ShooterofIO: Shadows: Difference between revisions
(Created page with "{{Short description|Upcoming video game}} {{Use mdy dates|date=May 2016}} {{Use American English|date=May 2016}} {{Infobox video game | title = ShooterofIO: Shadows | image = ShooterofIO Shadows key art.png | alt = Promotional artwork for ShooterofIO: Shadows, depicting a black-ops soldier standing in a rain-soaked city street beneath a distorted surveillance tower. | developer = SOI Studios | publisher = Mob Productions | director = Aaron Vale | producer = Dana...") |
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{{Short description|Upcoming video game}} | {{Short description|Upcoming video game}} | ||
{{Use mdy dates|date= | {{Use mdy dates|date=June 2016}} | ||
{{Use American English|date= | {{Use American English|date=June 2016}} | ||
{{Infobox video game | {{Infobox video game | ||
| title = ShooterofIO: Shadows | | title = ShooterofIO: Shadows | ||
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| engine = SOI Engine | | engine = SOI Engine | ||
| platforms = {{ubl|[[Microsoft Windows]]|[[PlayStation 4]]|[[Xbox One]]}} | | platforms = {{ubl|[[Microsoft Windows]]|[[PlayStation 4]]|[[Xbox One]]}} | ||
| released = {{Video game release|WW|2016}} | | released = {{Video game release|WW|November 8, 2016}} | ||
| genre = [[First-person shooter]] | | genre = [[First-person shooter]] | ||
| modes = {{ubl|[[Single-player video game|Single-player]]|[[Multiplayer video game|multiplayer]]|[[Cooperative video game|cooperative]]}} | | modes = {{ubl|[[Single-player video game|Single-player]]|[[Multiplayer video game|multiplayer]]|[[Cooperative video game|cooperative]]}} | ||
}} | }} | ||
'''''ShooterofIO: Shadows''''' is an upcoming [[first-person shooter]] video game developed by [[SOI Studios]] and published by [[Mob Productions]]. It is | '''''ShooterofIO: Shadows''''' is an upcoming [[first-person shooter]] video game developed by [[SOI Studios]] and published by [[Mob Productions]]. It is scheduled to be released worldwide on November 8, 2016, for [[Microsoft Windows]], [[PlayStation 4]], and [[Xbox One]].<ref name="ContactReveal">{{cite web |author=Mob Productions |date=June 21, 2016 |title=ShooterofIO: Shadows Contact Mode and Release Date Revealed |url=https://www.mobproductions.example/news/shooterofio-shadows-contact-reveal |website=Mob Productions |access-date=June 21, 2016}}</ref> It is the next main entry in the ''[[ShooterofIO]]'' franchise following ''[[ShooterofIO: Dark Warfare III]]'' (2015), and the first mainline installment developed by SOI Studios since ''[[ShooterofIO: Modern Ops 3]]'' (2013).<ref name="SOIReturn">{{cite web |author=SOI Studios |date=May 10, 2016 |title=SOI Studios Returns With ShooterofIO: Shadows |url=https://www.soistudios.example/news/shooterofio-shadows-soi-return |website=SOI Studios |access-date=May 10, 2016}}</ref> | ||
The game was announced as the first main ''ShooterofIO'' title to skip [[PlayStation 3]] and [[Xbox 360]], ending the franchise's cross-generation support that had continued through ''Dark Warfare III''.<ref name="Platforms">{{cite web |author=Mob Productions |date=May 10, 2016 |title=ShooterofIO: Shadows Platform Details |url=https://www.mobproductions.example/news/shooterofio-shadows-platforms |website=Mob Productions |access-date=May 10, 2016}}</ref> Mob Productions stated that the decision allowed SOI Studios to focus on larger mission spaces, improved artificial intelligence, denser Multiplayer maps, more advanced lighting, and stronger technical consistency across all supported platforms.<ref name="Platforms" /> | The game was announced as the first main ''ShooterofIO'' title to skip [[PlayStation 3]] and [[Xbox 360]], ending the franchise's cross-generation support that had continued through ''Dark Warfare III''.<ref name="Platforms">{{cite web |author=Mob Productions |date=May 10, 2016 |title=ShooterofIO: Shadows Platform Details |url=https://www.mobproductions.example/news/shooterofio-shadows-platforms |website=Mob Productions |access-date=May 10, 2016}}</ref> Mob Productions stated that the decision allowed SOI Studios to focus on larger mission spaces, improved artificial intelligence, denser Multiplayer maps, more advanced lighting, and stronger technical consistency across all supported platforms.<ref name="Platforms" /> | ||
''Shadows'' features a single-player Campaign, competitive Multiplayer, and | ''Shadows'' features a single-player Campaign, competitive Multiplayer, and ''Contact'', an original cooperative mode centered on alien containment operations.<ref name="ContactReveal" /> The Campaign follows a deniable operations unit investigating a global surveillance collapse tied to a covert organization known as the Eclipse Network. Multiplayer continues SOI Studios' class-based competitive design with a darker urban focus. ''Contact'' follows squads sent into sealed incident zones where non-human lifeforms have emerged from distorted signal events, making it the first main ''ShooterofIO'' cooperative mode from SOI Studios that is not based on Zombies.<ref name="ContactDeepDive">{{cite web |author=SOI Studios |date=June 21, 2016 |title=Contact: The New Cooperative Mode in ShooterofIO: Shadows |url=https://www.soistudios.example/news/shooterofio-shadows-contact-mode |website=SOI Studios |access-date=June 21, 2016}}</ref> | ||
==Gameplay== | ==Gameplay== | ||
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Weapons are divided into standard classes, including assault rifles, submachine guns, shotguns, light machine guns, marksman rifles, sniper rifles, pistols, and launchers. Attachments affect recoil, handling, mobility, magazine capacity, range, optics, suppression, and aiming stability. Equipment includes tactical devices, lethal equipment, field tools, and surveillance-disruption items. | Weapons are divided into standard classes, including assault rifles, submachine guns, shotguns, light machine guns, marksman rifles, sniper rifles, pistols, and launchers. Attachments affect recoil, handling, mobility, magazine capacity, range, optics, suppression, and aiming stability. Equipment includes tactical devices, lethal equipment, field tools, and surveillance-disruption items. | ||
Progression is shared across Multiplayer and | Progression is shared across Multiplayer and ''Contact'' where supported. Players earn experience through eliminations, objective actions, assists, support play, weapon challenges, cooperative completions, and seasonal challenges. Profile progression unlocks weapons, attachments, perks, scorestreaks, cosmetics, calling cards, emblems, and challenge rewards. | ||
===Campaign=== | ===Campaign=== | ||
Campaign is the single-player story mode of ''Shadows''. It follows Shadow Division, a deniable multinational operations unit deployed after several intelligence agencies lose control of field assets, surveillance channels, and black-budget weapons caches.<ref name="Campaign" /> The unit is tasked with identifying the cause of the collapse before the affected networks can be used to trigger conflicts between allied nations. | Campaign is the single-player story mode of ''Shadows''. It follows Shadow Division, a deniable multinational operations unit deployed after several intelligence agencies lose control of field assets, surveillance channels, and black-budget weapons caches.<ref name="Campaign">{{cite web |author=SOI Studios |date=May 10, 2016 |title=Inside the World of ShooterofIO: Shadows |url=https://www.soistudios.example/news/shooterofio-shadows-world |website=SOI Studios |access-date=May 10, 2016}}</ref> The unit is tasked with identifying the cause of the collapse before the affected networks can be used to trigger conflicts between allied nations. | ||
