Pokemon Go’s Season of Alola is coming to a close soon, meaning a new season of content is on its way. With this season’s final Community Day now over and done with, Niantic is preparing trainers for the as-yet unnamed next season’s Community Days.

The next three months’ Community Days now have dates, so trainers can plan to make the most of the events’ temporary bonuses and catch featured Pokemon. Here are the dates for Community Days in June, July, and August:

Saturday, June 25, 2022Sunday, July 17, 2022Saturday, August 13, 2022

The new events will be a part of Pokemon Go’s upcoming season, which Niantic hasn’t yet revealed any details for. The current Season of Alola still has a few days to go, however, with one final event stretching until the season ends on May 31. The final event gives trainers a last-minute opportunity to catch up on the season’s content, including more chances to encounter Alolan Pokemon.

Niantic is finally re-starting in-person events this year, for the first time since before the pandemic, with a Berlin event first up on the list, and Sapporo following after.

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Destiny 2′s Season of the Haunted is here and brings back a fan-favorite villain players haven’t heard from in a bit: Emperor Calus. While his Leviathan ship is back in the system now and absolutely filled with ghosts, they aren’t the only ones doing some haunting this season.

Calus himself can be heard all over the now-Derelict Leviathan ship, especially in patrols and public events like Nightmare Containment, where he’ll offer a glimpse into his motivations and wants. However, while we’ve yet to see Calus in the flesh this season, we have seen his visage in some of the Leviathan’s darkest corners.

According to the Season of the Haunted Seal, players should expect to bump into an automaton of Calus six times over the course of this season’s weekly mission, Sever. Listening to all six messages from Calus will reward players with the Hear, Don’t Heed triumph, which they will need to finish the Seal and unlock the Reaper title.

Week 1

For the first week, you can find the remains of one of Calus’ automatons shortly after the beginning of the Sever mission Shame, which focuses on Crow. Once you’ve placed the first of Eris Morn’s beacons down, the game will direct you toward a small opening into a winding passage of vents. Once you emerge on the other side, you can follow the marker to your goal on the left or take a right. If you take a right, you will find Calus’ disemboweled robot in the corner and approaching it will bring it whirring to life.

Calus’ location in the first Sever mission, Shame.

Calus will speak to you directly at this point, forgiving you for your last hostile encounter with him and inviting you to “turn back and enjoy what’s to come,” as he and the Darkness encroach on everything you know.

Since the season’s just begun, that’s all there is for now, but we’ll keep updating this article with more locations for Calus’ robot over the weeks to come. In the meantime, the Season of the Haunted is filled with challenges to overcome, and while you’re looking for him, you may as well check out our guide on where to find Calus’ bobbleheads around the Leviathan.

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Destiny 2′s Season of the Haunted has arrived and with it a bunch of new loot, new challenges, and a new vendor. Once players have completed the first mission of the season, they’ll find that the Fallen wing of the H.E.L.M is now retrofitted with a new artifact, the Crown of Sorrow, found aboard the Glykon back in the Season of the Hunt, which now functions as the seasonal vendor

Much like the War Table in the past season, the Crown of Sorrow is where players will be able to purchase upgrades, rank up for rewards, collect bounties, and focus Umbral Engrams for gear related to the current season. Early on, the most important thing players will be doing at the Crown of Sorrow is buying ability upgrades with Figments of Darkness, a currency that can be sparingly earned through seasonal story completion, as a rank reward through the Crown of Sorrow, and some seasonal challenges.

The upgrade tree is split into three paths depending on what players want:

The Channeling path focuses on making sure players get better drops, like high-tier gear or guaranteed Deepsight weapons for crafting.The Reaping path optimizes how players gain Vestiges of Dread, a new currency unique to the Derelict Leviathan.The Manifesting path is all about umbral focusing, so these abilities will unlock the ability to focus armor and weapons as well make it easier to gain the Umbral Opulent Energy to do so.

Since Figments of Darkness are scarce this early in the season, they should be spent carefully and according to what players would like. This early in the season however, it’s likely best to just make sure you’re racking up materials that will help later, as well as completing seasonal challenges to get more rewards. Because of that, the best possible early route would be to primarily focus on the Reaping path.

The first ability on the Reaping tree allows Petrified Egregore, which are these sickly red plants players will see around the Castellum, to give Vestiges of Dread. The second upgrade will allow Vestiges of Dread to be gained from daily bounties and that’ll start anyone on the right foot. Vestiges of Dread are very important because they can be used at the end of the seasonal activity, Nightmare Containment, to earn greater rewards. Players will be running Nightmare Containment a lot. Collecting Vestiges of Dread is also important to a seasonal challenge that looks like it’ll recur, so being able to generate them more efficiently will help climb the ranks in the weeks to come.

Besides investments in Vestiges of Dread, players should invest in the first ability on the Manifesting tree, which will allow them to focus Haunted armor. That’ll make it easier to not only get new gear specifically, but also get it at a higher level. Once players have bought any four upgrades, they’ll be able to get an ability in the Manifesting path that allows them to focus Opulent weapons, meaning they can reroll their favorite weapons like Austringer and Beloved.

For more on Destiny 2’s Season of the Haunted, check out our guide where to find the Calus bobbleheads scattered around the Derelict Leviathan, how to get Opulent weapons, and more.

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With the Season of the Haunted, Destiny 2 is bringing back a few excellent guns from the past: weapons from the Season of Opulence released way back in 2019. You can find weapons like the Austringer hand cannon and the Beloved sniper rifle aboard the Derelict Leviathan–guns that were first made available in the Menagerie activity, and are even better now. But it’s not entirely clear how you can earn them.

As with other seasons, you can get Opulent weapons either from seasonal reward drops or by tuning Umbral Engrams at the Crown of Sorrow at the HELM. The new tuning system can be a little difficult to understand, though, and the game is a little obtuse about where Opulent weapons drop from naturally. Here’s everything you need to know to get new Opulent weapons–Austringer, Beloved, Calus Minitool, and Drang (Baroque)

Where to get Opulent Weapons

Opulent weapons drop from activities completed on the Derelict Leviathan. The best way to get random Opulent drops is from the Nightmare Containment activity, and to get full access to that, you’ll want to complete the Operation: Midas mission that kicks off the Season of the Haunted. But completing the Containment activity itself isn’t really the best way to get the guns you want; you’re going to want to gather Vestiges of Dread to guarantee seasonal rewards more often.

Vestiges of Dread are the Season of the Haunted’s new currency. You can earn it by doing just about everything in the game, including ritual playlist activities like Strikes, Crucible matches, and Gambit matches, and by completing patrols and public events aboard the Derelict Leviathan. Your Vestige gains are also increased when you wear the Season of the Haunted’s armor set, Eidolon Pursuant.

Spend Vestiges of Dread at the Nightmare Harvester in the Nightmare Containment activity for a chance at Opulent weapons.

