Gaming
Does Cold War call attention to problems with Call of Duty?
Looking to rekindle COD memories? Might wanna look elsewhere
They say there are two types of people, the people who play the Call of Duty series for the story or the people who only play the multiplayer. I’m definitely the latter. When it comes to picking up the latest title, it has always been about rekindling with the competitive multiplayer action from previous games.
Here’s the thing…
I used to play the game competitively between the releases of Call of Duty 4: Modern Warfare roughly up until Black Ops 2. I wasn’t amazing, the enjoyment came from competing with my friends back home and seeing how we matched up against others.
Jumping into an all-or-nothing decider in Search and Destroy or a sudden spark of great teamwork to turn a match around in an intense game of Hardpoint or Domination was everything. It was always something I ended up missing after a while. There was always something missing.
That’s where last year’s release of Call of Duty: Modern Warfare came in. It was the grand ‘welcome home’ party that I needed. A reboot of the game that brought me into the series. It brought in re-imagined maps but with updated gameplay and newer game modes thrown in.
With the addition of the free-to-play battle royale Warzone, it gave the series new life. There was so much on offer, but that’s why the announcement of Call of Duty Black Ops: Cold War seemed incredibly badly timed. And that’s my inherent problem with the series.
The good, the bad, the forced
This is the 17th installment in the main series of Call of Duty, and they have released annually without fail for the last 15 years. Just like a FIFA or NBA 2K title, everything moves on the moment the new title gets released. The community moves on, the pro scene moves on and the loyal restart with whatever the developers have created. Essentially, the livelihood of each game ends immediately.
And that was my problem with the announcement of Cold War. The trailer for the new release looked interesting, implementing historical moments into the series is great.
But Modern Warfare felt like it would have thrived with another year if the publishers had decided to give it more time to grow. Immediately we’re forced into holding the new release up to its predecessor and that is an unavoidable aspect of this review.
What its got
As usual, with rotating between the different developers, there are different game modes. Aside from the main story mode, Zombies make a return for their sixth appearance in the series if you ever needed hundreds of zombies chasing after you. In replacement of the vast battles of Modern Warfare’s Ground War is Combined Arms, a much smaller version but still with vehicles such as tanks and gunships.
Warzone is an option on the main menu, but if you want to play it you’ll have to install Modern Warfare and play through that client. With Call of Duty’s recent gigantic installation sizes that could be a bit of a problem.
Just installing Warzone alone is a 72GB install on top of the 140GB you’ve already installed for Cold War. Which is fine if, you know, you don’t play any other games.
Location, location, location
When it comes to multiplayer maps there are no huge hitters and there aren’t many options, with only 11 playable at release. Without relying on the classic maps from the past, bar one, a lot of the maps are forgettable. (Yes, Nuketown has returned with an obnoxious 80’s theme. Yep, this is the fifth time the map has appeared in the main series).
When playing the standard matchmaking, most of the maps feel like they’re a little too large, but they are beautiful. The game brings back a lot of color that was missing from Modern Warfare’s dreary war-torn brown and gray hues.
A lot of the maps incorporate verticality more than the usual. Climbing boxes, rocks or leaping through windows feels like forcing a parkour feature into a game that doesn’t feel suited to it. When you’re starting out, you’ll feel a little hard done by knowing that not only you have to learn corners that people camp in, but now they’ll be lurking above you too.
There will be moments where you’ll be shooting someone, just for them to full vault through a window like an Olympic athlete on steroids. Have you ever vaulted on top of a bus stop without issue? Cold War gives you superhuman ability without reason. With the parkour aspect, you’ll find that the most optimal way of movement is a janky version of a bunny hop that looks like an excited seal running forward.
The balance between maps and game modes seem a little rushed as well. Some maps seem better suited for others for particular game modes. While you’re already forced to deal with having to traverse such a huge map like Armada Strike, the developers throw a hardpoint off of the main ship and without cover with your opponent staring down at you.
