The 45 achievements for Battlefield 6 were already leaked a few weeks ahead of its launch date, but not all of them are as straightforward as the rest. Aside from simple story completion or career challenges requiring hours of multiplayer gameplay to acquire, some of the achievements in Battlefield 6 require a bit of teamwork from the community to figure them out. View the full article
Our latest First Play video takes a look at Angry Video Game Nerd 8-Bit, the latest game starring the long-running YouTube character. The Angry Video Game Nerd comedy web series starring James Rolfe started in 2004 and has continued for more than two decades. Given the series’ main focus on making fun of bad retro games, it was perhaps no surprise that it spawned two games of its own, Angry Video Game Nerd Adventures in 2013 and Angry Video Game Nerd II: ASSimilation in 2016. Read More... View the full article
Following the successful release of Silent Hill f, a French website has supposedly leaked the release date of the mysterious Silent Hill: Townfall. Little is known about the project, which was first announced in 2022, but Silent Hill: Townfall promises even more scares, as the game will reportedly feature no combat and take a more atmospheric and narrative approach to Konami's horror franchise. View the full article
Less than two weeks before its release, Steel City Interactive has delayed theUndisputed Championship Edition. The new edition, which will include four Undisputed DLC fighter packs, was initially set to release on October 21, but will now be available for PlayStation 5, Xbox Series X/S, and PC on October 28. No reason for the delay was specified by the studio, but it has been confirmed that a "major" game update will also be released alongside the Championship Edition. View the full article
refint/games goes over the Ys vs. Trails in the Sky: Alternative Saga Digital Limited Edition and new online multiplayer remaster features. View the full article
Fortnite has re-enabled Peaceful Hips, its now-notorious Peacemaker dance emote, after making changes to its choreography in the wake of speculation it referenced Nazi imagery. Last week, Fortnite maker Epic Games swiftly disabled the dance following the broadcast of a major plot twist in James Gunn and John Cena's DC series, and suggested the emote was unlikely to return. "We're disabling the Peaceful Hips Emote in Fortnite as we inquire into our partner's creative intentions in this collab emote," Epic Games wrote at the time. "Assuming it's not coming back, we'll issue refunds in the next few days. Sorry folks." Days later, Epic Games issued a carefully-worded follow-up where it said it had subsequently "worked closely with our partners at Warner Bros. Games to confirm there were no creative intentions to connect the Peaceful Hips Emote and the current Peacemaker storyline." The end result? "To avoid any confusion," the developer continued, "we're modifying the Emote choreography in next week's update." To some, the statement seemed unclear as to whether the emote was a reference to the show's own Nazi references. If so, why was it returning? If not, why was it being changed? Regardless, today's big Fortnite patch (which also adds the game's Halloween event Fortnitemares, as well as a first nod to its highly-anticipated The Simpsons mini-season) has now made the switch, with the Peaceful Hips emote now updated. See the original dance emote and the updated one both below for comparison: DC Peacemaker 'Peaceful Hips' Emote will be disabled "As we inquire into our partner's creative intentions in this collab emote. Assuming it's not coming back, we'll issue refunds in the next few days. Sorry folks." [Hidden Content] — iFireMonkey (@iFireMonkey) September 28, 2025 Updated Peaceful Hips Fortnite x Peacemaker Dance [Hidden Content] — iFireMonkey (@iFireMonkey) October 9, 2025 The original emote begins with both arms out, bent downwards at the elbow. After a little sideways shimmy, each arm is then bent upwards one at a time — the movement seen by some as reminiscent of swastika. After that, there's a momentary touch of the thighs before the arms are placed behind the head and the routine ends with a generous double ******* thrust. The new emote replaces that middle section with a fresh movement — with clenched fists, an arm movement up and then down — that then neatly leads in to the remainder of the choreography. It's been a busy 24 hours for Fortnite, which last night had to deal with rap star Doja Cat breaking kayfabe to criticise the posting of a sex toy reference on the game's social media account that was designed to look like it had been written by her. For more on Peacemaker, meanwhile, IGN recently chatted with Gunn about the show and its other big surprise, a cameo by Nicholas Hoult’s Lex Luthor. Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social View the full article
Blue Protocol: Star Resonance has peaked at 87,234 concurrent players on 9 October 2025 on release day. View charts and more statistics on our website.View the full article
Wolfsbane, Destiny 2's long-anticipated battle axe, landed in the game as a reward for finishing the Heliostat Exotic mission. This deadly weapon has four different catalysts to choose from, each leaning into some of its defining traits, and you can get them by playing its mission. While Bungie seems to have done away with crafting entirely after Echoes, some Exotics seem to be exempt from that rule, including the new battle axe. Three of Wolfsbane's four catalysts add existing perks to this weapon, but one of them enhances its unique features. As usual, the catalysts are hidden behind some small secrets in Heliostat. Here's how you can get them. All Wolfsbane catalysts in Destiny 2 An axe from another timeline. Screenshot by Destructoid via Twitch.tv/bungie Wolfsbane's main gameplay loop is hitting enemies with light attacks to charge up its heavy attack and build up Nano-Assault, which turbocharges the weapon and grants you some ammo. Continued light attacks are one of its key features, and three of its catalysts give that combination a little more juice. Attrition Orbs Refit: Dealing sustained damage creates an orb of power.Relentless Strikes Refit: Landing three light