You can spend your Vestiges of Dread at the end of the Nightmare Containment – Tier 3 public event aboard the Derelict Leviathan. You need 500 Vestiges in order to turn them in, which you do at the glowing red Nightmare Harvester scepter used to trigger the event. This is the best way to get random Opulent weapon drops, but they’re random–you’re not guaranteed to get Opulent weapons, but they’re included in the loot pool along with Haunted weapons and seasonal armor. Thus, you’re going to want to make sure you’ve got lots of Vestiges on hand to make sure you’re always able to cash them in at the end of the activity.

Nightmare Containment is a little less reliable for Opulent weapons, generally, than completing the Sever mission each week, but there are fewer opportunities to get them here. This story mission becomes available as you advance the Bound in Sorrow quest. When you complete the Sever mission, you earn a “Bound Presence,” which you can then cash in at a nearby loot chest. Trading in the Bound Presence earns you a number of rewards, including seasonal weapons and armor, some of which can be Opulent weapons.

There’s also a chance for Opulent weapons (and other seasonal gear) to drop from the Opulent Chests scattered throughout the Leviathan. You need an Opulent Key to find and open these chests, the first of which you can earn from the mission called The Leviathan Returns. Each Opulent Key unlocks a specific chest, clues about the location of which are listed on the key when you select it in your inventory. Opening an Opulent Chest doesn’t guarantee Opulent weapon rewards, as with all these other activities, but they are in the loot pool as possible drops.

How to unlock Opulent Weapon tuning

The best way to reliably get Austringer, Beloved, and the rest of the reprised Season of Opulence guns is to tune your Umbral Engrams for them at the Crown of Sorrow in the HELM. In order to do that, though, you’ll need another kind of currency, Opulent Umbral Energy, as well as Umbral Engrams, and upgrades to the Crown of Sorrow.

The Opulent Weapon Focusing upgrade will let you grab the guns you want, but you’ll need to earn several other upgrades first to get it.

First, the Crown upgrades. Like other seasonal vendors, you’ll need to rank up with the seasonal activity, complete seasonal challenges, and finish weekly seasonal story missions in order to increase the Crown’s capabilities. Doing that can earn you Figments of Darkness, which you can then spend at the Crown of Sorrow to unlock new capabilities for the season, including the ability to tune your Umbral Engrams into Opulent weapons, Haunted weapons, and high-stat seasonal gear.

You’ll get one Figment of Darkness for completing the Sever mission each week, and you can earn more Figments from completing seasonal challenges; there’s one available in this first week. You can also earn three Figments of Darkness as you level up your Crown Influence rank by completing Crown of Sorrow bounties, taking on the Nightmare Containment activity, and finishing patrols and finding Preserved Eregore pickups on the Derelict Leviathan. Figment of Darkness rewards come at Rank 4, Rank 10, and Rank 16.

You can unlock Opulent weapon tuning for the Crown of Sorrow on its Manifest track, but it carries an additional prerequisite: You’ll have to unlock four other upgrades first. That means you’re going to have to either earn all available Figments by increasing your Crown Influence rank up to 16, completing the Seasonal Challenge, and finishing the weekly Sever mission, or you’ll have to wait at least one more week for additional opportunities to earn Figments.

Once you do unlock Opulent weapon tuning, you’ll need a currency called Opulent Umbral Energy. You can earn this from the same places as Opulent weapon drops–from spending Vestiges of Dread at Nightmare Containment activities, from the Sever activity, and from Opulent Chests, specifically. An unfocused Opulent weapon Engram, which gives a random Opulent weapon, costs 7 Opulent Umbral Energy; focusing into a specific weapon, like Austringer, will run you 27 Opulent Umbral Energy.

All returning Menagerie weapons

Austringer is a PvP favorite from the Season of Opulence, and you’re going to want to farm it in the Season of the Haunted.

Four Menagerie weapons from the Season of Opulence can be earned from tuning Umbral Engrams at the Crown of Sorrow:

Austringer – Hand cannonBeloved – Sniper rifleDrang (Baroque) – SidearmCalus Mini-Tool – Submachine gun

Outside of tuning weapons specifically, there are a few other Menagerie guns that can be earned this season:

Fixed Odds – Machine gunThe Epicurean – Fusion rifle

We haven’t personally earned those last two weapons, so it’s not immediately clear how players can grab them in the game. We’ll update this rundown with more information as it becomes available.

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After releasing well-received games like Dishonored, Prey, and Deathloop over the last decade, Arkane is once again setting its sights on creating a brand-new story universe in Redfall, a co-op game starring vampires and those who hunt them–and are hunted by them. The game was once slated for a 2022 launch, but after not seeing much more than a reveal trailer, it has been pushed back a bit. We should soon learn a lot more about Arkane’s new game, but for now, here’s everything we know so far.

Release date and platforms

Redfall was originally said to be launching in the middle of 2022, but Bethesda, Arkane’s parent company, has more recently announced that the game will now be launching in the “first half of 2023.” Nothing more specific has been shared publicly for now, but with a slew of E3-like summer expos upcoming, we may find out its new date soon.

As Arkane falls under the Bethesda umbrella, it will launch as an Xbox console exclusive, though a PC release seems likely too, given Microsoft’s well-documented history of releasing its first-party games on PC at launch. Sadly for PlayStation or Switch players, there’s no reason to expect it will arrive on those platforms. It’s also set to be on current-gen Xbox consoles only, so Xbox One players looking to play it will want to get it on PC or Xbox Series X|S.

Gameplay and story

We haven’t yet seen the game in action all that much, and the very little bit we have seen comes via leaks from a limited playtest that seems to have occurred last fall. From that, we can gather a few details, however. Leaked images suggest the game may have a gear-chasing component to it similar to something like Borderlands or The Division–a loot-staker, if you will. Tiered rarities of loot further demonstrate this may be a key component of the game, and, as you might expect given Arkane’s history, it looks like it’ll be played in first-person.

Because this is an Arkane game, it’s safe to assume it will include intricate level design, with Arkane moving beyond its past use of large hub environments and into a full open world for Redfall. This should allow players to combine their character builds and labyrinthine environments to move through areas in creative, sometimes even unique, ways. According to leaks, the open world will be full of enemies both common and uncommon, such as tougher bosses, and will be built around the game’s co-op system. Besides the vampires, players will also take on cultists who actually worship their fangs-out friends.

As for that setting, it takes place in the fictional Redfall, Massachusetts, a supposedly quaint town besieged by bloodsuckers. Its official description teases a bit more. “Trapped with a handful of survivors against diabolical enemies threatening to bleed the town dry, choose your hero from a diverse roster, grouping up with others to create the perfect team of vampire slayers.”

The open world sounds quite diverse in its aesthetic offerings. According to the game’s listing on Xbox’s website, the town of Redfall will include sights such as “the once-bustling downtown and the haunted forest to the decimated seaside boardwalk and beyond.”

One important thing to note is however the game looked last fall in a limited playtest, it could look dramatically different by the time it launches in 2023. For now, we have only good guesses, but hopefully the upcoming Xbox-Bethesda Showcase reveals more of the New England vampire haven and its heroes and villains soon.

Preorder details and Xbox Game Pass

Redfall is not yet available to preorder on any platform, but you might not want to anyway. As the game is a first-party title for the Xbox, it will arrive via Game Pass on day one, whenever that day ends up arriving. With an active subscription, you’ll get access to the full game for no additional cost.

