Rockstar Games официально анонсировала переиздание Red Dead Redemption для iOS, Android, PlayStation 5, Xbox Series X|S, Nintendo Switch 2 и подписочного сервиса Netflix. Релиз запланирован на 2 декабря. View the full article
Post-apocalyptic survival shooter Misery's Steam page is back online, with developers Platypus Entertainment claiming that they've resolved a "misunderstanding" which led to an alleged DMCA takedown from Stalker creators GSC Game World. Platypus say that as part of this apparent resolution, they've removed a helicopter model, some guitar songs, and references to GSC's games from their game at the request of the Stalker studio. Read more View the full article
GTA 6 creators Rockstar have been called out by a member of the *** parliament for dismissing 31 Rockstar North employees in an alleged instance of union-busting. The politician in question, Christine Jardine of Edinburgh West and the Liberal Democrats, says that she has been approached by several of the fired developers, whom Rockstar accuse of leaking confidential information during conversations with union organisers in a private Discord channel. Read more View the full article
Rising DRAM prices are shaking up PC gaming, pushing DDR5 costs higher and threatening GPU pricing next. Here's what this surge means, and whether you should buy a graphics card before prices climb. Read Entire Article View the full article
****** Ops 7 Zombies has a host of things to unlock to wage the war against the undead, and getting the different equipments and weapons will allow you to use a better loadout. When you're just starting, the number of options in your hands will be limited. However, you'll gradually unlock more options and get the chance to add them to your loadout. This guide will give you a brief idea about how to get your hands on the different equipment and augments. Table of contentsHow to get all the equipment in ****** Ops 7 ZombiesLethalTacticalSupportHow to unlock all Perk-a-Cola in ****** Ops 7 ZombiesHow to unlock all Field Upgrades in ****** Ops 7How to unlock all Ammo Mods in ****** Ops 7 ZombiesHow to get all the equipment in ****** Ops 7 Zombies Equipments in ****** Ops 7 Zombies can be divided into three categories: Lethal, Tactical, and Support. The tables below have all the information you'll need to get them added to your inventory. Lethal Image via Activision NameUnlock LevelHow to GetFrag GrenadeUnlocked by defaultRandom drops from enemies Random rewards from chests Crafting from inside a live roundCluster GrenadeLevel 5Random drops from enemies Random rewards from chests Crafting from inside a live roundSticky GrenadeLevel 12Random drops from enemies Random rewards from chests Crafting from inside a live roundMolotovLevel 26Random drops from enemies Random rewards from chests Crafting from inside a live roundPoint TurrentLevel 33Random drops from enemies Random rewards from chests Crafting from inside a live roundC4Level 41Random drops from enemies Random rewards from chests Crafting from inside a live roundCombat AxeLevel 54Random drops from enemies Random rewards from chests Crafting from inside a live roundTactical Image via Activision NameUnlock LevelHow to GetStun GrenadeUnlocked by defaultRandom drops from enemies Random rewards from chests Crafting from inside a live roundDecoy GrenadeUnlocked by defaultRandom drops from enemies Random rewards from chests Crafting from inside a live roundStim ShotLevel 21Random drops from enemies Random rewards from chests Crafting from inside a live roundCymbal MonkeyLevel 24Crafting from inside a live roundPsych GrenadeLevel 29Random drops from enemies Random rewards from chests Crafting from inside a live roundHunter BotLevel 42Random drops from enemies Random rewards from chests Crafting from inside a live roundLT53 KazimirLevel 47Crafting from inside a live roundSupport Image via Activision NameUnlock LevelHow to GetArmor PlateUnlocked by defaultCrafting from inside a live roundARC-XDUnlocked by defaultCrafting from inside a live roundSelf-Revive KitUnlocked by defaultCrafting from inside a live roundD.A.W.GUnlocked by defaultCrafting from inside a live roundMangler CannonLevel 15Crafting from inside a live roundSentry TurrentLevel 21Crafting from inside a live roundHKDsLevel 30Crafting from inside a live roundLDBRLevel 38Crafting from inside a live roundHand CannonLevel 42Crafting from inside a live roundDisciple InjectionLevel 53Crafting from inside a live roundHow to unlock all Perk-a-Cola in ****** Ops 7 Zombies Image via Activision ****** Ops 7 Zombies offers 12 perks for you to use. While I have listed all the unlock conditions, any that you unlocked in ****** Ops 6 Zombies will be available (no need to unlock them for a second time). PerkUnlock CriteriaStamin-UpUnlocked by defaultQuick ReviveUnlock any 3 AugmentsJugger-NogUnlock any 6 AugmentsMelee MacchiatoUnlock any 9 AugmentsSpeed ColaUnlock any 12 AugmentsVulture AidUnlock any 12 AugmentsPhD FlopperUnlock any 15 AugmentsDeath PerceptionUnlock any 15 AugmentsDouble TapUnlock any 18 AugmentsDeadshot DaiquiriUnlock any 18 AugmentsWisp TeaUnlock any 21 AugmentsElemental PopUnlock any 21 AugmentsHow to unlock all Field Upgrades in ****** Ops 7 There are six Field Upgrades to unlock. I have also mentioned how you can unlock their research trees. Field UpgradesUnlock LevelResearch Unlock CriteriaEnergy MineUnlocked by defaultUnlocked by defaultDark FlareUnlocked by defaultUnlock any 9 AugmentsFrenzied GuardPlayer Level 8Unlock any 3 AugmentsHealing AuraPlayer Level 17Unlock any 15 AugmentsToxic GrowthPlayer Level 29Unlock any 12 AugmentsAether ShroudPlayer Level 48Unlock any 21 AugmentsHow to unlock all Ammo Mods in ****** Ops 7 Zombies There are six Ammo Mods to unlock, and all of them have their own research trees. Ammo ModUnlock LevelResearch Unlock CriteriaDead WireUnlocked by defaultUnlocked by defaultCryo FreezePlayer Level 12Unlock any 6 AugmentsFire WorksPlayer Level 18Unlock any 9 AugmentsNapalm BurstPlayer Level 35Unlock any 3 