5 Best Alien Games of All Time

Alien: Covenant has been slowly creeping up on us, and all of a sudden it’s here, screeching and spitting, and generally scaring the s*** out of everyone! In celebration of Ridley Scott’s latest entry into the Alien movie franchise, we thought it’s the perfect time to look back on some of the best Alien games ever released.

Alien Trilogy

Starting off our list of best Alien games is Alien Trilogy for the PlayStation 1. Developed by Probe Entertainment and published by Acclaim Entertainment, Alien Trilogy took all the best parts from the first three movies and created an interactive experience that would make any Alien fan proud.

With 30 levels to play through and three Queen Aliens to kill, the game was chock full of content for an early PlayStation 1 title. Players would take on the role of Lieutenant Ellen Ripley, as she attempts to fight her way through a human colony destroyed and overrun by the Aliens, board the crashed Alien ship, and finally escape. It was one of the earliest FPS Alien games ever released, and remains one of the best.

Alien: Resurrection

Alien: Resurrection was another grisly addition to the Alien game franchise, and one that was leaps and bounds ahead of its prequel, Alien Trilogy. It’s amazing what difference four years’ worth of video game graphical progression can make, as Alien: Resurrection really harnessed the power of the PlayStation 1.

Praised for its terrifying atmosphere and horrifying moments, Alien: Resurrection set a new standard for what can be achieved in the first-person survival horror genre. Playing again as Lieutenant Ellen Ripley, players must try and escape a research ship completely overrun with the xenomorph.

An interesting addition came in the form of potential infection. If you were implanted with an Alien egg, you had to stop what you were doing and track down a device to remove it. This small mechanic added to the terrifying atmosphere of Alien: Resurrection and cements it in our minds as one of the best Alien games.

Aliens Versus Predator: Extinction

Taking a sidestep in both genre and content, Aliens Versus Predator: Extinction was a thrilling addition to the Alien game franchise. Developed by Zono Incorporated, Aliens Versus Predator: Extinction was a real-time strategy released on the PlayStation 2 and Xbox consoles. However, despite it being in the same genre as Age of Empires or StarCraft, Aliens Versus Predator: Extinction had a twist.

Aliens Versus Predator: Extinction won us over due to its multiple-perspective campaign style where players could take on the role of each of the main characters in the Alien series: Aliens, Predators, and Marines. Where usual RTS games relied on creating buildings, the Aliens Versus Predator: Extinction campaign focused solely on unit management as opposed to the creation of buildings and vehicles.

Each of the three campaign perspectives would use different means of increasing the amount of units you had. Marines would kill enemies and upgrade atmosphere processors, Predators would attract new members to the clan by collecting skulls from the fallen enemies, while Aliens would create a Queen who would create more eggs, leading to more Aliens.

Prior to Aliens Versus Predator: Extinction, Alien titles had been either first-person shooters or third-person sidescrollers, this was a unique and memorable entry into the series, and one of the best.

Alien 3

Released on the Super Nintendo and the Sega Genesis, Alien 3 took the beloved franchise and translated it into a sidescrolling action adventure game, but packed with far more Aliens. The fans of Alien 3 will likely remember arguing with friends over which version was better, the Super Nintendo or the Genesis.

Taking control of a shaven-head Ellen Ripley, Alien 3 tasked players with fighting through countless Aliens on a prison planet. Thankfully, unlike the movie with its singular Alien and no weapons, Alien 3 had hundreds of enemies to slay and weapons to kill them!

Another high point of Alien 3 was the thumping soundtrack that backed every level as you completed an array of tasks. Each mission required you to reach the end, but not before completing objectives such as saving hostages, repairing electrical circuits or sealing doors. The whole story culminated with one of the most memorable endings of an Alien game to date, with Ripley sacrificing herself to save the day. Game over, man. Game over.

Alien: Isolation

Alien: Isolation was a superb first-person horror game that sounded amazing in Turtle Beach headsets.

This list of best Alien games ever released would not be complete without mentioning the phenomenally successful Alien: Isolation. For a long time, people had wanted an Alien game that struck a chord with what it felt like to be in an Alien movie. Colonial Maries came close, feeling like a marine fighting an unstoppable force, but people wanted the original terror and survival horror.