attacks quickly grants you heavy ammo.Burning Ambition Refit: Damaging targets adds Scorch to them.Subroutine: ~Recursion: Quicksilver nanites grant more health based on your stacks of Nano-Assault. Taking damage while Nano-Assault is active can generate nanites near you. All of these are available after finding the associated secrets in Heliostat, which we've listed below. We highly recommend doing this in the intended order, otherwise your catalysts may become glitched. We grabbed the fourth catalyst before the second and third, keeping us from obtaining the Subroutine: ~Recursion catalyst due to a bug. How to get all Wolfsbane catalysts in Destiny 2 Find the weapon's catalysts in Heliostat. Screenshot by Destructoid Getting the catalysts for Wolfsbane doesn't involve that many secrets. In short, all you need to do is pick up a data pad, install it in a nearby terminal, and complete the mission (thanks, 360GameTV). Plugging the device in will change the terminal's screen, indicating you're eligible to get the associated catalyst. You don't have to complete all of those steps in a single run, so don't worry about error codes or heading back to orbit. It's possible to pick up the gadget in one run (at which point it disappears), then interact with the terminal on a second try, and complete the mission on a third, and you still get the credit for the catalyst. This worked for the first catalyst, though we haven't tested it in the other ones. First Wolfsbane catalyst location (Attrition Orbs) Don't miss the data pad. Screenshot by Destructoid Interact with the terminal behind Decima and watch the screen change to blue. Screenshot by Destructoid The first data pad appears early in the mission. After defeating the first group of enemies, you'll come up on a radioactive reactor. Summon the shielding Psion and head past the reactor, then look for a datapad across from the second device, hidden behind a pile of crates. Interact with the console on the other side of the hallway, just behind the shielding Psion's next spawn point. Second Wolfsbane catalyst location (Relentless Strikes) This wasn't here before... Screenshot by Destructoid When you drop down into the electrified elevator shaft, land and look for a white circle telling you to summon the hacking Psion. Go to the opposite console, where you can interact with three symbols to control the elevator. The rightmost symbol makes the elevator stop near the top of the shaft, while the middle symbol grinds it to a halt on the halfway point. The leftmost glyph brings the elevator down. Grab the data pad first by activating the screen on the right. Screenshot by Destructoid Interact with the panel on the right to unveil a room with a data pad. Pick it up, then drop down again and hit the first symbol to bring the elevator to you. Finish by hitting the middle glyph and jumping on the elevator to find the terminal for this data pad. Third Wolfsbane catalyst location (Burning Ambition) One down, two to go. Screenshot by Destructoid Right, then right again. Screenshot by Destructoid Left and another left. Screenshot by Destructoid The third Wolfsbane catalyst appears before/during the parkour section, after you've entered the three security code fragments. You must find three terminals to reset the security systems, unlocking another hidden datapad ("hidden" might be an understatement, so another round of thanks to 360GameTV for finding it). One of the terminals is located outside the main room, across from the Psion beacon. You may have found this one after dropping into the walkway, since it's right in your path. For the second terminal, face the beacon and take the path to the right. Look to the right again to see a computer on a wall, indicating where you should go. Take the elevator to the top and clear the enemies near you, including a Barrier Champion. Jump down from the white circle and aim for the ledge. The last terminal is located on the other side of the area. If you take the path on the left of the main hall, you'll find a small walkway on the wall to the left of the elevator. Jump on it to find another computer. Head back to the main room and look for this hole in the ground. Screenshot by Destructoid We told you it was hidden. Screenshot by Destructoid Triggering all three terminals lets you redo the security hacking puzzle. This time, the solution reveals a hidden nook below the central room, which has the gear required to input a data pad. The gadget is hidden on the top of the main base. The easiest way to get there may be to look up from the rooms adjoined to the main hall, where you can find a couple of walkways that serve as footholds. Look for this data pad below one of the catwalks on top of the base, then place it on the terminal. Fourth Wolfsbane catalyst location (Subroutine: ~Recursion) Start by taking the path on the left so you don't have to backtrack for this. Screenshot by Destructoid Once you climb up through the ceiling and can override the gravlift, look for this area. Screenshot by Destructoid If you got the other ones, you're now free. Screenshot by Destructoid The final catalyst appears during the traversal section before the final boss, where you must override the gravlift. From the main hall, we recommend taking the path on the left of the hacking beacon, since this will save you some time. The elements you need are in the two hallways with the terminals for the mission objective. Using the beacon as a direction, there's a data pad in a small hole on the floor on the left side (watch out for the radiation). The matching terminal is on the end of the hallway on the right, obscured by the folded panel. They'll always be on opposite side. Once you've entered all data pads in the associated terminal, clear the mission to receive the catalysts. Again, we recommend doing them in order to avoid any bugs. Like our content? Set Destructoid as a Preferred Source on Google in just one step to ensure you see us more frequently in your Google searches! The post All Wolfsbane catalysts and how to get them in Destiny 2 appeared first on Destructoid. View the full article