AugmentsShadow RiftPlayer Level 44Unlock any 18 AugmentsBrain RotPlayer Level 51Unlock any 12 Augments The post All ****** Ops 7 Zombies weapons and equipment and how to get them appeared first on Destructoid. View the full article
Call of Duty ****** Ops 7 Zombies offers a variety of Augments for players to research at launch, and unlocking them will allow you to customise your build beyond the default options. Like last year, Augments are centred around Perks, Ammo Mods, and Field Upgrades. While all the options from the previous year have been retained, we have new additions as well. Let's look at how to progress towards researching all the available options to give you the maximum choices in ****** Ops 7. Table of contentsHow to research Augments in ****** Ops 7 ZombiesAll ****** Ops 7 Augments Research for PerksAll ****** Ops 7 Augments Research for Ammo ModsAll ****** Ops 7 Augments Research for Field UpgradesHow to research Augments in ****** Ops 7 Zombies The ability to research new Augments begins once you hit Level 11. It will take you a bit of time to level up, and you can use any XP boosts to enhance the rate. Once you reach Level 11, you'll be able to research new Augments. When you go to the Augments Research section, plenty of stuff will be locked. To unlock more Perks, Ammo Mods, and Field Upgrades, you'll have to start by upgrading the Minor and Major upgrades of the Augments available by default. This will allow you to access the next ones in sequence gradually. Once you have a research active, it will automatically proceed as you kill more zombies and earn more XP. Image via Activision All ****** Ops 7 Augments Research for Perks The table below has the unlock condition for all Perks available in ****** Ops 7. PerkUnlock CriteriaStamin-UpUnlocked by defaultQuick ReviveUnlock any 3 AugmentsJugger-NogUnlock any 6 AugmentsMelee MacchiatoUnlock any 9 AugmentsSpeed ColaUnlock any 12 AugmentsVulture AidUnlock any 12 AugmentsPhD FlopperUnlock any 15 AugmentsDeath PerceptionUnlock any 15 AugmentsDouble TapUnlock any 18 AugmentsDeadshot DaiquiriUnlock any 18 AugmentsWisp TeaUnlock any 21 AugmentsElemental PopUnlock any 21 Augments The first research to unlock will be Quick Revive. You'll need to unlock any three Augments via research to do so, and then proceed with working on the Quick Revive tree. It will take a significant amount of time to unlock all 12 Perks. However, everything you researched and unlocked in ****** Ops 6 will carry over, but you'll still need to reach Level 11 to unlock the ability to Research. All ****** Ops 7 Augments Research for Ammo Mods Ammo Mods and Field Upgrades have slightly different systems since they have a separate research format. You'll first need to unlock a particular Field Upgrade/Ammo Mod, while the research tree is unlocked separately. Ammo ModUnlock LevelResearch Unlock CriteriaDead WireUnlocked by defaultUnlocked by defaultCryo FreezePlayer Level 12Unlock any 6 AugmentsFire WorksPlayer Level 18Unlock any 9 AugmentsNapalm BurstPlayer Level 35Unlock any 3 AugmentsShadow RiftPlayer Level 44Unlock any 18 AugmentsBrain RotPlayer Level 51Unlock any 12 AugmentsAll ****** Ops 7 Augments Research for Field Upgrades Researches related to Field Upgrades work similarly to Ammo Mods. Field UpgradesUnlock LevelResearch Unlock CriteriaEnergy MineUnlocked by defaultUnlocked by defaultDark FlareUnlocked by defaultUnlock any 9 AugmentsFrenzied GuardPlayer Level 8Unlock any 3 AugmentsHealing AuraPlayer Level 17Unlock any 15 AugmentsToxic GrowthPlayer Level 29Unlock any 12 AugmentsAether ShroudPlayer Level 48Unlock any 21 Augments Unlike Ammo Mods and Perks, you get one extra option when it comes to Field Upgrades (from the start). The first objective is to unlock 9 Augments as quickly as possible, as that's going to raise the chances of potential research significantly. The post All Augments and Research in ****** Ops 7 Zombies and how to unlock them appeared first on Destructoid. View the full article
Call of Duty has become such a well-oiled machine and massive undertaking across several of Activision's studios that each year's annual release can easily be considered as multiple games in one. It's also a live-service title that evolves over many months, making its review a daunting task, especially around launch. But thanks to Activision and Treyarch's help, I've been playing the new ****** Ops 7 for several days ahead of full release. This has notoriously been a feat quite difficult to set up in the era of Call of Duty HQ, where several titles are run out of the same app. But this year, the companies made it happen, allowing for extended play time ahead of launch day. ****** Ops 7 features a four-player co-op campaign with one huge new addition, a new multiplayer suite, and several different kinds of Zombies experiences, meaning any kind of FPS player can find something fun within. And while the results are mixed in different areas, especially in how the DNA of specific games and spinoff modes can be felt throughout, the majority of the experience feels very worthwhile. Gym attire no longer required Image via Activision BO7 is lead studio Treyarch's second consecutive CoD launch, and its biggest strength lies in its multiplayer offering, which is robust on release day. There are 30 weapons and 19 maps, both of which contain remakes and callbacks to the franchise's past, namely ****** Ops 2. As a BO2 megafan, this feels right up my alley, especially when it comes to using weapons I used to dominate with in my (long-gone) competitive prime. These numbers will only grow with each month. Whether it's camo unlocks, calling card challenges, or just plain stomping noobs with friends, this is the most fun I've had in CoD multiplayer in years. And that is absolutely a direct effect of Activision and Treyarch tuning down how much a player's skill is taken into account with matchmaking. Players got a taste of the lower SBMM "Open Matchmaking" in the BO7 beta, and it's followed through to full