ShooterofIO: 1950
| ShooterofIO: 1950 | |
|---|---|
| Developer(s) | War Games |
| Publisher(s) | Mob Productions |
| Director(s) | Ethan Cole |
| Producer(s) | Marissa Vaughn |
| Designer(s) |
|
| Artist(s) | Lucas Vane |
| Writer(s) | Brendan Shaw |
| Composer(s) | Miles Rourke |
| Series | ShooterofIO |
| Engine | SOI Engine |
| Platform(s) | |
| Release |
|
| Genre(s) | First-person shooter |
| Mode(s) | |
ShooterofIO: 1950 is an upcoming first-person shooter video game developed by War Games and published by Mob Productions. It is planned for release in 2017 for Microsoft Windows, PlayStation 4, and Xbox One.[1] It is the next main entry in the ShooterofIO franchise following ShooterofIO: Shadows (2016), and the first mainline installment developed by War Games since ShooterofIO: Guardians (2014).[2]
The game was announced as a historical military shooter set during the early Cold War, focusing on covert operations, proxy conflict, post-war weapons programs, and the political instability of 1950.[3] War Games described the game as neither a direct sequel to ShooterofIO: WWII nor a return to the speculative combat structure of Guardians, but as a grounded historical thriller built around the first year of a new global order.[2]
ShooterofIO: 1950 features Campaign, Multiplayer, and DMZ.[4] The Campaign follows an international special operations unit investigating a chain of military incidents across Europe and Asia after classified Second World War-era research resurfaces in 1950. Multiplayer returns with historical weapons, class-based loadouts, slower tactical pacing, and large environmental variety. DMZ is a new cooperative extraction mode in which squads enter contested demilitarized regions, recover intelligence and supplies, avoid enemy patrols, and extract before military escalation closes the zone.[5]
Gameplay
ShooterofIO: 1950 is a first-person shooter built around Campaign, Multiplayer, and cooperative play. The game uses the SOI Engine and continues the franchise's current-generation-only platform approach after ShooterofIO: Shadows, with no PlayStation 3 or Xbox 360 versions announced.[6]
Movement includes sprinting, crouching, going prone, mantling, vaulting, diving into cover, and sliding on steep or loose surfaces. War Games described movement as heavier and more grounded than Shadows, with slower acceleration, stronger weapon weight, and more deliberate transitions between sprinting, aiming, and cover use.[7]
Weapons are based on late-1940s and early-1950s military equipment, including battle rifles, bolt-action rifles, early assault rifles, submachine guns, light machine guns, shotguns, pistols, explosives, and prototype weapons. Attachments are more limited than in modern-set entries, focusing on bayonets, slings, suppressors, extended magazines, early optics, rifle grenades, stocks, grips, and ammunition types. The weapon sandbox is intended to emphasize recoil control, ammunition discipline, positioning, and sightline management rather than high-speed attachment stacking.[7]
Progression is shared across Multiplayer and DMZ where supported. Players earn experience through eliminations, objectives, assists, extractions, recovered documents, weapon challenges, and seasonal assignments. Profile progression unlocks weapons, equipment, cosmetic items, calling cards, emblems, class options, DMZ field upgrades, and challenge rewards.
Campaign
Campaign is the single-player story mode of ShooterofIO: 1950. The story follows Task Force Lantern, a covert unit formed after several governments discover that classified research, weapons shipments, and prisoner records from the Second World War have begun resurfacing across unstable Cold War flashpoints.[8]
The Campaign begins after a border incident exposes a hidden weapons convoy carrying material believed to have been destroyed in 1945. Task Force Lantern is ordered to investigate the shipment before the evidence can trigger a larger political crisis. Early announced locations include a frozen rail line in Eastern Europe, a ruined industrial city under military occupation, a mountain listening post, a coastal weapons depot, a refugee evacuation route, and a battlefield command bunker near a contested frontier.[8]
War Games described the Campaign as a historical thriller rather than a conventional war story.[3] Missions are built around reconnaissance, sabotage, prisoner recovery, convoy interception, bunker assault, document extraction, and defensive retreats. Several missions include limited friendly support, improvised equipment, restricted ammunition, and enemy patrols that can call in reinforcements if alarms are triggered.
Unlike the broader combat spaces used in Guardians, the Campaign is built around contained operations with multiple routes and tactical choices.[7] Players can cut field telephones, disable searchlights, destroy radios, breach alternate entrances, rescue optional allies, and recover hidden intelligence. The game's historical setting reduces the amount of advanced technology available to the player, making flares, binoculars, maps, radios, and field signals important tools during missions.
