COD Zombies II, the $9.99 “sequel” to COD Zombies (review), hit the App Store earlier today. Unfortunately, the rather disappointing discovery here is that COD Zombies II isn’t actually a sequel (as the “II” would suggest) but, rather, a standalone expansion to the first game. This new addition to the series features the new Zombie […]
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Call of Duty: World at War: Zombies II — not really a sequel

call of duty world at war zombies II

COD Zombies II, the $9.99 “sequel” to COD Zombies (review), hit the App Store earlier today.

Unfortunately, the rather disappointing discovery here is that COD Zombies II isn’t actually a sequel (as the “II” would suggest) but, rather, a standalone expansion to the first game. This new addition to the series features the new Zombie Swamp map, new weapons, and more character models (though it’s unclear if they feature any unique gameplay attributes). It’s also a strange, almost-backwards way of getting you into the series.

That’s because  everything in COD Zombies II is also available as an in-app purchase for owners of the first game, for half the price ($4.99). Activision calls it a discount, I call it DLC packaged as a sequel. It has also been pointed out by nodpad that the $4.99 Verrückt DLC in COD Zombies may not be available in COD Zombies II.

Here’s a quick breakdown of the pricing scheme for all COD Zombies content thus far:

  • COD Zombies – $9.99 – Nacht der Untoten
  • COD Zombies Verrückt DLC – $4.99 – Zombie Asylum, double the  physicalsize of Nacht der Untoten
  • COD Zombies II – $9.99 – Zombie Swamp, size unknown

I thought the original $9.99 price for COD Zombies was alright, but found the $4.99 DLC a little too expensive for my taste. However, that was still better than the strange decision to market a third map as a sequel to the first game. Unless I’ve made a grave error about the depth of this new Zombie Swamp offering or the availability of the Verrückt DLC, I think this pricing really seems like a cash grab by Activision. It’s disappointing they haven’t used the time since the release of the first title to refine any of the gameplay elements or improve parts of the engine to make a worthwhile sequel.

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