launch. Games are now defined more by connection, so player skill on both teams feels more random than ever, which is a good thing. One game can be a sweatfest while the next may be a stomp in your favor, but it never feels like the deck is stacked against you just because you had a good K/D ratio in the match prior. This is how CoD should feel, and when it does, it's a total blast. For now, skill is a major determining factor in just one multiplayer playlist, and this will also be the case with Ranked Play when that launches in early 2026. I hope that things stay this way, because while there's totally a place for SBMM, it shouldn't be the default. Make no mistake, there will be times when you will still get absolutely chokeslammed by players who are better than you (especially with movement tech creating a new skill gap), but it won't be because the matchmaking algorithm said it needed to happen. It'll just be because that's who was in your lobby that game. The worry here, though, is that the lack of SBMM will end up scaring away the least-skilled players that it may have been meant to protect. Elsewhere, BO7 tweaks ****** Ops 6's omnimovement with a wall-jump ability, which makes for exciting and sometimes hilarious moments when you're able to dance around an opponent in close quarters, offering some variety in the year-to-year release model. Overclocks also allow you to rank up and improve items, equipment, and scorestreaks to further extend the grind. Image via Activision This year's MP offers a mix of new maps, many of which have very solid three-lane designs, and classic returning ones like Raid, Express, and Nuketown. There are also new modes like the silly 20-vs-20 Skirmish and Capture The Flag-like Overload in addition to classics like Domination or Search and Destroy. With more of all of these content types promised every season, BO7 could easily have me and others coming back for the next year, so long as SBMM remains a lesser factor in the mix, making it feel like a true classic CoD multiplayer experience. Still packs a punch Image via Activision Zombies mode is back yet again for the third year in a row, and while I'm a bit fatigued by it myself, the countless fans of the mode can't seem to get enough. This year's initial map and intro into the continuing story is called Ashes of the Damned, but that's just a part of what's available. Ashes of the Damned is part of the overarching plot of Zombies that's been going for years, and its Easter Egg quest goes live in the afternoon on launch day. Players across the world will group up to chase down its secrets, but from what I've played of the new map so far, it seems to be a "greatest hits" of the franchise with several familiar locations spread across the biggest map in Zombies history. And it can all be traversed with the first-ever Wonder Vehicle, Ol' Tessie. My grasp of the Zombies storyline is almost nonexistent these days, as it's gone from fun Easter Egg hunts in the original games to full-fledged convoluted multiversal-type exposition in recent games. But when it comes to equipping a weapon and using it to mow down zombies to unlock camos and earn XP, this is still as good as it gets. It will take some time to see how Ashes of the Damned is received once the Easter Egg quest is live, but for now, it's another serviceable adventure in the mode. I will admit, Activision showed me a peek of Ashes of the Damned's Easter Egg quest and final boss, and I think a lot of Zombies fans will be excited by the gameplay that the map brings, especially when it comes to Ol' Tessie. Beyond the base experience, there's also Survival mode, which is close to the classic round-based format from the mode's beginnings, where you're confined to a small area and just face endless waves of the undead. But for the true purists, there's the impending arrival of Damned mode, a nostalgic take that restricts the experience to no minimap, no loadout, the classic points system, and even difficulty modifiers to make things scarier. To top it off, there's the twin-stick shooter mode, Dead Ops Arcade 4, which even has its own unique unlocks, like a specific weapon camo at launch. This can be played in the classic top-down perspective, or fully in first-person, like other modes, further adding to the variety. Zombies are now as synonymous with the franchise as anything else, and it's well represented at launch with more content planned throughout seasonal updates. With all of these different options included, BO7 could end up being the most comprehensive Zombies offering CoD has had yet. But in the end, it doesn't even matter Image via Activision BO7's co-op campaign is a bit of a mixed bag, and it ends up as the weakest mode in the game this year despite having some fun moments. The few-hour story is built upon a handful of classic, on-rails cinematic missions with explosive set pieces like CoD is known for, but there are also some open-world-type endeavors reminiscent of Modern Warfare III's much-maligned Open Combat missions. Again, they leave a lot to be desired. These missions take place in Avalon, a map that seems built or destined for the Warzone battle royale experience (which may still happen). You're tasked with various objectives (go here, shoot enemies, defend an objective, etc.) and can move around it like you would Verdansk or any of the other large-scale maps, and traversal with movement abilities like the wingsuit or grapple hook makes it quite enjoyable. The action is interspersed with dialogue and cutscenes to break up the Warzone-like exploration and so unfortunately, this style of mission seems disjointed, less polished, and less CoD-like in design than the rest. To me, Avalon feels like a BR map that got scrapped in favor of Verdansk's return and repurposed for the bulk of BO7's campaign. Plot-wise, BO7's story events are a direct sequel to BO2, and they revolve around David Mason and co. fighting a conglomerate and their hallucinogenic chemical weapon that brings the past back to