hollow Front cells attempting to rebuild the signal-based warfare systems that Task Force Bravo previously destroyed.[40]
The campaign follows Task Force Bravo as it begins a series of covert raids against abandoned facilities and active contractor sites.[40] Noah Mad returns as a field operative assigned to lead several operations, while Sarah Caster coordinates intelligence recovery and signal analysis. New Bravo specialists include Marcus Vale, a breaching expert assigned to forced-entry operations; Lena Cross, an electronic warfare operator capable of disrupting cameras and alarm systems; and Daniel Rook, an extraction pilot who coordinates escape routes and emergency pickups.[41]
The story begins with Bravo raiding a detention facility to recover records proving that prisoners connected to the Havel Program were secretly transferred before the first game's final operation. This leads the team to a series of black sites, financial fronts, and signal laboratories where private contractors are attempting to sell fragments of Havel's research. The campaign alternates between story-critical operations and optional evidence raids, with recovered intelligence changing some briefings and revealing how much of the program survived.
As Bravo uncovers the wider network, Noah and Sarah discover that the recovered technology is no longer being used only by surviving Hollow Front cells. Several buyers are attempting to combine signal-warfare prototypes with stolen biological research, creating unstable field tests that resemble the early experiments that led to the original outbreak events. The team eventually identifies a private military coalition known as the Veyron Group, which has been moving equipment between abandoned facilities while using false anti-terror operations to conceal its work.
The final campaign operations follow Bravo as it tracks the Veyron Group to a coastal communications complex built over an older Havel relay site. The team infiltrates the site to recover the master archive and destroy the relay before it can broadcast recovered signal code to multiple buyers. Depending on how much optional evidence has been recovered, the final briefing includes additional proof of foreign intelligence involvement and reveals more about the post-Havel black market. The campaign ends with Bravo destroying the relay and extracting the archive, but Sarah warns that several fragments of the program were already moved before the operation began.
Zombies
The Zombies storyline continues after the events of ShooterofIO: Dark Warfare (2009) and its downloadable content.[29] Following "Dunkles Reich", Noah Mad, Sarah Caster, Nikolai Dawn, and Edward Richtofen survive the collapse of the ruined fortress, but the breach into Aetheris is not fully sealed. The crew is recovered and taken into custody by forces attempting to study the energy attached to them, particularly Richtofen, whose contact with the crystal has left him able to hear fragments of the realm beyond the fracture.[31]
| No. | Title | Original air date | |
|---|---|---|---|
| 1 | "Sanctum" | November 13, 2012 | |
| After their recovery from Dunkles Reich, Noah, Sarah, Nikolai, and Richtofen are imprisoned at Sanctum, an island containment site built around an older breach beneath a former monastery. The facility's researchers believe the crew can be used to understand Aetheris exposure, but the experiments fail when the breach reacts to Richtofen and reanimates the dead inside the prison. As the storm isolates the island, the crew escapes their cells and pieces together the truth: Sanctum was not designed merely to contain them, but to test whether Richtofen could serve as a living anchor for Aetheris. Sarah discovers that the research staff had been recording his dreams, Nikolai realizes the guards were preparing to execute the surviving test subjects, and Noah forces the group deeper into the facility to stop the breach before it consumes the island. The crew rebuilds the Aetherflayer, reaches the reliquary, and damages the entity controlling the prison's dead. Although the breach is weakened, the ending reveals that Sanctum was one part of a wider containment network and that Aetheris had already begun speaking through places beyond the island. | |||
| 2 | "Nebelheim" | November 27, 2012 | |