Multiplayer
Multiplayer returns as the competitive online mode of ShooterofIO: 1950. It includes custom classes, weapon progression, equipment, perks, scorestreaks, public playlists, private matches, competitive playlists, challenges, and seasonal progression.[4]
War Games described Multiplayer as a partial return to more traditional ShooterofIO structure after the divisive competitive systems of Shadows.[9] Standard core playlists use 6v6 matches, while larger playlists support 10v10 combat on selected maps. Scorestreaks return, but several streaks are designed around historical battlefield support, including artillery spotting, reconnaissance aircraft, supply drops, mortar crews, armored cars, smoke barrages, and radio intercepts.
The announcement confirmed that Multiplayer maps would be built around early Cold War battlefields, occupied cities, border zones, industrial facilities, rural villages, military depots, and snow-covered frontlines.[9] War Games stated that map design would avoid the extreme width of Guardians while also avoiding the surveillance-heavy density of Shadows, aiming for readable lanes, strong power positions, flank routes, and objective-focused map flow.
Class creation uses primary weapons, secondary weapons, lethal equipment, tactical equipment, perks, and scorestreaks. Perks are organized around movement, awareness, survivability, equipment use, and objective play. Equipment includes fragmentation grenades, smoke grenades, signal flares, field mines, satchel charges, throwing knives, decoy whistles, and radio jammers.
The mini-map returns closer to the traditional franchise model than in Shadows.[9] Unsuppressed gunfire appears on the mini-map during standard rules, while suppressors and certain perks reduce detection. War Games stated that it wanted Multiplayer to preserve the readability and pace expected from a mainline ShooterofIO game while still reflecting the heavier historical setting.[9]
DMZ
DMZ is the cooperative mode of ShooterofIO: 1950.[5] It is an extraction-focused mode in which squads of up to four players enter contested demilitarized zones to recover intelligence, supplies, weapons, prisoners, and classified material before extracting. The mode is not Zombies and does not use the alien containment systems from Contact.
Each DMZ match begins with a squad inserting into a large open combat zone with limited equipment and multiple possible objectives. Players may choose to complete primary assignments, pursue optional contracts, loot supply caches, recover documents, rescue non-player characters, destroy enemy equipment, or hunt high-value targets. The squad can extract early with limited rewards or remain in the zone longer for greater rewards and higher danger.[5]
DMZ zones include enemy patrols, neutral civilians, rival military factions, artillery danger areas, roaming armored vehicles, locked bunkers, hidden supply routes, and dynamic escalation events. War Games stated that the mode is designed around tension rather than constant combat, with players often needing to decide whether to avoid enemy forces, ambush them, or retreat before reinforcements arrive.[5]
The mode uses Field Reputation as its main progression system. Players earn reputation by extracting successfully, completing contracts, recovering intelligence, rescuing prisoners, and returning valuable supplies. Reputation unlocks field upgrades, starting equipment options, barter items, safehouse improvements, faction assignments, cosmetic rewards, and higher-risk zone variants.[10]
Players can lose some carried items if they fail to extract, but War Games stated that DMZ is not designed as a punishing full-loot mode.[10] Weapons and core progression remain protected, while mission supplies, temporary field items, recovered documents, and high-value loot must be extracted to be kept. The studio described this as a middle ground between cooperative mission play and high-risk extraction gameplay.[10]
The announcement confirmed three launch DMZ zones: "Iron Valley", "Grey Crossing", and "Port Meridian".[11] "Iron Valley" is a snow-covered military corridor built around rail lines, bunkers, and mountain roads. "Grey Crossing" is a ruined border town divided by military checkpoints and civilian evacuation routes. "Port Meridian" is a fog-covered coastal supply hub with warehouses, docks, patrol boats, and hidden weapons shipments.
Synopsis
ShooterofIO: 1950 is set during the early Cold War, five years after the end of the Second World War. The Campaign follows Task Force Lantern, an international covert operations unit assembled after several unrelated military incidents reveal the same hidden signature: classified wartime research that was believed to have been destroyed in 1945.