haunt them. This allows for some fun sci-fi elements, like epic boss battles against huge foes and tons of encounters with spooky "Fear" enemies. Coupled with the backdrop of 2035, where AI and robot enemies have taken over, and how you can equip yourself with high-tech gadgets like a super jump or grappling hook, it creates a very un-CoD-like feel in the main missions. And they're the best the campaign has to offer in comparison with the Avalon stuff. Many multiplayer-centric gamers may say they don't care about the campaign in a CoD game, but I definitely do. The series is full of iconic moments and memories from its single-player portion, but I feel as though this latest entry is heavily lacking in that department. Image via Activision This campaign is definitely built to be played in co-op, and I think there's some fun to be had while playing the story's base missions with friends (or randomly matched teammates in matchmaking), especially with some light puzzle solving and bombastic boss fights. Disappointingly, playing the campaign solo is also a nightmarish experience, because there are several encounters meant to be done with multiple players, and it shows. There's no stand-in for teammates, so thankfully there's matchmaking, but it still feels like a misfire. Thankfully, once you finish the 10 main campaign missions, the new Endgame mode opens up, and that's where BO7 greatly differs from past titles. Endgame is a 32-player co-op experience that's part roguelike and part extraction shooter, and an evolving final piece of the campaign puzzle. In it, you deploy into Avalon with a persistent operator that resets upon death, so every match can be a perilous endeavor. It didn't take long to spot the DNA of both MWIII's MWZ and MWII's DMZ mode within, but it's different enough as a purely PvE experience that I think it's quite interesting. Completing objectives around the sprawling map and killing a variety of PvE enemies levels up your Combat Rating, unlocks new skills and abilities, and allows you to tackle high-level areas to find whatever lies within. Usually, they are very spongy bad guys that take teamwork to eliminate. I got a taste of what end-level Endgame feels like, and it's intense and challenging, but the rest is shrouded in secrecy for now. There's a lot of risk/reward to be taken into account in Endgame, similarly to extraction shooters like ARC Raiders, where you need to make the decision to get out of dodge and exfil while you can before getting overwhelmed and losing all of your operator's progress and having to start from scratch. Thankfully, you can field up to four operators, all with different individual levels (similarly to how DMZ's inventory system worked), so you can play as whichever one you please, depending on how hard you want to grind. Out of the box, Endgame feels like a promising co-op PvE romp full of challenges for players who wish to seek them out, even if it's just been built from the remnants of previous third CoD modes. At first, I wasn't sure of its longevity, although Activision confirmed to me that there will be time-limited modes and new content added to Endgame over time, as well as the game's other modes. Screenshot by Destructoid I was shown a peek at what's to come in season one, and I won't spoil anything too bad, but some limited time events include encounters with some classic, iconic Zombies baddies that should please players who are looking for more out of what's an already pretty cool new endeavor. Either way, I appreciate Endgame as a new risk and unique experience for the series, and I think the mode may end up surprising people in a positive way. The post Call of Duty: ****** Ops 7 review – A loaded box of content that’s mostly filled with goodies appeared first on Destructoid. 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Note: This review specifically covers the campaign mode in Call of Duty: ****** Ops 7. For our thoughts on the other modes, see our multiplayer review in progress, and our Zombies mode review is still on its way. Bucking the usual trend of breaks between numbered sequels, Call of Duty: ****** Ops 7 is following just 12 months on from ****** Ops 6, and you’d perhaps assume that meant only small tweaks to what was one of the series’ high points last year. But the teams at Raven and Treyarch evidently don’t see it that way, and have instead built one of the most unconventional CoD campaigns to date. In many ways, it doesn’t even feel like a CoD single-player mode. It’s more like a multiplayer experiment squeezed into a campaign shell, playing best when you’re accompanied by squadmates, echoing Zombies or the now-defunct DMZ at times. I recently criticised Battlefield 6’s single-player for playing it safe and not taking any risks, and to ****** Ops 7’s credit, the same can’t be said here. The problem, however, is that not many of its big swings hit, resulting in one of Call of Duty’s most intriguing, yet flawed campaigns. Its varied string of missions walks the tightrope between traditional military shooter and schlocky sci-fi nonsense, darting between worlds beyond our technological fingertips and deep within our most haunted of dreams. That spectacle is supported by sharp gunplay and a whole host of gadgetry and abilities that make moving around those worlds incredibly satisfying. But it all culminates in a brand-new endgame portion that stitches together aspects of CoD’s past open-world successes and failures in an attempt to become something new. In reality, that post-credits content is a repetitive shooting gallery that adds little to the excitement that leads up to it. What I said about Call of Duty: ****** Ops 6's campaign An excellent string of missions that offer variety and flexibility come together to make the best Call of Duty campaign in many, many years. ****** Ops 6 is a fantastic return to form for the series, allowing the designers at Raven to delve deep into their bag of tricks and keep you guessing at every turn. It successfully makes