Title Update 3, a.k.a. v1.0.4 update, is coming soon to the current-gen version of FC 26, and we have an early idea about what it could include. Similar to the two previous title updates, the upcoming patch is likely going to have a massive impact on gameplay. We now have the full patch notes available for us to go through. FC 26 update v1.0.4 patch notes - Title Update 3 Here are the full patch notes. Gameplay Made the following updates:Addressed cases of players not being able to perform Physical Tackles, especially instances that occurred when the player had specific PlayStyles (eg. Bruiser).[Authentic Gameplay Only] Reverted the kick off defensive positioning change made in v1.0.2.Competitive gameplay is unchanged.Addressed instances of Finesse Shots curling opposite of their intended direction.In some cases, a Trivela Shot could have occurred instead of the requested Finesse Shot.Players could have sometimes pulled out of blocking animations too early (eg. a player sticking their leg out to block a shot).Improved the Be A Goalkeeper experience:Increased responsiveness of saves.Addressed instances of the goalkeeper not facing the ball when getting up from a save.Improved timing window for requesting a save.Increased auto positioning assistance when trying to claim a cross. Ultimate Team Made the following change:Matches will be played at night when the Stadium Shadow option is set to Off.Addressed the following issue:Addressed instances of certain Evolutions not displaying following a specific UI flow. Clubs Addressed the following issue:Sometimes players received the connection to lobby lost error message when searching for a League Match Career Mode Addressed the following issues:When a player started discussions around contract extensions, the corresponding messages were not displayed in the Central Hub.It was not always possible to interact with transfer offers for players requesting a transfer. General, Audio, and Visual Made the following change:Added Game Type information on the pre-match screen in Kick Off.Addressed the following issues:[PC Only] Resolution changes in full screen mode were not always saving.Addressed various stability issues that could have occurred.[Hidden Content] It's no secret that defenders with bruisers haven't been effective in the FC 26 meta so far. As a result, many players have reverted to Tactical Defending from Advanced Defending. It now appears that the present situation could have been a result of a bug, which should be fixed shortly. As a result, expect Advanced Defending to rise in the defensive meta once again. Defenders with the playstyle could also witness a rise in their market demand. Finesse Shots seems to have suffered from major bugs as well. I have experienced some situations when my striker would perform a Trivela in place of a Finesse Shot. The bug should be gone once patch v.1.0.4 goes live. Like our content? Set Destructoid as a Preferred Source on Google in just one step to ensure you see us more frequently in your Google searches! The post FC 26 update v1.0.4 early patch notes – Bruiser buffs, Finesse Shot fix, and more appeared first on Destructoid. View the full article
Ratings Reload is now live in FC 26 Ultimate Team, and it could be an exciting campaign for all. With it going live, the promo will debut on Ultimate Team. It features special cards of footballers who might have received lower ratings than the community had expected. We already knew about some of the cards, thanks to the leaks appearing on social media. Table of contentsFC 26 Ratings Reload playersFC 26 Ratings Reloaded release dateFC 26 Ratings Reload players This is the complete list of promo cards that are now in packs. Matsukubo ST 83Morton CDM 83Damnjanovic ST 84Dreyer RW 84Vignola LB 85Wubben-Moy CB 85Florian Thauvin ST 85Oscar Bobb RW 85Pau Cubarsi CB 85Salma Paralluelo LW 86Marc Cucurella LB 86Hugo Ekitike ST 86Cristian Romero CB 86Eberichi Eze CAM 86Trinity Rodman RM 87Scott McTominay CM 87Michael Olise RM 87Lucy Bronze RB 88Heung Min- Son LW 88Julian Alvarez ST 88 More cards will also be added as SBCs and objectives, so make sure to be on the lookout for them. FC 26 Ratings Reloaded release date The Ratings Reloaded promo went live after the Cornerstones promo expired. The promo went live on Friday, Oct. 10. The release, as always, happened at 12pm CT (6pm BST). You can now find the cards in packs if you are lucky. You can also complete various objectives and SBCs to add the promo cards to your squad. Unlike pack items, you won't have to rely on luck to get these cards. We already have Arda Guler available in Ultimate Team, and more options should appear in the next few days. Like our content? Set Destructoid as a Preferred Source on Google in just one step to ensure you see us more frequently in your Google searches! The post All FC 26 Ratings Reload players and release date appeared first on Destructoid. View the full article
The Steam Client Beta has been updated with the following changes: General Fixed a case where certain collections would become unavailable to user after reinstalling Steam or installing Steam on a new machine. Steam Input Fixed an issue with gyro sensitivity introduced in the previous beta release View the full article
We have just shipped an updated Steam Deck Client to the Preview/Beta channel. General Fixed a case where certain collections would become unavailable to user after reinstalling Steam or installing Steam on a new machine. Steam Input Fixed an issue with gyro sensitivity introduced in the previous beta release View the full article