The central threat is the Black Lantern network, a secret organization made up of former wartime intelligence officers, arms traffickers, defected scientists, and military hardliners. Black Lantern seeks to profit from the instability of the new Cold War by moving weapons, research, and prisoners through contested territories before governments can publicly acknowledge what has been lost. The organization does not attempt to start a single world war directly; instead, it uses border crises, false evidence, and abandoned wartime assets to push rival powers closer to conflict.[8]
Task Force Lantern is sent into flashpoints where official military action would risk escalation. The unit's missions are denied by the governments that authorize them, forcing the team to operate without open support. Early story details describe the Campaign as moving from small recovery operations to larger discoveries about how much wartime research survived the end of the war.[3]
DMZ runs parallel to the Campaign and focuses on the aftermath of the same instability.[5] While Task Force Lantern investigates the Black Lantern network, DMZ squads enter contested zones left behind by border clashes, failed evacuations, and abandoned covert operations. Their work reveals how civilians, soldiers, smugglers, and intelligence agencies are all being pulled into the same hidden conflict.
Development
ShooterofIO: 1950 is being developed by War Games, marking the studio's first lead ShooterofIO game since Guardians.[2] The game also marks War Games' first historical ShooterofIO title since ShooterofIO: WWII (2011).[2]
War Games stated that the title was chosen to emphasize a specific year rather than a broad war.[3] Director Ethan Cole said, "1950 is not just a number for us. It is a pressure point. The war is over, but the world is not at peace. Old weapons are still moving. Old files are still buried. New alliances are forming faster than anyone can trust them. That is where this game lives."[12]
The studio described 1950 as a response to both its own history and the franchise's recent direction.[12] Producer Marissa Vaughn said, "After Guardians, we knew we had to be careful with scale. A bigger space does not automatically create a better fight. After Shadows, we also saw how much risk comes with changing the language of Multiplayer. For 1950, we wanted to make something grounded, readable, and tense without feeling like we were stepping backward."[12]
War Games said that 1950 is not a direct sequel to ShooterofIO: WWII despite sharing a historical foundation.[3] Writer Brendan Shaw said, "World War II gives you clear fronts, clear armies, and clear iconography. 1950 gives you suspicion. It gives you missing prisoners, false orders, secret shipments, disputed borders, and governments pretending they do not know what their own people are doing. That is a very different kind of story."[12]
The game uses the SOI Engine and continues the current-generation-only platform approach introduced with ShooterofIO: Shadows.[6] War Games stated that the absence of PlayStation 3 and Xbox 360 versions allowed it to build larger DMZ spaces, denser Campaign interiors, more active patrol behavior, improved snow and smoke effects, larger vehicle presence, and more consistent memory budgets across platforms.[13]
Lead designer Ryan Pierce said that the game's historical setting affected nearly every system.[7] "When your weapons kick harder, reload slower, and carry fewer modern comforts, every lane changes. Smoke matters more. Suppression matters more. A missed shot matters more. We wanted the game to feel like ShooterofIO, but we also wanted the year to matter every time the player pulled the trigger."[12]
DMZ was developed after War Games decided that the third mode should reflect the Cold War setting rather than imitate Zombies or Contact.[5] Vaughn said, "We did not want undead. We did not want aliens. We wanted tension built from borders, documents, patrols, extraction routes, and the feeling that staying five more minutes might change everything." The studio described DMZ as a cooperative mode where the enemy is not only the opposing force, but the decision to keep searching when the safe choice is to leave.[5]
Naomi Keller, one of the game's designers, said that DMZ was built around risk that players could understand without losing all progress.[10] "Full loss can create tension, but it can also make players afraid to play. We wanted extraction to matter without making every failed run feel like a punishment. You keep your identity, your weapons, your long-term progress. What you risk is what you chose to bring out of the zone."[10]
War Games stated that Multiplayer would return several familiar systems after the divisive response to Shadows Multiplayer.[9] Cole said, "We respect what Shadows tried. It had a strong idea. But for 1950, our Multiplayer needs to be readable on day one. Players should understand the rhythm quickly, and then spend the year mastering the maps, weapons, and modes."[12]