The central antagonist group is the Eclipse Network, a covert organization built from former intelligence officers, private security contractors, data brokers, and military defectors. Eclipse uses stolen surveillance systems, falsified communications, and manipulated battlefield intelligence to turn governments against their own assets. The announcement trailer shows Shadow Division operating through a rain-soaked capital city, a hijacked satellite relay, a coastal detention site, a collapsed embassy, and an underground traffic-control hub converted into a command center.<ref name="Trailer">{{cite web |author=Mob Productions |date=May 10, 2016 |title=ShooterofIO: Shadows Announcement Trailer |url=https://www.mobproductions.example/trailers/shooterofio-shadows-announcement |website=Mob Productions |access-date=May 10, 2016}}</ref> | The central antagonist group is the Eclipse Network, a covert organization built from former intelligence officers, private security contractors, data brokers, and military defectors. Eclipse uses stolen surveillance systems, falsified communications, and manipulated battlefield intelligence to turn governments against their own assets. The announcement trailer shows Shadow Division operating through a rain-soaked capital city, a hijacked satellite relay, a coastal detention site, a collapsed embassy, and an underground traffic-control hub converted into a command center.<ref name="Trailer">{{cite web |author=Mob Productions |date=May 10, 2016 |title=ShooterofIO: Shadows Announcement Trailer |url=https://www.mobproductions.example/trailers/shooterofio-shadows-announcement |website=Mob Productions |access-date=May 10, 2016}}</ref> | ||
Campaign missions are built around infiltration, reconnaissance, sabotage, hostage extraction, convoy disruption, signal interception, and direct assault. Compared with ''Modern Ops 3'', the mode places more emphasis on stealth openings, dynamic alarms, surveillance cameras, alternate entry points, and combat encounters that can escalate if the player is detected. Several missions allow players to approach objectives quietly before transitioning into larger firefights. | Campaign missions are built around infiltration, reconnaissance, sabotage, hostage extraction, convoy disruption, signal interception, and direct assault. Compared with ''Modern Ops 3'', the mode places more emphasis on stealth openings, dynamic alarms, surveillance cameras, alternate entry points, and combat encounters that can escalate if the player is detected. Several missions allow players to approach objectives quietly before transitioning into larger firefights. | ||
Campaign Early Access is scheduled to begin on November 4, 2016, for eligible digital pre-orders and selected retail editions. The early access period includes the full Campaign, while Multiplayer and ''Contact'' remain locked until the worldwide launch on November 8.<ref name="CampaignEarlyAccess">{{cite web |author=Mob Productions |date=June 21, 2016 |title=ShooterofIO: Shadows Campaign Early Access Details |url=https://www.mobproductions.example/news/shooterofio-shadows-campaign-early-access |website=Mob Productions |access-date=June 21, 2016}}</ref> | |||
===Multiplayer=== | ===Multiplayer=== | ||
Multiplayer returns as the competitive online mode of ''Shadows''. The mode includes custom classes, weapon progression, perks, equipment, scorestreaks, public playlists, private matches, challenges, and seasonal progression.<ref name="Modes" /> | Multiplayer returns as the competitive online mode of ''Shadows''. The mode includes custom classes, weapon progression, perks, equipment, scorestreaks, public playlists, private matches, challenges, and seasonal progression.<ref name="Modes">{{cite web |author=Mob Productions |date=May 10, 2016 |title=ShooterofIO: Shadows First Details |url=https://www.mobproductions.example/news/shooterofio-shadows-first-details |website=Mob Productions |access-date=May 10, 2016}}</ref> | ||
The map design is based around compact but layered environments. SOI Studios stated that Multiplayer maps would be larger and more detailed than the smallest ''Modern Ops 3'' maps but more controlled than the wide Open World Combat spaces used in ''[[ShooterofIO: Guardians]]''.<ref name="Gameplay" /> Maps are planned to include surveillance towers, embassy blocks, rooftops, underground stations, corporate campuses, border checkpoints, signal compounds, and dense urban streets. | The map design is based around compact but layered environments. SOI Studios stated that Multiplayer maps would be larger and more detailed than the smallest ''Modern Ops 3'' maps but more controlled than the wide Open World Combat spaces used in ''[[ShooterofIO: Guardians]]''.<ref name="Gameplay" /> Maps are planned to include surveillance towers, embassy blocks, rooftops, underground stations, corporate campuses, border checkpoints, signal compounds, and dense urban streets. | ||
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The announcement confirmed that skill-based matchmaking would return, but SOI Studios stated that it would build from the revised matchmaking approach used in ''Dark Warfare III'' rather than the stricter system criticized in ''Modern Ops 3'' and ''Guardians''.<ref name="SBMM">{{cite web |author=SOI Studios |date=May 10, 2016 |title=ShooterofIO: Shadows Multiplayer Matchmaking |url=https://www.soistudios.example/news/shooterofio-shadows-matchmaking |website=SOI Studios |access-date=May 10, 2016}}</ref> Standard public playlists prioritize connection quality, region, latency, playlist population, and party size before broader skill evaluation, while competitive playlists use tighter skill matching and more restrictive team balancing. | The announcement confirmed that skill-based matchmaking would return, but SOI Studios stated that it would build from the revised matchmaking approach used in ''Dark Warfare III'' rather than the stricter system criticized in ''Modern Ops 3'' and ''Guardians''.<ref name="SBMM">{{cite web |author=SOI Studios |date=May 10, 2016 |title=ShooterofIO: Shadows Multiplayer Matchmaking |url=https://www.soistudios.example/news/shooterofio-shadows-matchmaking |website=SOI Studios |access-date=May 10, 2016}}</ref> Standard public playlists prioritize connection quality, region, latency, playlist population, and party size before broader skill evaluation, while competitive playlists use tighter skill matching and more restrictive team balancing. | ||
=== | The Multiplayer beta is scheduled to begin on September 16, 2016, for PlayStation 4 and Windows players with selected access, followed by Xbox One access on September 23. The beta includes Team Deathmatch, Domination, Search and Destroy, and Signal Control across four maps: "Observation", "Floodline", "Embassy", and "Switchyard".<ref name="Beta">{{cite web |author=Mob Productions |date=June 21, 2016 |title=ShooterofIO: Shadows Multiplayer Beta Announced |url=https://www.mobproductions.example/news/shooterofio-shadows-beta |website=Mob Productions |access-date=June 21, 2016}}</ref> | ||
'' | |||
===Contact=== | |||
''Contact'' is the cooperative mode of ''ShooterofIO: Shadows''.<ref name="ContactReveal" /> It is an original mode centered on alien containment operations and does not use Zombies, Aetheris, perk machines, GobbleGums, or round-based undead survival. The mode supports solo play and cooperative squads of up to four players. | |||
Players control members of Nightwatch, a classified containment team sent into incident zones where Eclipse Network signal experiments have opened unstable contact points. Each mission takes place in a sealed site affected by alien growth, distorted communications, hostile creatures, and changing environmental hazards. The objective is to enter the zone, identify the source of the contact event, recover or destroy alien material, and extract before the site becomes unrecoverable.<ref name="ContactDeepDive" /> | |||