If you’re a gun nut, you’ll love that the heavy customization for each gun continues into this game with five attachments per gun, or up to 8 with the addition of the gunfighter wild card. However, if you’re that enthusiastic, the drop of quality from Modern Warfare is noticeable.
You don’t know what you have until it’s gone, the near-obsessive detail in gun models, animations and sound design had to end somewhere. And don’t get me started on the state of the diamond camouflage.
Is this your GameMatch?
If you’re looking to rekindle your Call of Duty memories, this probably won’t be game you’re after. Everything feels like a predecessor to Modern Warfare, not the other way around. And with Warzone remaining as part of the previous title the playability here might not keep you going through the year.
However, it is Call of Duty. The me modes will always be slick and there is enjoyment that can be found there. But everything comes off a little mismatched, rushed and uninspired in places. Do we need a new Call of Duty every year? This is another emphatic rejection. Keep your eyes open for Season 1 comes out later this month, maybe there will be something a little more substantial to play with.
This game was reviewed by Richard Hibbert. Starting off his esports career with DOTA 2 coverages, he now heads production for multiple tournaments and events. Richard likes to play everything from quirky indie games to MOBAs and everything in between.
Gaming
Nintendo’s latest toy is Super Mario Wonder’s Talking Flower
It tells the time and jokes around randomly throughout the day.
Late in 2024, Nintendo announced the Alarmo, the quirkiest alarm clock we would’ve grabbed immediately if alarm clocks were still a big thing. Today, the company has announced its next clock-like toy: the Talking Flower from Super Mario Wonder.
To me, the Talking Flower was a welcome addition to the franchise’s burgeoning cast of characters. The occasionally appearing character delivered timely quips that broke the monotony of the level’s music or provided meaningful tips.
However, there is a good number of players who find the flower irritating and mute the character altogether. If you’re part of this group, then Nintendo’s latest clock isn’t for you.
The new Talking Flower doesn’t have its own clock display. It only has a speaker, but it can announce the hour “mostly accurately,” according to Nintendo.
It’s an odd product. The brand wants the flower to be glitchy. Besides being “mostly accurate” with the time, it can also randomly blurt out alerts in one of its handful of available languages, outside of what the user set.
Further, it can comment on the weather and play music. It can also say “words of encouragement and silly quips” randomly throughout the day. The Talking Flower certainly has the spirit of the character it’s modeled after.
As for input buttons, it only has a single button. One press makes it say something outside of its scheduled prompts. Holding the button for two seconds silences the thing.
The Talking Flower will ship out on March 12. It will sell for US$ 34.99.
SEE ALSO: This Nintendo Alarmo clock looks absolutely adorable
Gaming
You can now race as teams in Mario Kart World’s Knockout Tour
The free update is rolling out now.
Mario Kart World needs little to no improvements. The latest entry in the legendary racing franchise introduced players to the open-world format. Taking advantage of that new format, the game also has a unique new mode called the Knockout Tour. Today, Mario Kart World is getting a surprising-but-welcome update which adds a team option to the survival mode.
In stark contrast to Mario Kart’s usual gameplay, Knockout Tour introduces a battle royale element to the game. The mode strings together a series of races seamlessly leading from on to the next via the open-world format. Players are eliminated for placing at or near the bottom after every leg, eventually leading to a three-way race to finish first.
Prior to today’s announcement, players race for themselves. But now, via a free update, players can now compete in two teams of twelve, three teams of eight, or four teams of six. They must still survive individually, but points are now collated based on teams.
The number of points derives from finishing position. Finishing in P1, for example, will bag the player a total of 50 points for that leg. Meanwhile, eliminated players get only a single point. At the end of the entire tour, everyone’s points are tallied up, and the win is awarded to the team with the most points.
The new mode can be raced locally or online. If the pool lacks players to round out the teams, the game will provide AI opponents.
The update is rolling out now and is for free.