each chapter distinct from one another, whilst maintaining a strong level of quality across the board. Packing a thoroughly engaging story that gets better the longer it goes on, it exceeds expectations regarding level design and creativity, showing that when given the time to craft them properly, CoD campaigns still have what it takes to be up there with the best first-person shooters. - Simon Cardy, October 25, 2024 Score: 9 Read my full Call of Duty: ****** Ops 6 campaign review. [/url] Much of ****** Ops 7’s intrigue emanates from one fundamental design choice: for the first time in many years, a Call of Duty campaign is fully playable in four-player co-op, and it really does feel like it has been made with that in mind as the preferred method of play. This comes with both positives and negatives. Teaming up with friends is good fun, with fighting big bosses that have multiple weak points to fire upon simultaneously or stealthily working through an enemy area tactically, both coming with a good deal of satisfaction. But it also detrimentally affects the solo experience, from not having AI companions fill in for you if no buddies are online, or kicking you for inactivity if you’re idle for too long, to not even being able to pause due to its online-only nature. Its open areas and endgame portion seem catered toward a group experience as well, and can end up just a little lonely when zipping around by yourself. To an extent, it feels like Activision is finally admitting that most people come to its hallmark shooter for multiplayer fun, rather than the single-player story modes the series was founded on. In fact, having played several missions in both co-op and single-player, I can confirm that playing solo is borderline tedious due to having to repeat multiple objectives, such as placing C4 on a building yourself four times rather than splitting them up as is intended. There are also no difficulty options this time around, meaning that, in theory, it should scale the threat depending on how many players are in your squad. In my experience, though, the number of enemies in a level remains the same, leaving me feeling overwhelmed by foes even in its earliest levels. By comparison, playing in a full squad makes these encounters a breeze, with not enough targets to go around sometimes. In fact, enemy numbers are uneven across the campaign as a whole, sometimes swarming you with dozens of rabid rushers, but at others, presenting you with a couple of soldiers wandering through a door when you’re expecting an onslaught. It’s, admittedly, a difficult balance to get right, but one that has not been achieved here. It really does seem like it was made to be played in four-player co-op. As for the structure of the campaign, ****** Ops 7’s story is delivered at breakneck speed, taking me just about five hours to reach the endgame. Its 11 missions threw me from one exotic location to the next, from one time ******* to another, and deep into nightmare realms full of otherworldly horrors and delights. The year is 2035, and new threats are here to instigate a global collapse once again. The re-emergence of ****** Ops 2 villain Raul Menendez thrusts the playable unit, Spectre One, into action and soon has them facing off against evil tech company The Guild. What follows is a set of missions that throws you in and out of reality thanks to a fear toxin being weaponised by The Guild, led by Kiernan Shipka’s Emma Kagan, who is trading in Mad Men for mad mechs here. A combination of cliched evil sci-fi tech corp and Batman Arkham scarecrow-esque antics leads each level to interesting places from a visual perspective, as long-buried memories of our protagonists are dredged up and morphed into horror-filled mazes. It makes for a more varied campaign when it comes to art design, with an impressive number of locations and creatures thematically filling them to gun down. I do wish there was a little more in terms of mission variety when it comes to actual level and objective design, though, with corridor shooting taking the lead in most of these excursions. There’s nothing to rival the creeping intrigue of last year’s Emergence conceptually and its branching objectives and playful enemy design, for example, nor the spy-like cool of infiltrating an embassy fundraiser or high-roller casino. If last year’s ****** Ops 6 leaned more into grounded espionage and subterfuge, 7 is a much louder proposition, choosing to demolish the lobby of a complex to gain access to it rather than sweet-talking the security guard standing in front of it. As a result, there is no shortage of big moments justifying its blockbuster label. Dodging giant falling machetes like you’ve stumbled into a Looney Tunes cartoon is a one-off joy, as is taking control of a lavish luxury boat and ramming into the side of a building. Moments like this feel pinched right out of Christopher Nolan’s back pocket and sit perfectly in the Call of Duty mold. And that’s just the opening section of one of the standout missions, which takes place in Tokyo and has you dipping into its subway systems and leaping across rooftops. There’s a great sense of forward momentum to levels like these, and I’m a massive fan of them. I just wish more of the campaign were like this Japanese chapter, as I’m not so keen on the ones taking place in the more open-zone areas of the fictional French city-state of Avalon (itself a huge battle royale-sized hub), which struggle to bottle the same exciting energy. These typically have you moving across wider rural patches of its map in order to chase the next cluster of enemies to take down, and essentially serve as tutorials for its endgame. They’re a little less authored than others and fail to capture the same thrills as a result. Much of the time, it doesn’t really feel like a ‘Call of Duty’ campaign at all. In fact, much of the time, it doesn’t really feel like a ‘Call of Duty’ campaign at all. Yes, it has the militaristic hallmarks, but borrows just as much from horde