Alien: Isolation, unlike the previous titles, demanded you fight, and preferably avoid, a single Alien creature throughout the entire story. Instead of easily killing dozens, you were able to develop true fear toward this intelligent lifeform. You grew a deep respect for this enemy. You slinked through the halls, outwitted it, and eventually sent it packing – but not without having your pants scared off.

What made Alien: Isolation truly terrifying was listening to the Alien creep around in the ceiling or hallways. Using a headset like the Elite Pros with the Tactical Audio Controller heightens the entire experience, as all outside noise is cancelled and the only thing you can hear – thanks to the Superhuman Hearing – is the exact location of the Alien. This is nerve-wracking, especially if you’re hiding in a locker and can hear precisely where it is, willing the Alien to simply wander off and away.

Alien: Isolation delivered it all, a story that took place alongside James Cameron’s Aliens, atmospheric horror – much like the recent Outlast 2 – and gameplay that was expertly tailored toward stealth and intelligence, instead of run ’n’ gun and brawn. Alien: Isolation is without a doubt, one of the greatest Alien games ever released.

Now that Alien: Covenant has burst onto the silver screen, we think it’s time for another Alien game to skitter around and bury itself into our consoles. There are a lot of excellent Alien games out there, but we think the above five are the best Alien games ever released. Do you have a favorite Alien game and movie?

The Blind Gamers Who Kick Ass Using Only Game Sounds

At Turtle Beach, we are all about audio – whether it’s the atmosphere a game can create, the sounds of weapons firing, the shuffle of enemies nearby, or just an epic piece of music. For a lot of gamers, they might not fully appreciate how important sound design is when it comes to creating and playing a video game. For other gamers, it’s the most important thing in the world.

It might come as a surprise, but there are a lot of visually-impaired people around the world who are gamers, and they’re kicking ass! What’s incredible is that these gamers, who are completely blind, are able to use the audio from the game to gauge where they are, what the character is doing, and where they need to go. Let’s check out these awe-inspiring gamers.

Terry Finishes Ocarina of Time

After five years of trying to finish The Legend of Zelda: Ocarina of Time, Terry Garrett has finally defeated Ganon and saved Hyrule. For a lot of people, this might seem an easy task, but for Terry, this was a truly incredible feat. Terry, who goes by MegaTgarrett on his YouTube channel, is completely blind, unable to see the screen or watch where he’s running.

In one of his YouTube videos, Terry shows how he is able to navigate the 3D world of Ocarina of Time with nothing but the sounds from the game. What we have taken for granted, the sound of walking on wood or grass, Terry pays close attention to.

Terry’s setup includes two stereo speakers sitting on the arms of his chair, a controller to play, and a keyboard to create save-states. Terry shows us how, even though he can’t see what’s going on, he’s able to tell what he’s doing and where he’s going.

The scratching sound coming from one speaker informs Terry that a spider is on that side, he then positions himself, listen to the thump-thump­ of Link walking across the wood and moves toward where he knows the vines to be. His attention to detail is rewarded as Link grabs onto the vines with its own distinct sound.

Every single sound in Ocarina of Time is important to Terry, whether it’s chasing Dampe through the Graveyard or Zelda’s movement down Ganon’s Castle. Not only is Terry’s ability to position himself based solely on sounds incredible, so is his memory. Knowing the layout of dungeons, where he needs to be aiming, and what jumps he should be going for must all be recalled if he wants to successfully move through an area.

While Terry’s epic journey through The Legend of Zelda: Ocarina of Time has come to an end, we’re extremely excited to see – and hear – what Terry has instore for his next adventure.

Sightless Killer (Audio) Instinct

Ben learns each character by listening to the sounds they make while moving and attacking

One thing about playing a single player game is that you’re able to take it at your own speed, take some time and try again. The difficulty ramps up whenever you throw multiplayer into the mix, but for gamers like Ben AKA SightlessKombat, the challenge of multiplayer is only a secondary hurdle.

Ben, much like Terry, is a blind gamer who manages to kick ass in fighting games. Ben is extremely skilled at playing Killer Instinct, from pulling off combos to avoiding enemy attacks, he can do it all.