Team Xbox likes to make space for these live-service games in Game Pass, naturally, as they keep people subscribed. Redfall’s expected loot-shooter design fits it into this space, too. Following stuff like Sea of Thieves, Forza Horizon 5, and Halo Infinite, Redfall will one day just be the latest in a long line of Game Pass games built for the long haul.

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The Xbox Series X|S has been out for more than a year and a half now, and the library has expanded to include a bunch of excellent games that take full advantage of the powerful hardware. And over the past few months, it has become significantly easier to find an Xbox Series X in stock–and the digital-only Series S has even been on sale a few times. If you recently picked up a Series X|S or are simply looking for more games to play, we’ve rounded up the best Xbox Series X games. Our list includes games designed with Series X in mind as well as older games that have received overhauls such as 4K visuals and smoother performance. Keep in mind that all of our picks can also be played on Xbox One, and we’ve listed the best Xbox games in alphabetical order.

Many of the games we’ve chosen are available on Xbox Game Pass, Microsoft’s subscription-based service that gives you access to hundreds of games in addition to other perks. While the Series X boasts the best performance and visuals, the Series S also offers noticeable improvements and upscales to 4K.

Xbox Series X|S owners should also check out our roundups of the best Xbox One games and the best games on Xbox Game Pass, as every game on those lists is also playable on the new consoles. If you own other consoles, take a peek at our best PS5 games, best PS4 games, and best Nintendo Switch games guides too. And if you’re considering signing up for Xbox Game Pass on your new console, new subscribers can get their first month of Ultimate for $1.

Editor’s Note: Article updated on May 25, 2022

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Shipbreaking in Hardspace: Shipbreaker is a dangerous job, and it doesn’t help that these spacecraft seem to have been made with some questionable safety protocol. Reactors, pressurized cabins, electrical devices, explosive fuel tanks. One wrong move and you may be sending the whole ship into the furnace in pieces. That’s after Lynx Corp pulls another one of your clones from its petri dish and sends you back to work.

Here is a run-down of the hazards you will bump into in Hardspace: Shipbreaker and how to deal with them. Note that these aren’t the only things in the game that can kill you. Gravity is, and will forever be, your greatest enemy. However, knowing how to navigate the various temperamental systems of the various ships will improve your odds of surviving your shift.

Explosive depressurization

While explosive depressurization might not sound that scary from the sealed comfort of your spacesuit, it’s the explosive part you need to be afraid of. Explosive depressurization is when the atmosphere kept within a cabin of a ship is suddenly sucked out into the vacuum of space. Anything in the cabin is going to make a quick trip towards whatever hole you just made, and if you are hapless enough to be directly in its path, then you might get a closer look than you intended as it smashes through your visor.

In order to safely depressurize a ship, first, you need to safely enter through the airlocks. The airlocks ensure that any atmosphere within stays where it’s needed. You open the doors by cranking the lever next to them. Be careful, you can tear these panels right off, making a violent change in atmosphere your only option.

Once inside, you’re going to be looking for the atmospheric regulator, which looks a lot like a window-mounted air conditioner. Normally, these are found near the airlock. Once you activate one of these, the atmosphere will safely be drained. When done correctly, the right side of your screen will read “Unpressurized.” Be careful, though, some ships have multiple cabins that need to be depressurized individually. Don’t think that just because you toggled one regulator, it’s safe everywhere.

In space, no one can hear you botch the job.

Reactors

While Hardspace: Shipbreaker will give you a heads-up before you start working on a ship whether or not it has a reactor present, you can always tell when you’re getting close because the radiation will mess with your HUD. The reactor should be a major priority for you, since it could become damaged and explode, taking out a huge portion of the ship in the process. It might be prudent to start with the reactor, as once it’s gone, you can breathe a bit easier.

There’s one thing to note with the reactor, and that is you may need to purge the fuel lines before pulling it. This is different for each reactor, but generally, you’re either looking for a lever or a computer console. Sometimes you can just go ahead and toggle these, flushing the lines and continuing with the removal, but other times you need to find the keys for them. These will be floating around somewhere within the ship, often near the cockpit.

Note that once you flush the lines, the reactor will go into meltdown, which means you need to fling it into the barge before time runs out. It’s a good idea to clear a path between the reactor and the barge before you touch it.

Also, keep in mind that some reactors aren’t connected to anything, and you can just pull them. You should be able to recognize when there are no fuel pipes present, but just in case, take a tour around the ship’s interior to look for any consoles or shut-off valves.

Fuel Pumps

You can imagine fuel pumps to be a lot like reactors, but usually, there are fewer safety measures in place. Atlas ships in particular have a design where the fuel cut-off is located behind the thruster. This requires you to cut the four pipes connected to the thruster, then quickly pull it out of the way. You then have precious little time to make your way through the nacelle, past the erupting gas and fire, and hit the cut-off. The danger isn’t over, however. The two halves of the nacelle pop apart, which can cause you to get thrown around or crushed. This can be deadly, so it might be a good idea to hold on using your grabby hands until the danger passes.

Removing the thruster and cutting the fuel may be the most dangerous procedure in Hardspace: Shipbreaker. Just stay calm, avoid the fire, and work fast.

The environment is hostile by default, but a delicate touch can avoid most disasters.

Electrics

It’s a bit easier to deal with electrical devices just by not being near them when you’re dismantling them. However, there are ways to make the whole endeavor a lot safer. For example, if you follow the wires around the ship, you’ll often come across the odd junction where a power cell is sitting. Plucking this (from a safe distance) will reduce the chances of the wires themselves arcing when you cut their junctions or pull them from the wall.

The bigger ships also may have fuse boxes scattered around their cabins. It’s very important to find these and turn them off before mucking around with anything electrical. Failure to do so might be quite shocking. To do so, simply remove the fuse when the blinking red lights that border it are off.

Once all the fuses are removed, everything, including the power generator, should be safe to remove without electricity arcing everywhere.

Environmental Control Unit

Out of all the things that can kill you in space, this one is probably the least deadly. It’s also one of the easiest to handle. While you’re doing your initial ship inspection, if you come across an Environmental Control Unit, it’s simple to dismantle. Simply pull off the front panel and rip out all the canisters. That’s all there is to it. Nothing is going to explode in your face if you go too slowly.

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PlayStation has not announced plans for any summer games events, but if history is any indication, the company will have some kind of showcase before the end of the year. Whether or not it happens during June–the traditional E3 timeframe–or sometime later remains to be seen, but we’re expecting something. E3 2022 has been canceled, but nothing can stop gaming.

While we wait for official details, GameSpot editors have sounded off on what they want to see from PlayStation at some point this year. Read on below for more! Check out the full Not E3 schedule to learn more about this summer’s big gaming events.

Make it weird again, Sony!

Over the last decade or so, Sony’s first-party studios have focused largely on making the “it looks like a movie!” game. From The Last of Us and Spider-Man to God of War and Ghost of Tsushima, they’re games that seem like they will be awarded end-of-year honors almost merely for just existing. Don’t get me wrong: I think these games are often great. However, Sony’s studios have made some weird games in the past, and I want to see some of those shown off this summer.