| Following the events at Sanctum, the crew follows a broken transmission to Nebelheim, a mountain settlement erased from official records after its population vanished into a permanent fog. The village is revealed to have been used as an observation site for Aetheris seepage long before Sanctum's containment program, with the inhabitants slowly altered by a signal that preserved their memories while destroying their bodies. Richtofen is drawn to the fog because it carries voices similar to those he heard in Dunkles Reich, while Sarah discovers evidence that Sanctum's researchers had copied their methods from earlier experiments conducted in the village. Noah attempts to keep the group focused on escape, but Nikolai suspects that the fog is not hiding the dead; it is showing the crew what remains of people Aetheris could not fully claim. The crew uses the Mistcaller to disperse the central fog mass and uncover the buried source of the transmission. In doing so, they learn that Aetheris does not simply invade through breaches, but can survive in memory, sound, and repeated human fear. The story ends with the crew escaping Nebelheim as the fog collapses, while Richtofen secretly recognizes one of the voices as a guide rather than a threat. | |||
| 3 | "Schattenburg" | December 18, 2012 | |
| After Nebelheim, Richtofen leads the crew toward Schattenburg, a ruined fortress that appears in conflicting records as both a real alpine stronghold and a place that should not exist on Earth. The voice he heard within the fog draws him toward the fortress, while Sarah discovers that the same name appears in Sanctum's oldest files as the first recorded site where human memory and Aetheris matter overlapped. Noah believes the journey is a trap and tries to keep the group together, while Nikolai becomes convinced that the fortress is not abandoned but waiting for someone to remember it correctly. Inside Schattenburg, the crew finds evidence that earlier explorers did not die in the fortress, but were folded into its walls, banners, and broken chapel glass as living echoes. Richtofen learns that the voice guiding him is not an ally, but a remnant using his altered mind to reopen a path between the ruined places touched by Aetheris. The crew uses the Riftcleaver to sever the fortress from the memories feeding it, destroying the strongest echo before it can cross fully into the world. The story ends with Schattenburg collapsing into silence, but Sarah recovers a final phrase from the dying signal: “the first door was never closed.” | |||
| 4 | "Frostgrave" | January 22, 2013 | |
| Following the collapse of Schattenburg, the crew tracks Sarah's recovered phrase to Frostgrave, a frozen burial facility where abandoned researchers attempted to preserve victims of Aetheris exposure beneath the ice. The site is not a natural grave, but a containment archive built around bodies whose memories continued speaking after death. Noah initially believes the facility is another trap meant to lure Richtofen deeper into the voice's influence, while Sarah searches the frozen records for proof that Sanctum, Nebelheim, and Schattenburg were part of a single containment effort. Nikolai discovers that the preserved dead are not simply reanimated, but repeating fragments of their final moments, trapped by Aetheris in a cycle of fear and recognition. Richtofen learns that the voice guiding him has been using these preserved memories as markers to reconstruct the first breach. The crew uses the Cryo-Lance to fracture the frozen memory core and silence the Pale Warden, ending the cycle holding the dead in place. As Frostgrave begins to thaw, Sarah recovers evidence that the first door referenced by Schattenburg is not a location, but an event that has already begun to repeat. | |||
| 5 | "The Hollow Gate" | February 26, 2013 | |
| After the evidence recovered from Frostgrave confirms that the “first door” is an event rather than a place, the crew follows the repeating signal to an unfinished containment structure built around a doorway-like fracture known as the Hollow Gate. Unlike the earlier sites, the Gate does not preserve memory or distort a surrounding settlement; it repeatedly recreates the first moment of Aetheris contact, forcing those who enter to experience fragments of failed containment attempts from different points in time. Sarah realizes that Sanctum, Nebelheim, Schattenburg, and Frostgrave were not isolated experiments, but attempts to understand echoes produced by the Gate. Noah tries to destroy the structure before it can fully cycle again, while Nikolai discovers that the dead guarding it are fragments of people who had already crossed through and returned incomplete. Richtofen is drawn to the center of the fracture and learns that the voice guiding him is using his mind to stabilize the next repetition. The crew uses the Gatebreaker to collapse the repeating event and sever the Hollowed Sentinel from the fracture, preventing the Gate from fully opening. Although the structure is destroyed, the closing vision shows Richtofen standing before a darker version of the door, suggesting that Aetheris has begun shaping a path through him directly. | |||