Note: This review specifically covers the multiplayer in Call of Duty: ****** Ops 7. For our thoughts on the other modes, see our campaign review, and our Zombies mode review is still on its way. After a very promising multiplayer beta at the start of October, Call of Duty: ****** Ops 7 is here and I'm already back on my *********. After a brief hiatus, I've been playing every year since the multiplayer-only ****** Ops IIII (yes, that was the title), and I always have a good time. I mean, functionally and mechanically, it's consistently solid – but it's the stuff in and around that core which makes or breaks Call of Duty’s multiplayer. For ****** Ops 7, they've refined last year’s already razor sharp ****** Ops 6 with the addition of wall running and jumping mechanics, as well as smoothed off some of the rough edges in the user interface and weapons tracking. I've only played around four hours so far, so I have a lot more to see on the live servers before my final review, but this might end up being my favorite CoD multiplayer since ****** Ops Cold War. Probably the biggest change to BLOPS7 is also its most subtle: skill-based matchmaking (or SBMM) is no longer the default in multiplayer, and the vocal online community that has been crying for this couldn't be happier. Is the wider, more casual Call of Duty audience going to be just as excited? I'm guessing no once they feel the effects of this decision for themselves. This might be a controversial take, but I really think SBMM is what keeps the vast majority of people playing, even if they don't realize it or actually know what that is in the first place. What I said about Call of Duty: ****** Ops 6's Multiplayer With ****** Ops 6, Treyarch and Raven Software have taken almost everything I love about the Call of Duty multiplayer experience and given it a beautiful polish. The maps are excellent, built to please almost everyone's favorite gun styles. The meat and potatoes – moving quick and dishing out firepower – is aces this year; it's fast without feeling too twitchy, and the weapons dispatch your opponents in exactly the way you expect them to. The Omnimove system is fun and flashy, which makes for some great highlights but doesn’t completely take over as the best technique for every situation. I do wish there were more new and innovative modes to explore, but that’s about the only thing I feel draws fire other than the initial lack of goofy skins available. Overall, Call of Duty: ****** Ops 6 shines because although it plays a lot of things safe, it does the fundamentals of multiplayer combat in a way that feels better than it has in a long time. I am having an absolutely awesome time with it. - Seth Macy, October 28, 2024 Score: 8 Read my full Call of Duty: ****** Ops 6 multiplayer review. [/url] The default playlists in BLOPS7 now only minimally consider the skill of the people it puts into a match together while filling a lobby. That means you're getting thrown in with players who run the gamut, from complete newbs to the most hardcore of the hardcore. If you're used to the old SBMM system, the result here is that you're probably going to think you really ***** at Call of Duty all of a sudden. I never held any sort of delusions about my own skills, and I didn’t need to be a pro to have fun, but stripping away the veneer of only facing players at a similar level as myself has been pretty humbling – almost shockingly so. I'm seeing replays from players who are unlike anything I've faced in the past. "Is this guy cheating– oh, nope, he's just insanely good, hell yeah." It’s nice that both those who like SBMM and those who don't can be satisfied. The obvious upside to this (other than satisfying the frequent cries for it in recent years) is it's going to force a lot of people to get better. But the downside is that it can be very frustrating until you do, especially if you’ve only ever been used to a level playing field. That’s why I think it's awesome BLOPS7 does still have SBMM matches available if you want them. It's not obvious, but there is a classic matchmaking lobby that pairs you with people near your current skill level. My personal prediction is that they'll shift the default back to SBMM once the Christmas CoD crowd starts logging on for the first time, but it’s still nice that both camps can be satisfied. (Protip: use the SBMM lobbies to grind out your levels and weapons, and then dive into the default matchmaking when you feel confident. It's the best of both worlds. You can do all the level and camo grinding against people near your own skill level, and then jump back into the Wild West to hone your actual skills. Have some cake. Eat it, too.) Smoothing the Already Smooth Edges None of this takes away from the fact BLOPS7 multiplayer is super fun, and it's done away with a lot of the things I found annoying in previous years. As I mention nearly every time I review CoD multiplayer, I love going hard trying to unlock all the skins for all the weapons for the first three or four months at least. This year, there's a new, wonderful tracker you can instantly access from the lobby between matches. It's right there with your Dailies, showing you stuff like how many more headshots you need with the AK-27 to unlock the next camo. This is so awesome for collectors like me. Previously, the move was to jump into the weapon menu and check your customizations, then open up the camo menu and check your progress. It was cumbersome and annoying and ate up time between matches you could otherwise be using to make adjustments to your loadout, if you wanted. Now, with the press of a button, *****! Another feature I'm loving is the ability to reroll your daily challenges. Let's say one of them requires you to get three kills with a melee weapon, but you'd rather not. Give it a reroll, my friend, and now you can try out something new. Of course, you run the risk of getting something crappier, but that's gambling for you. You can reroll one challenge once a day, and if you end up with something worse, well, it's no different than the old system. One very small gripe I do have with the interface is the weapons menu will tell me I have new unlocks but not which ones, so then I have to go through and manually hunt them down. I'm the kind of person who'll do "select all – mark as read" on my personal emails rather than have that notification number above the icon, so not being able to easily clear this gives my brain some mild discomfort. I'd love an option to immediately show you only the unlocks you haven't checked out yet. 20v20 Skirmish New this year is the 20v20 Skirmish mode. Set on very large maps, it feels quite Battlefield-y so far. I much preferred the Ground War 100-player mode from 2019's Modern Warfare and still want that to come back, as Skirmish just doesn't hit the same notes. You spawn with your team and move in to capture and control various points across the map. It's basically a giant version of Hardpoint, but with vehicles and certain high-value designations that help you accumulate points. When