Enough of the photorealism! The closest we’ve seen to the old whimsy of Sony’s first-party studios is the free PS5 game Astro’s Playroom, which utilizes the DualSense controller in some truly brilliant ways. Media Molecule seems like it’s up to the task, and if some sort of major PS5 upgrade for Dreams could be that source of creativity and joy, I more than welcome it. I don’t want to see those Oscar-bait games completely absent, but I do want to watch Airplane or Spaceballs in between viewings of A Bird Sat on a Branch Reflecting on Existence. — Gabe Gurwin

GTA 6

Rockstar Games has finally confirmed Grand Theft Auto 6, and I’m hoping we’ll see it during any summer games showcase that Sony might host. Sony and Rockstar have been partners dating back decades, and in recent years, Sony’s E3 showcase hosted GTA 5’s next-gen reveal. The partnership continued with exclusive content and offers for GTA Online players on PlayStation. The next evolution of this partnership could be Sony showcasing GTA 6–or at least providing a glimpse–during its summer event. Given Rockstar’s penchant for secrecy and doing things its own way, I wouldn’t expect to see much, but even just a glimpse would be enough. — Eddie Makuch

We’re excited for GTA 6

The coming-out party for PSVR2

When Sony introduced its first PSVR device, virtual reality tech was surging. Sony rode that interest with a device that was well-designed, comfortable, and accessible for new players by leveraging the existing PlayStation hardware. VR doesn’t seem quite as ascendant in pop culture now, but more companies like Meta are betting big on it for the future. The PS5 is selling incredibly well, which means Sony has another golden opportunity to both leverage its gaming brand and bring new players into the fold. We know the PSVR2 is coming, but we don’t know much more than that. This should be the year that Sony takes the wraps off and lets us see its next-gen VR device. — Steve Watts

Bring back Sly Cooper

While the golden age of the mascot platformer might be well behind us, we’ve certainly seen a resurgence in recent years. Ratchet and Clank: Rift Apart and Psychonauts 2 were two of the biggest games of last year, Crash Bandicoot 4: It’s About Time offered an incredible return to the series back in 2020, and who could forget what a fantastic job developer Toys For Bob did with the Spyro Reignited trilogy in 2018? However, one furry friend has remained elusive: Sly Cooper.

Stylish and sleek, stealth-filled and seriously funny, the Sly Cooper series is one of the best mascot-led collectathons to ever grace consoles. However, the series has remained dormant for nearly a decade while Sucker Punch has turned its attention towards super-powered punks and vengeful samurai warriors. I would love to see the team pivot back to the series and give Sly, Bentley, Murray, and the ever-irritable Carmelita Fox a new adventure, filled with fun locations, new heists to pull off, and more family history to uncover. — Jessica Howard

A PlayStation transmedia explosion

The Uncharted movie adaptation finally released in 2022 after what feels like 900 years of development. When it did, it also solidified the position of PlayStation Productions, a movie arm now growing out of the company’s video game wing. Sony is making video game movies, and I’m hoping it uses its not-E3 platform to dump a whole bunch more new brand synergy and intellectual property monetization on us.

Those words sound bad, but actually, I think more movie and TV adaptations derived from games could potentially be very interesting. Games have a long history of being terribly adapted, and there are a lot of reasons for this–a lot of games have traditionally treated story as an afterthought, for one thing, and the interactive element of games often elevates stories that don’t function as well in other media. But the worldbuilding bones of a lot of game franchises are actually pretty great, and I’m excited to watch Sony find ways to make those stories work in other media. What’s more, Sony’s acquisition of Bungie is apparently aimed at expanding the developer’s worlds–namely, Destiny–into other media as well. There’s a whole lot of weird and interesting stuff in the Destiny universe that could make for weird and interesting movies and TV shows.

So here’s hoping that Sony’s announcements go beyond games. I sometimes think back to the world promised by Microsoft when it announced the Xbox One, when Don Mattrick touted a transmedia world where games and TV shows expanded on stories and even interacted with each other. It was never to be, but maybe it was just too soon for such a thing–or maybe Sony is the company to deliver on the idea. In any event, I want more weird video game things that aren’t necessarily video games. — Phil Hornshaw

A Destiny TV show could be great

What KojiPro is up to

One of the things I enjoy most about Hideo Kojima–apart from the many excellent games he’s directed–is just how excited he gets about his upcoming projects. The level of enthusiasm he has for his projects is infectious, and personally I think it’s been far too long since we’ve seen that on full display. Since the release of Death Stranding back in 2019, Kojima Productions has focused on supporting the game, creating both a PC port and a Director’s Cut for the one-and-only “strand” game. While I would personally be down for the studio starting a completely new project, rumors are already swirling around that Death Stranding 2 is in the works, and really anything new from the mind behind the Metal Gear Solid series is a welcome sight. — Jessica Howard

Sony and Bungie’s joint projects

2022 has been a year of industry-shaking acquisitions, one of them being Sony’s recent purchase of Bungie. The news came as a bit of a surprise, especially considering just how much the studio celebrated its independence from Microsoft. However, Bungie has assured its fans that just because the studio is now owned by Sony, it doesn’t mean it’s now exclusive to the company. Destiny 2 will remain available across all consoles, according to Bungie, as well as other games the team currently has in development. This then raises the question of what exactly is coming from this big purchase. A new IP? A new venture unrelated to games? Right now we’re not sure, but more information could be revealed during the upcoming PlayStation conference. — Jessica Howard

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A new patch for Call of Duty: Warzone is out now, and it makes some big changes. In particular, the Season 3 Reloaded update reduces the player count to 120 (down from 150) on all Caldera battle royale modes, and you can see the full patch notes below.

Developer Raven Software said the team is “very conscious” of making sure Warzone’s mid-game “doesn’t feel unfairly claustrophobic…” Dropping the player count to 120 is part of the studio’s effort to determine if this helps improve match flow. Raven said this is only a “trial” and that it will collect player data and review fan sentiment around the change.

This change comes to Warzone in the big Season 3 Reloaded update, which also adds the Serpentine perk. This reduces damage taken while moving. Additionally, a new underground fast-travel system on Caldera is added with the update, while new items like a speed boost buff and extra Gulag tokens can now be found on the map. Additionally, a redeploy token has been added to the Buy Station, allowing players to simply redeploy on the map without needing to enter the Gulag first.

Another notable change is that movement speed while downed has been increased, while the cost of a buyback token has decreased from $4,000 to $3,000. You can see the full patch notes below.

In other Call of Duty news, Infinity Ward will release Call of Duty: Modern Warfare 2 on October 28, and PlayStation users will get first access to a multiplayer test.

Warzone Season 3 Reloaded Patch Notes

MODES

Champion of Caldera

This year could arguably be a strong one for Warzone solo players, with Rebirth Resurgence Solos being a fast-paced variant of the traditional Battle Royale free-for-all, and Caldera Clash being an awesome way to level up Weapons.

With Classified Arms Reloaded, Solo players will get another high-intensity limited-time mode and – as the name suggests – fight to become the Champion of Caldera.

