Call of Duty Season 4 is now live in Warzone, and there’s a limited-time Mercenaries of Fortune event to help celebrate the new season of content. Here we break down all the details and the rewards you can earn for participating.

Mercenaries of Fortune event start time and details

Warzone’s Mercenaries of Fortune event is live for a limited time, as the seasonal event will run until July 7. During this time players can complete a set of eight challenges across Fortune’s Keep and Caldera. Each challenge will lock a cosmetic item, but completing all eight will unlock a special Warzone vehicle skin.

All challenges and rewards

Cutthroat: Get 50 player kills on Fortune’s Keep. Rewards the False Prospector weapon camoMinted: Open a Mercenary vault. Rewards the Fanged Assault emblemRoadtrip: Get 25 kills or assists while in a vehicle. Rewards the Nugget weapon charmGilded Victor: Win 1 game of Golden Plunder. Rewards the Venomous Wealth calling cardStoring Bodies: Get 100 kills at Storage Town on Caldera Island. Rewards the Death Prospector camoMoneybags: Collect $100,000 cash on Fortune’s Keep. Rewards the Venomous Approval stickerPocket Sand: Dig up three buried treasure piles on Fortune’s Keep. Rewards the Nefarious Deeds weapon charmShopping Spree: Purchase five items from the Black Market. Rewards the Scaled Snipe reticle

Completing all eight challenges will unlock the ultra rare rarity “The Vault” golden vehicle skin for Season 4’s new armored SUV.

In addition to the new Fortune’s Keep map, Caldera also receives major landscape changes for the Fortune’s of Mercenaries update. Make sure to check out our guide for all updated and new POIs for Caldera in Season 4.

Vanguard’s Season 4 update included the USS Texas 1945 multiplayer map, and Shi No Numa brings traditional survival gameplay back to Zombies mode. Here’s our Shi No Numa perk guide and tips for surviving high rounds.

Read MoreGameSpot – Game News

Call of Duty Season 4: Mercenaries of Fortune is now live, introducing traditional round-based Zombies gameplay to Vanguard with the addition of the “enhanced” Shi No Numa map. This is a map originally introduced in Call of Duty: World at War way back in 2008, and whether you’re an OG Zombies fan or just new to Vanguard, there are some features and changes you’ll want to know about before jumping into your first match on Shi No Numa.

The round-based Zombies survival experience is mostly traditional for this version of Shi No Numa, but the map does include Vanguard-style perks, as well as many of the game’s additional features. Below we break down all the changes you can expect to find in Vanguard’s Shi No Numa.

Shi No Numa’s Vanguard perks and features

Get all the perks

Main Hut Fiendish Fortitude perk fountain

Starting with the important bits, let’s talk about the Zombies perk system. Vanguard perks don’t look or perform like the traditional perk vending machines that are typically found in Treyarch’s Zombies mode. To fit Vanguard’s occult themes, this version of Zombies uses gothic-looking fountains that you can interact with to obtain one of the mode’s new perks.

It’s important to grab each perk as soon as you locate it, because you don’t have to pay for the base perks in Vanguard Zombies. There’s also no limit to how many perks you can have in Vanguard, so feel free to grab them all. Here is our complete perk fountain guide for Shi No Numa, including a breakdown of how each perk works and their locations on the map.

Altar of Covenants

Shi No Numa’s Altar of Covenants

For Shi No Numa, the Altar of Covenants is located along the pathway that leads from the Main Hut to the Comm Room building. It’s a large skeletal altar with horns.

Vanguard’s Altar of Covenants feature allows you to earn powerful buffs to equip as you progress in higher rounds. Covenants work a bit differently for Shi No Numa than they do on Vanguard’s objective-style maps. You’ll earn a Sacrificial Heart item for every three rounds completed on Shi No Numa, whereas you get a heart for every objective round completed on the objective-based maps.

These Sacrificial Hearts can be taken to the Altar of Covenants, where they can be exchanged for one of three randomized buffs. The selection of buffs will change at the Altar of Covenants every three rounds, so you can always swap out or wait for better buffs.

Death Blow is a great Covenant to choose. Headshots are important, especially in higher rounds, and Death Blow is a Covenant that will reward you for those critical kills by returning bullets to your clip. Resurrectionist is also a great Covenant choice when squading up in co-op, as this buff allows you to revive allies faster.

Tome of Rituals

Shi No Numa’s Tome of Rituals

Shi No Numa’s Tome of Rituals is found on the pathway leading from the Main Hut to the Fishing Hut. You’ll see it as soon as you pass underneath the Flogger. This looks like a large pedestal with a set of hands holding a glowing book.

The Tome of Rituals also costs the Sacrificial Hearts item, and this feature allows you to upgrade your loadout’s equipped artifact with additional abilities, which works similar to the ability upgrade tiers in Black Ops Cold War. The only difference is that these aren’t permanent skill tier unlocks like Black Ops Cold War’s version. These upgrades must be made for each match. For more details on the Tome of Rituals and how each upgrade affects each artifact, check out our full explanation of the feature.

New Dig Site POI

If you are familiar with the original Shi No Numa, you’ll likely notice a brand-new area to explore. Treyarch included the new Dig Site location, which the developer describes as an open space that makes a great place to take on a large zombie horde. Found directly north of the Main Hut, the Dig Site can only be accessed from the Comm Room and Storage Hut pathways. This can’t be reached directly from your starting point at the Main Hut.