you die, you have a 10-second respawn and then you wingsuit back onto the map. I've only played Skirmish for a couple rounds so far, and I dunno, man – it just hasn’t felt like it comes together in a cohesive way yet. The maps are giant, but not Warzone huge, and I'm having a hard time feeling out a playstyle that works for me. Sniping fools from the rooftops while they try and hold the point is fun, but you're also completely wide open to getting blasted since everyone respawns from the air. And those reentries are not like the slow parachutes in Warzone, either. The wingsuit lets you travel fast and gives you a lot of mobility. You can land basically anywhere on the map, so if a pesky sniper has you pinned down, well, just respawn, land near their sniper nest, and let them have it. You're almost incentivized to die just to get a better position on the field. When a point spawns inside a structure, it's not really fun to protect from the outside for the aforementioned reasons, but it's also not really that fun to try and hold from the inside. It's very chaotic, but not in an exciting way. I'm going to see if I can figure out a playstyle that satisfies my particular tastes, but right now I don't see myself playing Skirmish much after I finish up this review. Moving, Grooving As I mentioned in my beta impressions (which you can read in full down below), the addition of wall jumps has made movement around the map that much more fun. That said, the tactical sprint is no longer available as a default option, but instead is a Perk now. I still find myself double-tapping the Shift key to try and get that extra boost of speed, but it’s not a huge loss when sprinting off walls and flying through the air is way more fun, anyway. I really love bouncing off walls to get the literal drop on opponents, and when someone gets me by jumping from around a corner, guns blazing, all I can do is nod and give them a mental thumbs up. Somehow being able to run and jump off walls makes the overall gameplay feel faster, even without Tac Sprint. Definitely my favorite update to the Omnimove system. Last year it really felt like Omnimove was designed with controller-players in mind, and while that's still the case, the wall jump mechanic works just like any regular movement and is great for mouse and keyboard purists like myself. I'm very excited to jump back into the multiplayer for Call of Duty: ****** Ops 7. I haven't played it enough to declare a favorite map, although I will say Den and Retrieval are already my favorites in terms of looks. I still have to figure out my strategies for all the launch maps, and I still have to get good enough to get that sweet Play of the Game I've been chasing since the servers went live. But I’m having a lot of fun so far, and should have a final, scored review in the next week or so. Original beta impressions - October 3, 2025 I look forward to the Call of Duty multiplayer beta each fall in the same way I look forward to the return of pumpkin spice lattes: I know exactly what I'm in for, and I always savor that first warm, familiar sip. This year's closed beta is the blast of violent, nutmeg-infused flavor I've been looking for since that first northerly chill swept across the land, and while it definitely feels like the CoD I’ve come to expect, there are a few new features I'm already really enjoying and a few more I'm really looking forward to unlocking. I installed the beta Thursday afternoon and had planned to play it well into the night, rallying my dedicated group of Call of Duty friends (the Beef Lords) to join in on the fun. In fact, playing with the boys is absolutely my favorite thing about CoD, and even a given year’s iteration is only so-so, we still have a good time together. Sadly, and I can't really fault it since this is a closed beta, every time I tried to squad up with my friends, I had a hard ******. In fact, it felt like I spent more time waiting for BLOPS7 to restart than I did in matches. That's a huge bummer, because I just want to run around shooting strangers in the face with my bros. Eventually I was able to get into a few matches with one friends, and good old Call of Duty fun was had by all. It still crashed, but only after a few matches this time. I had initially planned to hit the level 20 cap last night, but with all the time I wasted rebooting not only the BLOPS7 beta but also my PC, I was only able to make it to level 14. I know. I'm not proud. Crashing aside, and no surprise here, but I’ve had a blast with what I’ve been able to play so far. I mean, it's Call of Duty, where the whole point is either to rack up as many kills as possible, or hold an objective… while also racking up as many kills as possible. I truly believe no one does it better than CoD, at least when it comes to gunplay. It's razor-sharp every damn year. It works exactly how I want it to work, it feels exactly how I want it to feel. It's as dependable as the sun rising in the east each morning. Omnimovement, Omnimprovement The biggest and most immediate changes this year are updates to the Omnimove system first introduced in last year's ****** Ops 6. If you're not familiar, Omnimovement is a control mechanic that lets you perform John Woo-esque flights of gun-firing fancy, while also allowing you to move around more naturally when you're on the ground. Previously, dropping prone would reduce your target size but would render your movement slow and cumbersome. Omnimovement lets you slide to prone and do sick dolphin dives, mantle walls, and look like an action movie star in everyone else's clips, firing your weapon with 360-degrees of aiming movement while on your back. This year's Omnimovement system adds wall running and wall jumping to your arsenal. It basically lets you hop around the map like Jiminy Cricket, as you can chain up to three wall jumps together. It's really fun, though I haven't really used it tactically so far. Mostly I'm flying off walls just because it feels awesome, and if I happen to get the literal drop on an enemy, all the better. It also makes moving around the map faster and gives you an advantage over mantling. When you mantle a ledge, your arms can't be used to shooting, on account of them being used to pull you up and