Gaming
Call of Duty Modern Warfare III, Warzone: Everything to expect
The game drops on November 10
Throughout the recent weeks, various trailers for the upcoming Call of Duty: Modern Warfare III game have been dropped as the anticipation level for the latest installment in the franchise continued to soar.
At the Call of Duty: Next event, all the major announcements were made, with Sledgehammer Games also discussing some key elements for both Call of Duty: Modern Warfare III and Call of Duty: Warzone to make the wait even more exciting for fans.
Modern Warfare III Multiplayer
Modern Warfare III celebrates the 20th anniversary of Call of Duty with one of the greatest collections of maps ever assembled. It includes all 16 launch maps from Call of Duty: Modern Warfare 2.
These maps have been modernized, and five of them – Favela, Estate, Skidrow, Rush, and Highrise – are available to play in the Beta.
Call of Duty: Warzone
The next chapter of Call of Duty: Warzone sees players descending on Urzikstan, a brand-new big map where the Middle East meets Eastern Europe.
There are 11 main points of interest, including Levin Resort, Popov Power, Zaravan City, Shahin Manor, Low Town, and the Orlov Military Base.
The map will also serve as the main battleground for Modern Warfare Zombies.
New, returning gameplay features
The game developers also discussed some of the returning fan-favorite elements, such as Map Voting, Classic Minimap, Dead Silence, and Increased Health.
For movement and combat changes, Modern Warfare III will feature fast and responsive movement for swifter navigation.
Players can cancel a slide by jumping or crouching; this does not reset the Tactical Sprint. They can also ADS while jumping more quickly.
Meanwhile, Call of Duty: Warzone Operators will have a base health of 150, allowing players to react and reposition during skirmishes and more.
New game modes
After showcasing classic 6v6 Core matches at the event, Sledgehammer Games also previewed the Cutthroat game mode. There’s also Ground War and War Mode.
Cutthroat is a 3v3v3 mode on Multiplayer maps. Operators have only one life per round. The goal is to eliminate the enemy teams or capture the overtime flag to win the round.
War Mode, which was originally in Call of Duty: WWII, allows players to enter a vast landscape with focus on competing in linear engagements and progressing the battle through a series of objectives.
For the first time in franchise history, the Zombies game mode will also be included in the Modern Warfare universe. Teams will cooperate in an open-world PvE setting, facing multiple threats under a hostile environment.
Speaking of zombies, they will have a much greater enemy density this time. There will also be mercenary soldiers on top of the undead so it will be even more difficult for players to win.
Weapons, Operators, Perks
The inventory from the previous Modern Warfare shall carry over into the upcoming title.
A whole slate of brand-new weapons and operators are also being developed. This includes the Rival 9 SMG, Longbow Sniper Rifle, and Warden Kortac Operator.
Perks that are active from the moment a match begins are now represented across four categories (Vest, Gloves, Boots, and Gear). Picking these items supply Operators with Perk-like abilities.
Aftermarket Parts
A new feature for Gunsmith and Loadouts is Aftermarket Parts. This allows players to dramatically alter the function of a weapon beyond the effect of attachments unlocked in the normal course of Gunsmith.
Aftermarket Parts will also introduce new progression paths for weapon leveling, offering unique weapon configurations for enhanced customization.
Speaking of Loadouts, some new items coming to the game are the Breacher Drone (Lethal Equipment), Mosquito Drone (Killstreak), A.C.S. (Field Upgrade), and Comm Scrambler (Field Upgrade).
Core gameplay improvements
For Warzone, players get a suite of improvements to the core gameplay.
They will be able to automatically wear Gas Masks when equipped into their Loadout. It can be manual unequipped and stowed away in the Backpack or dropped.
In certain situations, such as swimming and climbing ladders, players will always have a dedicated pistol sidearm. This lets them engage in armed combat.
Operators will also have the option to use Horizontal Ziplines to cross to adjacent buildings more quickly or reposition.
For the first time, the train will be drivable as well. Operators will be able to travel inside forwards, backwards, or to stop it.
