GAME REVIEW: DMZ (Modern Warfare 4)

Call of Duty finally commits to the extraction shooter genre, and the result is surprisingly good.
GAME REVIEW: DMZ (Modern Warfare 4)

When Infinity Ward first tested DMZ alongside Modern Warfare II in 2022, it felt like a promising idea that never got the support it needed. It had the bones of an extraction shooter but was missing too many of the essentials to stand alongside the genre’s best. With Modern Warfare 4, that’s no longer true. This is a complete extraction experience, built with confidence, and after 20 to 30 hours in the Hajin Exclusion Zone, I think it’s one of the best things Call of Duty has done in years.


Call of Duty’s gunplay has always been its strongest asset, and it fits naturally into an extraction format. Weapons feel sharp, responsive, and satisfying, and the faster pace of a Call of Duty firefight gives DMZ a different energy from slower, more methodical games in the genre.

The AI is tuned well. Individual enemies are a reasonable challenge, but they become dangerous when they swarm, and a squad that gets careless in a hot zone can lose an Operator quickly. That pressure feels earned rather than cheap.

The Lieutenants and Commanders are where the balancing really stands out. They hit incredibly hard and demand real coordination, especially with their escorts in the way, but they never become frustrating damage sponges. Bringing one down feels like an accomplishment, not a war of attrition, and that’s a hard balance to get right.


The Operator MIA system is one of my favorite parts of DMZ. When an Operator goes down, they aren’t simply wiped out. They go Missing in Action, and you can bring them back by paying DMZ Cash at the Forward Operating Base. The progress you’ve earned stays intact, but it comes at a price, and that price gets very steep as an Operator levels up.

That’s exactly the tension an extraction shooter needs. A high-level Operator carries real value, and putting them in danger means something. Each deployment becomes a question of how much you’re willing to risk, and the system makes it hurt to lose without making it hopeless.


My biggest complaint is loot. Hajin doesn’t have enough lootable objects, and the scarcity is most noticeable when you’re working through crafting Orders. Some scarcity is healthy in this genre, since it gives loot its value. But when you’re hunting for specific materials and search after search turns up empty, the grind gets tedious. It’s the one area where DMZ’s otherwise strong pacing drags, and it’s the first thing I’d like to see adjusted in future updates.


I’m absolutely loving DMZ. It takes everything the 2022 beta hinted at and turns it into a complete, confident extraction shooter, built on Call of Duty’s excellent gunplay, a well-balanced roster of AI threats, and a smart MIA system that gives every deployment real weight. The loot scarcity needs work, and back-shots and extract campers will always test your patience, but neither comes close to outweighing what the mode does well.

Infinity Ward has built a strong foundation here, and I’m excited to see how it expands DMZ and supports it over the long term. For now, it’s the reason I keep coming back to Modern Warfare 4.

Score: 9/10

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