Wall Buys return, plus Pack-a-Punch changes

Pack-a-Punch machine located at Dig Site

Vanguard’s objective maps don’t have Zombies’ classic Wall Buy feature, which lets you buy a weapon off various walls found around the maps. However, the feature does return with Shi No Numa, but it works a bit differently this time. Unlike the simplified Wall Buys from the original map, weapons now have a chance to evolve over time. Starting at round six on Shi No Numa, Wall Buys will have a chance to increase in Pack-A-Punch level every round all the way up to level three at higher rounds. This change is similar to Black Ops Cold War’s “dynamic Wall Buy” upgrades that had the potential to upgrade the weapon rarity.

In addition to the evolving Wall Buys, the Pack-a-Punch machine is also available to upgrade your weapons. Shi No Numa’s Pack-a-Punch machine is found at the new Dig Site location. Treyarch announced a change to Vanguard’s overpriced Pack-a-Punch upgrades for Shi No Numa. The cost for a level one Pack-A-Punch upgrade has been decreased from 7,500 to 5,000 Essence points, which reduces the price to Zombies’ original cost for the first weapon upgrade.

The Wunderwaffe returns, but wait to use the Mystery Box

Originally featured on Shi No Numa, the Wunderwaffe DG-2 Wonder Weapon is returning with the enhanced map. There is an in-game quest that lets you build the weapon, or it can be obtained through the Mystery Box. However, don’t waste your points early trying to get the Wunderwaffe DG-2 from the box. Treyarch revealed in the Season 4 patch notes that this Wonder Weapon would not show up in the Mystery Box until you reach round 10.

Shi No Numa continues Treyarch’s Dark Aether narrative, so if you’re wanting to experience the full story for Vanguard Zombies, we have a narrative prologue guide for Der Anfang, and a main storyline Easter egg guide for Terra Maledicta. If you are looking for perk locations for Vanguard Zombies’ objective-based maps, we have perk guides for both Der Anfang and Terra Maledicta.

Read MoreGameSpot – Game News

Call of Duty Season 4 is now live in Warzone with the Mercenaries of Fortune update, and in addition to the brand-new Fortune’s Keep map, Caldera received some major changes to the landscape. Here we highlight some places you might want to visit in your next match of Warzone.

Caldera has lost the Skull Island themes from Season 3’s Godzilla and King Kong event, with the Dig Site’s monster bones fully excavated and removed from the area. Season 4 Mercenaries of Fortune also clears out small patches of the jungle for several small mercenary camp locations, providing looting opportunities at these small clusters of tents.

It’s also worth noting that Season 4 brings drastic changes to the map of Caldera, including a huge increase to visibility by removing 50% of the island’s vegetation. You’ll likely notice much cleaner lines of sight, as many small bushes and plants have been scraped.

Storage Town returns

Storage Town

One of Caldera’s most popular locations for Season 4 will likely be the addition of Storage Town, which was originally a popular spot to drop on the old Verdansk map. The layout of this Vanguard-themed Storage Town is mostly accurate to the original, and you’ll find this memorable location tucked away on a hillside southwest of Mines.

Capital

Capital rooftop changes

Caldera’s Capital is updated with new ways to traverse the city’s buildings. There are now scaffolding and bridges that link the buildings together for easier access to rooftops and for engaging players in combat.

Dig Site

Dig Site

Previously filled with monster bones, Caldera’s Dig Site is now updated to show the bones have been excavated. This Season 4 change offers less cover and cleaner lines of sight for those who choose to drop here.

Arsenal

Arsenal’s drydock ship

For Season 4, Caldera’s Arsenal adds a ship to the area’s once empty drydock. The ship offers new looting opportunities and potential close-quarters engagements.

Peak

Peak with nearby industrial area

Caldera’s Peak received a major overhaul with Season 3’s new fortified look, but Season 4 looks to continue improving the area. New staircases were added to make it easier to maneuver around the area, and while it’s not a main POI, a new industrial section was added just north of Peak to bring even more looting opportunities to the surrounding area.

Docks

Docks removed water

While the Docks is mostly the same in terms of building structures, the area’s landscape is now easier to traverse and contains clearer sight lines with the removal of the island’s water. Much of Caldera’s water has receded in Season 4, which is spun into the narrative as drought from a recent heatwave. This change is most notable at Docks, but also expect rivers and ponds to be dried up all around the island.

Bunker access

Underground bunker

All seven of Caldera’s hatches are still operational in Season 4, but these are now under the control of NPC mercenaries, and you’ll need a Key Card item to access them. You can obtain a Key Card at random from an item drop in supply boxes, as a reward for completing Contracts, or by looting one from a dead enemy. Once you open the bunker with a Key Card, you can expect similar vault loot as past seasons with piles of cash, high-rarity weapons, equipment, and more.

It’s also important to note that a Key Card is bound to the player who picks it up, and it can only be used once at any of the seven locations. If you need help finding all the hatches, here is our Caldera hatch locations guide.

If you’re looking for perk suggestions, here we recommend some of the best perks to use for Warzone. We also have a guide for powerful weapon loadouts to try in your next match.

Read MoreGameSpot – Game News

Final Fantasy XVI won’t be an open-world game, but its levels are inspired by recent “triple-A open world RPGs” according to producer Naoki Yoshida. In an interview, Yoshida explained that the development team felt restricted by the idea of a single open-world space and instead focused on creating unique areas that are independent of each other.

“We’ve found in our extensive user research that many of the younger generation of gamers have never played a Final Fantasy or don’t have any interest in the series,” Yoshida said to IGN. “To create a game that might excite and resonate not only with our core fans, but also with that new generation, we played a lot of games ourselves, and so yes, in [Final Fantasy XVI] you’ll find inspiration from recent triple-A open world RPGs.