The alien enemies in ''Contact'' are collectively known as the Vanta. Vanta organisms are divided into several behavior types. Runners attack in groups and pressure exposed players, Stalkers move across walls and ceilings before ambushing isolated targets, Burrowers travel through soft ground and vents, Screamers disrupt radar and squad communication, and Carriers spread growths that alter routes through the map. Larger elite organisms appear during escalation events and require coordinated fire, equipment use, and objective awareness to defeat.<ref name="ContactEnemies">{{cite web |author=SOI Studios |date=June 21, 2016 |title=The Vanta Threat in ShooterofIO: Shadows Contact |url=https://www.soistudios.example/news/shooterofio-shadows-contact-vanta |website=SOI Studios |access-date=June 21, 2016}}</ref> | |||
''Contact'' missions are structured around objectives rather than traditional waves. A squad may need to activate scanners, carry signal cores, escort mobile containment units, seal ruptures, defend extraction uplinks, or destroy alien nests. Enemy pressure increases as objectives are completed, with the final phase requiring the squad to extract while the site collapses into a high-threat state. Optional secondary objectives grant additional rewards but increase the likelihood of elite enemy spawns. | |||
Players select a Field Role before entering a mission. The Assault role focuses on weapon damage and frontline clearing, the Engineer role carries tools for turrets, doors, scanners, and generators, the Medic role improves revives and squad survival, and the Recon role reveals enemy movement, hidden samples, and route hazards. Roles do not lock players into a single weapon class, but provide passive bonuses and role-specific equipment. | |||
Progression in ''Contact'' is built around Site Rank, role levels, weapon experience, and recovered alien samples. Players use samples to unlock equipment upgrades, role modifiers, cosmetics, and mission modifiers. Higher difficulties add stronger enemy behavior, reduced resources, additional hazards, and more aggressive site escalation. Completed missions can be replayed for better extraction ratings, hidden evidence, sample rewards, and challenge completions. | |||
At reveal, SOI Studios confirmed three launch ''Contact'' sites: "Ground Zero", "Hollow Signal", and "Red Orchard".<ref name="ContactSites">{{cite web |author=Mob Productions |date=June 21, 2016 |title=ShooterofIO: Shadows Contact Launch Sites Revealed |url=https://www.mobproductions.example/news/shooterofio-shadows-contact-sites |website=Mob Productions |access-date=June 21, 2016}}</ref> "Ground Zero" is set in a quarantined city block where the first public contact event occurs. "Hollow Signal" takes place inside a relay facility where the Vanta respond to broadcast frequencies. "Red Orchard" is set in a rural research site overtaken by alien growth and buried Eclipse equipment. | |||
==Synopsis== | ==Synopsis== | ||
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SOI Studios described the story as a more isolated and paranoid military thriller than the studio's previous ''Modern Ops'' titles.<ref name="SOIReturn" /> Rather than focusing on a large conventional war, ''Shadows'' centers on mistrust, false orders, missing intelligence, compromised allies, and the difficulty of proving who is responsible when every system used to verify the truth has already been corrupted. | SOI Studios described the story as a more isolated and paranoid military thriller than the studio's previous ''Modern Ops'' titles.<ref name="SOIReturn" /> Rather than focusing on a large conventional war, ''Shadows'' centers on mistrust, false orders, missing intelligence, compromised allies, and the difficulty of proving who is responsible when every system used to verify the truth has already been corrupted. | ||
The ''Contact'' storyline runs parallel to the Campaign.<ref name="ContactDeepDive" /> While Shadow Division investigates Eclipse's human network, Nightwatch responds to the physical consequences of Eclipse's signal experiments. The first incidents suggest that Eclipse was not merely corrupting surveillance systems, but attempting to use those systems to communicate with something beyond Earth. The Vanta appear after repeated signal tests, leaving Nightwatch to contain sites that official governments cannot explain without exposing the intelligence collapse. | |||
==Development== | ==Development== | ||
''ShooterofIO: Shadows'' is being developed by SOI Studios, marking the studio's first lead ''ShooterofIO'' game since ''Modern Ops 3''.<ref name="SOIReturn" /> The game follows ''Dark Warfare III'', which was developed by Air Studios and received strong reviews after returning the franchise to a more focused structure following the divisive reception of ''Guardians''. | ''ShooterofIO: Shadows'' is being developed by SOI Studios, marking the studio's first lead ''ShooterofIO'' game since ''Modern Ops 3''.<ref name="SOIReturn" /> The game follows ''Dark Warfare III'', which was developed by Air Studios and received strong reviews after returning the franchise to a more focused structure following the divisive reception of ''Guardians''. | ||
SOI Studios stated that ''Shadows'' was not designed as ''Modern Ops 4'', but as a separate mainline entry intended to explore a darker side of the studio's modern military formula.<ref name="SOIReturn" /> The studio described the project as a response to the franchise's increasing variety, with ''Dark Warfare'' handling horror-inflected covert warfare, ''Guardians'' experimenting with broader combat spaces, and ''Shadows'' focusing on surveillance, misinformation, black operations, and deniable combat. | SOI Studios stated that ''Shadows'' was not designed as ''Modern Ops 4'', but as a separate mainline entry intended to explore a darker side of the studio's modern military formula.<ref name="SOIReturn" /> Director Aaron Vale said, "We did not want to make ''Modern Ops'' with the lights turned off. ''Shadows'' had to feel like a different kind of military story, one where the danger is not just who is shooting at you, but whether the information sending you there can still be trusted."<ref name="DevInterview">{{cite web |author=SOI Studios |date=June 21, 2016 |title=SOI Studios on Building ShooterofIO: Shadows |url=https://www.soistudios.example/news/shooterofio-shadows-development-interview |website=SOI Studios |access-date=June 21, 2016}}</ref> | ||
The studio described the project as a response to the franchise's increasing variety, with ''Dark Warfare'' handling horror-inflected covert warfare, ''Guardians'' experimenting with broader combat spaces, and ''Shadows'' focusing on surveillance, misinformation, black operations, and deniable combat. Producer Dana Mercer said, "The franchise had become wide enough that each studio needed a sharper identity. For us, the question became: what does SOI Studios do when the battlefield is not a country, but a system of lies?"<ref name="DevInterview" /> | |||
The game uses the SOI Engine, continuing the shared technology introduced with ''Modern Ops 3'' and later used by ''Guardians'' and ''Dark Warfare III''.<ref name="Engine">{{cite web |author=Mob Productions |date=May 10, 2016 |title=ShooterofIO: Shadows Uses SOI Engine |url=https://www.mobproductions.example/news/shooterofio-shadows-soi-engine |website=Mob Productions |access-date=May 10, 2016}}</ref> SOI Studios stated that current-generation-only development allowed the team to push denser lighting, larger memory budgets, more active AI behaviors, more detailed interiors, and improved mission streaming without needing to maintain PlayStation 3 and Xbox 360 feature parity.<ref name="Platforms" /> | The game uses the SOI Engine, continuing the shared technology introduced with ''Modern Ops 3'' and later used by ''Guardians'' and ''Dark Warfare III''.<ref name="Engine">{{cite web |author=Mob Productions |date=May 10, 2016 |title=ShooterofIO: Shadows Uses SOI Engine |url=https://www.mobproductions.example/news/shooterofio-shadows-soi-engine |website=Mob Productions |access-date=May 10, 2016}}</ref> SOI Studios stated that current-generation-only development allowed the team to push denser lighting, larger memory budgets, more active AI behaviors, more detailed interiors, and improved mission streaming without needing to maintain PlayStation 3 and Xbox 360 feature parity.<ref name="Platforms" /> | ||
