In simple terms, TopMob was among the initial groups given an opportunity to experience BlackMill Games’ upcoming multiplayer World War 1 game, titled WW1 Gallipoli, in a hands-on setting.
Without a doubt, I’ll openly acknowledge my excitement upon learning that BlackMill Games was planning to launch a new World War 1 game within their series, encompassing Verdun, Tannenberg, and Isonzo. Currently, I’ve accumulated quite a number of hours playing these games collectively. With the upcoming release of WW1 Gallipoli in 2026 for PC, PlayStation 5, and Xbox Series S|X, it’s safe to say that my gameplay hours will significantly expand next year. This anticipation has grown even stronger since I had the opportunity to test the game itself.
Middle Eastern Combat
As a seasoned gamer diving into “WW1 Gallipoli,” I’m ready to experience the intense battlefield of Ottoman Turkey during the Gallipoli campaign, which unfolded from April 1915 to January 1916. This is the first time in this series that we’ll delve deep into desert combat, and BlackMill Games doesn’t disappoint with their commitment to authenticity. They’re bringing us realistic maps, weapons, uniforms, music, and more – all faithful to the World War 1 Game Series they’re renowned for.
In my brief experience with the game, it’s important to note that the version I played was a preliminary one, still in its early stages of development as the developers themselves have stated. Despite common issues like bugs and glitches typical of such pre-alpha builds, fans of the series should find it satisfying.
Squad-Based Combat
The Gallipoli segment of WW1, much like its earlier versions, stands on the groundwork set by its predecessors, making it friendly for newcomers. One notable alteration is the class and squad system, where additional roles have been introduced such as a medic-like figure named ‘Stretcher Bearer’ and an ammunition carrier whose specific title I can’t recall at the moment. The developers explain that these changes aim to introduce more diversity among classes and equip them with distinct weapon types. For instance, in Isonzo, the Assault class could use bolt-action rifles and submachine guns, but in this case, they don’t.
A significant modification is the redesign of the team structure, where five-player teams now engage in combat against each other. Each team has its own distinct name and rules; for instance, one team might be barred from using sniper roles but granted two stretcher-bearer positions, while another team could specialize in passive combat. A new injury system was also implemented, where a non-fatal shot causes players to ‘go down’ instead of instantly killing them. However, it remains uncertain whether players will actually revive their fallen comrades (I really had a tough time in the latest Battlefield 6, could you please revive your teammates!).
Generally speaking, I find the updates to the team setup and class structure quite promising as they seem logically sound improvements. Even though it’s still a preliminary version played against computer-controlled opponents, I believe these changes could lead to positive outcomes in the full game.
Final Initial Thoughts
As much as I was eager to dive into the full multiplayer madness that WW1 Gallipoli promises, my schedule didn’t permit it. However, even battling against AI can feel a bit monotonous at times, it’s evident that BlackMill Games is brewing another timeless gem with this game.
After I get back from Gamescom and gather more specific information, I’ll delve deeper into my thoughts. However, composing my initial musings amidst the crowd of sweaty gamers wasn’t entirely suitable… Still, I needed to share something in the meantime.
WW1 Gallipoli launches on the PlayStation 5, Xbox Series S|X, and PC in 2026.
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2025-08-20 15:48