According to Yoshida, this approach allows the story to span across the entire world of Final Fantasy XVI and will allow players to experience the adventure on a “global scale” thanks to the independent area-based game design.

These environments will also be the stage in which Eikon versus Eikon battles play out, something that Yoshida says will feel unique and won’t use the same exact system twice. “For example, maybe one Eikon versus Eikon battle, if you have Eikon A versus Eikon B, that battle will be reminiscent of a 3D shooter,” Yoshida said to Game Informer.

This lines up with comments from the producer in GameSpot’s Final Fantasy XVI interview, in which Yoshida described one of these Eikon versus Eikon fights as being similar to a “pro wrestling match” and using the entire area as a battlefield. “The battle itself goes through many different stages, many different phases, and all of these change in real time. And the player ends up experiencing something that is large-scale, action-packed, and high-octane,” Yoshida explained.

Final Fantasy XVI is aiming for a Summer 2023 launch, exclusively on PS5. In other Final Fantasy XVI news following the recent trailer from the PlayStation State of Play presentation, the game’s development crew includes an all-star roster of Devil May Cry and Dragon Quest talent. You can also check out another interview with Yoshida in which he explains why Final Fantasy XVI has a mature rating, something which only a handful of role-playing games from Square Enix have shipped with.

Read MoreGameSpot – Game News

Fanatical has another Steam Deck-verified games bundle up for grabs, and this one is even better than the one we saw last month. The Build Your Own Play On The Go Bundle features 16 games total to pick from, including Murder by Numbers, Shadow Tactics: Blades of the Shogun, Blacksad: Under the Skin, Yoku’s Island Express, and other well-received titles.

As usual, there are multiple tiers in the Build Your Own Play On The Go Bundle. You can get three games for $5, five games for $7, or eight games for $10. At the highest tier, you’re only spending $1.25 per game. Every game in the bundle has been verified by Valve to run on Steam Deck, so this is a great way to get a bunch of cool games for cheap. After building your bundle, you’ll receive Steam keys; all of the games are also playable on a regular gaming PC, of course.

For instance, Shadow Tactics: Blades of the Shogun and Blacksad: Under the Skin are regularly priced at $40 each. Shadow Tactics is a tactical-stealth game that has an “Overwhelmingly Positive” user rating on Steam. Meanwhile, Blacksad is a narrative-focused adventure starring an undercover detective. It’s an adaption of the Spanish comic series of the same name.

There are some other stellar games to pick from. Murder by Numbers is an inventive mash-up of nonogram puzzles and visual novel storytelling. Meanwhile, Yoku’s Island Express cleverly injects pinball into the metroidvania formula to create a unique spin on both genres. Metroidvania enthusiasts should also check out Chasm, which features procedurally generated environments and hack-and-slash combat.

We’ve included the full list of games in the Build Your Own Play On The Go Bundle below.

Fanatical Build Your Own Play On The Go Bundle

Tesla ForceBlacksad: Under the SkinSkeletal AvengerRising HellMurder by NumbersChasmJydgeShadow Tactics: Blades of the ShogunThe Sexy BrutaleThe VagrantGray DawnParty Hard 2Evan’s RemainsYoku’s Island ExpressLovecraft’s Untold StoriesBeholder + Beholder 2 Double PackThe Textorcist: The Story of Ray BibbiaSimulacra

Read MoreGameSpot – Game News

The Sims 4‘s latest DLC is bringing werewolves back, with two new packs to join, and a whole new neighbourhood to explore. Werewolves have been a part of the Sims since the first game’s Makin’ Magic expansion, but the new pack makes them more customisable than ever.

Werewolf sims can be created directly from the Create-A-Sim page, or players can turn their sims into werewolves by befriending an existing werewolf and asking them to turn them. It’s also possible for sims to be turned accidentally by a rampaging werewolf–the sims will contract a disease called Werebies, which can be cured by the bartender at Moonwood Mill’s Grimtooth Bar & Bunker, or allowed to run its course for a full transformation.

The game pack also introduces two werewolf factions: the peaceful Moonwood Collective and the rebellious Wildfangs. Werewolf sims can choose to join either pack, or decide to go it alone as a lone wolf, as they work to control their rampages and tame their werewolf fury. As with Sims 4’s other occult sim types like vampires and spellcasters, werewolves will be able to level up their skills and unlock new powers and buffs.

The Sims 4: Werewolves pack also lets players extensively customise their sims’ furry werewolf forms, with the ability to paint and stamp custom markings, similarly to the pet customization introduced in the Cats & Dogs expansion.

The Werewolf Game Pack is priced at $20, and is available on PC through Steam or Origin, as well as the PlayStation Store and Xbox Store.

Read MoreGameSpot – Game News

Forza Horizon 5‘s latest patch is a major one, adding story mode co-op, a new event, and new Hot Wheels cars and cosmetics ahead of the July expansion’s release. The patch also fixes a number of high-profile bugs, adds convertible functionality to some of FH5’s cars, and adds support for a handful of new languages in both subtitles and voice over.

The patch brings good news for those who like to play in a group, with the update finally fixing a bug that affected 12-player convoys, as well as adding support for up to six players to enjoy Horizon Stories in co-op. A new Forza EV Monthly Rivals event has also been added to the game.

FH5 has also started adding Hot Wheels-themed content to the game, ahead of the full Hot Wheels expansion dropping on July 19. While the custom tracks aren’t available yet, new cosmetics and cars themed around the iconic toy brand have been added to the game.

With the amount of content that is being added or tweaked, users have reported that the patch is a hefty one, with a reported file size around 16GB on the Xbox Series X and 12GB on the Xbox One. Check out the full patch notes below for everything that’s being added or fixed in this patch.