Dropping PlayStation 3 and Xbox 360 was one of the central technical decisions announced with the game.<ref name="Platforms" /> Mob Productions stated that the older platforms had reached a point where they limited map density, loading behavior, animation blending, and environmental detail. The | Dropping PlayStation 3 and Xbox 360 was one of the central technical decisions announced with the game.<ref name="Platforms" /> Mob Productions stated that the older platforms had reached a point where they limited map density, loading behavior, animation blending, and environmental detail. Technical director Marcus Hale said, "Cross-generation support was not just a texture problem anymore. It affected how many enemies could search a building, how quickly a level could stream, how much surveillance logic could run at once, and how dense a cooperative site could become before the design had to pull back."<ref name="TechInterview">{{cite web |author=SOI Studios |date=June 21, 2016 |title=Why ShooterofIO: Shadows Is Current-Generation Only |url=https://www.soistudios.example/news/shooterofio-shadows-current-generation-only |website=SOI Studios |access-date=June 21, 2016}}</ref> | ||
SOI Studios described the current-generation-only shift as necessary for the design of ''Shadows''.<ref name="Gameplay" /> The Campaign uses more surveillance systems, active alarms, destructible light sources, layered interiors, and enemy search behaviors than previous SOI Studios titles. Multiplayer maps are also built with more vertical overlap, interior density, and lighting variation than the team could reliably support on the older consoles.<ref name="Gameplay" /> Lead designer Colin Reed said, "If the player cuts the power, we want the level to respond. If they are spotted by a camera, enemies should move differently. If a squad pushes through a service tunnel, the map should still feel like it has a life above them. Those ideas were difficult to preserve while also building for machines from the previous generation."<ref name="TechInterview" /> | |||
The development of ''Contact'' began from the idea that the third mode should not compete directly with Zombies.<ref name="ContactDeepDive" /> SOI Studios said that it considered several cooperative concepts before settling on an alien containment mode. Mercer said, "Zombies belongs to ''Dark Warfare''. We did not want to borrow its machines, its rituals, its economy, or its expectations. If we were going to build a third pillar for ''Shadows'', it had to be its own thing."<ref name="ContactDeepDive" /> | |||
SOI Studios emphasized that ''Contact'' was not designed as a round-based survival replacement. Vale said, "Aliens could not just be green zombies. If an enemy crawled across the ceiling, cut the lights, fled through a vent, or split the squad with a scream, it needed to change how players behaved. The mode had to be about entering a site, understanding what went wrong, and escaping before the situation overtook you."<ref name="ContactDeepDive" /> | |||
The Vanta enemies were built around movement and pressure rather than simple durability.<ref name="ContactEnemies" /> Reed said, "The first rule was that the creatures had to use the space better than human soldiers. Soldiers hold angles. Vanta break angles. They climb, burrow, swarm, retreat, and come back through a route the player thought was safe." The team used this philosophy to design enemy types that attack from different surfaces, disrupt information, and force squads to move rather than remain in a single defensive position.<ref name="ContactEnemies" /> | |||
The role system in ''Contact'' was designed to create squad identity without forcing traditional class restrictions.<ref name="ContactDeepDive" /> Systems designer Maya Kessler said, "We wanted roles to matter, but we did not want someone to feel punished for choosing the wrong gun. A Medic can still carry a rifle. An Engineer can still fight. The difference is what they bring to the site when the scanner breaks, when the extraction point goes dark, or when someone goes down behind a sealed door."<ref name="DevInterview" /> | |||
The studio also positioned ''Contact'' as a way to support long-term cooperative progression outside of Zombies.<ref name="ContactDeepDive" /> Kessler said, "Zombies has decades of language inside the franchise: perks, rounds, wall buys, mystery weapons, Easter eggs. ''Contact'' needed its own language. Samples, sites, roles, escalation, extraction, containment ratings—that is the foundation we are building around." | |||
Several developers described ''Shadows'' as an attempt to find balance after the franchise's recent shifts. Vale said, "We learned from ''Guardians'' that scale alone does not make a game feel bigger. We learned from ''Dark Warfare III'' that focus matters. With ''Shadows'', the goal is not to outgrow the franchise, but to sharpen one corner of it until it feels new."<ref name="DevInterview" /> | |||
The team also addressed expectations around the lack of Zombies. Mercer said, "We know Zombies is huge, and we are not pretending otherwise. But putting Zombies into every game would make it smaller, not bigger. Air Studios had just built a fantastic foundation with ''Dark Warfare III''. Our job was to create something that could stand beside it without copying it."<ref name="ContactDeepDive" /> | |||
==Marketing and release== | ==Marketing and release== | ||
''ShooterofIO: Shadows'' was announced on May 10, 2016, through a cinematic announcement trailer, publisher blog post, and developer message from SOI Studios.<ref name="Announcement" /><ref name="Trailer" /><ref name="SOIReturn" /> The announcement confirmed the title, developer, publisher, 2016 release window, SOI Engine support, and platform lineup of Windows, PlayStation 4, and Xbox One.<ref name="Platforms" /> | ''ShooterofIO: Shadows'' was announced on May 10, 2016, through a cinematic announcement trailer, publisher blog post, and developer message from SOI Studios.<ref name="Announcement">{{cite web |author=Mob Productions |date=May 10, 2016 |title=ShooterofIO: Shadows Announced |url=https://www.mobproductions.example/news/shooterofio-shadows-announced |website=Mob Productions |access-date=May 10, 2016}}</ref><ref name="Trailer" /><ref name="SOIReturn" /> The announcement confirmed the title, developer, publisher, 2016 release window, SOI Engine support, and platform lineup of Windows, PlayStation 4, and Xbox One.<ref name="Platforms" /> | ||
The announcement trailer opened with a citywide surveillance blackout followed by conflicting military orders appearing across several command screens. It showed Shadow Division entering a flooded underpass, breaching an embassy records room, moving across rain-covered rooftops, and fighting through a satellite relay facility. The trailer ended with a distorted message reading "truth is a weapon", followed by the title reveal.<ref name="Trailer" /> | The announcement trailer opened with a citywide surveillance blackout followed by conflicting military orders appearing across several command screens. It showed Shadow Division entering a flooded underpass, breaching an embassy records room, moving across rain-covered rooftops, and fighting through a satellite relay facility. The trailer ended with a distorted message reading "truth is a weapon", followed by the title reveal.<ref name="Trailer" /> | ||