shooters like Left 4 Dead and its own in-house zombie modes. It makes for an uneven set of missions, some of which really don’t work for me, but with others that do manage to hit the spot when they capture some of the CoD cinematic legacy. They’re a rarity, though, and for every one of these, there is also a bizarrely dull sequence, such as the time you’re asked to play Frogger on a twisted, upside-down LA highway. As you might expect, the gunplay is snappy and satisfying, with SMGs delightfully ripping through armoured enemies and sniper rifles really coming into their own and popping out bits of brain in some of the campaign’s open areas. Each weapon has a good weight to it and is super-responsive when pulling the trigger. It’s Call of Duty, they’ve been doing this for a long time now, and how good its guns feel shouldn’t come as a shock as you rip through enemy healthbars and armor chunks. These extra layers to their vitality do present a slightly more drawn-out cadence to gunfights, though, with a few extra bursts of the trigger needed to take down each. The firearms are supported by a fantastic selection of skills and gadgets, too, with killstreaks making their way into single-player, such as the joyously destructive war machine, allowing for quick mob clean-ups. I’ll admit, I was initially sceptical of the near-future setting and Call of Duty’s return to tinkering with near-future tech when it comes to movement, but on the whole, the experiment is largely a success. Wall jumping can be a little clunky, but the kinetic super jump is very fun to use as a quick flanking tool, as is my favourite of the bunch, the grapple hook. Swinging up to roofs to find a better vantage point before swooping down on a wingsuit to get back up close opens up each level’s architecture in interesting ways. It may never reach that Titanfall 2 gold standard when it comes to FPS mobility, but there are flashes of it here, which is always welcome. This desire to experiment also carries into its approach to boss design, which is by no means revolutionary when it comes to FPS campaigns, but a relatively new thing for Call of Duty. I appreciate the efforts made in order to make each have its own gimmick, even if they all ultimately come down to draining an oversized health bar while dodging projectiles. They certainly aren’t complex, but hitting the glowing weak points of a giant, bile-spewing plant in a cave of nightmares is certainly a step up from just pumping bullets into a Juggernaut for the hundredth time, especially when multiple targets are offered up at once and really make the whole co-op nature of the campaign feel worthwhile. Movement may never reach that Titanfall 2 gold standard, but there are flashes of it. In fact, enemy variety is quite impressive this time around, with human, mechanical, and hallucinatory foes offering different threats that challenge you at all distances. Guild forces include a robot army, as well as traditional militia types such as the machine-gun-wielding Raider, colossal armor-plated Titan, and other NFL team-name adjacent units. Yes, most can be handled with some well-aimed assault rifle fire to the head, but there are more effective ways to deal with them if you choose to explore your arsenal. I particularly enjoyed one incursion into a robotics lab, which equipped me with a ****** Hat hacking device. I liked how it switched up the cadence of the unrelenting bullets a little, and meant I could disrupt and destroy these Terminator wannabes from cover. It even made a miniboss of this zone — an admittedly unexciting rotating turret — easier to take down. I appreciate that, in a game of such ferocious speed as this, you’re occasionally rewarded for taking a breath and using your brain to overcome objectives rather than solely relying on pure firepower. It’s kind of a shame, then, that once the campaign’s set of linear missions is over, the endgame borrows little of this philosophy. After the main story’s credits have rolled, you’re offered a chance to experience its epilogue, which takes place in the open region of Avalon that’s teased throughout. If you played Call of Duty’s DMZ mode, then you’ll have a rough idea of what to expect here: it’s an extraction shooter, except it's not. You and up to three friends can team up and drop into this battle royale-sized map and complete the activities that litter it with eye-soreing regularity. On every street corner are Guild checkpoints or zombie-infested buildings to clear out as you progress through its difficulty-tiered regions in order to reach its final boss, located at the epicentre of the island’s toxic smog. The catch? If your squad goes down, you lose all of your progress. That progress is mainly tied to your combat rating, a number that goes up the more killing and map icon clearing you do, and it's therefore up to you to know when to call it quits on a certain run and extract from the map within a time limit. For each level you go up, you’ll get a skill point to plug into any of two given options. These can range from armor plates automatically regenerating when you get kills to overall movement speed or rate of fire increases. The idea is to keep building up your character until you’ve reached the minimum recommended level of 55 and shut down the toxic threat sweeping across Avalon. The progression feels genuine, too, with my character resembling a super soldier at higher ranks, thanks to the sheer amount of speed I harnessed and the damage I could absorb. The bones of an exciting endgame are here, but it gets tired a little too soon. In theory, I like this idea and think there are the bones of an exciting mode here — something that could capture the magic the likes of Helldivers 2 has done in recent times — but as is, it unfortunately gets a little tired a little too soon. Objectives are almost all exclusively “go to this place and clear out the enemies there,” which I understand is part of the fundamentals when it comes to shooters, but I would’ve appreciated