You can check out Ben’s method of learning and playing on YouTube here.

One of Ben’s greatest claims to fame is that he was a pivotal piece in getting the developer of Killer Instinct (Double Helix Games, Iron Galaxy Studios, Rare, and Microsoft Studios) to include more audio options in the game. In the above video, Ben details the problems he had prior to these changes being made, specifically, knowing when he was able to pull off some combos due to not knowing when his KV or Shadow meters were full.

Ben’s ability to keenly judge where he is and what he’s doing is phenomenal. In an interview with Eurogamer, Ben talks about how the audio designers of Killer Instinct had paid close attention to creating each character with their own theme. Even little things, such as Cinder’s ability to set limbs on fire is punctuated by different audio cues. For some gamers, the onslaught of sound creates an atmosphere, but for Ben, each sound creates a vivid image for him.

Brandon vs The Metal Gear Solid Lasers

Even blind, Brandon could play Metal Gear Solid

Brandon Cole is another visually impaired gamer, who like Ben and Terry, has had to find other ways of enjoying video games – a form of entertainment known mostly for its use of visuals. Gamers like Brandon don’t get to experience the graphics of a game, and so he draws appreciation from the audio design.

The importance of audio design comes through in an interview Brandon did with IGN. In this interview, Brandon details his experience with Metal Gear Solid, a notoriously difficult game for even a sighted gamer.

Brandon had spent hours listening to his father try and move through a room full of lasers, but after his father gave up, Brandon decided to pick up the controller and give it a go. What followed was Brandon counting footsteps and movements, trying to dodge and memorize the position of lasers that create zero noise, and ultimately reach the other side of the room.

This led to an arduous trial and error situation where if Brandon took one wrong move, he would have to go back and retry the steps he memorized to reach that point, and then try something different. He would try a large step, a small step, crouching, and dropping to a crawl. Each attempt meant trying one different input until he reached success.

Had the audio design been better, such as giving the lasers ambient noise, Brandon wouldn’t have encountered so much trouble in navigating the room. It would have been less trial and error, and more timing and skill. Small additions like these are what help more people – regardless of ability – enjoy gaming.

However, this never stopped Brandon. After countless attempts, he had managed to pass through the room completely undetected. In the interview with IGN, Brandon also mentioned his success with the first Killer Instinct game. Much like how Ben learned the sounds of fighters in the Xbox One Killer Instinct title, Brandon did the same in the first game.

Each character, each move, and every combo was memorized by Brandon, not through visuals, but through how they sounded. This level of dedication let Brandon achieve his goal of beating Killer Instinct – an impressive claim to fame by any gamers’ standards!

All these little audio design choices are what make it possible for gamers like Ben, Terry, and Brandon to not only pick up and play a game, but perform exceptionally well. Whether it’s the sound of Link running from dirt to grass or an audio cue to let you know when a power meter is full, every little detail helps build a picture in the mind of someone who is visually impaired. It’s awesome to hear the stories of people who are able to overcome their own challenges and enjoy this exciting form of entertainment, because in the end, we’re all gamers here.

Yoko Shimomura’s FINAL FANTASY XV Inspiration

Final Fantasy XV Turtle Beach interview with Yoko Shimomura.Recently, we were lucky enough to sit down with Yoko Shimomura and talk about her inspiration and experience composing the epic soundtrack to Final Fantasy XV. Creating an original score for an open-world game has its own set of challenges, and Shimomura details her workflow and what she has planned for the future.

What was it like composing for an open-world Final Fantasy game? Have you had previous experience composing for FF or an open-world game before?

This is the first time I composed music for an open-world game. Given it is an open-world game, the music isn’t structured like usual where it simply switches between field and battle tracks, so I was particularly conscious of this during production. In the past, I actually worked on a game in which a particular character from the FINAL FANTASY series makes an appearance, but this is the first time I’m working on a title with the FINAL FANTASY name.

What were some of the major challenges associated with this project from a musical perspective?

Perhaps the system called “Magi”… The music changes depending on the player’s controls. It wasn’t necessarily the first time I was working in this fashion, but it was the first time it was systematized. The planners were quite keen on using it, so it was used in several instances.