On June 21, 2016, Mob Productions and SOI Studios fully revealed ''Contact'', the game's third mode, and confirmed the worldwide release date of November 8, 2016.<ref name="ContactReveal" /> The reveal included a gameplay trailer, developer commentary, the first three launch sites, the Vanta enemy faction, role progression, extraction-based mission structure, Campaign Early Access, Multiplayer beta dates, and retail editions.<ref name="ContactDeepDive" /><ref name="ContactSites" /> | |||
The ''Contact'' reveal trailer showed a Nightwatch squad entering a quarantined city block after a signal event. The trailer showed alien growth spreading through apartments, a Stalker moving across a ceiling, a squad carrying a signal core through a collapsing tunnel, and an extraction sequence in which a larger Vanta organism destroyed the landing zone before the team escaped through a maintenance road.<ref name="ContactTrailer">{{cite web |author=Mob Productions |date=June 21, 2016 |title=ShooterofIO: Shadows Contact Reveal Trailer |url=https://www.mobproductions.example/trailers/shooterofio-shadows-contact-reveal |website=Mob Productions |access-date=June 21, 2016}}</ref> | |||
Mob Productions announced three editions of the game during the reveal.<ref name="Editions">{{cite web |author=Mob Productions |date=June 21, 2016 |title=ShooterofIO: Shadows Editions and Pre-Order Details |url=https://www.mobproductions.example/news/shooterofio-shadows-editions |website=Mob Productions |access-date=June 21, 2016}}</ref> The Standard Edition includes the base game. The Digital Deluxe Edition includes the base game, Campaign Early Access eligibility, a digital soundtrack sampler, profile customization items, and the Nightwatch Pack for Multiplayer and ''Contact''. The Blackout Edition includes the base game, a steelbook case, Campaign Early Access eligibility, a Shadow Division dossier, a behind-the-scenes feature, soundtrack sampler, and exclusive cosmetic items for Campaign, Multiplayer, and ''Contact''.<ref name="Editions" /> | |||
Coverage of the announcement focused heavily on the decision to drop PlayStation 3 and Xbox 360.<ref name="AnnouncementReaction">{{cite web |last=Russell |first=Mark |date=May 11, 2016 |title=ShooterofIO: Shadows Announced for Current Platforms Only |url=https://www.consoleinsider.example/news/shooterofio-shadows-announced |website=Console Insider |access-date=May 11, 2016}}</ref> Several outlets described the move as overdue after the technical compromises seen in the last-generation versions of ''Guardians'' and ''Dark Warfare III''. Others noted that the decision could alienate players who had continued following the series on older consoles, especially because ''Dark Warfare III'' had released on those platforms only one year earlier.<ref name="AnnouncementReaction" /> | Coverage of the announcement focused heavily on the decision to drop PlayStation 3 and Xbox 360.<ref name="AnnouncementReaction">{{cite web |last=Russell |first=Mark |date=May 11, 2016 |title=ShooterofIO: Shadows Announced for Current Platforms Only |url=https://www.consoleinsider.example/news/shooterofio-shadows-announced |website=Console Insider |access-date=May 11, 2016}}</ref> Several outlets described the move as overdue after the technical compromises seen in the last-generation versions of ''Guardians'' and ''Dark Warfare III''. Others noted that the decision could alienate players who had continued following the series on older consoles, especially because ''Dark Warfare III'' had released on those platforms only one year earlier.<ref name="AnnouncementReaction" /> | ||
Early previews described ''Shadows'' as a darker and more restrained SOI Studios project than ''Modern Ops 3''.<ref name="Preview">{{cite web |last=Martin |first=Joel |date=May 12, 2016 |title=ShooterofIO: Shadows Looks Like SOI Studios' Darkest Game Yet |url=https://www.gamefrontier.example/news/shooterofio-shadows-first-preview |website=Game Frontier |access-date=May 12, 2016}}</ref> The Campaign's surveillance-collapse premise, the move away from last-generation hardware, and the promise of more layered Multiplayer maps were praised, | Early previews described ''Shadows'' as a darker and more restrained SOI Studios project than ''Modern Ops 3''.<ref name="Preview">{{cite web |last=Martin |first=Joel |date=May 12, 2016 |title=ShooterofIO: Shadows Looks Like SOI Studios' Darkest Game Yet |url=https://www.gamefrontier.example/news/shooterofio-shadows-first-preview |website=Game Frontier |access-date=May 12, 2016}}</ref> The Campaign's surveillance-collapse premise, the move away from last-generation hardware, and the promise of more layered Multiplayer maps were praised.<ref name="Preview" /> | ||
Reaction to the ''Contact'' reveal was cautiously positive.<ref name="ContactReaction">{{cite web |last=Harris |first=Dean |date=June 22, 2016 |title=ShooterofIO: Shadows Contact Mode Is Not Zombies, and That May Be the Point |url=https://www.videogameweekly.example/news/shooterofio-shadows-contact-reaction |website=Video Game Weekly |access-date=June 22, 2016}}</ref> Several outlets praised SOI Studios for creating a new cooperative identity instead of placing Zombies into another annual entry, while others questioned whether an alien containment mode could build the same long-term community appeal as Zombies. Previewers were particularly interested in the role system, the Vanta enemy behavior, and the extraction structure, but remained cautious about replayability across only three launch sites.<ref name="ContactReaction" /> | |||
==References== | ==References== | ||
Revision as of 04:01, 29 June 2026
| ShooterofIO: Shadows | |
|---|---|
| Developer(s) | SOI Studios |
| Publisher(s) | Mob Productions |
| Director(s) | Aaron Vale |
| Producer(s) | Dana Mercer |
| Designer(s) |
|
| Artist(s) | Lucas North |
| Writer(s) | Elena Ward |
| Composer(s) | Jack Rourke |
| Series | ShooterofIO |
| Engine | SOI Engine |
| Platform(s) | |
| Release |
|
| Genre(s) | First-person shooter |
| Mode(s) | |
ShooterofIO: Shadows is an upcoming first-person shooter video game developed by SOI Studios and published by Mob Productions. It is scheduled to be released worldwide on November 8, 2016, for Microsoft Windows, PlayStation 4, and Xbox One.[1] It is the next main entry in the ShooterofIO franchise following ShooterofIO: Dark Warfare III (2015), and the first mainline installment developed by SOI Studios since ShooterofIO: Modern Ops 3 (2013).[2]
The game was announced as the first main ShooterofIO title to skip PlayStation 3 and Xbox 360, ending the franchise's cross-generation support that had continued through Dark Warfare III.[3] Mob Productions stated that the decision allowed SOI Studios to focus on larger mission spaces, improved artificial intelligence, denser Multiplayer maps, more advanced lighting, and stronger technical consistency across all supported platforms.[3]
Shadows features a single-player Campaign, competitive Multiplayer, and Contact, an original cooperative mode centered on alien containment operations.[1] The Campaign follows a deniable operations unit investigating a global surveillance collapse tied to a covert organization known as the Eclipse Network. Multiplayer continues SOI Studios' class-based competitive design with a darker urban focus. Contact follows squads sent into sealed incident zones where non-human lifeforms have emerged from distorted signal events, making it the first main ShooterofIO cooperative mode from SOI Studios that is not based on Zombies.[4]
Gameplay
ShooterofIO: Shadows is a first-person shooter built around Campaign, Multiplayer, and cooperative play. The game uses the SOI Engine and continues the movement, gunplay, progression, and class-based systems of recent ShooterofIO entries while shifting away from last-generation hardware support.