onto that ledge. On top of that, it's kind of slow, and an opponent can use this to their advantage. You're basically a sitting duck until you get your feet all the way up, and those few moments can be the difference between life and death… well, usually death and a different kind of death. Wall jumps change that, because rather than mantle over a ledge in the traditional way, you can just bounce off the wall and make your way to the top without using your arms. You never have to put away your weapon – heck, you don't even need to stop firing your weapon. It takes away that moment of complete vulnerability, and as long as there's a wall nearby and the next level up is reachable within three jumps, you can parkour your way to victory. Wall jumping might be my favorite addition to BLOPS7 so far. It's easier said than done, mind you, and I'm not yet skilled enough to consistently hit shots when I'm going up or down from a wall jump. But it's still fun as hell, and might be my favorite addition to BLOPS7 so far. BLOPS7 Beta Maps There are three maps in the closed beta: Cortex, The Forge, and Exposure. They're fine. They're not bad maps by any means, and I do like playing on them, but nothing about them really stands out to me in the way some of the maps from BLOPS6 did, either. Last year's Rewind map, with its super long corridors and building interiors, was one of my favorites, as was Skyline, with its secret passageway, various hiding spots, and multiple levels. Then again, the maps in last year's beta were even worse (I’m looking at you, Babylon), so the middling nature of these is probably not an indication of overall quality. Cortex is probably my favorite of the three this year just because it has everything I like in a map: outside lanes with the possibility of falling to your death, tight interiors to come face-to-face with opps, as well as medium-length interiors and exteriors that work well with LMGs, SMGs, and assault rifles. It lends itself really well to deathmatch and objective-based modes. Plus it has some sweet sci-fi incubator tanks where I presume the super soldiers of tomorrow are being grown from the cells of past heroes. Exposure is a larger map, and has a lot of cool opportunities to really feel out the wall jumping and running. There's a dangling shipping container on the map that might as well have a Wile E. Coyote-esque sign on it saying "WALL JUMP HERE." Meanwhile, The Forge is pretty big, but it doesn't really have any super long, open lanes for snipers to trade lead back and forth. That's not to say there aren't some great opportunities to do just that, but it doesn't have the same feel as last year's Rewind, with its back alley and strip mall-front. The Forge might not be my favorite map of the three, but it does have one of my favorite environmental features so far: a spinning, four-piece circular wall in the center of the map. During modes like hardpoint, the hardpoint will spawn in that area and people take turns either hiding behind or popping out from those spinning walls. It adds an extra layer of unpredictability when you're trying to hold an objective that I really like. You can't just lay prone with a sniper and peek around a corner, because the corner moves. That being said, there are a pair of lookouts on either side, so you can keep watch of the objective or just pick people off as they try to bumrush it. It's great. Even in deathmatch or Kill Confirmed it's fun, but it's really cool for Hardpoint and Domination. The Forge has one of my favorite environmental features. According to the official BLOPS7 blog, there's a fourth map, Imprint. Either I've just had terrible RNG luck or they haven't actually turned that one on yet, because I haven’t seen it so far. I'm going to play the hell out of BLOPS7 over the weekend, so that could change. Guns and Guns Once you unlock all the level requirements, there are a total of 16 available guns. Right now, and I hope Treyarch is reading this, the M10 Breacher, the default shotgun, is stupidly overpowered. You can nail enemies from way farther away than the laws of physics should allow right out of the gate, and they'll fall down dead when you do so. You barely need to aim it to get a kill across a large room. That sort of shotgun behavior is fine, even expected, at close range, or when you've leveled up and thrown a bunch of attachments on it. But as a default gun, it's just too powerful. On the flip side, and this is something I never expected I'd say, but the XR-3 ION sniper rifle is exactly where it should be, power wise. Usually I feel like sniper rifles lean toward being way too OP. Don't get me wrong, I still hate snipers, and I still think people who use snipers on small maps are weak and their bloodlines are weak. But when you get a kill with the XR-3 it feels earned. There's a level of finesse here I'm not accustomed to with previous sniper rifle iterations, and I've actually used it without feeling like a dirty sniperboy. I've always loved SMGs in Call of Duty, but none of the three available this year are doing it for me as of yet. They feel a tad too weak, which is usually the case, but it's generally made up for by a high rate of fire and lighting-fast speed of handling. I'm going to have to wait and see on the SMGs until progress is fully unlocked, but for right now, they don't feel quite like they should, as if it takes one or two bullets more than I’d expect to down an opponent. I also don't love the LMG, the Mk. 78. Similarly to the SMGs, it feels like it takes a millisecond or two too long to effectively down an enemy. I'm going to need more time with that one as well to see how it ends up running when it's fully kitted out, but for right now I'm not feeling it at all. The Assault Rifles this year are, much like last year, where it's at. The Assault Rifles this year are, much like last year, where it's at. While in previous years I ran with SMGs or LMGs, in BLOPS6 I fell madly in love with my XM4 assault rifle. This year I've been grinding on the M15 MOD 0, but I'm a level away from unlocking the Peacekeeper Mk.1 in the beta, which might be the best weapon in multiplayer, hands down. At Call of Duty Next, it felt like everyone was using it, so I’m excited to try it out again from the comfort of my own desk. I've got an entire weekend with the closed beta, and I plan to hit that level cap and unlock as much as it will let me. The open beta next week will let you grind to level 30, and the best part is all your progress will carry over to the final game. I'm hoping CoD keeps to its promises, because the new features sound pretty sick: trading loadouts with friends and even copying them from enemies who killed you, XP carrying across all modes instead of on a per-mode basis, and the ability to re-roll the daily challenges, which I love. Also, the final game promises some of the sweetest gun camos yet, and I'm really excited to spend hours and hours of time I'll never get back just so I can have a gun that's all shiny. Until then, I'm really enjoying BLOPS7, and I’ll be back with a full review around launch. View the full article