Development
ShooterofIO: Dark Warfare II was developed by Air Studios, the developer of ShooterofIO: Dark Warfare (2009).[1] The game uses AirTech Engine 2, an updated version of the technology used for the 2009 game.[42] Air Studios stated that the updated engine supports larger interior spaces, improved lighting, more dynamic alarms, stronger AI navigation, and expanded cooperative scripting for the redesigned campaign.[42]
According to Mob Productions, Dark Warfare II entered full production after the release of ShooterofIO: Modern Ops 2, while a smaller Air Studios team continued prototyping campaign extraction systems during the post-launch cycle of ShooterofIO: WWII.[43] Air Studios stated that it did not want to make a direct copy of the first game's campaign structure, arguing that the darker covert setting was better suited to infiltration, planning, evidence recovery, and escape-driven tension.[43]
The studio positioned Zombies as a major pillar of the sequel.[29] Air Studios stated that the response to the original game's Zombies stories influenced the decision to continue the Aetheris story directly rather than creating a separate Zombies continuity as ShooterofIO: WWII had done.[31] The team said that Dark Warfare II Zombies would lean further into supernatural systems, persistent lore, and stranger environments while keeping the round-based foundation intact.[44]
"Nebelheim" was developed during the final months of production as a smaller companion story to "Sanctum".[45] Air Studios stated that the story was originally planned as a post-launch teaser, but was expanded into a full free Zombies release after the team decided that the early Aetheris arc needed a second perspective before the first paid downloadable content. The studio described "Nebelheim" as a way to show that Aetheris could persist outside formal containment sites and that its influence was older than Sanctum's researchers understood.[45]
Air Studios announced Riftline as the first paid downloadable content pack on December 6, 2012.[46] The studio stated that the pack was developed to expand the game's security-site multiplayer identity while continuing the Zombies storyline after "Nebelheim".[47]
Dead Circuit was announced as the second paid downloadable content pack on January 8, 2013, and released on January 22.[48][13] Air Studios stated that the pack was designed around failing infrastructure, artificial darkness, and modern facilities losing control of systems originally built to contain or route sensitive information. The multiplayer maps were built to contrast with Riftline by featuring more urban blackout spaces, data infrastructure, and high-rise combat areas.[49]
Air Studios described "Frostgrave" as a deliberate contrast to "Schattenburg".[50] While "Schattenburg" pushed the storyline into impossible architecture and living memory, "Frostgrave" was designed to slow the narrative down and show the human cost of Aetheris containment. The team used ice, burial imagery, and repeated recorded voices to suggest that the dead were not simply returning, but being forced to relive the moments that made them recognizable to the breach.[50]
Threshold was announced as the third paid downloadable content pack on February 12, 2013, and released on February 26.[51][15] Air Studios stated that the pack was developed around the theme of entrances, sealed systems, and unfinished containment structures, reflecting both the multiplayer focus on defensive access points and the Zombies storyline's repeated references to the "first door".[52]
Air Studios described "The Hollow Gate" as a turning point in the Zombies storyline because it changes the crew's understanding of Aetheris from a spreading realm to a repeating event.[53] The team designed the chapter to connect the earlier stories into a single chain of failed containment attempts, while pushing Richtofen's condition from passive corruption toward active use by the force beyond the fracture.[53]
Marketing and release
