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 scheduled to be released worldwide on November 7, 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]
Set during the early Cold War, the game focuses on covert operations, proxy conflict, post-war weapons programs, and the political instability of 1950.[3] War Games described the game as a historical successor to ShooterofIO: WWII rather than a direct continuation of that game's campaign, using the aftermath of the Second World War as the foundation for a more secretive Cold War thriller.[2]
ShooterofIO: 1950 features Campaign, Multiplayer, and DMZ.[4] The Campaign follows Task Force Lantern, an international covert unit investigating a network moving classified wartime research through unstable Cold War flashpoints. Multiplayer returns to a more traditional ShooterofIO structure after the divisive competitive changes in Shadows, with 6v6 core playlists, scorestreaks, classic mini-map behavior, and historical weapon handling. DMZ is a cooperative extraction mode in which squads enter contested demilitarized regions, recover intelligence and supplies, complete contracts, and extract before military escalation closes the zone.[5]
Gameplay[edit | edit source]
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[edit | edit source]
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. The Deep Dive confirmed that the Campaign is structured around a chain of covert operations across disputed borders, occupied cities, military depots, rail corridors, and abandoned wartime research sites.[9]
The main playable unit includes Captain Daniel Hayes, a former wartime infantryman now serving as Task Force Lantern's field commander; Sofia Markovic, an intelligence officer specializing in prisoner recovery and document trails; Pavel Orlov, a former signals operator familiar with Soviet field networks; and James Calder, a demolitions specialist assigned to destroy recovered research before it can be moved again.[9] War Games stated that the characters were written to reflect different relationships with the end of the Second World War: some view 1950 as a fragile peace, while others believe the war merely changed form.[9]
Campaign 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. Players can cut field telephones, disable searchlights, destroy radios, breach alternate entrances, rescue optional allies, and recover hidden intelligence.[7]
The Campaign Deep Dive revealed several missions, including "Frozen Ledger", set along a snow-covered rail line; "Dead Archive", set in a ruined government records building; "White Border", centered on a disputed frontier crossing; "Lantern House", set inside a compromised safehouse; and "The Ninth Vault", a late-game bunker mission involving classified weapons material believed to have been destroyed after the war.[9]
Unlike the broader combat spaces used in Guardians, the Campaign is built around contained operations with multiple routes and tactical choices. The game's historical setting reduces the amount of advanced technology available to the player, making flares, binoculars, maps, radios, field signals, and environmental awareness important tools during missions.[7]
Campaign Early Access is scheduled to begin on November 3, 2017, for eligible digital pre-orders and selected retail editions. The early access period includes the full Campaign, while Multiplayer and DMZ remain locked until the worldwide launch on November 7.[10]
Multiplayer[edit | edit source]
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.[11] 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 Deep Dive confirmed twelve launch Multiplayer maps: "Ironworks", "Checkpoint Alpha", "Snowline", "Old Quarter", "Red Signal", "Bunker Hill", "Port Meridian", "Crossing", "Trainyard", "Embassy Row", "Coal Yard", and "Radar Post".[12] War Games stated that the maps are built around readable lanes, recognizable power positions, flank routes, and strong objective flow. The studio described the design goal as "grounded momentum", placing more emphasis on route control and weapon handling than on movement tricks or information-denial systems.[12]
The launch modes include Team Deathmatch, Free-for-All, Domination, Search and Destroy, Capture the Flag, Headquarters, Kill Confirmed, Secure Line, Warpath, Convoy, and Frontline.[12] Warpath is a moving-hardpoint mode in which the active objective shifts along a route through the map. Convoy requires one team to escort a military vehicle through staged checkpoints while the opposing team attempts to disable it. Frontline uses fixed spawn territories and rewards teams for pushing the combat line forward without losing control of rear objectives.