FH5 Release Notes: June 21st, 2022

General

Added new localization languagesAdded Subtitles for Danish, Greek, Dutch, Norwegian, Swedish, Finnish, European PortugueseAdded Voice Over for European Spanish, Italian, KoreanAdded new Forza EV Rivals eventAdded Horizon Story Co-opAdded TAA option when playing on PCVarious stability and performance improvementsFixed issue where hood and bumper cam was too dark during dusk and night time of daysIn Series 9, the Accolade “It Just Works” now unlocks as intended once players have completed the Car Mastery skill tree on the 1963 Volkswagen Beetle. Players who already fulfilled this requirement prior to this update will need to select and drive the car to successfully unlock the Accolade.All players will now see their Creative Hub rank increase as intended.

Exploits

Fixed exploit when using Photo ModeFixed exploit with gifted cars

Festival Playlist

Fixed issue where players could lose Daily Challenge progress

Online

Fixed rare issue where players matchmaking for Co-op Seasonal Championship can result in a player entering the wrong eventFixed issue which could end up in wrong car class in an online raceFixed issue which could cause Horizon Arcade events to not spawnFixed issue where players in a convoy could end up not seeing all other members of the convoy

Cars

Added a duplicate car filter to Car Select screen filtersAdded Freeroam convertible functionality to Ferrari California T and McLaren 650 S SpiderUpdated Volvo’s logoFixed idle RPM on the 93 Nissan 240SX SERemoved Forza Aero Splitter from the Maserati MC12Fixed 97 Lamborghini Diablo engine audio when at high RPMFixed issue with Audi RS4 Avant and 2011 RS5 interior cockpit dashFixed misaligned backfires on the Mercedes C63 AMG when using the Liberty Walk body kit

EventLab

Added Car Horns from Series 6 and 7 to EventLabAdded Orbit Cam optionAdded stepped rotationAdded new camera speed optionsFixed an issue where players entering EventLab events with a full convoy could get disconnectedFixed an issue where the stadium floor wouldn’t load when starting an event nearbyFixed an issue where props could remain in FreeroamFixed Rule Importing only showing events with Custom RoutesFixed an issue with one of the flood lights which would appear invisible when placedRead MoreGameSpot – Game News

The Final Fantasy franchise is fighting fit in a way it hasn’t been for quite some time. Final Fantasy XIV underwent a huge revitalization that took it from a floundering MMO to one of the most critically acclaimed and beloved games in the genre. Final Fantasy VII Remake, meanwhile, defied expectations and delivered an incredibly strong, modernized version of the iconic Japanese role-playing classic.

Now, Square Enix looks to be making some smart moves to ensure Final Fantasy continues to shine while in the spotlight. The recently revealed Crisis Core Reunion is set to take the much-loved but oft-forgotten PSP spin-off of Final Fantasy 7 and bring it to modern platforms for a new generation to experience. And a trailer for Rebirth, the second part in the Final Fantasy VII remake trilogy, looks to be continuing the bold reimagining of the original’s story.

Perhaps most exciting is Final Fantasy XVI, the next installment in the mainline Final Fantasy series. Little is known about the game and, instead, much of the excitement around it is tied to its creative team. Director Hiroshi Takai has worked on a number of Saga titles, as well as The Last Remnant. Writer Kazutoyo Maehiro, meanwhile, has previously been involved with Final Fantasy Tactics, Final Fantasy XII, and Vagrant Story.

Much of the attention, however, has been focused on Final Fantasy XVI’s producer Naoki Yoshida, who is credited for the successful salvaging of Final Fantasy XIV. The positive response to his involvement is unsurprising considering there is resounding agreement that Final Fantasy XIV’s narrative and characterization are incredible. Naturally, expectations are high for what this creative team can do for Final Fantasy XVI and, following the debut of the game’s latest trailer, we talked to Yoshida-san about what players can expect in terms of gameplay, narrative themes, and more.

How much of a gameplay factor are the big Titan battles we saw in the recent trailer? What’s the ratio to those versus more recognizable FF15-like human combat?

Naoki Yoshida: So what you saw in the trailer with that Titan battle, the Eikon versus Eikon battles, is only actually a tiny sample of the battles that we have in store in the game. In the trailer, you had the one scene where Shiva and Titan are battling. Actually, this is not a playable part of the game; this is a cutscene, but while that’s happening Clive will be in that same area, kind of experiencing the battle from a different perspective.

However, later in the trailer, you saw a different type of battle with Titan involved. That part of the battle is actually fully playable. But again, what you’ve seen there is only a very, very small part of that battle. So the battles with Titan, for example, it’s only about maybe a 20th of what you actually get to experience.

So in that [trailer], the battle was tightened. The battle itself goes through many different stages, many different phases, and all of these change in real time. And the player ends up experiencing something that is large-scale, action-packed, and high-octane. And hopefully, a lot of players will see that and [think], “I can’t believe you created something that’s so crazy.” And again, that’s just the battle with Titan. There are several other summon versus summon battles and they are all unique from a game design perspective.

For example, while one of these battles is reminiscent of a 3D shooting game, another feels like a pro wrestling match, while another, like the one with Titan, incorporates an entire area as the battlefield.

And again, what we saw in the trailer, that’s a good example of those battles. The [user interface] that you saw on there, again, it’s showing that this is all in real time. However, that UI, we’ve had to actually remove parts of the UI from the trailer because they would be spoilers for the story. But we did want to show that these battles exist, and that, again, Clive will be able to control one of the summons and have these summons versus some in battle.