Mob Productions announced ShooterofIO: Dark Warfare II on July 2, 2012, alongside a cinematic announcement trailer, key artwork, release platforms, and the worldwide release date of November 13, 2012.[1][54] The announcement confirmed Campaign, Multiplayer, and Zombies as the game's three main modes.[6]
ShooterCon 2012 was held on August 10, 2012, as a one-day event focused on Dark Warfare II.[55] During the showcase, Mob Productions and Air Studios presented the "Blacksite Ledger" campaign extraction demonstration, fully revealed Multiplayer, confirmed the multiplayer beta schedule, showed additional "Sanctum" Zombies footage, announced retail editions, and outlined the post-launch update plan.[55][19][22]
ShooterofIO: Dark Warfare II was released worldwide on November 13, 2012, for Microsoft Windows, PlayStation 3, and Xbox 360.[2] The Wii U version was released on December 18, 2012, the same day as Riftline on Xbox 360, Windows, and Wii U.[3][11]
On November 27, 2012, Air Studios released "Nebelheim" as a free Zombies update for all players.[10] The update was announced and released on the same day, and was promoted as a surprise second Zombies story rather than part of the paid downloadable content plan.[10] Mob Productions stated that the update did not replace the planned post-launch content packs, which remained scheduled to begin after launch support and early balance updates.[56]
On December 6, 2012, Mob Productions announced Riftline, the first paid downloadable content pack for Dark Warfare II.[46] The pack was released for Xbox 360, Windows, and Wii U on December 18, 2012, followed by PlayStation 3 on December 25.[11][12] It added four multiplayer maps, two weapons, profile customization items, and the Zombies story "Schattenburg".[23]
On January 8, 2013, Mob Productions announced Dead Circuit, the second paid downloadable content pack for Dark Warfare II.[48] The pack was released for Xbox 360, Windows, and Wii U on January 22, 2013, followed by PlayStation 3 on January 29.[13][14] It added four multiplayer maps, two weapons, profile customization items, and the Zombies story "Frostgrave".[25]
On February 12, 2013, Mob Productions announced Threshold, the third paid downloadable content pack for Dark Warfare II.[51] The pack was released for Xbox 360, Windows, and Wii U on February 26, 2013, with PlayStation 3 scheduled to follow on March 5.[15] It added four multiplayer maps, two weapons, profile customization items, and the Zombies story "The Hollow Gate".[27]
Early press coverage focused on the campaign redesign and Air Studios' return to the Dark Warfare setting.[57] The surprise release of "Nebelheim" received positive coverage from Zombies players and critics, with several outlets noting that the update helped maintain launch momentum during the period between the game's release and the first paid downloadable content pack.[58]
The release of Riftline received generally positive early coverage.[59] Critics and players praised "Relay" and "Containment" as strong multiplayer additions, while "Schattenburg" drew attention for pushing the Zombies story further into Aetheris-focused supernatural horror.[59]
Dead Circuit received attention for its blackout-themed multiplayer spaces and the release of "Frostgrave".[60] Coverage noted that the pack continued the faster post-launch cadence established by Riftline, while moving the Zombies story away from fortress imagery and into a colder, more tragic chapter of the Aetheris storyline.[60]
Threshold received attention for its heavier multiplayer weapons, access-point map themes, and the release of "The Hollow Gate".[61] Coverage noted that the pack moved the Zombies storyline from preserved memories and containment sites toward the origin of the Aetheris breach itself.[61]
Reception
| Aggregator | Score |
|---|---|
| Metacritic | PC: 83/100[62] PS3: 80/100[63] X360: 84/100[64] Wii U: 78/100[65] |
| Publication | Score |
|---|---|
| Game Informer | 8.25/10[66] |
| GameSpot | 8/10[67] |
| IGN | 8.4/10[68] |
| Official Xbox Magazine (US) | 8.5/10[69] |
ShooterofIO: Dark Warfare II received generally positive reviews from critics, according to review aggregator Metacritic.[62][63][64][65] Reviewers praised the darker atmosphere, expanded cooperative campaign structure, stronger level identity, and the return of the Aetheris Zombies storyline. Criticism focused on repetitive optional objectives, inconsistent teammate AI in solo campaign play, and occasional frame-rate drops on PlayStation 3 and Xbox 360 during heavy alarm sequences.