It was evident there was western influence on much of the music in the game, specifically at rest stops throughout the world. Most people would describe this music as having a country/southern flavor. Did the game world itself inform this stylistic decision or did something else?

The country/southern flavor is only present in the earlier part of the game, so the overall composition isn’t limited to this style. “Road Trip” is a theme for FINAL FANTASY XV, so the music was composed to reflect the atmosphere of the local areas and towns. In doing so, players are able to travel through the game and get a sense of novelty unique to traveling, as well as cultural differences felt when visiting new locations. In broad terms, we intentionally changed the overall atmosphere of the music so that it would transition from the Americas to the European continent. Aside from the various locations and towns, as the protagonist’s sentiments and the situation encompassing the world itself becomes direr, the music in the latter half was created to reflect a darker tone.

It’s no secret that FFXV was born of years of tumultuous development. How did this impact your workflow and the game’s score, on the whole?

I must say it was difficult to control myself, such as regaining or increasing my motivation when the project restarted since there was a period of time where production was temporarily halted and I had been away from that process. That said, I think I’m emotionally stronger due to this experience [laughs].

Are you working on any projects now that you’re able to share with us?

There are few that I can speak about publicly, but there are several projects I’m working on from series-work to something completely new.

When you look back at the composition for FFXV, which track do you think resonates best with you? Which track really connects you to the world and places within the game?

It’s rather hard to select a particular track. That said, I’m quite attached to “Somnus,” the first track I composed for this title. I initially wrote the track during the Versus days and it was used on the title screen for FFXV. It also shows up as an arrangement.

Considering the amount of classic FINAL FANTASY music that’s available to listen to in the game while driving, did you feel like you were free to do your own original compositions for the rest of the game?

I wonder… I hadn’t given the feature much thought as I had taken it lightly, like a bonus or a little bit of fan service to allow players to listen to classic FINAL FANTASY music while driving. Therefore, I don’t necessarily think that the existence of this feature provided me more freedom in composing the tracks used in other aspects of the game.

How do you decide where music should fit into the game? Do you set out to create something  for each town, or do you wait and see what type of setting and surroundings each town gives off before deciding where the music should go?

We [Shimomura is referring to her team] generally request composers to write music that matches a certain scene or location from the game. The overall impression of the song will differ between location, section in the game, character sentiment, and timing among other factors, so we try to define those elements clearly when communicating our vision to the composer to get music that matches specific instances. In addition to this, for FFXV, we selected several tracks in advance that would serve as themes associated with scenes or moments that could be key to the overall story. From thereon, we would also use those as motifs to expand on the tracks. For example, with “Somnus”, the song was only used in scenes related to the royal family of Lucis (whose prince is the main character). We also maintained a sense of unity by creating this type of connection between various themes and music.

The incredible dedication and skill it took to compose the FINAL FANTASY XV score shines through, as players dive into the open-world experience. Thank you to Yoko Shimomura for giving us an insight into her workflow, inspirations, and the challenges that go into composing a score for FINAL FANTASY.

Prey Tips

Surviving your time aboard the Talos I space station in Prey can be challenging, especially with how ferocious and sneaky the Typhon can be, with Phantoms stalking around and Mimics disguising themselves as random items (we’re looking at you, suspicious coffee mug). We’ve poured hours into Prey so far, and we’ve come up with a few tips we wished we’d known when we started. Below are our Prey tips!

Find Weapons

Find a shotgun or another weapon in Prey

Credit: Arkane Studios

Our first tip for Prey would be to spend time searching the Talos I Lobby for weapons. In the first few hours of the game you can find a whole variety of weapons that will help you fight – and avoid – the Typhon. Weapons like the GLOO Cannon, Shotgun, Silenced Pistol, and Disruptor Stun Gun can be collected all within the space of an hour.

When you first get the GLOO Cannon, we suggest making a series of steps to the balcony above where you get your first Neuromod, it’s here you’ll find the stun gun. It’s not super useful on the Typhon, but it’s better than nothing.