Game Freak is set to release a new action RPG in August called Beast of Reincarnation. It is the developer’s first title outside of the Pokémon series. It arrives August 4th on PlayStation 5, with pre-orders now available.
The physical edition will include the same DLC content as the Digital Deluxe Edition as a purchase bonus:
- Brown Shiba Skin
- Black Shiba Skin
- Oni’s Hat
- Big Dipper
- Amber x 100,000
- Multiple crop seedlings
Beast of Reincarnation is a fusion of real-time and turn-based combat. It is dubbed as a “one-person, one-dog action RPG” set in a beautiful yet harsh post-apocalyptic, Year 4026 Japan.
In the game, humanity’s only hope lies with Emma, an outcast shunned from society for her affliction. Joining her is the blighted dog, Koo.
Together, they embark on an expansive adventure — alone yet together. Relying on each other is all they have as they journey through a world of impermanence, where forests suddenly burst forth amidst the wasteland.
As players progress, Emma and Koo’s bond and abilities blossom. They can customize the playstyle with unique skill trees, gear, and spirit stones to survive the world. They can also choose a preferred loadout which includes ranged, stealthy, and aggressive combat.
The duo fights as a unit, with Emma’s sword abilities leading the charge while commanding Koo to unleash various techniques in a hybrid combat system. This is integral as players will discover a brutal narrative, as well as dangerous truths hidden behind every character.
As the self-aware Ubisoft has themselves admitted, the upcoming Assassin’s Creed Black Flag remake is gaming’s worst kept secret today. Today, Ubisoft has finally dropped the pretense and took off the wraps on Assassin’s Creed Black Flag Resynced.
As scheduled, the first trailer for Assassin’s Creed Black Flag Resynced is finally here. The remake of the game will retain the heart of the original game but builds everything again from the ground up. Obviously, the biggest improvement is the graphics, which leverages modern hardware to deliver a more immersive game.
Additionally, the combat and the stealth have been reworked to better mimic the systems introduced in later entries to the series including Shadows. Ship combat is also improved to offer more ways to fight on the high seas.
Speaking of naval combat, there will be three additional character to recruit as officers for your crew. Complete with their own backstories, these characters will provide new benefits for gameplay. Old characters, including the iconic Blackbeard, will also have new storylines and missions.
Despite its status as a remake, Black Flag Resynced does not replace the original game. Though it’s a rebuild, it adds to the experience, offering something more for those who want to relive life as a pirate.
Assassin’s Creed Black Flag Resynced will be available starting July 9 for PlayStation 5, Xbox Series X|S, and PC.
SEE ALSO: Assassin’s Creed Shadows is a step in the right direction for the series
Gaming
Saros review: Returnal’s difficulty is back and better than ever
Although, it loses the memorable storywriting.
In 2012, Housemarque worked on the Angry Birds Trilogy compilation, the quintessential experience of throwing things at a wall and seeing which one will break it. In 2021, the studio developed Returnal, once again a quintessential experience of frustratingly throwing things at a wall. Now, in 2026, the studio is back with Saros, an experience with more of the same but with more flair and the accessibility to more easily break down those walls.
Turn back time over and over again
Like Returnal, Saros is a roguelike shooter. Players start every run from almost-scratch, earning Lucenite along the way. Upon death or winning the run, Arjun Devraj, the playable character, returns to the starting hub and spends his earned Lucenite to unlock meaningful (and permanent!) upgrades for the next run.
Along the way, Devraj finds an armory of available weapons and powerups that subsist through a single run, adding enough variability to ensure that no two runs are completely the same. Coupled with tangible upgrades, Saros creates an ever-changing experience but ensures that you feel stronger with every consecutive run.
It’s also a visually stunning game with designs that border on Lovecraftian. Enemies are so well designed that it’s impossible not to stop and stare at how detailed the monsters are.
A smoother, hypnotic fight
Saros plays like butter. Normally, shooters played on a controller are too finicky for me, but Saros just works. The game features a good number of auto-aiming weapons that help you focus on dodging projectiles. Even the native aim assist on non-automatic weapons is useful enough for making shots.