There are many unique collections you can work on in The Sims 4, but the Adventure Awaits Gibbi Point Butterflies and Moths one is an especially tricky collection to complete. There's a really cool display for this collection, though, so it's certainly worth tackling. All Butterflies and Moths have precise spawn locations, and many also have some prerequisites you need to meet before they'll appear. You're not given a whole lot of information to work with, so finding them all on your own can be tough. Here are all Gibbi Point Butterflies and Moths, and where to find them in The Sims 4 Adventure Awaits. Table of contentsHow to complete the Gibbi Point Butterflies and Moths collection in The Sims 4How to get all Gibbi Point Butterflies and Moths in The Sims 4How to complete the Gibbi Point Butterflies and Moths collection in The Sims 4 Screenshot by Destructoid To finish the Gibbi Point Butterflies and Moths collection, you must find and catch all 14 Butterflies and Moths around the world in the Adventure Awaits expansion pack. These special creatures can be placed in the Gibbi Point Butterfly and Moth Habitat item, which you can purchase from Buy Mode for 600 Simoleons. It's a bit costly, but it's a really special item that's unlike anything other collections have, so it's certainly worth buying. If you need to earn some quick cash, consider tackling the Peculiar Plumbird's missions, including Tangible Traces, Feeding Frenzy, Local Legends, and Community Spirit. How to get all Gibbi Point Butterflies and Moths in The Sims 4 There are 10 Butterflies and four Moths you can find around Gibbi Point. Butterflies can only be caught during the day, while Moths can only be captured at night. Some of these critters also have a few other conditions that must be met before they'll appear, so here's a full breakdown of how to find each one. ImageNameLocationExplanationJelly ButterflyBy JellyfishThe Jelly Butterfly spawns when you place a Jellyfish in the world, so you can technically summon them anywhere. It's generally easiest to visit the Electric Lagoon in Crystal Valley, catch a Jellyfish by fishing there, and place it in the world.Banded King Shoemaker ButterflyWanderwood WildsFound by the wooden bridge close to the Chavez-Ralston house.Jorjan Birdwing ButterflyCrystal ValleyAttend the Sunrise, Sunset festival in Crystal Valley. It takes place every weekend from 1pm to 8pm. You can find them fluttering around near the red flowers in white boxes close to the pink and white candy stall.Owl ButterflyWanderwood WildsFound by the blue water balloon bucket close to the Old Firewatch Tower.Red Admiral ButterflyWanderwood WildsAppears near the Hothead Rock Geyser after completing Toshie's Melody of the Geyser quest. Once you've accepted this quest, work through the steps until you're tasked with visiting a boulder. You can find the boulder close to the geyser. When you're by it, select the "Investigate Boulder" option followed by "Smack Boulder!" A massive fire will burst out of the geyser when you perform this action, and a cluster of Red Admiral Butterflies will spawn on the deck with the benches facing the geyser.Richmond Birdwing ButterflyWanderwood WildsRight by the Butterfly Topiary between Camp Gibbi Gibbi and the playground.Magical Origami ButterflyN/AThis must be the last Butterfly you get, and it doesn't have a specific spawn location. After catching all other Butterflies and Moths, you can craft this one. You need at least level two of the Papercraft skill to make it.Cordelian ButterflyJellyfish JunctionNear the eastern edge of the Jellyfish Junction shoreline, close to a bathroom hut, a shed packed with hay, and two white lounge chairs with a blue table between them.Dina Yellow ButterflyCrystal ValleyCan be found fluttering around some colorful flowers and bushes slightly east of the town square, where the Fearful Fish lounge is located. This small cluster of bushes is situated right by the east edge of the plaza and is close to the road. They can also be found floating near the edge of the water near the north end of the path that runs by the Butterfly Topiary, close to the Peculiar Plumbird's nest.Glasswing ButterflyWanderwood WildsFound between the trees right by the massive waterfall in the Wanderwood Wilds region.Grim's-head HawkmothJellyfish JunctionAttend the Glow and Flow Festival during a New Moon to find this Moth along the shores at Jellyfish Junction.Cryptid MothCrystal ValleyComplete all of the Peculiar Plumbird's quests, including Tangible Traces, Feeding Frenzy, Local Legends, and Community Spirit. Then, visit the nest area at night to find some Cryptid Moths flying around nearby.Sphinx MothWanderwood WildsAttend the 'Round the Fire Festival in the Wanderwood Wilds region. This festival takes place from 7pm to 2am during the weekend. You can find Sphinx Moths flying around close to the fire pit. Goliath Silk MothJellyfish JunctionFound in the Plaza area of Jellyfish Junction, slightly left of the Jellyfish Junction town model and around the fountain. There are some clusters of them close to the massive bird statue in the small playground area just north of this, too. They also sometimes pop up over in Crystal Valley near the lampposts, but not as frequently. Like our content? Set Destructoid as a Preferred Source on Google in just one step to ensure you see us more frequently in your Google searches! The post All Gibbi Point Butterflies and Moths in The Sims 4 Adventure Awaits and where to find them appeared first on Destructoid. View the full article