IGN gave the game an 8.4/10, praising Air Studios for taking a meaningful risk with the campaign redesign and calling "Sanctum" one of the strongest launch Zombies stories in the series.[68] GameSpot gave the game an 8/10, praising the alarm system, multiplayer map variety, and Breachpoint mode, while describing the campaign as "more interesting than polished".[67]
Zombies received positive coverage, with critics praising "Sanctum", the return of the Primal Crew, the Aetherflayer Wonder Weapon, and the deeper use of Aetheris lore.[70] "Nebelheim" was praised as a strong free addition to the Zombies mode, with critics highlighting its fog-based atmosphere and more intimate narrative focus.[71]
The Wii U version received generally positive but lower-scoring reviews than the Windows and Xbox 360 versions.[72] Reviewers praised off-TV play, touch-screen access to campaign notes, and the inclusion of "Nebelheim" at launch, while criticizing occasional performance drops and a smaller online population compared with the other console versions.[72]
Riftline received generally positive reviews following its release on Xbox 360, Windows, and Wii U.[73] Critics praised "Relay" and "Containment" for matching the base game's darker security-site identity, while "Overpass" received mixed comments for its exposed lanes and defensive pacing. "Hydro" was praised for its objective flow and layered interior routes.[73]
"Schattenburg" was praised for escalating the Zombies storyline beyond containment sites and into a more openly supernatural Aetheris setting.[74] Reviewers highlighted the story's use of memory, the fortress's shifting identity, and Richtofen's increasing connection to the voice beyond the breach.[74]
Dead Circuit received generally positive reviews after its release on Xbox 360, Windows, and Wii U.[75] Critics praised "Blackout" and "Firewall" for their atmosphere and strong objective flow, while "Skybridge" received mixed responses because of its exposed sightlines and heavy sniper presence. "Reservoir" was praised for its layered routes and strong Breachpoint pacing.[75]
"Frostgrave" received positive reviews from Zombies-focused outlets.[76] Critics praised its cold atmosphere, tragic story, Cryo-Lance Wonder Weapon, and the way it connected the Aetheris storyline to memory preservation and repeated trauma. Some criticism was directed at the slowing effects of Frostbound enemies and the difficulty of the Pale Warden during solo play.[76]
Threshold received generally positive reviews after its release on Xbox 360, Windows, and Wii U.[77] Critics praised "Gatehouse" and "Monolith" for their strong objective flow and visual identity, while "Quarry" was noted for its vertical routes and "Switchyard" received mixed comments for its exposed lanes and difficult spawn control.[77]
"The Hollow Gate" received positive reviews from Zombies-focused outlets.[78] Critics praised its connection of earlier Zombies stories into a larger mythology, its darker treatment of Richtofen's corruption, and the Gatebreaker Wonder Weapon. Some criticism was directed at the complexity of the main quest and the Hollowed Sentinel's difficulty in solo play.[78]
References
- ↑ 1.0 1.1 1.2 1.3 Mob Productions (July 2, 2012). "ShooterofIO: Dark Warfare II Announced". Mob Productions. Retrieved July 2, 2012.
- ↑ 2.0 2.1 Mob Productions (November 13, 2012). "ShooterofIO: Dark Warfare II Available Now Worldwide". Mob Productions. Retrieved November 13, 2012.
- ↑ 3.0 3.1 3.2 Mob Productions (December 18, 2012). "Dark Warfare II Available Now on Wii U". Mob Productions. Retrieved December 18, 2012.
- ↑ 4.0 4.1 Air Studios (July 2, 2012). "Air Studios Returns to Dark Warfare". Air Studios. Retrieved July 2, 2012.
- ↑ 5.0 5.1 5.2 5.3 5.4 Air Studios (July 2, 2012). "Dark Warfare II Campaign Redesigned Around Extraction Operations". Air Studios. Retrieved July 2, 2012.
- ↑ 6.0 6.1 6.2 Mob Productions (July 2, 2012). "Dark Warfare II Modes and Release Date Confirmed". Mob Productions. Retrieved July 2, 2012.
- ↑ Air Studios (July 19, 2012). "ShooterofIO: Dark Warfare II Zombies Revealed". Air Studios. Retrieved July 19, 2012.
- ↑ 8.0 8.1 Mob Productions (October 4, 2012). "Dark Warfare II Campaign Early Access Announced". Mob Productions. Retrieved October 4, 2012.
- ↑ 9.0 9.1 9.2 Mob Productions (October 4, 2012). "Dark Warfare II Campaign Early Access FAQ". Mob Productions. Retrieved October 4, 2012.