This mode will feature 150 maximum Players and a single, continuously closing circle in a Battle Royale-style fight for survival.

All Operators will drop in with their Custom Loadout, a Gas Mask, and a single Redeploy Extraction Token. The item pool is slightly altered to emphasize equipment not normally found in Loadouts and rare Weapons. Collect Cash to visit an upgraded Buy Station, which features the Advanced UAV and even the Specialist Bonus for a hefty fee.

Most notably: kills in this game mode immediately refill player Health, Equipment, and Ammunition, incentivizing would-be Champions to play aggressively and eliminate the competition directly to have the best chance at victory.

GAMEPLAY

Before we jump into the many changes outlined below, we want to share the key pillars that we have focused on for the Season Three Reloaded update. We believe this will help Players understand the design intentions behind all of the changes and how they add up to cohesively improve the core Warzone gameplay loop over the season ahead.

Each of the gameplay changes can be separated into 3 core areas of focus, with an overall emphasis on improved reasons to loot in the mid-game and creating new Player stories:

More Counters: There are still some very powerful mechanics in Warzone and we need to provide counterplay measures to each gameplay loop for more interesting engagements.More Movement: Player rotation opportunities are core to the Warzone experience and we see how much our Players love advanced movement techniques so have expanded this into new avenues.More Playtime: Simply put; more time playing, less time spectating. Warzone has always been a leader in second chance mechanics and we wanted to further develop this aspect of Warzone to improve the chances of a successful mid-to-late game regain.

We fully expect this update to influence how our Players experience Warzone in a positive way. We are excited to see the new stories emerge from the community in the weeks and months to come. And, as always, we will be monitoring closely for feedback and finetune where necessary.

COUNTERPLAY

New Perk “Serpentine”Reduces incoming damage if the Player is sprinting.

We are bringing in this new Perk from Vanguard that some of our Players may already be familiar with. Our internal playtests highlighted the counter to ranged engagements especially in large open spaces while still beneficial in smaller spaces. Serpentine creates a buffer between finding cover and it provides a boon to Players that rotate often in their engagements. The attacking Player receives clear feedback that their target countered their incoming shots with a Serpentine icon being displayed.

New Lootable Perks | All Maps & ModesSerpentineTune UpTrackerHardlineKill ChainE.O.D.

We have been really happy with the response to Perk Satchels being added to ground loot so we have expanded the list, alongside the inclusion of the new “Serpentine” Perk. We’re also bringing all of them to Rebirth Island.

New Field Upgrade “Radar Jammer” | All Maps & Modes Players can deploy this Field Upgrade to scramble the Tac Map of enemy Players and prevent airborne Killstreaks from being used in the localized area.Has an effective radius of 125 metersEffect lasts for 45 secondsSusceptible to being hacked by a Player with an Engineer PerkCan be attached to vehicles to become mobileNew Lootable Loadout Drop Markers | Caldera ModesGround loot now includes a rare chance to spawn a Loadout Drop Marker

Once Players have been to the Gulag, it can often be challenging to get back into rotation to stand a chance of going on to win. We wanted to give Players that rare chance of striking it lucky and finding a way to counter a previous loss that gets them back into the game.

MOVEMENT

High Value Loot Zones | Caldera ModesThese zones are represented on the Tac Map by a very appropriate “$” sign and will provide the best looting opportunities.

We’ve enjoyed seeing how the addition of this new system has pulled Players into landing at POIs they otherwise wouldn’t have planned to land – so it is now available in Battle Royale game modes. We expect this to be a popular feature, both for promoting early engagement opportunities as well as late-game restock opportunities.

New Underground Transit System | Caldera ModesNew fast travel system with 14 access points, indicated on the Tac Map and minimap by a silver “vault door” symbol.A lighting system will provide intel and help navigate Player decisions.

Warzone has had several Fast Travel systems over its lifetime, everything from Subways to Red Doors. With this new Underground Transit System on Caldera, we have leveraged all the learnings from the previous experiences to create what we believe to be the ultimate method for moving around Caldera quickly.

New Lootable “Speed Boost” Power-Up | Caldera ModesGrants Players a considerable increase in movement speed.

We’ve added the Speed Boost Power-Up from Clash into core Battle Royale, as we liked the advanced movement plays that it enables. Just like in Clash, this powerup is activated immediately on pickup so use this temporary speed boost wisely.

New “Occupation Scan” Public Event | Rebirth Island Modes (Except Blood Money & Payload)Any Players standing or crouching while the scan takes place will have their location exposed on the Tac Map for all to see. Players will be informed to go prone prior to the sweep.

Movement represents an opportunity for memorable engagements and encounters. With “Occupation Scan”, we wanted to develop a Public Event where movement – or lack thereof – is core to the experience. This Public Event really brings Lethals and Tacticals like Gas Grenades and Molotovs into consideration – you can use them to flush enemies out of hiding to expose them on the Map.

Increased Downed Movement Speed | All Maps & ModesIncreased the speed at which a Player moves while in the downed state.

We felt the downed movement speed needed a review, primarily to allow Players who get downed a chance to get themselves to a safer space to allow for a revive. This is a small change on the surface that has allowed for more interesting outcomes during internal playtests.

Stim Adjustments | All Maps & Modes | In-SeasonSlide modifier has been reduced The slide modifier was simply too extreme. While we believe that sliding movement should be buffed when a Player is using a Stim, it still needs to fit within limits.Added a Weapon damage (received) interruption effect If a Player receives Weapon damage, the healing effect will be interrupted. The previous mechanic allowed Players to repeatedly heal themselves while actively taking damage – which is not the intent of this tool.

We have enjoyed watching the recent shift in the use of Tacticals where Stims have become more commonplace and offer new, high-skill plays. That said, the above are two areas where we have felt it necessary to finetune the balance.

PLAYTIME

New Lootable “Gulag Entry” Token | Caldera Battle Royale ModesThis new lootable token allows Players to reenter the Gulag upon death.When the Gulag closes, Players will be rewarded with cash if they still hold a token.Per the normal Battle Royale rules, Players will still start each match with a single Gulag Entry token in their inventory.Players can only carry one of these tokens at a time.

We’ve really enjoyed seeing the response to our recent “infinite Gulag” LTM’s and wanted to bring an element of this across to core Battle Royale.

New Lootable “Redeploy Extraction” Token | Caldera Battle Royale ModesThis item allows a Player, upon death, to skip the Gulag and redeploy after a short countdown.If the Player still has their original Gulag Entry from the match start, they will retain it.When the Gulag closes, Players will be rewarded with cash if they still hold a token.Players below a redeploying enemy will be notified.Players can only carry one of these tokens at a time.

Similarly to the “Gulag Entry” token, we felt there was an opportunity for an additional rare item that allows redeployment on death – and that’s the role that the new ground loot item, “Redeploy Extraction” fills.

Increased Lootable Self-Revives | Caldera Battle Royale ModesThe spawn rate of lootable Self-Revive tokens has been increased.

Upon review we felt that Self-Revives were too rare in ground loot for something so easily and readily available in Buy Stations so their chance of ground loot availability has been increased.