Class creation returns to a more familiar structure than the Loadout Grid system in Shadows. Players equip one primary weapon, one secondary weapon, lethal equipment, tactical equipment, three perks, and scorestreaks.[12] Weapon attachments are more limited than in modern-set entries, but War Games stated that each attachment is intended to have a clear tradeoff. Early optics improve sight clarity but reduce handling, bayonets improve close-range melee options but affect mobility, and suppressors reduce mini-map visibility at the cost of range and damage consistency.[7]
The mini-map returns closer to the traditional franchise model.[11] 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.[11]
Skill-based matchmaking remains present, but the Deep Dive stated that public matchmaking uses the broader approach introduced late in Dark Warfare III and retained in parts of Shadows. Public playlists prioritize connection quality, region, latency, playlist population, and party size before broader skill evaluation. Competitive playlists use stricter skill matching, visible divisions, restricted rule sets, and separate progression rewards.[13]
The Multiplayer beta is scheduled to begin on September 15, 2017, for PlayStation 4 and Windows players with selected access, followed by Xbox One access on September 22. The beta includes Team Deathmatch, Domination, Search and Destroy, Warpath, and Convoy across four maps: "Ironworks", "Checkpoint Alpha", "Snowline", and "Old Quarter".[14]
DMZ[edit | edit source]
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]
The DMZ Deep Dive expanded the mode's main systems: Field Reputation, Safehouse, Field Kit, Intel Board, Contraband Supplies, Zone Heat, Faction Pressure, and Extraction Streaks.[15] War Games described DMZ as a cooperative mode built around controlled risk, where players can choose how long to stay in a zone and how much danger they are willing to accept for better rewards.[15]
Field Reputation is the main long-term progression system. Players earn reputation by extracting successfully, completing contracts, recovering intelligence, rescuing prisoners, returning valuable supplies, and surviving higher-danger zone states. Reputation unlocks field upgrades, starting equipment options, barter items, safehouse improvements, faction assignments, cosmetic rewards, and higher-risk zone variants.[16]
The Safehouse acts as the DMZ hub between deployments.[15] Players use the Safehouse to select assignments, manage Field Kits, view recovered intelligence, upgrade support stations, and prepare for the next insertion. Safehouse upgrades include a radio table for better contract visibility, a medical corner for improved revive items, a supply shelf for expanded starting options, and an intelligence wall that reveals hidden objectives in each zone.
Field Kits define a player's starting role in DMZ. The Scout kit improves movement, spotting, and silent looting. The Breacher kit improves door charges, bunker access, and close-range combat. The Medic kit improves revives, recovery items, and prisoner rescues. The Quartermaster kit improves supply discovery, extraction rewards, and barter efficiency. Field Kits do not lock players into fixed weapons, but they shape how a squad approaches contracts and extraction routes.[15]
Contraband Supplies are temporary items recovered inside a zone. They include field radios, medical crates, ammunition tins, prototype parts, codebooks, prisoner files, fuel cans, bunker keys, and sealed documents.[15] Some supplies can be extracted for rewards, while others are used during the deployment to open routes, power equipment, call extraction, or complete contracts. Players lose most carried contraband if they fail to extract, but weapons and long-term account progression remain protected.[16]
Zone Heat measures how unstable a deployment has become. Heat rises when players fire unsuppressed weapons, complete major objectives, trigger alarms, destroy vehicles, open restricted bunkers, or remain in the zone for extended periods.[15] Higher Zone Heat increases patrol density, adds roadblocks, shortens extraction windows, and can introduce artillery danger areas or armored reinforcements. Faction Pressure tracks which enemy groups are responding to the squad's actions, allowing different deployments in the same zone to escalate in different ways.[15]
Extraction Streaks reward squads that repeatedly extract successfully. Streak bonuses include better starting intelligence, improved barter options, reduced contract uncertainty, and small Safehouse advantages.[15] War Games stated that Extraction Streaks are designed to reward careful play without turning failure into a full progression reset. A failed extraction ends the streak and loses carried contraband, but does not remove Field Reputation or permanent unlocks.