We’ve talked a lot about the Eikon versus Eikon battles, but there are different type of battles, as well. A lot of the battles that Clive will face just while journeying around the realm will be smaller-scale. You have Clive versus smaller-size enemies, or maybe waves of these enemies. And then, of course, as he progresses through that, he’ll encounter elite enemies or what you could call mini-bosses. And then he will encounter, finally, bosses or these giant creatures. [There are] even times where Clive will encounter, [in] human size, the full size Eikons himself.

You also have a lot of pressure from the [development] team itself because the dev team has expectations in what they want from the game. And so, to tell you the truth, no one should ever tackle two Final Fantasy games at once like I did

Which previous Final Fantasy games would you liken this game to and how has FFXIV served as a source of inspiration?

As the game will be focusing heavily on action featuring these real-time battles, sometimes on a massive scale–things that the series hasn’t fully explored yet–Final Fantasy XVI will end up feeling like a truly new experience for many fans–unlike any of the past FFs. So it will still have that look and feel of a Final Fantasy game, but still feel different. One thing that did kind of serve as a source of inspiration, at least for the summons, was in Final Fantasy XIV. The story there and game design there also put a lot of emphasis on how we portrayed the summons known as the Primals in Final Fantasy XIV. And so, players will see some of those influences in Final Fantasy XVI, and in how they’re portrayed and how they appear in the game.

FF15 was very consciously about male friendships and masculinity, what overall themes is this game trying to express?

One of the main themes explored in Final Fantasy XVI’s narrative deals with the inevitable clash of values and ideals when you get multiple different people with different ideals in the same room; what is truly right and what is truly wrong? Again, because we focus so much on their Dominants, and they have such a large part in this story, you’re going to see how they think the world should be and what they think is right for the world. You’re going to focus on those motivations and those struggles, and then, you’re going to delve even deeper and into darker themes when it comes to how people should live; should people live the life that was chosen for them or fight to break free from that kind of destiny?

Are there plans to support the world with tertiary lore material, or is it more self-contained?

Currently, there are no plans to create anything, for example, like a lore book like we had in Final Fantasy XIV. So, the development team is currently working really hard to make the final release of the game a complete experience so that no other tertiary content will be required to enjoy or understand it. And so, how the story and the narrative progresses is that we follow the life of Clive Rossville through three different stages: his teens, his 20s, and his 30s.

And because we’re covering such a large amount of time with those jumps, it’s safe to say that a lot will be happening in the background with regards to the state of the realm. And while we have a few side quests available in the game that will touch upon what’s going on in the world in the background in addition to that main scenario, we also will have these in-game compendiums, and a lot of stuff to read in-game that will hopefully help provide a lot of the lore to those people who wish to delve deeper into the game world.

There was implied nudity in the recent trailer. Is this a more adult, M-rated Final Fantasy?

So this is something you can say, not just with the Final Fantasy series, but in general, compared to the past, video game ratings have become more and more restrictive recently regarding what can or cannot be shown. That said, I do believe that ratings are very important to ensure that younger players, younger children, are shielded from extreme material.

But on the other hand, when trying to tell a story with difficult adult themes, these ratings can end up becoming somewhat of a hindrance. And you find yourself changing things that you wanted to do in the game based on that rating. You wanted to show something, but because you have this certain rating that you need to go to, you need to move the camera away. And that ends up making the entire experience feel a little bit cheaper. And so, this time, to make sure that we could tell the story that we wanted in the way that we wanted to, we decided to pursue a mature rating in most of the regions that will be releasing the game. But again, this is not because we simply wanted to make the game more violent or the game more explicit, this is because we felt it was necessary to allow us to explore those more mature themes that the game tackles.

What is it like to go from revitalizing an MMO to now being in charge of the next main entry in the franchise. Is that something of a graduation or do you just feel like, hey, this is just another Final Fantasy game. I’m going to do my best.

To tell the truth, to be in charge of the next mainline Final Fantasy, it’s a lot of pressure. And so, you have the pressure from the fans who want a lot of different things and have a lot of different ideas about the direction that the series should go in. You have that pressure of the history of Final Fantasy. It being a 35-year-old franchise, and having all of that history there, the weight of that history. You also have a lot of pressure from the [development] team itself because the dev team has expectations in what they want from the game. And so, to tell you the truth, no one should ever tackle two Final Fantasy games at once like I did.

The one thing, though, that is very different from XIV, is that on XIV, I am producer and director, but luckily, on Final Fantasy XVI, I’m only the producer. So that whole amount of pressure that comes with being a director is not on my shoulders. It’s on the director’s shoulders. So in that sense, there’s a little bit less pressure on me. I know that when the company came to me and asked the development team to tackle the next Final Fantasy, Final Fantasy XVI, I told them that we would do it as long as I didn’t have to be director as well, because there was no way I could direct two projects of this scale at once.

That said, being asked by the company to create the newest mainline Final Fantasy, Final Fantasy XVI, was an honor. And it was an honor that was only made possible by what we were able to achieve on Final Fantasy XIV and the amount of feedback that we’ve gotten from the fans and the amount of support that we’ve had from fans and players and the media around the world. You guys supporting us, gave us this opportunity to take on the next Final Fantasy, Final Fantasy XVI. And for that, we’re very appreciative.

Read MoreGameSpot – Game News

Blizzard has released a new trailer of and also further information about Junker Queen, Overwatch’s 2 recently revealed new hero. The character will finally be playable when Overwatch 2 enters its beta on June 28.

“Junker Queen was built for Overwatch 2’s 5v5 playing field,” Blizzard said about the new character. “She has an unparalleled ability to claim space, and she is terrifying to deal with up close. She’s brawly, toeing the line of a berserker tank, and we were cognizant of that in this new tank paradigm. Tanks play more aggressively in Overwatch 2, and Junker Queen is certainly no exception–in fact, she’d consider herself the rule.” Check out the new trailer below to see her in action.