Last checked for 99 Nights in the Forest codes: 28 November, 2025. [/url] 99 Nights in the Forest is a survival horror Roblox experience that will see you scavenging for supplies by day and protecting your camp at night. While the main aim is to explore the forest and rescue four missing children, it's not quite as simple as it seems. Entities will stalk you at night, and there's the addition of cultists that will periodically visit your camp and attack. Updates often bring new enemies to contend with and new ways to enhance your base. One of the earliest updates that the popular experience launched was the Classes Update. There are now over 20 classes in 99 Nights, all with their own perks. To buy new classes, you need Diamonds, and that's where the 99 Nights in the Forest codes come in handy! Working 99 Nights in the Forest Codes (November 2025) These are the currently working codes for 99 Nights in the Forest: afterparty - 15x GemsExpired 99 Nights in the Forest Codes (November 2025) Here are the currently expired codes for 99 Nights in the Forest that will no longer work. Since they're expired, you won't be able to get rewards from attempting to redeem them anymore. happyhalloweenHow to Redeem 99 Nights in the Forest Codes When you launch into 99 Nights in the Forest, these are the code redemption steps you need to follow: Locate the Diamond icon next to the green plus in the bottom left cornerWhen the Diamond menu opens up, find the blue codes button on the rightClick codesCopy and paste the code from this articleHit submitWhy Isn't My 99 Nights in the Forest Code Working? Code not working? Here's our advice. Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you've got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they're working. Just double check that you haven't copied over an extra space! When is the Next 99 Nights in the Forest Update? The next update is scheduled for November 15, with a teaser on the Roblox page that says the deer is hurt and may need help. The previous one added Daily Quests as a new way to get Diamonds. If you're looking for the most recent Halloween content from 99 Nights in the Forest, check out our guide pages on the Trick or Treat Halloween Update and How to Get a Candle. [/url] Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures. View the full article
Pokémon Pocket's latest set is a very odd Ducklett indeed. Rather than bringing out a batch of new cards, the designers have given us a bunch of reprints. The 'deluxe pack ex' is a celebration of the first year of the game and a chance for players both old and new to catch up on their collection, picking up some ex cards and some important staples that they may have missed. It also seems to be deeply unpopular, and could prove dire for the long-term health of the app. Read the rest of the story... RELATED LINKS: Tracking site suggests Pokémon Pocket revenue crashed 50% in a month The Pokémon Pocket deck you should be playing if you don't have Suicune yet The 7 best cards in Pokémon Pocket's Secluded Springs set View the full article
We have just shipped an updated Steam Deck Client to the Stable channel. General Added mitigations for Unity CVE-2025-59489, blocking a game launch through the Steam Client when an exploit attempt is detected. Fixed a ****** when DualSense controllers are connected and idle. Fixed "\\" characters appearing in some news posts Added ability to switch tabs in the tabbed browser by pressing CTRL+TAB Fixed some cases where access to "Mark as private" game setting was unavailable. Fixed some cases where adding a large number of non-Steam games to a collection would fail. Fixed some "Friends & Chat" settings occasionally resetting to their default value temporarily after getting disconnected from Steam Fixed a case where a user's achievements would fail to display in the overlay when activated by a game. Fixed scroll arrow buttons on Post-Game Summary overscrolling to the end of the summary instead of the next non-visible item. Fixed a rare ****** when constructing the menu for the tray icon on Windows. Fixed a case the client window could keep growing in size for WindowsBlinds theme users In-Game Overlay Fixed a ****** in D3D12 games that could sometimes be triggered by opening and closing sections of the overlay (like notes) rapidly. This could manifest as a game or gpu hang, was easier to trigger in some games than others, and was a new regression in this week's public client update and the last beta cycle. We will test this briefly in beta before shipping as a hotfix to all users. Game Recording Improved performance when recording is on for some games using Vulkan rendering Steam Input Added support for dual gyros when using Nintendo Switch Joycons in combined mode Fixed the "listen for binding" panel in the configurator Fixed the configurator being blank when opening a configuration for an uninstalled game that requires being installed to edit the configuration When authoring an official configuration for a Steam Input API game, use a setting under Settings->Developer instead of relying on the SetInputActionManifestFilePath API call Streaming Fix cases where clicking "stream" did nothing. SteamVR Fixed Steam Client notifications getting suppressed after you exited SteamVR. The suppressed notifications would appear inside your VR headset the next time you started SteamVR. Accessibility Improved High Contrast view of game list search and app filter panel Windows Added "End of Life" alert for 32-bit versions of Windows. Currently Windows 10 32-bit is the only 32-bit version of Windows supported by Steam. The Steam client will continue running on Windows 10 64-bit and 32-bit games will continue to be supported. Steam Client support for Windows 10 32-bit will end on Jan 1st, 2026 at 10am. See here for additional details. Added detecting if Secure Boot and a TPM are enabled on the current machine. This information is displayed under Help > System Information. It is now also collected when opting into the Steam Hardware Survey. View the full article
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