For players looking for a shotgun in Prey, look for the Security room on the bottom level of the Lobby. You’ll need to use some clever climbing and the yellow pipes to sneak in. If you make it inside, you’ll be rewarded with a shotgun and a whole lot of shells!

Finally, you can get yourself a Silenced Pistol once you make your way to your office at the top of the Talos I Lobby. Be careful, because ammo for all the weapons are hard to come by, unless you find the ammo plans.

First Safe Code

The code to the first safe in Prey

Credit: Arkane Studios

Here’s probably one of the best Prey tips we can give you. The code to the safe you come across at the start of Prey (in the Simulation Labs) is 5150. You’ll probably see the dry erase whiteboard where the safe code was scrawled down but erased. Unless you’ve got some uncanny luck, you probably won’t be able to guess the code.

The answer to finding the code is a bit devious. You must make your way to Morgan’s office in the Talos I Lobby. As you’re watching a video recording, look to the very left and you’ll see the board in the background, but with the safe code clearly visible!

Listen to Your Surroundings

Listen to your surroundings in Prey

Credit: Arkane Studios

One tip for Prey that we absolutely have to mention is to always listen to your surroundings. Every sound, whether it’s the groan of Talos I or the atmospheric music, tells you what’s going on. If you have the Turtle Beach XO SEVEN Pro, with its Superhuman Hearing capability, you’ll be able to accurately locate the Typhon around you before you see them. This makes sneaking up on the Phantoms and delivering a sneak attack super easy.

The Typhon chitter and chatter as they move around, and when Morgan spots one or thinks one is nearby, the music changes and Morgan’s heartrate increases. Using a pair of Elite Pro’s with the Tactical Audio Controller offers excellent directional audio, which makes areas such as the zero-gravity tunnel far easier to handle – a place where there can be enemies in all directions!

Search Bodies

Search bodies in Prey for keycards and Neuromods

Credit: Arkane Studios

Another Prey tip would be to search all the bodies you come across, human and Typhon. A lot of the time, bodies have medkits and items you can use in a Recycling machine. These items are useful if you want to make equipment and tools from scratch. You’ll need a lot of resources to build ammo.

Bodies also have keycards and TranScribe recorders on them. These pieces of equipment are vital if you want to access all the rooms and workstations around Talos I. Almost every workstation and door needs a key to be unlocked, and without searching bodies you won’t be able to explore everywhere.

Upgrade Storage First

Upgrade Suit Storage first to hold more items in Prey

Credit: Arkane Studios

When you first start Prey, the amount of gear you can carry will be severely limited, meaning you’ll find yourself filling up your inventory in no time. This leads to several trips back and forth from your office to a new area, filling up your suit and often becoming frustrated.

Instead of unlocking some of the sexier Neuromods like Hacking or Leverage, consider upgrading the Suit Modification Neuromod in the Engineer skill tree. This increases how much you can keep in your pockets, which means less frustration and more room for guns and ammo.

You’ll find heaps of Neuromods as you explore Talos I, so don’t worry that you’ll miss out on upgrading something like Combat Focus.

Pick Up Junk and Recycle It

Explore everywhere and pick up all the junk you find

Credit: Arkane Studios

As we said in our previous Prey tip, collecting junk is crucial if you want to create your own ammo and gear. While it will fill up your suit storage quickly, collecting these bits and pieces will let you create shotgun shells and medkits easily and whenever you want!

There’s nothing more frustrating that entering a new area, having to fight some Phantoms and discovering you don’t have enough ammo, then going back and finding you don’t have enough material to make more! It’s better to collect junk while you wander around and always have a stock of resources on you.

Sneak Around A Lot

Sneaking up on enemies lets you deal more damage in Prey

Credit: Arkane Studios

While it can be fun to go in guns blazing in Prey, one of the most important tips we could give you is to sneak as often as possible. This doesn’t mean you should sneak whenever nothing is near you, but if you see an enemy in the distance, hunker down and try to get close. The closer you can get, the more damage your shotgun will do, and you might just knock the enemy over.

Alternatively, you can use crouch to sneak past enemies that could give you far too much trouble. Any time you get startled by a Phantom and don’t want to fight them, hide in a room for a bit and then go out and sneak. You’ll find you can easily avoid their focus while you collect everything around them.