A frontline tank, Junker Queen is all about getting up close and personal and dealing damage with her battle ax and scattergun shotgun. Melee attacks with her knife, as well as hits with her ax-based Carnage ability or ultimate ability, Rampage, will inflict wounds on enemies. Wounds not only deal damage over time to enemies, but heal Junker Queen thanks to her Adrenaline Rush passive ability.

Having been teased by Blizzard for years, the Mad Max-inspired Junker Queen made her official debut in a new Overwatch cinematic trailer during a recent Overwatch 2 event.

You can read more about her abilities over here.

Read MoreGameSpot – Game News

After tens, possibly even hundreds, of hours venturing through the Lands Between in Elden Ring, the moment has finally arrived. You’re now entering the Erdtree to stand before Marika, become her consort, and claim the title of Elden Lord–fulfilling your destiny as a Tarnished and following the guidance of grace to its final conclusion. All of Elden Ring has all led up to this.

If you guessed that your path to claiming and repairing the Elden Ring still isn’t that clear, though, you’re right. There are more challenges to face, and more revelations about the Lands Between to reckon with. The story is about to take one final, hard turn, with potentially big effects on our interpretations of the events we’ve seen play out through the course of the game.

It’s the last, and biggest, of the spoilers beyond this point.

More Elden Ring story explainers

Elden Ring Story Guide: The Lore and History of The Lands BetweenWhat Happens in Elden Ring? The Game’s Story, Part 1: LimgraveA deep dive about Godrick the Grafted and Stormveil CastleWhat Happens in Elden Ring? The Game’s Story, Part 2: Liurnia Of The LakesA deep dive about Queen Rennala and the Academy of Raya LucariaWhat Happens in Elden Ring? The Game’s Story, Part 3: CaelidA deep dive about General Radahn, the StarscourgeWhat Happens in Elden Ring? The Game’s Story, Part 4: Mt. Gelmir and Volcano ManorWhat happens in Elden Ring? The Game’s Story, Part 5: Leyndell, Royal CapitalWhat Happens in Elden Ring? The Game’s Story, Part 6: Mountaintops of the GiantsWhat Happens in Elden Ring? The Game’s Story, Part 7: Castle Sol and the Consecrated SnowfieldWhat Happens in Elden Ring? The Game’s Story, Part 8: Miquella’s HaligtreeWhat Happens in Elden Ring? The Game’s Story, Part 9: Eternal Cities, Deeproot Depths, And MohgWhat Happens In Elden Ring? The Game’s Story, Part 10: Crumbling Farum Azula

What Happens In Elden Ring? The Game’s Story, Part 11: Leyndell, Ashen Capital

The Frenzied Flame and the Game’s Bleakest Ending, Explained

An audience with Marika

The way is clear into the Erdtree, where the Elden Ring awaits. As you enter, you see Marika, bound in what looks like a Rune Arc–one of those chunks of the Elden Ring you can use as a consumable item to empower your Great Runes–and stabbed through the chest with another chunk of what looks like the same thing. (Hey, are you getting the Jesus references, or are they too subtle?)

The bonds break, dropping Marika to the ground. She is the living vessel of the Elden Ring, and we find her crumbling and broken just like the Elden Ring itself, suggesting that shattering the Elden Ring wasn’t without a cost to Marika. Even as you watch, though, Marika changes before your eyes. Her blonde hair turns a bright flaming red, and she stands not as Queen Marika, but as the Golden Order fundamentalist champion, Radagon.

You find Marika crucified and stabbed with a spear, and throughout the game she is depicted as a martyr. But she’s also Radagon, who apparently is not imprisoned by the Greater Will, making the dichotomy even more confusing.

Though it’s a bit confusing in context, this is actually a huge moment–although, like everything else, it’s one that’s not completely understood. If you work through the quest line for Brother Corhyn, a blind Tarnished Golden Order clergyman, and the Tarnished fundamentalist Goldmask, you might come across this revelation earlier in the game. Miriel, the Pastor of Vows who is a tortoise for some reason, gives you hints about this in Liurnia, telling you about a sculptor who was commissioned to create a statue of Radagon, and in so doing, discovered the “skeletons” in Radagon’s closet and hid Radagon’s secret in the statue. You can find that statue in Leyndell, and using a Golden Order incantation that Sir Gideon can give you, it’s possible to reveal the truth–that Radagon and Marika are the same person.

We’re not entirely sure if Marika and Radagon were always the same person, especially given Radagon’s maybe-giant heritage and his previous relationship with Rennala. There are lots of thoughts on this point, and they differ greatly. Maybe Marika and Radagon started out as different people, and were merged together at some point. As we’ve discussed, it seems Marika’s faith in the Greater Will and her own Golden Order started to wane at some point; meanwhile, Radagon was extremely dedicated to the faith, with Marika referring to him as the “leal hound of the Golden Order.” So the Greater Will and the Two Fingers might have magically combined them as a way to keep control over their god, tempering Marika’s diminishing faith with Radagon’s fundamentalism.

Or maybe they were always two halves of the same person, sort of like split personalities. Radagon and Marika are pretty distinct in their ideas and motivations, and Radagon even headed off and started a family in Liurnia. We even get dialogue from Melina that quotes Marika as she speaks directly to Radagon. So under this interpretation, we can imagine that perhaps sometimes Marika was in charge of their godly body, and sometimes Radagon might be. While it seems some people found out about Radagon and Marika, like the sculptor, it was a secret that even people who spent time with the two characters wouldn’t have known. That fact feels like a big check in the column of “separate people,” even if they shared the same body. But it doesn’t really take into account the implication that Radagon was a giant, and it’s hard to square that circle in this interpretation.

