World War Z x The Walking Dead is an ambitious crossover, but one that you just cannot skip if you’re a fan of either series or both.
You probably didn’t expect World War Z to end up feeling like the Walking Dead game you’ve wanted for years, but here you are. Why do you play World War Z? You load it up because you want to shoot zombies, watch them pile up like ants, and giggle a little when a horde collapses under a wall of gunfire.
But somehow, World War Z has always been more than that. Ever since it first showed up, it quietly filled a hole that a lot of zombie fans didn’t even realize was still open. It scratched that Left 4 Dead itch you’d basically given up on, the one you thought was gone forever after waiting years for a sequel that never came and then watching spiritual successors fail to capture the magic.
World War Z showed up, tied to a movie that most people thought was just dumb fun, and against all odds, it worked. Then you drifted away from it, not because it wasn’t good, but because games move on and so do you.
And then Saber drops a Walking Dead DLC, and suddenly you’re back.
Not just back for nostalgia, but back because this crossover actually makes sense. It doesn’t feel like a random collaboration meant to sell skins. It feels like the devs looked at World War Z and said, “What if this was the Walking Dead game people have been begging for since the show was at its peak?”

The DLC doesn’t waste time pretending it’s telling some brand-new Walking Dead story. Instead, it puts you directly into locations you already care about. You get three missions: the prison, Atlanta, and Alexandria.
They don’t come in traditional episodic chunks like the base game chapters, which is a little odd at first, but it also helps them stand apart. This isn’t “World War Z: Atlanta.” This is just The Walking Dead, dropped straight into the game.
The prison mission is an immediate hit if you’re even remotely familiar with the show. You start inside the prison, moving down into the catacombs, and dealing with constant pressure from walkers.
The objective isn’t complicated, but it doesn’t need to be. You’re searching for survivors, clearing the area, and eventually repairing and using a tank while a massive wave closes in. That final escape, with walkers flooding toward you as you roll out, feels exactly like the kind of payoff World War Z does best.
Atlanta shifts the pace into something more grounded but still intense. You’re moving through city streets, into parking garages, and finally through Grady Memorial Hospital. The focus here is scavenging and survival.
Alexandria is where the DLC really flexes. It’s demanding, and it’s deceptively brutal. You’re back in a residential area, putting out fires across the neighborhood while walkers slowly but relentlessly close in. It’s one of the hardest missions in the DLC because the map is big.

The resources feel limited, and the walkers never stop coming. It captures that Walking Dead feeling to perfection.
World War Z x The Walking Dead still plays like World War Z on a mechanical level, but the way the enemies act changes everything about how you play. You’re not dealing with fast-moving, bug-like zombies anymore; you’re dealing with walkers. They’re tough, but they move slowly. They can take a lot of damage unless you shoot them in the head, and if they get close enough, they can pin you down.
This change means you can’t just spray into crowds and hope for the best anymore. At first, a few walkers don’t seem dangerous, but when they start to swarm you, that slow movement doesn’t matter anymore. They outsmart you by being stronger, not by being faster.
You’re still placing defenses, setting up turrets, managing ammo crates, and coordinating with teammates, but you’re doing it with a different mindset. Every bullet matters a little more. Every missed headshot feels worse. You are allowed to have breathing space, but complacency? Hell no.
Combat in World War Z x The Walking Dead feels heavier and more deliberate. Walkers don’t explode into pieces the way standard World War Z zombies do, and that makes every encounter feel more grounded. You’re clearing rooms carefully, checking corners, and making sure you don’t get boxed in.
In the prison, tight corridors force coordination and awareness. In Atlanta, timing supply runs while waves close in adds pressure. In Alexandria, the simple act of putting out fires becomes stressful because you’re constantly aware of what you’re not seeing behind you.

Special infected from the base game still appear, which keeps things from becoming too slow or predictable.
Bulls, lurkers, screamers, juggernauts, and infectors all show up, reminding you that this is still World War Z at its core. The mix of fast, dangerous specials and slow, relentless walkers creates a really effective rhythm.
The biggest strength here is how fresh everything feels despite using familiar systems. Slower enemies force better teamwork and smarter positioning. The downside is that some elements feel underdeveloped. Lucille and Michonne’s katanas are fun, but they reuse existing animations. They don’t feel as unique as they should, especially for weapons this iconic. There’s also a missed opportunity with progression.
World War Z x The Walking Dead doesn’t introduce new classes or character-specific skill trees.
You’re still leveling the same classes, earning XP the same way, and unlocking perks that don’t really reflect who you’re playing as. That said, progression still matters. Playing on greater difficulties rewards better coordination and class synergy, and the slower combat gives classes like Slasher more room to shine. You feel your upgrades more when every mistake is costly.
The environments absolutely carry this DLC. The prison, Atlanta, and Alexandria are detailed and instantly recognizable. Saber nailed the feeling of these locations, and if you’re a Walking Dead fan, just being there is a huge part of the appeal.
Character models are mixed. Rick looks solid, especially compared to other games he’s appeared in. Daryl is clearly Daryl, even if the model isn’t perfect. Michonne looks fine, though her voice doesn’t always land. Negan looks rough, but since you’re mostly seeing him from behind or in first person, it’s easy to ignore.

Audio does a lot of heavy lifting. Andrew Lincoln and Norman Reedus returning adds authenticity, and their performances feel energetic and natural. Rick’s shouting sounds like Rick. Daryl’s delivery fits the chaos.
You can tell that the people who voice Negan and Michonne aren’t the same ones who did it before, but Negan’s lines still sound like him. Some of his one-liners are really funny, which helps sell the character even when the voice isn’t perfect. Combat sounds are still very satisfying, with every headshot and explosion adding to the dopamine loop that World War Z does so well.
World War Z x The Walking Dead doesn’t feel like a cash-in.
It feels like a thoughtful expansion that understands both properties. The missions are long, varied, and replayable. The gameplay changes are meaningful without breaking the core loop. The biggest complaint you’ll have is that there isn’t more of it.
So, we’ve had some terrible Walking Dead games in the past, and this DLC really shines. This is the Walking Dead game we should have had years ago when the show was at its peak. It scratches that itch of what a Walking Dead game should have been. For the price, it’s hard to argue against. You get three strong missions, playable characters you actually care about, new weapons, and a fresh take on combat that makes the game feel new again.