Player Count Adjustment | Caldera Battle Royale ModesReduced total Player count per match to 120

With the addition of new second-chance mechanics, we are very conscious of making sure the mid-game doesn’t feel unfairly claustrophobic compared to the current Battle Royale pacing. We will therefore be trialing a slightly reduced Player count across all core Battle Royale squad sizes. We will be carefully reviewing sentiment and data to make sure that the engagement pacing remains more or less in line with the current experience and that Players can still pursue new personal records.

Decreased Buyback Cost | All Maps & ModesDecreased Buyback cost to $3,000, down from $4,000

We want to support Players being able to get back into the game. We felt that $4,000 was an often unattainable cost, especially at $12,000 for a full squad in Quads. This slight reduction should provide more chances for Players to more readily get back to a full squad.

Death Tax Adjustment | All Maps & Modes (Except Plunder)Adjusted the tax upon death from 80:20 to 50:50

Upon review, the death tax felt overly punishing, as well as making it tougher for Players to track how much cash they’d still have when returning from the Gulag. We are going to trial this new 50:50 split and carefully monitor the impact it has on the global cash economy.

QUALITY OF LIFE IMPROVEMENTS

Expanded Squad HUDNew HUD elements include:Total Squad Cash An icon will appear if a Squad can afford a Loadout DropAn icon will appear when Player Buyback costs are metArmor Plate counter for each Squad member For those times when your mates tell you they have “no plates left”… 👀Possession icons for: Gas MaskKill StreakSelf-ReviveKeycardsGulag Entry TokenRedeploy Extraction Token

We have been quietly working away on this change for a while and we are happy to finally be taking the wrapping off it! Players will now find a wealth of extra information on their Squads inventory to better inform of what you and your squad are carrying. Not only do we feel that this is a great QoL feature but it also supports cognitive accessibility.

Improved Footstep AudioThe team has completed a reprioritization pass of NPC footstep audio relative to other crucial gameplay sounds to prevent voice culling of NPC footsteps.Ranged Weapon Melee Damage ReducedGunbutting now requires 4 successive hits to eliminate a target, up from 3.Pistols require 4 hits on a target with 250 health.

The power of Weapon gunbutting has often resulted in it being favored over firing the Weapon or using a dedicated melee. This change shifts the balance of power so that gunbutts are considered a last resort. We’ve also ensured that this change is replicated in the infiltration experience when not at full armor.

Slide Camera LockWe have addressed the horizontal camera locking that would occasionally happen if a Player was sliding while navigating a slope or stairs.Incoming Killstreak Warning Banner Moved the banner to appear below the Weapon reticule to prevent visual obstruction.

We have observed an uptick in feedback that the Killstreak warning banner would occasionally block the Player’s line of sight during engagements. We feel the information provided here is critical to surviving an incoming Killstreak so instead of removing it entirely, we have adjusted the positioning.

Menu Browsing InterruptionPlayers will no longer be brought back to the front end lobby when the party host queues into matchmaking.

With this quality of life change Players can now have full agency over their UI experience regardless as to what the host is doing.

Buyback Player Prioritization The Buy Station interface will prioritize dead Squad members by listing them first.Weapon Trade Station UpdatedPerk Satchels added to Epic, Legendary, and Fire Sale trades“Ghost” Perk AdjustmentReduced Player movement speed threshold required to trigger the Perk.Spawn Protection Value AdjustmentPlayers with a visible shield will take 25% reduced damageArmored Truck Adjusted | In-SeasonDecreased HealthDecreased Turret DamageAssociated Sabotage Contracts are no longer available in Solo game modes

OTHER ADJUSTMENTS

Lethals
Frag Grenade Damage increased by 24.5%Throwing Knife Damage increased by 20%Hits to the upper torso and head will one-shot downClaymore Damage increased by 20%Proximity Mine Damage increased by 24.5%Semtex Damage increased by 5%

With each update we continue to tune and balance across the board. With health increasing we have taken the opportunity to adjust the damage on most lethals to keep them in a space where they cannot be ignored.

Health Increase | All Maps & Modes (Except Iron Trials)Player core Health has been increased from 100 to 150 across all modes, including Private Matches (totaling 300 when factoring in Armor Plates).

We’ve seen the positive reception to the increased Player health in Battle Royale and we are now rolling this out globally across all game modes. Having a consistent core Health experience is important so that Players can develop trust in both their Weapons and their engagements as they play different modes and we are happy to now be rolling this out globally. Thank you for your feedback, which informed this change.

Ground Loot | All Maps & ModesAdjusted to accommodate new Weapons and new buildsCommon and Uncommon Weapons have been upgraded to feature more Attachments to enable more early game confidence in Weapons you acquire: Common (white) rarity items now have 3 Attachments, up from 2Uncommon (green) rarity items now have 5 Attachments, up from 4Gulag Loadouts | Caldera Modes Loadouts have been refreshed!

Each Weapon features more Attachments, enabling you to return to the field with a Weapon equal to a rare ground loot configuration which should help when recovering from an unfavorable position.

BUG FIXES

Fixed an issue that was preventing 120Hz support on Xbox Series consoles.Fixed an issue which caused a client crash when using FMJ and Dismantle on the same Weapon.Fixed an issue that would occasionally cause a sliding Player to get stuck in the Buy Station interface.Fixed an issue that would occasionally cause a crouched Player adjacent a wall to get stuck in the Buy Station interface.Fixed an issue which caused the Loadout Menu to randomly appear when playing a match.Fixed an issue causing the Welgun (VG) to not have the Frangible ammunition Attachment.Fixed an issue which caused the 3-Line Rifle (VG) to fire slightly to the left.Fixed an issue which caused the Kong Finishing Move to not throw enemies the correct distance.Fixed an issue which caused Calling Card names to display placeholder text.Fixed an issue which caused Tracers in the Poison Sky Mastercraft Bundle to not appear correctly.Fixed an issue which caused some Weapon Attachments to appear misaligned in their Dynamic IconsFixed an issue where the “Perks of the Job” Mission named the incorrect Perk required.Fixed an issue which caused the Unlock Mission for the “Weaver” Operator to say “Coming Soon.”Fixed an issue which caused the TEC-9 (BOCW) to not display the 36 Rnd Speed Mag during gameplay.Fixed an issue which caused the Player’s view to be obstructed when ADS-ing with the Adler “Tortured and Rescued” Operator Skin.Fixed an issue which caused flickering textures on Heavy Weapon Drop Crates.Fixed an issue which caused several Vanguard Melee Weapons to display the same codename.Fixed an issue which caused the UGR (BOCW) to experience unintended damage reduction when the EOD Perk and Explosive Rounds Magazine Attachment were equipped.

KNOWN ISSUES

For a list of other known #Warzone issues, please check out our dedicated Trello Board.

WEAPONS

New Weapon

H4 Blixen: Submachine Gun (VG)This hard-hitting SMG offers mobility and accuracy in medium range engagements.Unlock Challenge: Get 3 Slide Kills in a single match 15 times.