The announcement confirmed three launch DMZ zones: "Iron Valley", "Grey Crossing", and "Port Meridian".[17] "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[edit | edit source]
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[edit | edit source]
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."[18]
The studio described 1950 as a response to both its own history and the franchise's recent direction.[18] 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."[18]
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."[18]
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.[19]
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."[18]
The Deep Dive presentation emphasized that War Games was attempting to recover trust after the mixed reception of Guardians.[1] Cole said, "We are proud of the ambition behind Guardians, but ambition has to serve the player. With 1950, the question we kept asking was simple: can the player understand what matters in this space, in this fight, right now?"[20]
The Campaign was designed around compact operations rather than large open combat spaces. Shaw said, "A Cold War mission should feel like it can disappear. You go in, you find the file, you pull out the prisoner, and by morning nobody admits you were there. That shape is very different from a traditional battlefield." War Games said this approach allowed the Campaign to preserve cinematic set pieces while keeping the focus on secrecy, tension, and limited information.[9]
The studio also explained why Captain Daniel Hayes was included in the cast despite the game not being a direct sequel to ShooterofIO: WWII.[9] Shaw said, "Hayes gives the player a human bridge from the war to the Cold War. He is not there so we can retell WWII. He is there because men like him survived one war and then had to watch the pieces of it move into another kind of conflict."[20]
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.[16] "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."[16]
The Safehouse was added to DMZ to give the mode a sense of continuity between deployments.[15] Keller said, "If DMZ is only what happens inside the zone, it becomes a loot run. The Safehouse lets the player feel the work accumulating. The wall fills with documents. The radio table improves. The supply shelf changes. You are not just leaving with items; you are building an operation."[15]
War Games stated that Zone Heat was created to prevent DMZ from becoming a mode where players simply cleared a zone at their own pace.[15] Pierce said, "The zone is not waiting for you. Every loud fight, every alarm, every extra minute tells the world that you are there. We wanted squads to feel that pressure without using an artificial timer in every match."[20]
War Games stated that Multiplayer would return several familiar systems after the divisive response to Shadows Multiplayer.[11] 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."[18]
The studio rejected the idea that returning to 6v6, scorestreaks, and traditional mini-map behavior meant avoiding change.[12] Pierce said, "Familiar does not mean lazy. The work is in making an old rifle feel right on a new map, making smoke change a lane, making a mortar strike feel powerful without being constant, and making a 6v6 match breathe in a way players understand immediately."[20]
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."[18]
Marketing and release[edit | edit source]
ShooterofIO: 1950 was announced on May 16, 2017, through a cinematic announcement trailer, a publisher blog post, and a developer message from War Games.[21][22][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.[22]
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.[17]
On July 18, 2017, Mob Productions and War Games released the ShooterofIO: 1950 Deep Dive.[1] The presentation confirmed the worldwide release date of November 7, 2017, Campaign Early Access beginning November 3, Multiplayer beta dates, twelve launch Multiplayer maps, eleven launch Multiplayer modes, the Campaign's main cast, additional Campaign mission details, and expanded DMZ systems.[9][12][15]
The Deep Dive trailer focused on three pillars of the game. The Campaign portion showed Task Force Lantern intercepting a convoy and recovering a prisoner file from a burning archive. The Multiplayer portion showed 6v6 combat on "Ironworks", "Checkpoint Alpha", and "Snowline", highlighting smoke grenades, scorestreaks, and heavier weapon recoil. The DMZ portion showed a squad entering "Grey Crossing", rescuing a prisoner, looting a bunker, and choosing whether to extract or remain in the zone as artillery warnings increased.[23]
Mob Productions announced three editions of the game during the Deep Dive.[24] 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 Lantern Pack for Multiplayer and DMZ. The Collector's Edition includes the base game, a steelbook case, Campaign Early Access eligibility, a Task Force Lantern dossier, a replica field map, a behind-the-scenes feature, soundtrack sampler, and exclusive cosmetic items.[24]
Early coverage of the announcement focused on the historical setting and War Games' return after Guardians.[25] 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.[26]
Some early previews were cautious about War Games' return due to the mixed reception of Guardians.[27] 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.[27]
Reaction to the Deep Dive was more positive than the initial announcement coverage.[28] Previewers praised the clearer Campaign structure, the return to traditional Multiplayer fundamentals, and the added depth of DMZ. Several outlets described DMZ as the most promising part of the reveal, noting that its Safehouse, Zone Heat, and limited-loss extraction systems appeared more approachable than harsher extraction games while still offering tension.[28]
Game Frontier described the Deep Dive as "the strongest War Games presentation since ShooterofIO: WWII", praising the studio for connecting the historical setting to gameplay rather than treating 1950 as only a visual theme.[28] Video Game Weekly remained cautious about whether DMZ would have enough long-term variety across three launch zones, but said the mode had a clearer identity than the cooperative systems in Guardians.[26]
References[edit | edit source]
- ↑ 1.0 1.1 1.2 Mob Productions (July 18, 2017). "ShooterofIO: 1950 Deep Dive and Release Date Revealed". Mob Productions. Retrieved July 18, 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 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 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 7.4 7.5 War Games (May 16, 2017). "ShooterofIO: 1950 Gameplay Overview". War Games. Retrieved May 16, 2017.