Prey is shaping up to be an absolute blast, and we cannot wait to uncover what actually happened aboard Talos I. Hopefully you found our Prey tips helpful – let us know what tips you have!

Prey – First Impressions of the Opening Hour Demo

Prey has only just released, but over the past few days we’ve sunk several hours into the Prey Opening Hour Demo and so far we’re extremely impressed. Prey has been developed by Arkane Studios, the masterminds behind the hugely popular Dishonored series and BioShock 2 – and the influences of both games are definitely felt in Prey.

Prey feels and looks great

Credit: Arkane Studios

Prey begins with you choosing either a male or female Morgan Yu; whichever you choose will have little effect on the game, except when it comes to another character called January, an Atlas-like character (like from BioShock 1) who guides you through Talos I. After undergoing some tests prior to arriving at Talos I, things go horribly wrong and you awaken to find yourself aboard the space station as it orbits the Moon.

Guns and Abilities

All the guns in Prey pack a punch

Credit: Arkane Studios

From here on out, Prey introduces you to a bevy of its core concepts: guns, Neuromods, suit upgrades and more. For gamers who have been around the block with FPSRPGs, Prey will be immediately familiar with its use of first-person combat and tech trees where you can unlock skills.

The use of Neuromods to perform extraordinary human feats is similar to the Plasmids in BioShock, as are the use of guns that range from silenced pistols and shotguns, to more sci-fi weapons like the GLOO gun or the Disruptor Stun Gun.

The Neuromods in Prey give you superhuman powers

Credit: Arkane Studios

While not all the Neuromods were accessible in the demo (the Typhon abilities were nowhere to be seen), the abilities available allowed you to perform all sorts of tricks around the demo. Hacking lets you open locked doors and safes, Combat Focus lets you slow down time while Leverage lets you pick up and throw increasingly heavier items.

There’s a good blend of passive skills and active abilities to ensure all aspects of your fight against the Typhon invasion are possible, which is important because how you fight is up to you. If you like to go in guns blazing you’ll be looking for health-increasing Neuromods while the stealthier players will want to focus on the sneakier abilities.

Structure and Story

The story in Prey is deep and riveting

Credit: Arkane Studios

The Opening Hour Prey demo, while only giving you two locations to explore, is chock full of content and locked doors. We finished it twice, with the second run being dedicated to uncovering the treasure troves we missed in the first playthrough. To give you a good indication of size, we ended up spending 3 hours exploring the Talos I Lobby! A lot of seemingly inaccessible locations are blocked off until you’re able to find keycards and security information in other areas.

Judging by the Station Map, Prey appears to have a similar structure to the Dead Space series, with events taking place in main locations across the facility. While not much is revealed about what happened on Talos I, there are some strong narrative resemblances to games like Deus Ex, The Talos Principle, and Asemblance. Whatever went down, we’re sure it’s going to be amazing and a bit trippy!

Audio and the Typhon Aliens

The Typhon are Prey's terrifying alien species

Credit: Arkane Studios

Playing the Prey Opening Hour demo with the Elite 800X headset was phenomenal, and if the audio and music is similar in the full-game, we’re all in for a treat. The synth tunes and the deep bass reminded us of the pulsing beats felt in the Hotline Miami series. Each time the electro-futuristic music played, our adrenaline spiked as we dove into combat with the Typhon.

The Typhon are one of the creepiest and scariest aliens around. In the demo we came across a few different Typhon types, with the most common being the Mimic. These four-legged globs of black tar are able to take on the appearance of anything in the environment – a light, coffee mug, chair, even a bucket. You won’t know it’s a Typhon unless you have a keen eye for objects slightly out of place or until it reveals itself and jumps at your face!

The bipedal Typhon are terrifying, not because they can hide themselves, but due to their sheer strength and the haunting sounds they make as they search for you. We spent about five minutes hiding under a desk (using Prey’s hiding system) to avoid a flame Typhon that didn’t have a name and spat fireballs at us. Prey makes it so you can’t help but want to get more powerful!