It’s also possible that “Radagon” was just another side of Marika, a disguise she put on that slowly became something more. Radagon started out as a Golden Order champion, and while we’re told that Marika fought the Fell God, she didn’t do a lot of her warring on her own–she sent people like Godfrey and Maliketh to do it for her. It’s possible to see Marika kind of getting, well, bored of sitting around, waiting for other people to do things for her. Plus, her status as a god would have made her incredibly powerful (as we’re about to find out). If Marika wanted to go out and mix it up in her own battles, one possible way to do so might be to hide her identity so that her enemies wouldn’t know they had a shot at fighting the god-queen who was conquering them. Elden Ring has a huge running theme of major characters having alter-egos they use to hide their true identities or in specific situations; we just saw it with Godfrey/Hoarah Loux, and he’s hardly the only example.

This statue reveals the truth about Marika and Radagon, a fact that apparently would have created a massive crisis of faith within the Golden Order if it had come to light.

Over time, though, maybe the Radagon disguise started to take on a life of its own as Marika spent more and more time living Radagon’s life–to paraphrase Nathaniel Hawthorne, Marika wore two faces for so long that she lost track of which was her true identity. Losing herself in the idea of being Radagon, she fell in love with Rennala and maybe started a slightly more simple existence in Caria, seeing what it would be like to stop fighting constant war and to raise a few children who wouldn’t immediately be sent to the sewers.

Maybe Radagon’s life in Caria was Marika imagining a different path for herself outside of godhood. That idea tracks with Radagon suddenly abandoning Rennala in Caria; if the Greater Will got wind of what was up, it probably wouldn’t like it. Radagon abruptly heading back to Leyndell seems likely to have been the result of an outside force or request, rather than Radagon just one day deciding to bail.

Marika might now have another trick up her sleeve, because she could be her own Elden Lord, maintaining full control over the Lands Between without having to share power, as long as nobody figured out the ruse. But spending so much time splitting between these two identities, one loyal to the Golden Order and the other perhaps sick of her role and her rule, Marika and Radagon became separate enough that the god could no longer tell them apart or keep them unified. Under that interpretation, throughout the game, we’ve been seeing the aftermath of these two aspects of Marika’s personality warring with each other. Radagon and Marika’s Scarseals and Soreseals both describe the “solemn duty of those chosen by the gods” and how that duty can become a curse, and it’s easy to see how Radagon and Marika are both shackled by duty, but in opposite ways. Again, though, we don’t know how implications of Radagon’s heritage factor into this idea, and it seems weird that people might not have noticed that Radagon and Marika are never in the same room at the same time together. None of these three interpretations seems like it gets to the whole truth, honestly, but then again, we’re talking about gods and cosmic unknowable forces here. Maybe it’ll never really “make sense.”

There’s a whole lot of stuff about Radagon and Marika and their relationship to their children, a lot of which has been covered extensively by various lore hounds. I particularly like both YouTubers BanditGames‘ and Mad Luigi’s rundowns, which are extensive while offering some differing interpretations, but there are plenty of great lore rundowns on this and other subjects on YouTube.

So it’s not exactly clear what “Marika is Radagon” precisely means. It appears they were two separate people, at least in some sense, but then again, maybe not. Regardless of exactly how the two people being the same person works, we do know that Miquella and Malenia were born of a single god. The fact that Marika and Radagon are the same person is also implied to have led to their kids’ strange cursed status. And one wonders if the fact that Marika and Radagon’s children were chosen to be Empyreans to replace her was a reaction to this situation–and one that might have driven Marika to do the things she did.

Though they’re the same person, Marika and Radagon definitely seem to be polar opposites. Marika shattered the Elden Ring with her hammer, and Radagon tried unsuccessfully to use the hammer to repair it. As Vaatividya pointed out, we an also interpret that Radagon is the reason we couldn’t get into the Erdtree in the first place–the thorns that closed off the entrance to the Erdtree make up the same symbol that’s associated with Radagon all throughout the game, on his statues and his Soreseal and Scarseal.

It’s Radagon who has worked to keep anyone from standing before the Elden Ring and replacing him as Elden Lord. But as mentioned, there’s a lot of evidence that Marika has been behind the events of the game, engineering the situation that drew the Tarnished to the Lands Between in the first place. She broke the Elden Ring, bringing about the Shattering, as a purposeful act. She had ties to the assassins responsible for the Night of Black Knives, with lore related to Maliketh stating that she “betrayed” him, likely by allowing the Rune of Death to be stolen from him. She commissioned Hewg to make a weapon capable of slaying a god, which also suggests she might have created the Roundtable Hold to protect Tarnished on their quests to do just that. And she seems very likely to have been the mother of Melina, whose existence, it seems, was engineered to kindle the Flame of Ruin to burn the Erdtree.

Despite all these elements that Marika at least seems to have engineered, when you finally stand before her, it’s Radagon you’re forced to face. The leal hound of the Golden Order won’t let you become Elden Lord, and attacks with the intention of destroying you. He uses a variety of holy attacks, leveraging his faith as a champion of the Golden Order.

Like everyone else, however, Radagon doesn’t know who he’s messing with, and he falls in battle against you. But that just reveals the true enemy: the embodiment of the Elden Ring, known as the Elden Beast.

Slaying a god, the Elden Beast

The Elden Ring is literally alive as the Elden Beast, which the Greater Will sent to the Lands Between as a star.