The development team also stated that it wanted to avoid treating the historical setting as only a visual theme.[3] Shaw said, "If 1950 is just old uniforms and old rifles, we have failed. The year has to affect why people fight, what they know, what they are allowed to say, and what happens if the wrong document gets found in the wrong place."[12]
Marketing and release
ShooterofIO: 1950 was announced on May 16, 2017, through a cinematic announcement trailer, a publisher blog post, and a developer message from War Games.[1][14][2] The announcement confirmed War Games as lead developer, Mob Productions as publisher, the 2017 release window, Campaign, Multiplayer, DMZ, and the platform lineup of Windows, PlayStation 4, and Xbox One.[4][6]
The announcement trailer opened with archival-style footage of a victory parade fading into classified documents, border maps, and radio transmissions dated 1950. It then showed Task Force Lantern ambushing a weapons convoy in a snowstorm, infiltrating a rail depot, escaping through a burning village, and discovering a bunker filled with crates marked as destroyed in 1945. The trailer ended with a squad entering a demilitarized zone as artillery sounded in the distance, followed by the title reveal.[14]
The announcement also revealed DMZ as the game's third mode.[5] War Games described DMZ as a cooperative extraction mode built around contested regions rather than horror or science fiction. The initial DMZ reveal confirmed four-player squads, extraction-based progression, Field Reputation, limited item loss, optional contracts, dynamic escalation, and three launch zones.[11]
Early coverage of the announcement focused on the historical setting and War Games' return after Guardians.[15] Several outlets described the early Cold War premise as a distinct shift from the modern surveillance focus of Shadows and the Aetheris storyline of Dark Warfare III. The announcement of DMZ drew particular attention, with previews noting that it appeared to take the cooperative slot in a more grounded direction than either Zombies or Contact.[16]
Some early previews were cautious about War Games' return due to the mixed reception of Guardians.[17] However, the more grounded Campaign premise, the return of 6v6 Multiplayer, and the decision to make DMZ cooperative extraction rather than another large Open World Combat experiment were generally viewed as signs that War Games was taking a more focused approach.[17]
References
- ↑ 1.0 1.1 Mob Productions (May 16, 2017). "ShooterofIO: 1950 Announced". Mob Productions. Retrieved May 16, 2017.
- ↑ 2.0 2.1 2.2 2.3 2.4 War Games (May 16, 2017). "War Games Returns With ShooterofIO: 1950". War Games. Retrieved May 16, 2017.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 War Games (May 16, 2017). "Inside the World of ShooterofIO: 1950". War Games. Retrieved May 16, 2017.
- ↑ 4.0 4.1 4.2 Mob Productions (May 16, 2017). "ShooterofIO: 1950 First Details". Mob Productions. Retrieved May 16, 2017.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 War Games (May 16, 2017). "DMZ: The New Cooperative Mode in ShooterofIO: 1950". War Games. Retrieved May 16, 2017.
- ↑ 6.0 6.1 6.2 Mob Productions (May 16, 2017). "ShooterofIO: 1950 Platform Details". Mob Productions. Retrieved May 16, 2017.
- ↑ 7.0 7.1 7.2 7.3 War Games (May 16, 2017). "ShooterofIO: 1950 Gameplay Overview". War Games. Retrieved May 16, 2017.
- ↑ 8.0 8.1 8.2 War Games (May 16, 2017). "ShooterofIO: 1950 Campaign First Look". War Games. Retrieved May 16, 2017.
- ↑ 9.0 9.1 9.2 9.3 9.4 War Games (May 16, 2017). "ShooterofIO: 1950 Multiplayer First Details". War Games. Retrieved May 16, 2017.
- ↑ 10.0 10.1 10.2 10.3 10.4 War Games (May 16, 2017). "Progression in ShooterofIO: 1950 DMZ". War Games. Retrieved May 16, 2017.
- ↑ 11.0 11.1 Mob Productions (May 16, 2017). "ShooterofIO: 1950 DMZ Launch Zones Revealed". Mob Productions. Retrieved May 16, 2017.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 War Games (May 16, 2017). "War Games on Building ShooterofIO: 1950". War Games. Retrieved May 16, 2017.
- ↑ War Games (May 16, 2017). "ShooterofIO: 1950 Technology and Platforms". War Games. Retrieved May 16, 2017.
- ↑ 14.0 14.1 Mob Productions (May 16, 2017). "ShooterofIO: 1950 Announcement Trailer". Mob Productions. Retrieved May 16, 2017.
- ↑ Russell, Mark (May 17, 2017). "ShooterofIO: 1950 Announced by War Games". Console Insider. Retrieved May 17, 2017.
- ↑ Harris, Dean (May 17, 2017). "ShooterofIO: 1950's DMZ Mode Takes Co-op in a New Direction". Video Game Weekly. Retrieved May 17, 2017.
- ↑ 17.0 17.1 Martin, Joel (May 18, 2017). "ShooterofIO: 1950 First Preview". Game Frontier. Retrieved May 18, 2017.
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