Weapon Adjustments

» Assault Rifles «

AK-47 (BOCW)Neck Damage Multiplier decreased to 1.15, down from 1.220″ Spetsnaz RPK Barrel Reduce Recoil Control from +8.5 to 7.5%AS44 (VG) Initial Recoil slightly decreasedBullet Velocity increased by 3.56%Now has a functioning On-Hand perkAssault Rifle Charlie (VG)Headshot Damage Multiplier increased to 1.85, up from 1.5
.30-06 20 Round Fast MagsMagazine Capacity increased to 30, up from 208mm Klauser 30 Round MagsMagazine Capacity increased to 40, up from 30.50 BMG 30 Round MagsMagazine Capacity increased to 40, up from 30Bullet Velocity scale from 1.1 to 1.2.50 BMG 40 Round MagsMagazine Capacity increased to 60, up from 40Fire Rate Multiplier decreased to -15% down from -10%Cooper Carbine (VG)Bullet Velocity increased by 4.55%C58 (BOCW)Neck Damage Multiplier decreased to 1.1, down from 1.2CR-56 AMAX (MW)Max Damage decreased to 31, down from 35Min Damage decreased to 24, down from 31FARA 83 (BOCW)Min Damage decreased to 22, down from 23Nikita AVT (VG)Adjusted recoil pattern for ease of useSprint to Fire time increased increased by 10%Assault Rifle Bravo (VG)Headshot Multiplier increased to 1.6, up from 1.5
.303 British 36 Round Mags Movement Speed scaler increased to 1.02, up from 1.01Damage Range increased to -10%, up from -20%NZ-41 (VG)Adjusted recoil pattern and intensity when used in fully automatic.
Orbweaver 360mm BC BarrelHorizontal Recoil control now increased by 10%Bullet Velocity now increased by 40%Sakura 50 Round MagsFire Rate Multiplier decreased to 12%, down from 22%Damage Range increased to -12%, up from -22%Bullet Velocity increased to -15%, up from -30%8mm Klauser 40 Round MagsBullet Velocity increased to -10%, up from -20%Fire Rate Multiplier decreased to 12%, down from 16%Damage decreased to -3.6%, down from -12%Orbweaver Custom Bullet Velocity now increased by 20%Damage Range now increased by 20%LOR Mk1 BurstBullet Velocity now increased by 30%Damage Range now increased by 20%Ravenwood 480mm No.2 Damage Range penalty removedBullet Velocity penalty removed

The NZ-41 (VG) has fallen out of favor when compared to the competition, often due to its challenging recoil pattern. We’ve adjusted the curve so that it’s more logical in its movement, allowing you to predict and compensate appropriately. We’ve also taken a look at the velocity and range bonuses provided by Attachments and made significant adjustments so that the NZ-41 (VG) can compete with the best.

Vargo 52 (BOCW)Min Damage increased to 24, up from 23Headshot Damage Multiplier increased to 1.53, up from 1.5Volkssturmgewehr (VG)Headshot Damage Multiplier increased to 1.55, up from 1.5Neck Damage Multiplier increased to 1.25, up from 1.2ADS Movement Speed decreased by 5%
Reisdorf 22V AdjustableADS Movement Speed reduced to 25%, down from 30%XM4 (BOCW)Max Damage decreased to 28, down from 29Max Damage Range decreased to 20.3 meters, down from 22.3 metersNeck Damage Multiplier decreased to 1.3, down from 1.33

» Marksman Rifles «

SVT-40 (VG)Max Damage increased to 60, up from 57Min Damage increased to 50, up from 49Bullet velocity increased by 8.54%M1916 (VG)Max Damage increased to 55, up from 53Max Damage Range increased to 58 meters, up from 45 metersBullet velocity increased by 7.89%M1 Garand (VG)Headshot Damage Multiplier increased to 1.59, up from 1.5Bullet velocity increased by 6.67%

» Sniper Rifles «

HDR (MW)Bullet Drop-off increasedPelington 703 (BOCW)Damage Range decreased to 43.2 meters, down from 48.3 metersZRG 20mm (BOCW)Upper Torso Damage Multiplier decreased to 1.5, down from 1.743.9″ Combat Recon Barre
Bullet Velocity decreased to 38%, down from 43%Sniper Rifle Charlie (MW) Bullet velocity decreased by 5.13%3-Line Rifle (VG)Bullet velocity increased by 6.76%Bullet drop-off decreasedSprint to Fire Scaler increased to 1.0, up from 0.99Re-aligned the 3-line reticles to be properly screen center500mm MN Custom
Bullet Velocity increased to 25%, up from 20%Empress 514mm F01
Bullet Velocity increased to 20%, up from 16%Empress 700mm TN02
Bullet Velocity increased to 35%, up from 30%Kovalevskaya 700mm
Bullet Velocity increased to 20%, up from 15%Neck damage increased to 1.3, up from 1.1Kovalevskaya 820mm
Bullet Velocity increased to 45%, up from 35%.30-06 20 Round Mags
Bullet Velocity increased to 20%, up from 10%.303 British 5 Round Mags
Damage Penalty has been removed.Damage Range increased to -20%, up from -30%Sniper Rifle Alpha (MW)Max Damage range increased to 1600, up from 1375Rytec AMR (MW)Now one-shots to the head within max damage rangeMax Damage increased to 125, up from 102Max Damage Range decreased to 59.1 meters, down from 67.3 metersHeadshot Damage Multiplier increased to 2.4, up from 2.1Neck Damage Multiplier decreased to 1.75, down from 2.1Sniper Rifle Charlie (BOCW)Now one-shots to the head within max damage rangeMax Damage increased to 125, up from 102Headshot Damage Multiplier increased to 2.4, up from 2.1Neck Damage Multiplier decreased to 1.75, down from 2.1Type 99 (VG)
5.6mm 8 Round Mags
Damage Range increased to -20%, up from -25%8mm Klauser 5 Round Mags
Bullet Velocity scalar increased to 20%, up from 10%Sakura 776mm Barrel
Bullet Velocity scalar increased to 40%, up from 30%Shiraishi 712mm Sniper
Upper Torso Damage Multiplier decreased to 1.6, down from 1.81Gorenko (VG)Bullet Drop-off decreased420mm Empress
Bullet Velocity increased to 40%, up from 11%ADS Time Scaler increased to 0.943, up from 0.9Reinforced Stock
ADS Time Scaler increased to 1.05, up from 1.0413mm AM 10 Round Mags
ADS Time Scaler increased to 0.955, up from 0.94Kar98k (VG)Added Frenzy Weapon PerkMax Damage range increased to 48.9 meters, up from 47 metersK98 Scout 10.0x Telescopic
ADS speed increased to 0.75, up from 0.65VDD RE02K
Damage Range now increased by 20%8mm Klauser 3 Round Mag
ADS Time Scaler increased to 1.06, up from 1.05Krausnick Padded
ADS Time Scaler increased to 0.945, up from 0.934Movespeed Scale increased to 0.95, up from 0.94

» Shotguns «

Damage decreased by 20% for the following Shotguns: StreetsweeperGallo SA12JAK-1Origin 12R9-0Gracey Auto

With the change to health pools, automatic and semi-auto shotguns were hitting a breakpoint where the time-to-kill remained the same as it did previously. This change brings these Weapons in line.