SEE ALSO: I played Mario Kart World and it was a full-throttle race to the finish
Gaming
Now playing: Final Fantasy VII Remake INTERGRADE on Switch 2
Final Fantasy VII Remake, handheld again
There are two ways I ended up playing Final Fantasy VII Remake Intergrade on the Switch 2: handheld, and docked. And in many ways, that split mirrors what this release is really about—flexibility, familiarity, and a little bit of re-learning.
Relearning muscle memory
Let’s get the small friction point out of the way first. Button prompts. Even after all this time, my brain still defaults to PlayStation glyphs. Triangle means something very specific to me in Final Fantasy VII Remake, and retraining that muscle memory on a Nintendo layout took a bit longer than expected. That’s not the game’s fault—it’s just the reality of revisiting something you’ve deeply internalized on another platform. And honestly, it’s something I’ll just have to get used to as more of these previously PlayStation-first titles land elsewhere.
Once that adjustment period passed, the bigger surprise came quickly—especially in handheld.
Midgar in the palm of your hand
Without even stacking it up against the PS4 or PS5 versions, the Switch 2 version already looks impressive on its own. In fact, it looks really good. There’s a moment of quiet disbelief when you realize you’re holding Midgar in your hands, running locally, and still retaining that sense of scale and atmosphere the remake is known for.
I’ve played Final Fantasy VII Rebirth on devices like the ROG Ally and Legion Go, and the feeling here is similar. Not in raw power comparisons, but in that same sense of admiration—Square Enix managing to package something this dense, cinematic, and emotionally loaded into a handheld experience without it feeling compromised at first glance. That same awe of seeing this classic reimagined is still intact, even on a smaller screen.
Living with 30fps
Performance-wise, the most noticeable limitation is the 30fps cap. It’s there, and anyone coming from a 60fps playthrough will notice it immediately. That said, it never felt like a dealbreaker to me.
Command inputs still land cleanly, combat remains responsive, and nothing about the experience felt sluggish. If you’re sensitive to frame rate shifts, this might take some adjustment. But in motion, and especially in handheld, it rarely pulls focus away from the game itself.
Streamlined progression, real relief
One feature that quietly made a big difference for me is the new Streamlined Progression option. Being able to start with maxed-out stats, unlimited resources, and reduced friction is a genuine quality-of-life win—especially for players who’ve already finished the game once and don’t necessarily want to grind their way through Midgar again.
It turns Intergrade into a smoother re-experience, letting you focus on the story beats and combat flow rather than progression systems you already know by heart.
The storage reality check
The less glamorous reality check comes with storage. At roughly 90GB, this is a heavy install, particularly if—like me—you lean heavily toward digital purchases. I had to delete three games just to make room.
If you have the option to go physical on Switch 2, that might be the more practical route, especially as more large-scale ports make their way onto the platform.
A familiar journey, made portable
Contextually, this release matters beyond just another port. Final Fantasy VII Remake Intergrade arriving on Switch 2 is part of Square Enix’s broader push to bring the entire remake trilogy to more platforms, with the final entry already in development.
It also reinforces Intergrade as the most accessible entry point into the series—bundling the main campaign with the Yuffie-led EPISODE INTERmission, and now offering features that lower the barrier for newcomers while respecting returning players’ time.
At US$39.99, it lands at a price that feels fair. Whether you’re completely new to Final Fantasy VII Remake or just want a portable version of a game you already love, this is an easy recommendation—storage caveats aside.
Overall, this is an impressive Switch 2 port. Not perfect, not trying to outmuscle the PS5 version, but confident in what it is. Seeing Final Fantasy VII Remake Intergrade run this well, this comfortably, on a handheld still feels a little surreal—and that alone makes it worth playing again.
If you’re looking for deeper technical breakdowns and direct comparisons with the PS4 and PS5 versions, Digital Foundry continues to do excellent work on that front. But as a lived-in experience, this one already earns its place on the Switch 2.
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