With Radagon defeated, the Elden Ring inside him takes control, forming into a huge, starry creature that reforges Radagon’s body into a sword to use against you. The creature, the Elden Beast, looks like it’s composed of some kind of golden energy wreathed in stars, using more holy abilities against you.

From the Elden Remembrance, which you earn for defeating the Elden Beast, we find out what exactly this thing is. The beast is a “vassal” of the Greater Will, the “living incarnation of the concept of Order.” On the Elden Stars incantation, we get a little more context: “It is said that long ago, the Greater Will sent a golden star bearing a beast into the Lands Between, which would later become the Elden Ring.” So the Elden Beast is the Elden Ring, and serves the Greater Will. Like Astel, Naturalborn of the Void, and other cosmic creatures, the Elden Beast was sent on a star to the Lands Between to enact the will of an Outer God.

As a side discussion, we might also consider the way the Elden Beast looks. Despite being kind of a big slug full of stars, it has the general shape of a dragon, with a long neck and wings on its back. Thus, we might speculate that this is the god to which Placidusax was consort, making the dragon Elden Lord. There’s not a lot of information to go on for sure in this case, obviously–very little is said about the Elden Beast in the lore overall. But we do know that Placidusax’s god “fled” Farum Azula, and there are a lot of murals and reliefs in the city referencing the early Erdtree or Great Tree, while also depicting the Elden Ring.

It’s possible that this is how the timeline played out: The Greater Will sent the Elden Beast to the Lands Between, where it chose Placidusax as its consort and Elden Lord. When whatever happened to Farum Azula–an attack by another outer god, perhaps–happened, the Elden Beast abandoned the dragons and their Elden Lord. It sought a new home in the Erdtree, and then a new god to enact its will, joining with Marika as the Elden Ring. Again, we’re making a few leaps over gaps in the lore, but it feels like this could have been how it all shook out. (Note: Apologies here, as I’m struggling to remember where I first heard the theory that the Elden Beast looks like a dragon and therefore could have been their god. If anybody knows who’s theory that was originally, please let me know in the comments so I can update this article with some proper attribution. I’m sure it wasn’t my idea.)

In Farum Azula, you can find depictions of a woman with wolves, which recalls Empyreans and their shadows, and murals that show a version of the Elden Ring together with a tree–which suggests an earlier version of the Elden Ring and Erdtree of the Golden Order.

When you kill the Elden Beast, the message you see is “God slain.” It’s hard to say for sure, but this might be the god Marika was hoping to kill with a weapon forged by Hewg. If Marika found herself wishing to be free of the influence of the Greater Will, that seems like it would require her to be free of the Elden Beast, as well, since Marika is said to be the “vessel” for the Elden Ring. This is your ultimate confrontation with the Greater Will, and if you believe the theory that Marika engineered all of this, then this is the culmination of her plan.

As Marika might have hoped, you finally defeat the Elden Beast, slaying a god. At that moment, you can choose to repair the Elden Ring and become Elden Lord, beginning what will be known as the Age of Fracture. This ending seems to be a continuation of the status quo, accomplishing what the Greater Will hoped for by offering grace to the Tarnished; you mend the Elden Ring and restore order to the Lands Between, with a shattered and crumbly Marika seemingly still imprisoned. Although, then again, the Erdtree is on fire and everyone is dead, so maybe “status quo” isn’t quite the right word for the world you will rule over.

Elden Ring has five other possible endings, however, each allowing you to remake the Elden Ring in a different way because of the runes you choose to place within it, and thereby bringing about different ages. Completing Fia’s quest creates the Age of the Duskborn, when Those Who Live in Death will no longer be persecuted; work with Goldmask and Brother Corhyn, both fundamentalists, and you can help Goldmask bring about a purer, uncorrupted version of the Golden Order in the Age of Order. Meet the loathsome Dungeater and you can help him to curse the Lands Between, which is an awful outcome because he’s an awful guy, but at least feels like something that’ll help the Omen as a group. And then there’s the bleakest of endings, in which you help the Frenzied Flame gain influence over the Lands Between, ousting the Greater Will’s control.

Finally, you have the most involved ending, in which you work with Ranni to bring about her godhood and usher in the Age of Stars. The questline to get this ending takes quite a bit of extra work and seems like it’s also meant to be the “best” ending–one in which Outer Gods no longer control the Lands Between, and the people there are free to make their own fate. Kind of. Maybe. It’s all a little unclear. What will happen in the aftermath of each of the endings is, to some degree, up to your imagination.

In the Age of Stars ending, you help Ranni become a god herself, taking your place as her consort and Elden Lord–but without the influence of the Greater Will, freeing the Lands Between for some unknown future.

There are also a few hanging threads that might be addressed later, should Elden Ring receive downloadable content chapters similar to what we’ve seen in the Dark Souls games and Bloodborne. The question of Godwyn’s influence on the Lands Between remains since he seems to be spreading like some kind of disease. The fate of Miquella is an open question as well, as Gideon pointed out–if he ever awakes, who knows what he might do. And while Marika and Radagon have been, it seems, transformed into nothing more than the vessel of the Elden Ring (and a cool sword you get from the Elden Beast), we still have a whole lot of questions about Marika’s actions and motivations during the Shattering that could illuminate more of the future. And hey, what about that Gloam-Eyed Queen person?

Like just about everything in Elden Ring, we have no straight answers, and it’s all open to interpretation. What we do know is that you killed a lot of very scary folks along the way to claiming your place as Elden Lord. Though we learned a lot about the past, it’s an imperfect history–and the future remains unknown. At least, maybe, until Elden Ring 2.

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