World War Z
If three friends and a shared love of watching hundreds of zombies pile into a pyramid to climb a building is your idea of a good evening, World War Z: Aftermath delivers that fantasy with surprising consistency. Solo players, look elsewhere.
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About World War Z
I went into World War Z: Aftermath expecting something disposable, a licensed zombie shooter coasting on IP recognition. What I did not expect was to lose two hours on a Tuesday running Horde Mode XL with randoms who somehow played better coordinated class compositions than most organized groups I have partied with in far more prestigious games. That initial surprise is the game's strongest selling point, and it is worth being honest about: almost everything else here is competent rather than inspired. The core loop is a four-player co-op run through campaign episodes spread across locations including New York, Moscow, Jerusalem, Tokyo, Rome, and Kamchatka. Each mission follows a familiar rhythm: push from A to B, hit an objective, set up a defensive position, and survive a horde. That structure repeats across every episode without much variation, and the story framing is thin enough that the characters read more as class skins than actual people. Where the formula justifies itself is in those defensive setups: barbed wire barricades, auto-turrets, and mortars go down fast while the Swarm Engine renders up to a thousand zombies flooding the level simultaneously. Watching them stack into climbing pyramids to crest a rooftop wall is genuinely impressive technology, and it keeps the tension alive even when the underlying mission design feels predictable. The eight classes - Gunslinger, Hellraiser, Medic, Fixer, Slasher, Exterminator, Dronemaster, and the newer Vanguard with its electrified shield - each carry distinct skill trees and starting loadouts. The Exterminator lobs Molotovs into crowd bottlenecks and upgrades fire damage; the Medic heals teammates without consuming first aid kits; the Gunslinger keeps ammo circulating across all weapons. At normal difficulty the class differences feel optional, but crank things up and team composition starts to matter in ways that reward repeat play. Weapon progression layers on top through a tiered system where kills level up individual guns and unlock attachments, giving you a reason to scavenge carefully rather than just sprint through each chapter. The progression grind is real though: supply points earned post-mission unlock class perks, and lower difficulties pay out less, which quietly punishes casual players who do not want to push difficulty. PvP sits as a secondary offering via PvPvZ modes - Swarm Deathmatch, Swarm Domination, Scavenge Raid - where zombie hordes interrupt both teams as a neutral chaos factor. The idea is clever and occasionally produces frantic moments, but the loose shooting mechanics that work fine against slow-to-undead hordes feel underpowered in competitive play, and there is no dedicated progression track to make ranked grinding feel worth it. The Aftermath update also added a first-person mode toggle, which adds immersion at the cost of field-of-vision, and a revamped melee system that makes close-quarters work feel less clumsy than the original release. Post-launch free updates have continued adding Horde Mode maps and mutators, which meaningfully extends the longevity past the base campaign's eight-to-ten hour runtime. Solo with AI bots is a noticeably worse time: the bots ignore objectives, skip escort targets, and spend a suspicious amount of time standing near you while looking unhelpful. World War Z: Aftermath is a game that does one thing exceptionally well and surrounds it with serviceable but unremarkable scaffolding. That one thing - rendering and managing enormous zombie swarms in ways that manufacture genuine panic - is good enough to carry several sessions of co-op before the repetition sets in. Bring at least one friend, set the difficulty to something uncomfortable, and the campaign and Horde Mode will both hold up. Come expecting narrative depth, PvP legs, or a rewarding solo experience, and you will be disappointed. Alex, Scout Team
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Game Info
- Developer
- Saber Interactive Inc
- Publisher
- Saber Interactive Inc
- Release Date
- Sep 21, 2021