Movement includes sprinting, crouching, going prone, mantling, vaulting, sliding, and faster traversal through low cover and broken interior spaces. SOI Studios described the game's combat spaces as more layered than those in Modern Ops 3, with mission routes and Multiplayer maps designed around rooftops, alleys, service tunnels, offices, abandoned transit areas, and surveillance infrastructure.[5]
Weapons are divided into standard classes, including assault rifles, submachine guns, shotguns, light machine guns, marksman rifles, sniper rifles, pistols, and launchers. Attachments affect recoil, handling, mobility, magazine capacity, range, optics, suppression, and aiming stability. Equipment includes tactical devices, lethal equipment, field tools, and surveillance-disruption items.
Progression is shared across Multiplayer and Contact where supported. Players earn experience through eliminations, objective actions, assists, support play, weapon challenges, cooperative completions, and seasonal challenges. Profile progression unlocks weapons, attachments, perks, scorestreaks, cosmetics, calling cards, emblems, and challenge rewards.
Campaign
Campaign is the single-player story mode of Shadows. It follows Shadow Division, a deniable multinational operations unit deployed after several intelligence agencies lose control of field assets, surveillance channels, and black-budget weapons caches.[6] The unit is tasked with identifying the cause of the collapse before the affected networks can be used to trigger conflicts between allied nations.
The central antagonist group is the Eclipse Network, a covert organization built from former intelligence officers, private security contractors, data brokers, and military defectors. Eclipse uses stolen surveillance systems, falsified communications, and manipulated battlefield intelligence to turn governments against their own assets. The announcement trailer shows Shadow Division operating through a rain-soaked capital city, a hijacked satellite relay, a coastal detention site, a collapsed embassy, and an underground traffic-control hub converted into a command center.[7]
Campaign missions are built around infiltration, reconnaissance, sabotage, hostage extraction, convoy disruption, signal interception, and direct assault. Compared with Modern Ops 3, the mode places more emphasis on stealth openings, dynamic alarms, surveillance cameras, alternate entry points, and combat encounters that can escalate if the player is detected. Several missions allow players to approach objectives quietly before transitioning into larger firefights.
Campaign Early Access is scheduled to begin on November 4, 2016, for eligible digital pre-orders and selected retail editions. The early access period includes the full Campaign, while Multiplayer and Contact remain locked until the worldwide launch on November 8.[8]
Multiplayer
Multiplayer returns as the competitive online mode of Shadows. The mode includes custom classes, weapon progression, perks, equipment, scorestreaks, public playlists, private matches, challenges, and seasonal progression.[9]
The map design is based around compact but layered environments. SOI Studios stated that Multiplayer maps would be larger and more detailed than the smallest Modern Ops 3 maps but more controlled than the wide Open World Combat spaces used in ShooterofIO: Guardians.[5] Maps are planned to include surveillance towers, embassy blocks, rooftops, underground stations, corporate campuses, border checkpoints, signal compounds, and dense urban streets.
Class creation includes a primary weapon, secondary weapon, tactical equipment, lethal equipment, perks, and scorestreaks. Perks are organized around movement, stealth, awareness, survivability, and objective play. Scorestreaks reward eliminations, assists, captures, defends, reconnaissance actions, and support contributions.
The announcement confirmed that skill-based matchmaking would return, but SOI Studios stated that it would build from the revised matchmaking approach used in Dark Warfare III rather than the stricter system criticized in Modern Ops 3 and Guardians.[10] Standard public playlists prioritize connection quality, region, latency, playlist population, and party size before broader skill evaluation, while competitive playlists use tighter skill matching and more restrictive team balancing.
The Multiplayer beta is scheduled to begin on September 16, 2016, for PlayStation 4 and Windows players with selected access, followed by Xbox One access on September 23. The beta includes Team Deathmatch, Domination, Search and Destroy, and Signal Control across four maps: "Observation", "Floodline", "Embassy", and "Switchyard".[11]
Contact
Contact is the cooperative mode of ShooterofIO: Shadows.[1] It is an original mode centered on alien containment operations and does not use Zombies, Aetheris, perk machines, GobbleGums, or round-based undead survival. The mode supports solo play and cooperative squads of up to four players.
Players control members of Nightwatch, a classified containment team sent into incident zones where Eclipse Network signal experiments have opened unstable contact points. Each mission takes place in a sealed site affected by alien growth, distorted communications, hostile creatures, and changing environmental hazards. The objective is to enter the zone, identify the source of the contact event, recover or destroy alien material, and extract before the site becomes unrecoverable.[4]
The alien enemies in Contact are collectively known as the Vanta. Vanta organisms are divided into several behavior types. Runners attack in groups and pressure exposed players, Stalkers move across walls and ceilings before ambushing isolated targets, Burrowers travel through soft ground and vents, Screamers disrupt radar and squad communication, and Carriers spread growths that alter routes through the map. Larger elite organisms appear during escalation events and require coordinated fire, equipment use, and objective awareness to defeat.[12]
Contact missions are structured around objectives rather than traditional waves. A squad may need to activate scanners, carry signal cores, escort mobile containment units, seal ruptures, defend extraction uplinks, or destroy alien nests. Enemy pressure increases as objectives are completed, with the final phase requiring the squad to extract while the site collapses into a high-threat state. Optional secondary objectives grant additional rewards but increase the likelihood of elite enemy spawns.
Players select a Field Role before entering a mission. The Assault role focuses on weapon damage and frontline clearing, the Engineer role carries tools for turrets, doors, scanners, and generators, the Medic role improves revives and squad survival, and the Recon role reveals enemy movement, hidden samples, and route hazards. Roles do not lock players into a single weapon class, but provide passive bonuses and role-specific equipment.
Progression in Contact is built around Site Rank, role levels, weapon experience, and recovered alien samples. Players use samples to unlock equipment upgrades, role modifiers, cosmetics, and mission modifiers. Higher difficulties add stronger enemy behavior, reduced resources, additional hazards, and more aggressive site escalation. Completed missions can be replayed for better extraction ratings, hidden evidence, sample rewards, and challenge completions.