Combat Shotgun (VG)Movespeed Scale increased to 0.87, up from 0.865ADS Move Speed Scale increased to 1.49, up from 1.46Framble 18″ PrecisionBullet Velocity now increased to 48%, up from 34%Damage Range increased to 20%, up from 10%Framble No. 3Bullet Velocity now increased by 10%Chariot 16″ ShortDamage range penalty increased to -20%, up from -30%Sawed-OffDamage Bonus increased to 20%, up from 15%Move Speed Scaler increased to 5%, up from from 4%

» Submachine Guns «

Milano 821 (BOCW)Max Damage Range decreased to 12 meters, down from 17.8 metersMid Damage added at 33Mid Damage Range added at 17.8 metersMin Damage decreased to 27, down from 30LAPA (BOCW)Max Damage decreased to 27, down from 31Max Damage Range increased to 12.7 meters, up from 10.1 metersMid Damage decreased to 25, down from 28Mid Damage Range increased to 20 meters, up from 17.8 metersMin Damage decreased to 21, down from 26OTs 9 (BOCW)Max Damage decreased to 29, down from 30Armaguerra 43 (VG)Slight reduction to initial recoilBotti 315mm CIIVertical Recoil Multiplier decreased to 40%, down from 50%.30 Russian Short 34 Round MagsDamage Penalty decreased to -4%, up from -5%Visual Recoil decreasedOwen Gun (VG)Upper Extremities Damage Multiplier decreased 1, down from 1.45Lower Extremities Damage Multiplier decreased to 0.9, down from 1.0Max Damage Range decreased to 15.2 meters, down from 17.1 metersMid Damage Range decreased to 19.7 meters, down from 20 meters7.62 Gorenko 33 Round MagsFire Rate decreased to 14.5%, down from 15%7.62 Gorenko 72 Round DrumsFire Rate decreased to 14.5%, down from 15%Submachine Gun Alpha (MW)
5.56 NATO 30-Round MagsMax Damage decreased to 37, down from 38Mid Damage decreased to 27, down from 28Mid Damage Range decreased to 30.5 meters, down from 40 meters5.56 NATO 60-Round DrumsMax Damage decreased to 37, down from 38Mid Damage decreased to 27, down from 28Mid Damage Range decreased to 30.5 meters, down from 40 metersWelgun (VG)Added Frangible Weapon Perk120mm Gawain ShortFire Rate decreased to 6%, down from 10%Removed Damage Range PenaltyUGR (BOCW)Magazine Capacity increased to 40, up from 30

» Pistols «

Pistol melee attacks now require three successive hits to initiate a finisher on the target. This is up from 3.1911 (VG)
ACP 18 Round Mags Magazine Capacity increased to 24, up from 18.Min Damage increased to 24, up from 20Klauser (VG)Max Damage increased to 50, up from 46Mid Damage increased to 42, up from 40Min Damage increased to 37, up from 30RATT (VG)Mid Damage increased to 26, up from 22Min Damage increased to 22, up from 20Neck Damage Multiplier increased to 1.4, up from 1.2Handgun Charlie (BOCW) Max Damage decreased to 35, down from 40Mid Damage decreased to 29, down from 33Machine Pistol (VG)Max Damage increased to 20, up from 19Mid Damage increased to 16, up from 15Min Damage increased to 13, up from 12Significant Reduction of Base Recoil Control7.62 Gorenko 40 Round Mags
Fire Rate Multiplier decreased to 5%, down from 7%Recoil Control penalty decreased to -18%, down from -27%8mm Nambu 20 Round Mags
Recoil Control penalty decreased to -22%, down from -30%Fire Rate Multiplier decreased to 5%, down from 7%Rapid Barrel
Fire Rate Multiplier decreased to 5%, down from 20%

The Machine Pistol (VG), in its previous incarnation, was an extremely difficult beast to control effectively, often only used as an absolute last option. We’ve made a significant change to the kick intensity and recoil pattern of the Weapon and adjusted its damage profile to be a Weapon that is now something to be reckoned with.

» Launchers «

Panzerfaust (VG)ADS Transition out time decreased to 0.48, down from 0.5Base Movespeed Scale increased to 0.8, up from 0.79ADS Movement Speed Scale increased to 0.85, up from 0.8

ATTACHMENTS

Akimbo Perk Akimbo for Pistols now reduces damage by 10%.MX SilencerBullet Velocity increased to 15%, up from 10%F8 StabilizerDamage Range increased to 15%, up from 10%

OPERATORS

Rose Skin AdjustmentWe have made a 70% adjustment to increase the brightness of the infamous Roze outfit. With the recent lighting improvements to Caldera, it once again made her outfit out of balance with the rest of the Operator options available to Players.

Just like our Weapon balance, we are very conscious that our Operator meta plays an equally important role in the second-to-second gameplay health so this change was necessary.

DOWNLOADS

The Season Three Reloaded update will have a download size of approximately 5 GB for those who own the free-to-play console version of Warzone and are currently on the latest updates.

Warzone Update Sizes

PlayStation 5:5.2 GBPlayStation 4:5.2 GBXbox One Series X / S:5.4 GBXbox One:5.4 GBPC:5.7 GB (Warzone Only)6.6 GB (Warzone and Modern Warfare®)

Note: PC users will also need 12 GB of additional space on their hard drive for the patch copying process; this is only temporary space that is reclaimed upon completion of the patch installation and is not an additional download.

Remember, the Vanguard download is not necessary if you are only playing Warzone, and vice versa.

Furthermore, for a smaller overall file size, Players can choose to uninstall/remove other data packs if they are no longer needed.

Read MoreGameSpot – Game News

Time is slightly broken in No Man’s Sky’s latest update, Leviathan, and the only way out is to engage in a roguelike-style adventure. Out today, the Leviathan expedition gives players a single life to use when they attempt to break the loop, with each death resetting the timeline and sending them back to square one.

The good news is that the No Man’s Sky community can work together on a persistent global goal that permanently improves the quality and frequency of upgrade rewards found during each loop, according to developer Hello Games. Completing several objectives will add a majestic space whale to their hangar.

“As players explore the loop, they will recover Memory Fragments, lost remnants of previous loops. These manifest as procedurally generated technology, meaning each reset of the loop may play out very differently,” Hello Games explained on its blog. “The more Travellers that participate in the research, the stronger the Memory Fragments become, manifesting in better upgrades, more inventory space, and stronger Multi-Tools and starships.”

The Leviathan expedition will run for approximately six weeks, and once it concludes, progress will be converted to a Survival Mode save. If a space whale isn’t rewarded enough, the mission will also offer a trio of base decorations, a temporal starship trail for vessels, the Whalestalker cloak, and an organic Frigate Calf as a base decoration.

Everyone deserves a space whale.

April’s Outlaws update added a criminal underworld to No Man’s Sky, giving players the option to break the law to pursue a big payday or tangle with groups of space pirates. A small team at Hello Games is also working on a new project, which managing director Sean Murray described as similar to No Man’s Sky and incredibly ambitious. No Man’s Sky is also coming to Switch, and is expected to arrive in summer.

Read MoreGameSpot – Game News