- ↑ 10.0 10.1 10.2 10.3 Air Studios (November 27, 2012). "Nebelheim Free Zombies Story Available Now in Dark Warfare II". Air Studios. Retrieved November 27, 2012.
- ↑ 11.0 11.1 11.2 11.3 Mob Productions (December 18, 2012). "Dark Warfare II Riftline Available Now". Mob Productions. Retrieved December 18, 2012.
- ↑ 12.0 12.1 12.2 Mob Productions (December 25, 2012). "Dark Warfare II Riftline Available Now on PlayStation 3". Mob Productions. Retrieved December 25, 2012.
- ↑ 13.0 13.1 13.2 13.3 Mob Productions (January 22, 2013). "Dark Warfare II Dead Circuit Available Now". Mob Productions. Retrieved January 22, 2013.
- ↑ 14.0 14.1 14.2 Mob Productions (January 29, 2013). "Dark Warfare II Dead Circuit Available Now on PlayStation 3". Mob Productions. Retrieved January 29, 2013.
- ↑ 15.0 15.1 15.2 15.3 Mob Productions (February 26, 2013). "Dark Warfare II Threshold Available Now". Mob Productions. Retrieved February 26, 2013.
- ↑ Keller, Matt (July 3, 2012). "ShooterofIO: Dark Warfare II First Details". Game Frontier. Retrieved July 3, 2012.
- ↑ Air Studios (July 3, 2012). "Dark Warfare II Campaign Supports Cooperative Extraction Play". Air Studios. Retrieved July 3, 2012.
- ↑ 18.0 18.1 Air Studios (July 3, 2012). "Dark Warfare II Campaign Systems Detailed". Air Studios. Retrieved July 3, 2012.
- ↑ 19.0 19.1 19.2 Air Studios (August 10, 2012). "Dark Warfare II Campaign Extraction Demo Shown at ShooterCon 2012". Air Studios. Retrieved August 10, 2012.
- ↑ 20.0 20.1 20.2 20.3 Air Studios (July 2, 2012). "Dark Warfare II Multiplayer First Details". Air Studios. Retrieved July 2, 2012.
- ↑ Mob Productions (August 10, 2012). "Dark Warfare II Multiplayer Maps Detailed". Mob Productions. Retrieved August 10, 2012.
- ↑ 22.0 22.1 Air Studios (August 10, 2012). "Dark Warfare II Multiplayer Fully Revealed at ShooterCon 2012". Air Studios. Retrieved August 10, 2012.
- ↑ 23.0 23.1 Mob Productions (December 18, 2012). "Dark Warfare II Riftline Content Details". Mob Productions. Retrieved December 18, 2012.
- ↑ Air Studios (December 18, 2012). "Riftline Weapons Added to Dark Warfare II". Air Studios. Retrieved December 18, 2012.
- ↑ 25.0 25.1 Mob Productions (January 22, 2013). "Dark Warfare II Dead Circuit Content Details". Mob Productions. Retrieved January 22, 2013.
- ↑ Air Studios (January 22, 2013). "Dead Circuit Weapons Added to Dark Warfare II". Air Studios. Retrieved January 22, 2013.
- ↑ 27.0 27.1 Mob Productions (February 26, 2013). "Dark Warfare II Threshold Content Details". Mob Productions. Retrieved February 26, 2013.
- ↑ 28.0 28.1 Air Studios (February 26, 2013). "Threshold Weapons Added to Dark Warfare II". Air Studios. Retrieved February 26, 2013.
- ↑ 29.0 29.1 29.2 29.3 29.4 Air Studios (July 2, 2012). "Zombies Returns in Dark Warfare II". Air Studios. Retrieved July 2, 2012.
- ↑ Air Studios (July 19, 2012). "The Primal Crew Returns in Dark Warfare II Zombies". Air Studios. Retrieved July 19, 2012.