a little more variety and something that mirrored the minor puzzle-solving sections of the main campaign, or at least clever uses of the gadgetry it introduces. The enemy AI that walks Avalon’s streets is also dumb as bricks and pops out of cover freely, making each encounter a simple affair when you put enough distance between you and them. Yes, zooming around on grapple hooks and transitioning into wing suit gliding mid-fall is still incredibly satisfying, as is plotting out methods of attack in a four-player squad, but all semblance of interesting level or mission design is traded in upon entry here for a few hours of relatively mindless shooting in order to watch some numbers tick up. In some ways, it sits somewhere between the campaign missions and Zombies in its design, but frustratingly borrows the least interesting aspects of both, neglecting the mission structure and mystery-solving that each mode thrives on. It results in a reasonably enjoyable, but not essential, second serving to the campaign. And don’t worry, if the endgame doesn’t sound like your cup of tea, or even sounds a little daunting (the ferocity of its bullet sponge hordes can get overwhelming in its latter stages, especially when heading in solo), the story does wrap up satisfyingly enough beforehand for it not to feel like you’re missing out on an ending completely. It’s a story nowhere near as accomplished as last year’s effort, though. Effectively a direct sequel to ****** Ops 2 that also ties into the events of ****** Ops 6, presumed knowledge and the speed at which its setup is told can be a little disorientating, especially if you aren’t familiar with its 2012 predecessor. The themes are personal this time around, with David “Section” Mason, recast here as Heroes’ Milo Ventimiglia, placed centre stage as he battles with his past – namely the loss of his father, Alex. There are some fun revelations along the way, as well as treats for long-term fans of the ****** Ops series, but as someone who has never held those characters in as high regard as their Modern Warfare counterparts, the pulling of the heartstrings didn’t quite work for me. It also means that the rest of the Spectre One squad doesn’t really get plot points of their own aside from flashes of resurfacing trauma, relegating them very much to support characters in David’s world, as Michael Rooker’s Harper in particular is given some truly dumb lines to scream as loud as he can. That being said, if you are someone who has always preferred the adventures of Woods, Mason, Adler, and co, I’m sure you’ll have a great time here. It does mean, though, that this revisiting of the past, combined with a thick layer of exposition, can make the early hours of the story relatively impenetrable to newcomers, so I’d bear that in mind if you’re coming in fresh. I’d really recommend a thorough recap of the ****** Ops timeline to all if you wish to get the most out of it. View the full article
Even within the same Call of Duty: ****** Ops 7 weapon class, guns can have differing strengths. Assault rifles are especially versatile, and the ideal loadout for the MXR-17 is quite a bit different from an optimal AK-27 loadout. Below you'll find an explanation of the ideal attachments, equipment, and perks to use with the MXR-17. View the full article
Assault rifles tend to be very popular in FPS games like Call of Duty: ****** Ops 7 since they provide a lot of flexibility in playstyle. ****** Ops 7's AK-27 can be configured in many different ways, but it stands out from other ARs as having great close-range potential. With the right AK-27 attachments and some smart equipment and perk choices, you'll be able to quickly dominate in the biggest video game release of November 2025. View the full article
Call of Duty: ****** Ops 7 lands as the largest entry in the series, despite releasing just a year after ****** Ops 6. Built across several studios alongside its predecessor for years, that quick turnaround undersells the sheer volume of content here. ****** Ops 7 features in a fully cooperative campaign that flows into a new extraction-driven, large-scale Endgame mode, an expansive Zombies suite, and a refined and slightly expanded multiplayer experience. View the full article
Loadouts in Call of Duty: ****** Ops 7 often come down to personal preference and playstyle, but certain attachments, equipment, and perks will let you get the most out of the M15 MOD 0. ****** Ops 7 is arguably the biggest video game releasing in November 2025, and it comes with a wide variety of modes. This M15 MOD 0 loadout is focused mainly on multiplayer, but could be helpful in the 32-player Endgame mode with some minor adjustments. View the full article
Call of Duty: ****** Ops 7 review-in-progress: "I respect Treyarch's attempt to go bonkers and make the weirdest Call of Duty possible"View the full article
Destiny 2 fans have been awaiting its roadmap for months, and Bungie gave them a glimpse of what's to come in Renegades with a content calendar for the first two weeks of the expansion in December. Guardians must wait until next year for a more comprehensive document, however. Bungie promised a roadmap following the Ash & Iron update in September, though the developer hasn't delivered a complete version of one yet. While not 100 percent what fans were hoping for, the content calendar is as close to a post-Edge of Fate roadmap Destiny 2 has been since the expansion's release and the new vision for the game. Here are the biggest takeaways from it. Table of contentsDestiny 2's Renegades content calendar roadmap, explainedThe biggest new additions in Destiny 2's content calendar roadmapWhy the content calendar is only part of a roadmapDestiny 2's Renegades content calendar roadmap, explained Here's the full list of what to expect. Image via Bungie Community feedback rapidly showed Bungie's initial vision for The Edge of Fate "was the wrong path for Destiny," according to the content calendar. The studio took some lessons from that response