At reveal, SOI Studios confirmed three launch Contact sites: "Ground Zero", "Hollow Signal", and "Red Orchard".[13] "Ground Zero" is set in a quarantined city block where the first public contact event occurs. "Hollow Signal" takes place inside a relay facility where the Vanta respond to broadcast frequencies. "Red Orchard" is set in a rural research site overtaken by alien growth and buried Eclipse equipment.
Synopsis
ShooterofIO: Shadows follows Shadow Division, a deniable operations unit formed after a series of coordinated intelligence failures exposes covert agents, corrupts surveillance networks, and causes several governments to act on falsified battlefield information. The crisis begins when allied forces are ordered into conflicting operations by command systems that appear authentic but have been manipulated from inside the intelligence chain.
The Campaign's central threat is the Eclipse Network, a hidden organization that believes modern states can be controlled more effectively through information collapse than direct military occupation. Eclipse does not seek to conquer territory openly; instead, it corrupts the systems used to decide where troops deploy, which targets are considered hostile, and which intelligence reports are trusted. By manipulating what governments believe they know, Eclipse can turn allies into enemies without firing the first shot.
Shadow Division is deployed to recover the source of the compromised signals and identify who is feeding Eclipse's commands into global emergency networks. Early story details describe the Campaign as moving through several connected operations, beginning with street-level raids and expanding into satellite relays, data vaults, private military compounds, and government black sites.[6]
SOI Studios described the story as a more isolated and paranoid military thriller than the studio's previous Modern Ops titles.[2] Rather than focusing on a large conventional war, Shadows centers on mistrust, false orders, missing intelligence, compromised allies, and the difficulty of proving who is responsible when every system used to verify the truth has already been corrupted.
The Contact storyline runs parallel to the Campaign.[4] While Shadow Division investigates Eclipse's human network, Nightwatch responds to the physical consequences of Eclipse's signal experiments. The first incidents suggest that Eclipse was not merely corrupting surveillance systems, but attempting to use those systems to communicate with something beyond Earth. The Vanta appear after repeated signal tests, leaving Nightwatch to contain sites that official governments cannot explain without exposing the intelligence collapse.
Development
ShooterofIO: Shadows is being developed by SOI Studios, marking the studio's first lead ShooterofIO game since Modern Ops 3.[2] The game follows Dark Warfare III, which was developed by Air Studios and received strong reviews after returning the franchise to a more focused structure following the divisive reception of Guardians.
SOI Studios stated that Shadows was not designed as Modern Ops 4, but as a separate mainline entry intended to explore a darker side of the studio's modern military formula.[2] Director Aaron Vale said, "We did not want to make Modern Ops with the lights turned off. Shadows had to feel like a different kind of military story, one where the danger is not just who is shooting at you, but whether the information sending you there can still be trusted."[14]
The studio described the project as a response to the franchise's increasing variety, with Dark Warfare handling horror-inflected covert warfare, Guardians experimenting with broader combat spaces, and Shadows focusing on surveillance, misinformation, black operations, and deniable combat. Producer Dana Mercer said, "The franchise had become wide enough that each studio needed a sharper identity. For us, the question became: what does SOI Studios do when the battlefield is not a country, but a system of lies?"[14]
The game uses the SOI Engine, continuing the shared technology introduced with Modern Ops 3 and later used by Guardians and Dark Warfare III.[15] SOI Studios stated that current-generation-only development allowed the team to push denser lighting, larger memory budgets, more active AI behaviors, more detailed interiors, and improved mission streaming without needing to maintain PlayStation 3 and Xbox 360 feature parity.[3]
Dropping PlayStation 3 and Xbox 360 was one of the central technical decisions announced with the game.[3] Mob Productions stated that the older platforms had reached a point where they limited map density, loading behavior, animation blending, and environmental detail. Technical director Marcus Hale said, "Cross-generation support was not just a texture problem anymore. It affected how many enemies could search a building, how quickly a level could stream, how much surveillance logic could run at once, and how dense a cooperative site could become before the design had to pull back."[16]
SOI Studios described the current-generation-only shift as necessary for the design of Shadows.[5] The Campaign uses more surveillance systems, active alarms, destructible light sources, layered interiors, and enemy search behaviors than previous SOI Studios titles. Multiplayer maps are also built with more vertical overlap, interior density, and lighting variation than the team could reliably support on the older consoles.[5] Lead designer Colin Reed said, "If the player cuts the power, we want the level to respond. If they are spotted by a camera, enemies should move differently. If a squad pushes through a service tunnel, the map should still feel like it has a life above them. Those ideas were difficult to preserve while also building for machines from the previous generation."[16]
The development of Contact began from the idea that the third mode should not compete directly with Zombies.[4] SOI Studios said that it considered several cooperative concepts before settling on an alien containment mode. Mercer said, "Zombies belongs to Dark Warfare. We did not want to borrow its machines, its rituals, its economy, or its expectations. If we were going to build a third pillar for Shadows, it had to be its own thing."[4]
SOI Studios emphasized that Contact was not designed as a round-based survival replacement. Vale said, "Aliens could not just be green zombies. If an enemy crawled across the ceiling, cut the lights, fled through a vent, or split the squad with a scream, it needed to change how players behaved. The mode had to be about entering a site, understanding what went wrong, and escaping before the situation overtook you."[4]
The Vanta enemies were built around movement and pressure rather than simple durability.[12] Reed said, "The first rule was that the creatures had to use the space better than human soldiers. Soldiers hold angles. Vanta break angles. They climb, burrow, swarm, retreat, and come back through a route the player thought was safe." The team used this philosophy to design enemy types that attack from different surfaces, disrupt information, and force squads to move rather than remain in a single defensive position.[12]
The role system in Contact was designed to create squad identity without forcing traditional class restrictions.[4] Systems designer Maya Kessler said, "We wanted roles to matter, but we did not want someone to feel punished for choosing the wrong gun. A Medic can still carry a rifle. An Engineer can still fight. The difference is what they bring to the site when the scanner breaks, when the extraction point goes dark, or when someone goes down behind a sealed door."[14]
The studio also positioned Contact as a way to support long-term cooperative progression outside of Zombies.[4] Kessler said, "Zombies has decades of language inside the franchise: perks, rounds, wall buys, mystery weapons, Easter eggs. Contact needed its own language. Samples, sites, roles, escalation, extraction, containment ratings—that is the foundation we are building around."
