Warzone’s fifth anniversary feels like a great opportunity to look back on the evolution of the battle royale.
Call of Duty: Warzone is celebrating its 5-year anniversary this month.
The developers provided insight on some of Warzone’s biggest events and discussed the future of the battle royale.
Mark Grigsby, the co-studio head of Infinity Ward, also shared some thoughts on the evolution of Warzone.
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Warzone was an instant hit that millions of people were playing.
Of course, to the developer’s credit, Warzone’s success wasn’t just about the timing.
The battle royale felt fluid and well thought out.
At the time, Warzone’s launch was ambitious with 150-player matches on Verdansk.
Verdansk wasn’t a perfect map design, but it remains Warzone’s most beloved map.
Overall, though, this Warzone Pacific era was a mixed bag.
There were major graphical bugs at launch, and the WWII setting and era-appropriate weapons weren’t popular.
For me, I enjoyed the refreshing change in scenery with Caldera.
Unfortunately, Al Mazrah struggled with popularity since it was tied to the controversial design changes.
Warzone 2.0 also wasn’t all doom and gloom.
“We love exploring,” Actipis said.
“And that’s the whole point of these limited-time modes.
We want to introduce new and interesting ways of playing.
We want to introduce new types of mechanics and reach new audiences.
So, doing a mode like Purgatory makes sense.”
The setting has grown drab, and all the buildings just start to look the same.
“We’re making sure we don’t forget any small details from back then.
So, it’s not something different.
It’s really the best version of Verdansk,” Pouliot said.
“It’s just a big commitment to all the players who loved that map and experience.”
“Verdansk holds a special place in my heart,” Grigsby said, reminiscing about the map.
Pouliot also confirmed the map would allow for swimming.
Players will also be saying goodbye to Urzikstan.
The developers confirmed that Verdansk will be the only playable big map for Season 3 of Warzone.
In the past, we’ve only had map rotation for the small Resurgence maps.
“It’s a complicated problem,” Actipis explained.
Memory is a component of it.
There are a lot of different things."
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