- ↑ 31.0 31.1 31.2 Air Studios (July 19, 2012). "Dark Warfare II Zombies Story Details". Air Studios. Retrieved July 19, 2012.
- ↑ Air Studios (July 19, 2012). "Sanctum Revealed for Dark Warfare II Zombies". Air Studios. Retrieved July 19, 2012.
- ↑ Air Studios (December 18, 2012). "Schattenburg Available Now in Dark Warfare II Riftline". Air Studios. Retrieved December 18, 2012.
- ↑ Air Studios (December 18, 2012). "Schattenburg Story Details for Dark Warfare II Zombies". Air Studios. Retrieved December 18, 2012.
- ↑ Air Studios (January 22, 2013). "Frostgrave Available Now in Dark Warfare II Dead Circuit". Air Studios. Retrieved January 22, 2013.
- ↑ Air Studios (January 22, 2013). "Frostgrave Story Details for Dark Warfare II Zombies". Air Studios. Retrieved January 22, 2013.
- ↑ Air Studios (February 26, 2013). "The Hollow Gate Available Now in Dark Warfare II Threshold". Air Studios. Retrieved February 26, 2013.
- ↑ 38.0 38.1 Air Studios (February 26, 2013). "The Hollow Gate Story Details for Dark Warfare II Zombies". Air Studios. Retrieved February 26, 2013.
- ↑ Air Studios (February 26, 2013). "The Hollow Gate Enemy Types Detailed". Air Studios. Retrieved February 26, 2013.
- ↑ 40.0 40.1 40.2 Air Studios (July 2, 2012). "Dark Warfare II Campaign Story Teased". Air Studios. Retrieved July 2, 2012.
- ↑ Air Studios (July 3, 2012). "Dark Warfare II Characters Introduced". Air Studios. Retrieved July 3, 2012.
- ↑ 42.0 42.1 Air Studios (July 3, 2012). "Air Studios Discusses AirTech Engine 2". Air Studios. Retrieved July 3, 2012.
- ↑ 43.0 43.1 Martin, Joel (July 4, 2012). "Inside the Return of Dark Warfare". Game Frontier. Retrieved July 4, 2012.
- ↑ Air Studios (July 19, 2012). "Dark Warfare II Zombies Systems Detailed". Air Studios. Retrieved July 19, 2012.
- ↑ 45.0 45.1 Air Studios (November 27, 2012). "Air Studios Discusses Nebelheim Development". Air Studios. Retrieved November 27, 2012.
- ↑ 46.0 46.1 Mob Productions (December 6, 2012). "Dark Warfare II Riftline DLC Announced". Mob Productions. Retrieved December 6, 2012.
- ↑ Air Studios (December 6, 2012). "Schattenburg Announced for Dark Warfare II Zombies". Air Studios. Retrieved December 6, 2012.
- ↑ 48.0 48.1 Mob Productions (January 8, 2013). "Dark Warfare II Dead Circuit DLC Announced". Mob Productions. Retrieved January 8, 2013.
- ↑ Air Studios (January 8, 2013). "Air Studios Discusses Dead Circuit Development". Air Studios. Retrieved January 8, 2013.
- ↑ 50.0 50.1 Air Studios (January 22, 2013). "Air Studios Discusses Frostgrave Development". Air Studios. Retrieved January 22, 2013.
- ↑ 51.0 51.1 Mob Productions (February 12, 2013). "Dark Warfare II Threshold DLC Announced". Mob Productions. Retrieved February 12, 2013.
- ↑ Air Studios (February 12, 2013). "Air Studios Discusses Threshold Development". Air Studios. Retrieved February 12, 2013.
- ↑ 53.0 53.1 Air Studios (February 26, 2013). "Air Studios Discusses The Hollow Gate Development". Air Studios. Retrieved February 26, 2013.
- ↑ Air Studios (July 2, 2012). "ShooterofIO: Dark Warfare II Announcement Trailer". Air Studios. Retrieved July 2, 2012.
- ↑ 55.0 55.1 Mob Productions (August 10, 2012). "ShooterCon 2012: Dark Warfare II Full Briefing". Mob Productions. Retrieved August 10, 2012.