Several developers described Shadows as an attempt to find balance after the franchise's recent shifts. Vale said, "We learned from Guardians that scale alone does not make a game feel bigger. We learned from Dark Warfare III that focus matters. With Shadows, the goal is not to outgrow the franchise, but to sharpen one corner of it until it feels new."[14]
The team also addressed expectations around the lack of Zombies. Mercer said, "We know Zombies is huge, and we are not pretending otherwise. But putting Zombies into every game would make it smaller, not bigger. Air Studios had just built a fantastic foundation with Dark Warfare III. Our job was to create something that could stand beside it without copying it."[4]
Marketing and release
ShooterofIO: Shadows was announced on May 10, 2016, through a cinematic announcement trailer, publisher blog post, and developer message from SOI Studios.[17][7][2] The announcement confirmed the title, developer, publisher, 2016 release window, SOI Engine support, and platform lineup of Windows, PlayStation 4, and Xbox One.[3]
The announcement trailer opened with a citywide surveillance blackout followed by conflicting military orders appearing across several command screens. It showed Shadow Division entering a flooded underpass, breaching an embassy records room, moving across rain-covered rooftops, and fighting through a satellite relay facility. The trailer ended with a distorted message reading "truth is a weapon", followed by the title reveal.[7]
On June 21, 2016, Mob Productions and SOI Studios fully revealed Contact, the game's third mode, and confirmed the worldwide release date of November 8, 2016.[1] The reveal included a gameplay trailer, developer commentary, the first three launch sites, the Vanta enemy faction, role progression, extraction-based mission structure, Campaign Early Access, Multiplayer beta dates, and retail editions.[4][13]
The Contact reveal trailer showed a Nightwatch squad entering a quarantined city block after a signal event. The trailer showed alien growth spreading through apartments, a Stalker moving across a ceiling, a squad carrying a signal core through a collapsing tunnel, and an extraction sequence in which a larger Vanta organism destroyed the landing zone before the team escaped through a maintenance road.[18]
Mob Productions announced three editions of the game during the reveal.[19] The Standard Edition includes the base game. The Digital Deluxe Edition includes the base game, Campaign Early Access eligibility, a digital soundtrack sampler, profile customization items, and the Nightwatch Pack for Multiplayer and Contact. The Blackout Edition includes the base game, a steelbook case, Campaign Early Access eligibility, a Shadow Division dossier, a behind-the-scenes feature, soundtrack sampler, and exclusive cosmetic items for Campaign, Multiplayer, and Contact.[19]
Coverage of the announcement focused heavily on the decision to drop PlayStation 3 and Xbox 360.[20] Several outlets described the move as overdue after the technical compromises seen in the last-generation versions of Guardians and Dark Warfare III. Others noted that the decision could alienate players who had continued following the series on older consoles, especially because Dark Warfare III had released on those platforms only one year earlier.[20]
Early previews described Shadows as a darker and more restrained SOI Studios project than Modern Ops 3.[21] The Campaign's surveillance-collapse premise, the move away from last-generation hardware, and the promise of more layered Multiplayer maps were praised.[21]
Reaction to the Contact reveal was cautiously positive.[22] Several outlets praised SOI Studios for creating a new cooperative identity instead of placing Zombies into another annual entry, while others questioned whether an alien containment mode could build the same long-term community appeal as Zombies. Previewers were particularly interested in the role system, the Vanta enemy behavior, and the extraction structure, but remained cautious about replayability across only three launch sites.[22]
References
- ↑ 1.0 1.1 1.2 1.3 Mob Productions (June 21, 2016). "ShooterofIO: Shadows Contact Mode and Release Date Revealed". Mob Productions. Retrieved June 21, 2016.
- ↑ 2.0 2.1 2.2 2.3 2.4 SOI Studios (May 10, 2016). "SOI Studios Returns With ShooterofIO: Shadows". SOI Studios. Retrieved May 10, 2016.
- ↑ 3.0 3.1 3.2 3.3 3.4 Mob Productions (May 10, 2016). "ShooterofIO: Shadows Platform Details". Mob Productions. Retrieved May 10, 2016.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 SOI Studios (June 21, 2016). "Contact: The New Cooperative Mode in ShooterofIO: Shadows". SOI Studios. Retrieved June 21, 2016.
- ↑ 5.0 5.1 5.2 5.3 SOI Studios (May 10, 2016). "ShooterofIO: Shadows Gameplay Overview". SOI Studios. Retrieved May 10, 2016.
- ↑ 6.0 6.1 SOI Studios (May 10, 2016). "Inside the World of ShooterofIO: Shadows". SOI Studios. Retrieved May 10, 2016.
- ↑ 7.0 7.1 7.2 Mob Productions (May 10, 2016). "ShooterofIO: Shadows Announcement Trailer". Mob Productions. Retrieved May 10, 2016.
- ↑ Mob Productions (June 21, 2016). "ShooterofIO: Shadows Campaign Early Access Details". Mob Productions. Retrieved June 21, 2016.
- ↑ Mob Productions (May 10, 2016). "ShooterofIO: Shadows First Details". Mob Productions. Retrieved May 10, 2016.
- ↑ SOI Studios (May 10, 2016). "ShooterofIO: Shadows Multiplayer Matchmaking". SOI Studios. Retrieved May 10, 2016.
- ↑ Mob Productions (June 21, 2016). "ShooterofIO: Shadows Multiplayer Beta Announced". Mob Productions. Retrieved June 21, 2016.
- ↑ 12.0 12.1 12.2 SOI Studios (June 21, 2016). "The Vanta Threat in ShooterofIO: Shadows Contact". SOI Studios. Retrieved June 21, 2016.
- ↑ 13.0 13.1 Mob Productions (June 21, 2016). "ShooterofIO: Shadows Contact Launch Sites Revealed". Mob Productions. Retrieved June 21, 2016.
- ↑ 14.0 14.1 14.2 14.3 SOI Studios (June 21, 2016). "SOI Studios on Building ShooterofIO: Shadows". SOI Studios. Retrieved June 21, 2016.
- ↑ Mob Productions (May 10, 2016). "ShooterofIO: Shadows Uses SOI Engine". Mob Productions. Retrieved May 10, 2016.
- ↑ 16.0 16.1 SOI Studios (June 21, 2016). "Why ShooterofIO: Shadows Is Current-Generation Only". SOI Studios. Retrieved June 21, 2016.
- ↑ Mob Productions (May 10, 2016). "ShooterofIO: Shadows Announced". Mob Productions. Retrieved May 10, 2016.
- ↑ Mob Productions (June 21, 2016). "ShooterofIO: Shadows Contact Reveal Trailer". Mob Productions. Retrieved June 21, 2016.
- ↑ 19.0 19.1 Mob Productions (June 21, 2016). "ShooterofIO: Shadows Editions and Pre-Order Details". Mob Productions. Retrieved June 21, 2016.
- ↑ 20.0 20.1 Russell, Mark (May 11, 2016). "ShooterofIO: Shadows Announced for Current Platforms Only". Console Insider. Retrieved May 11, 2016.
- ↑ 21.0 21.1 Martin, Joel (May 12, 2016). "ShooterofIO: Shadows Looks Like SOI Studios' Darkest Game Yet". Game Frontier. Retrieved May 12, 2016.
- ↑ 22.0 22.1 Harris, Dean (June 22, 2016). "ShooterofIO: Shadows Contact Mode Is Not Zombies, and That May Be the Point". Video Game Weekly. Retrieved June 22, 2016.
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