- ↑ 8.0 8.1 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 9.5 9.6 War Games (July 18, 2017). "ShooterofIO: 1950 Campaign Deep Dive". War Games. Retrieved July 18, 2017.
- ↑ Mob Productions (July 18, 2017). "ShooterofIO: 1950 Campaign Early Access Details". Mob Productions. Retrieved July 18, 2017.
- ↑ 11.0 11.1 11.2 11.3 War Games (May 16, 2017). "ShooterofIO: 1950 Multiplayer First Details". War Games. Retrieved May 16, 2017.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 War Games (July 18, 2017). "ShooterofIO: 1950 Multiplayer Deep Dive". War Games. Retrieved July 18, 2017.
- ↑ War Games (July 18, 2017). "ShooterofIO: 1950 Multiplayer Matchmaking and Ranked Details". War Games. Retrieved July 18, 2017.
- ↑ Mob Productions (July 18, 2017). "ShooterofIO: 1950 Multiplayer Beta Announced". Mob Productions. Retrieved July 18, 2017.
- ↑ 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 15.11 War Games (July 18, 2017). "ShooterofIO: 1950 DMZ Deep Dive". War Games. Retrieved July 18, 2017.
- ↑ 16.0 16.1 16.2 16.3 War Games (May 16, 2017). "Progression in ShooterofIO: 1950 DMZ". War Games. Retrieved May 16, 2017.
- ↑ 17.0 17.1 Mob Productions (May 16, 2017). "ShooterofIO: 1950 DMZ Launch Zones Revealed". Mob Productions. Retrieved May 16, 2017.
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 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.
- ↑ 20.0 20.1 20.2 20.3 War Games (July 18, 2017). "War Games on the ShooterofIO: 1950 Deep Dive". War Games. Retrieved July 18, 2017.
- ↑ Mob Productions (May 16, 2017). "ShooterofIO: 1950 Announced". Mob Productions. Retrieved May 16, 2017.
- ↑ 22.0 22.1 Mob Productions (May 16, 2017). "ShooterofIO: 1950 Announcement Trailer". Mob Productions. Retrieved May 16, 2017.
- ↑ Mob Productions (July 18, 2017). "ShooterofIO: 1950 Deep Dive Trailer". Mob Productions. Retrieved July 18, 2017.
- ↑ 24.0 24.1 Mob Productions (July 18, 2017). "ShooterofIO: 1950 Editions and Pre-Order Details". Mob Productions. Retrieved July 18, 2017.
- ↑ Russell, Mark (May 17, 2017). "ShooterofIO: 1950 Announced by War Games". Console Insider. Retrieved May 17, 2017.
- ↑ 26.0 26.1 Harris, Dean (May 17, 2017). "ShooterofIO: 1950's DMZ Mode Takes Co-op in a New Direction". Video Game Weekly. Retrieved May 17, 2017.
- ↑ 27.0 27.1 Martin, Joel (May 18, 2017). "ShooterofIO: 1950 First Preview". Game Frontier. Retrieved May 18, 2017.
- ↑ 28.0 28.1 28.2 Russell, Mark (July 19, 2017). "ShooterofIO: 1950 Deep Dive Shows a More Focused War Games". Console Insider. Retrieved July 19, 2017.
External links[edit | edit source]
- Articles with short description
- Use mdy dates from July 2017
- Articles with invalid date parameter in template
- Use American English from July 2017
- All Wikipedia articles written in American English
- Articles using Infobox video game using locally defined parameters
- Articles using Wikidata infoboxes with locally defined images
- Official website not in Wikidata
- Cooperative video games
- First-person shooters
- Microsoft Windows games
- Mob Productions games
- Multiplayer and single-player video games
- PlayStation 4 games
- ShooterofIO games
- Upcoming video games
- Video games developed in the United States
- War Games games
- Xbox One games