and acknowledged some shortcomings—including that "grinding Power will never be a substitute for earning a trophy," getting disposable gear in your power climb didn't classify as "aspirational," and the Portal slashed the feel of exploring Destiny 2. Because of this, the content calendar doesn't establish long-term, large-scale guiding principles. Instead, it tries to assure fans the studio is listening and acting on feedback—even if those changes have felt long overdue, especially with Edge of Fate's deep flaws. There is plenty of good news for players, though, including more vault space and a new addition for Exotic armor that will fill the hearts of Destiny 2 fashionistas with joy. The biggest new additions in Destiny 2's content calendar roadmap It's kind of like a roadmap's Padawan. Screenshot by Destructoid Since the content calendar has plenty of news, we've compiled what you need to know about it before Renegades in a simplified list below. It's closer to a preview than an actual roadmap, however. DescriptionChangesExotic armor updatesStarting in Renegades, all Exotic weapons and armor pieces will count as featured gear, allowing you to center a build around any of them.Universal Exotic armor ornamentsExotic armor pieces will accept ornaments from other Exotics, provided they belong in the same slot and class. Vault revampWhen Renegades launches, players will get another 300 vault spaces by default. Bungie will also overhaul its filtering system, giving you more control over your stored items without needing to resort to third-party apps.Improved power progression Guardians can reach the level cap just by playing Renegades activities and without having to resort exclusively to the Portal. Those who fell behind in the power grind will also climb to 300 far more easily.New Portal activities and rewardsNew Portal activities include Exotic missions such as Derealize, making the Barrow-Dyad Exotic SMG obtainable again. Expect a new Solo Op (Typhon Imperator in Neomuna) and the return of the Sunless Cell Strike. New armor and weapons, including "multiple themed sets," will be available by completing activities.Arena OpsA long-requested six-man playlist, including Ketchcrash, Astral Alignment, and Nightmare Containment at first.Vanguard AlertsA specific set of weekly objectives with an exclusive origin trait. The Grandmaster version of these objectives is meant to be close to a Grandmaster Nightfall before Edge of Fate.Renegades eventsDawning (December), Arms Week (January), Guardian Games (March), another Call to Arms event (April), plus Iron Banner, and Heavy Metal (TBD). Dates are subject to change.Why the content calendar is only part of a roadmap Bungie still has to finish crafting "a long-term strategy for the future of Destiny," according to the blog post, so the content calendar is a fraction of communications. It's a part of a road and a part of a map: it displays a general direction for the game, taking feedback into account, and outlines some of the stops Destiny 2 will make along the way. A State of the Game and a full roadmap will arrive in 2026, the studio said. Until then, this is the biggest news the studio has published. The post Here is Destiny 2’s content calendar roadmap for Renegades appeared first on Destructoid. View the full article
Ubisoft postponed the release of its latest half-year financial results and halted trading of its shares and bonds, promising to publish the statement in the coming days. Although little is certain, the company could be preparing an announcement that would substantially impact its share price. Read Entire Article View the full article
We check out the PC port of Inazuma Eleven: Victory Road to cover our Steam Deck recommended settings, thoughts on the features, and more. View the full article
Вслед за сегодняшней утечкой (и не одной) разработчики из британской студии Rockstar Games подтвердили расширение платформенной географии своего ковбойского боевика с открытым миром Red Dead Redemption.View the full article
Larian's Michael Douse says "Steam Deck gave birth to an entire handheld market that helped define the features of the Switch 2," and "the same will happen" with the new Steam Machine and the pre-built marketView the full article
dam Badowski, joint CEO of CD Projekt Red, doesn't look back fondly on the collectible-card romance options in The Witcher 1. "It was childish in the beginning," he says when the topic comes up. He's much more pleased with how things turned out in The Witcher 3, which did justice to what he calls "the emotional aspects of the characters from the books.".. Read more.View the full article
Deep Rock Galactic developer Ghost Ship Games is hard at work on its next game, Rogue Core, which is coming out next year. Based on the enduring popularity of Deep Rock, it'll probably be a hit—but that's not a guarantee in a multiplayer space increasingly squeezed between new games and perennial favorites that have managed to hold onto players for many years now... Read more.View the full article
Rust is home to some of the most creatively antagonistic building designs in any survival crafting game, but that's mostly out of necessity to deter thieves from stealing precious metals and weaponry. But then there's another type of base architect, the type who builds a trap base just to lure you in… then kill you... Read more.View the full article
Nothing about PUBG and Subnautica 2 publisher Krafton's recent decision to become an "AI-first company" look good. The company plans to drop over 130 billion won ($88 million) into the project, recently stopped hiring new employees, and started a voluntary resignation program for its employees in South Korea this week... Read more.View the full article
Valve released Proton 10.0-3, the latest main stable version of the compatibility layer to run Windows games on Linux / SteamOS machines like Steam Deck. Read the full article here: [Hidden Content] View the full article
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