Look and Feel

Prey's alternate take on history feels so real

Credit: Arkane Studios

Finally, the look and feel of the Prey Opening Hour demo was tremendous. The art style of the Talos I space station lends itself to an art deco feel while retaining a sort of alternate history vibe – as evident through the murals of John F. Kennedy. The Lobby looked as if it was a blend of modern technology with what people from the 1940s thought the future would look like – again, we’re feeling that BioShock theme.

The Prey demo felt great, and even though we couldn’t unlock a wealth of Neuromods, the ones we got to play with felt fleshed out and imaginative. It’ll be up to you to figure out how you want to play Prey when it hits our systems on May 5th, until then, we definitely recommend jumping into the Opening Hour Demo and experiencing what Prey has to offer!

Call of Duty WW2 – Everything We Know So Far

Call of Duty WW2 was recently announced and COD fans all over the globe can’t wait to get their boots back on the ground and tackle one of the largest and most horrific wars to affect our world. Sledgehammer Games and Activision are at the helm of Call of Duty WW2 and with little bits of information scattered all over the internet, we thought it would be a good idea to scoop them all up and deliver them to you in one bite-sized chunk. Here’s everything we know so far about Call of Duty WW2.

Releasing This Year

Slotted to release on November 3rd, Call of Duty WW2 sets to continue the franchise’s yearly delivery and looks to promise a truly harrowing experience through World War 2.

Not only is Call of Duty WW2 releasing this year, but we will be receiving a beta sometime before release! Players who pre-order a copy, either digitally or physically, will get their hands on the Private Multiplayer Beta for, at a minimum, 3 days, which means it could be over a long weekend (we might feel a bit “sick” that Friday or Monday) or over an entire week.

Any PlayStation players out there will be thrilled to hear they’ll receive the beta first. What’s exactly in this beta, we’re not too sure. Thankfully, more information will be provided at E3 – that’s (gasp) next month!

Defeat the Nazis

Call of Duty WW2 takes us back into the familiar territory of a Nazi-controlled Germany, but this time we’ll be playing as Private Roland “Red” Daniels, a farm boy from Texas who has managed to join the US 1st Infantry Division, or as they like to be known, the “Bloody 1st”.

The campaign will take you from the sand and grit of Omaha Beach through the Hürtgen Forest, a forest lined with tree burst bombs, and into the French resistance. There are rumors around that one section of the campaign will have you playing as a woman in the resistance. Playing a campaign from multiple perspectives is a treat, as it helps to build the narrative and creates more moments of shock and awe.

No More Jetpacks in Multiplayer

Call of Duty WW2 is returning to its roots in what is being touted as “boots on the ground multiplayer”, where players will have their toes firmly planted in the dirt and muck. We love the fast-paced nature and verticality of the recent Call of Duty titles, but we’re just as excited to go back in time and revisit some classic Call of Duty styles.

The multiplayer Private Beta that is taking place later this year will be the first hands-on experience a lot of players get, and we’re certain it’s going to be amazing. Some fans on Twitter are already reaching out to developers, with one user asking about the appearance of female characters. Michael Condrey, the chief operating and development officer of Sledgehammer Games responded in the affirmative, there would be female characters in multiplayer!

Kill the Nazi Zombies

Call of Duty COD WW2 Zombies.

Credit: Activision/Sledgehammer

After you’ve finished violently removing the Nazi’s from Germany, you will need to use all the skills you’ve learned to fight them again! Call of Duty WW2 is bringing back the series’ iconic Nazi Zombies, which we haven’t seen in far too long.

There is little information available, but at the moment all that’s been revealed is that the Nazi Zombie mode in Call of Duty WW2 is “an entirely new story and a pretty horrifying experience,” and the story will tell “the story of the Third Reich’s desperate attempt to create an army in the final stages of the war.”

It’s exciting to see the Nazi Zombie gametype evolve from a pure survival mode to including an immersive narrative that borrows from history and creates an alternate reality story. We can’t wait to see what horrors await us in Call of Duty WW2’s new zombie mode!

Call of Duty WW2 is releasing November 3rd, which can’t come soon enough. Thankfully, between now and then there will be reveals at E3 and the multiplayer Private Beta for players who pre-order. What are you most excited for in Call of Duty WW2?