There’s also Power Weapons, or high-damage attacks that use consumable Power. There are a handful, and all of them are powerful enough to help win a difficult battle.
Fighting, then, is simply fluid. It didn’t take long for me to breeze through runs without focusing on muscle control. This makes for an easier game overall. Whereas Returnal has players beating their heads against the wall for hours, Saros is more accessible. It wants you to win. It wants you to get stronger.
As mentioned, each permanent upgrade is palpable. Devraj does get stronger. You can feel it when you rush past the starting area in no time. There are caps, but each cap is unlocked when you first beat a boss.
That said, the game still offers a challenge. Often, bosses take a few runs to master. Sometimes, you’ll get bodied by a surprise barrage from behind.
Variability that eventually runs out
The key to making a great roguelike rests on how different every run is. Some even have game-breaking combinations with ultra-rare pickups that wreck all of the game’s challenges.
At the start (especially before everything is unlocked), Saros does feature enough variability that invites you to discover everything that the game has to offer.
However, it does become clear that this variability has a limit. Once I had everything unlocked, I was defaulting to only a few combinations: a smart rifle (with auto-aim) with powerups that improve health and Lucenite drops. Plus, since I already had rerolls unlocked, I could just reset every drop until I got what I wanted. Experimentation doesn’t seem like a major draw for players; instead, it’s more about discovering the combination that works for you and grinding until you find it in every run.
Additionally, the map doesn’t really change. Though there are miniscule changes, none of which alters the experience that much. Each room features different terrain, but they’re all essentially identical to one another: fight the horde that spawns in and collect the reward afterwards.
Despite being treated as a major change to the map, even the self-imposed eclipse mode (from which the game derives its title) doesn’t add much besides the corruption status effect. At first, there’s a sense of dread going into the eclipse, as the game says that enemies are more powerful and unpredictable, but it will eventually teach you that eclipses are just part of the level design. There is zero tradeoff.
Every run has a lingering sense of sameness to it. This should be appealing to some, especially since it helps make the game more accessible. However, this approach will naturally run into a wall, particularly after you spend 2.5 hours on a run only to die on the final boss.
What story?
Saros is an exercise in Lovecraftian worldbuilding. Like all stories of the same bent, the game’s plot focuses more on the insanity of its world, rather than its characters.
The game does not say much about the story besides the bare brushstrokes. Devraj is part of the Echelon IV expedition to the planet of Carcosa. While his main mission is to find the past expeditions, he has a secret motivation to find Nitya, a member of Echelon III and his lover.
Similar to The King in Yellow by Robert W. Chambers, the game features allusions to madness because of “the Yellow”. Both previous expeditions and members of his own team succumb to the madness. However, the game never gives players enough time with any of these characters, so when they reveal themselves as victims of the same religious insanity, it’s never treated with the gravitas it deserves. People die, but you’ll barely miss them.
The same, unfortunately, goes for Devraj himself. Despite the world descending into cosmic horror around him, he stoically continues his mission to find Nitya. He doesn’t seem too affected by death. And, as such, he doesn’t really have a lot of qualities to latch on to, as a player who should be invested in the development of their playable character.
It’s atypical for a first-party PlayStation game to prioritize world-building over character writing. Most of the platform’s titles have incredibly memorable characters, but Saros just doesn’t. That said, the world-building is phenomenal; I just don’t want to spend hours reading through journal entries to find out what’s wrong with this world.
Is Saros your GameMatch?
If you found Returnal too difficult, Saros is a lot more approachable. It didn’t take me long to reach the game’s latter parts. If anything, the difficulty is finding two hours to go on an extended run. With the substantial progression system, it feels meaningful to restart and go again. Fans of roguelikes will easily Swipe Right on this game.
However, if you’re looking for a meaningful story to sink your teeth into, the game heavily prefers environmental storytelling. Prepare to spend hours just poring over lore. Even then, you won’t really get a sense of which characters to root for. For that, it’s a Swipe Left.
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