- ↑ Mob Productions (November 27, 2012). "Dark Warfare II Post-Launch Plan Continues After Nebelheim". Mob Productions. Retrieved November 27, 2012.
- ↑ Russell, Mark (July 3, 2012). "Dark Warfare II Turns ShooterofIO Campaign Into Extraction Operations". Console Insider. Retrieved July 3, 2012.
- ↑ Harris, Dean (November 28, 2012). "Dark Warfare II Adds Nebelheim as a Free Zombies Surprise". Video Game Weekly. Retrieved November 28, 2012.
- ↑ 59.0 59.1 Russell, Mark (December 19, 2012). "Dark Warfare II Riftline DLC Released Alongside Wii U Version". Console Insider. Retrieved December 19, 2012.
- ↑ 60.0 60.1 Russell, Mark (January 23, 2013). "Dark Warfare II Dead Circuit DLC Released". Console Insider. Retrieved January 23, 2013.
- ↑ 61.0 61.1 Russell, Mark (February 27, 2013). "Dark Warfare II Threshold DLC Released". Console Insider. Retrieved February 27, 2013.
- ↑ 62.0 62.1 "ShooterofIO: Dark Warfare II for PC Reviews". Metacritic. Retrieved November 13, 2012.
- ↑ 63.0 63.1 "ShooterofIO: Dark Warfare II for PlayStation 3 Reviews". Metacritic. Retrieved November 13, 2012.
- ↑ 64.0 64.1 "ShooterofIO: Dark Warfare II for Xbox 360 Reviews". Metacritic. Retrieved November 13, 2012.
- ↑ 65.0 65.1 "ShooterofIO: Dark Warfare II for Wii U Reviews". Metacritic. Retrieved December 18, 2012.
- ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedGIReview - ↑ 67.0 67.1 Waters, Chris (November 13, 2012). "ShooterofIO: Dark Warfare II Review". GameSpot. Retrieved November 13, 2012.
- ↑ 68.0 68.1 Carson, Luke (November 13, 2012). "ShooterofIO: Dark Warfare II Review". IGN. Retrieved November 13, 2012.
- ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedOXMReview - ↑ Harris, Dean (November 14, 2012). "ShooterofIO: Dark Warfare II Zombies Review: Sanctum". Video Game Weekly. Retrieved November 14, 2012.
- ↑ Harris, Dean (November 28, 2012). "ShooterofIO: Dark Warfare II Zombies Review: Nebelheim". Video Game Weekly. Retrieved November 28, 2012.
- ↑ 72.0 72.1 Martin, Joel (December 19, 2012). "ShooterofIO: Dark Warfare II Wii U Review". Game Frontier. Retrieved December 19, 2012.
- ↑ 73.0 73.1 Russell, Mark (December 19, 2012). "ShooterofIO: Dark Warfare II Riftline DLC Review". Console Insider. Retrieved December 19, 2012.
- ↑ 74.0 74.1 Harris, Dean (December 19, 2012). "ShooterofIO: Dark Warfare II Zombies Review: Schattenburg". Video Game Weekly. Retrieved December 19, 2012.
- ↑ 75.0 75.1 Russell, Mark (January 23, 2013). "ShooterofIO: Dark Warfare II Dead Circuit DLC Review". Console Insider. Retrieved January 23, 2013.
- ↑ 76.0 76.1 Harris, Dean (January 23, 2013). "ShooterofIO: Dark Warfare II Zombies Review: Frostgrave". Video Game Weekly. Retrieved January 23, 2013.
- ↑ 77.0 77.1 Russell, Mark (February 27, 2013). "ShooterofIO: Dark Warfare II Threshold DLC Review". Console Insider. Retrieved February 27, 2013.
- ↑ 78.0 78.1 Harris, Dean (February 27, 2013). "ShooterofIO: Dark Warfare II Zombies Review: The Hollow Gate". Video Game Weekly. Retrieved February 27, 2013.
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