Psyonix, the developers of Rocket League Sideswipe, have announced that Season 4 is now live. The new season will introduce the Mutator Madness game mode, a Rocket League crossover event, a new arena, and a new Rocket Pass.

Madness is a new causal mode that changes the rules of a match through random mutators. When each game is finished, players will vote on if they enjoyed the mutator they received, and based on the votes, the possible set of mutators will be removed until there’s a winning combination selected on Friday. Whichever mutator setting wins will be playable throughout the weekend with a double XP boost.

There is also be a new Rocket League crossover event that runs until July 19. Players who complete the event will earn a Calculated Goal Explosion for both Rocket League and Rocket League Sideswipe, and a Calculated Avatar for Sideswipe. To ensure you unlock the Goal Explosion, make sure your Rocket League and Rocket League Sideswipe are attached to the same Epic account.

In addition to the crossover event, there is also a new area: Eggscalibur. Season 3 rewards, such as avatars and titles, will also be given out during Season 4 for players who achieved the highest rank during the season. New daily challenges will be introduced alongside the return of Ranked 2v2 Hoop and a new Rocket Pass.

Rocket League Sideswipe is a free-to-play mobile game. You can download it on the Google Play Store and Apple App Store.

Read MoreGameSpot – Game News

Saints Row announced on their official Twitter account that the main character, referred to as The Boss, will feature eight different voices to choose from. Of these eight voices, four of them will be more masculine in tone while the other four are more feminine-sounding. Each voice-over was provided by a different actor, making for a selection of distinct voices.

Boss Voice 5 has a moustache – and Antony Del Rio wants you to know it!
Welcome to The Saints, Boss #BeYourOwnBoss pic.twitter.com/nys4Ml3znN

— Saints Row (@SaintsRow) July 5, 2022

The voices showcased in the new Saints Row trailer include a British female voice and a Western male voice, among others. The trailer also focused on the voice-over provided by Antony Del Rio, known for his work in Metal Gear Solid V, Injustice, and Kid Icarus: Uprising.

Saints Row has been known for its wide variety of customizations in-game, allowing players to create their ideal saint. The franchise has always had a wide range of voices to choose from–usually three males and three females with one unique voice thrown in the mix–and several A-list voice actors, such as Troy Baker and Laura Baile.

The Saints Row reboot was officially announced at Gamescom 2021. It’s been eight years since a mainline Saints Row game following the Saints Row IV release in 2013 and the spin-off Agents of Mayhem released in 2017.

For more Saints Row news, check out these stories:

Saints Row Boss Factory Character Creator Is Out Today For FreeSaints Row Character Creator GameplaySaints Row: Everything We Know About Volition’s Reboot Of The Action-Adventure SeriesRead MoreGameSpot – Game News

Battlefield 2042’s 1.1 update, Season 1’s first major patch, offers a dizzying number of minor fixes, weapon reworks, and vehicle changes. It will release across all platforms on July 6.

The update expands XP events, granting XP for pilot kills, disarming mines, and repairing vehicles which go on to kill an enemy. Major balance changes include a reduction in power for the MV38-Condor’s 50mm Cannon, reworking the DMR to increase long-range combat usage, and increasing headshot damage in long range engagements. Battlefield Portal also received new additions such as new presets Air Superiority and Ground Superiority, new character voices, and the A-10 Warthog and SU-25TM Frogfoot as new vehicles in the Battlefield 3 mode.

The game’s first season, similar to Battlefield 2042’s initial launch, suffered from persistence errors. EA also denied rumors that only a skeleton crew was working on the game, and confirmed that no one at DICE was working on a Mirror’s Edge sequel or reboot. The next major update for Battlefield 2042 will release in August, with more details to come.

The full update notes are listed below.

General

A new widget has been added to the Main Menu which shows how many friends are currently online. You’ll now also see the number of online friends directly in the Social tab.Voice Chat options now show you which device is being used for voice inputResolved some instances where Controllers would not provide input when launching the gameYou will no longer get stuck at the “party leader selects game” screen in the lobby when the party leader has already entered the next game. Friends stick together!You’ll no longer see Unassigned or Not Set text in menus when using an alternate controller schemeA Party Leader icon has been added to the Social menuCamera settings for Vehicle 3rd person Field of View now apply immediately without having to cycle through camera options againChanging Squads while in a party now automatically sets your VoIP setting to PartyThe Kill Log sometimes didn’t show all kills made when “Show Kills Made” setting was to ALL. It now properly shows all kills.Weapon Charms should now always be visible on weapons while scrolling through the menuBonus Missions now show the correct expiration timeEnd of Round visuals for Battle Pass rewards are no longer missing after playing a Portal matchThe Zoom button now functions correctly when previewing Charms in the catalogZooming in/out has been made smoother while in preview menusFixed overlapping icons in Tags for players you’ve taken downCompleted Challenges that previously didn’t give out their reward should now retroactively grant themFurther new XP events have been added: New Pilot Kill Bonus Event – triggers alongside you snipe and kill the pilot of an air vehicleNew Disarming Mine Event – triggers when you disarm an enemy AT Mine using InteractRepair Assist – triggers when someone in a vehicle you recently repaired kills an enemy with that vehicleReduced XP reward of Spot Assists to 10 XPHow Players of the Match are selected is now more consistentPlayer Icons and Healthbars now update faster when their state changesMade various changes to smooth out the overall camera experienceThe Kill Card has received several improvements: list of nearby or incoming receivers is now visible on the Kill Card alongside information about the killerIf there are no assists involved in a kill then assist will not show on the KillcardThere is now an animation for when the Killcard is showing on screen or when hiding or skipping it

Battlefield Portal

New game presets Air Superiority and Ground Superiority have been added to the Web Builder You are able to adjust vehicle count in Air Superiority and Ground Superiority game modesAI Soldiers are now better at climbing ladders across Classic era mapsUnderbarrel attachments can now be resupplied as expected by Ammo CratesAdded Ranger to Restrictions tabTeleportation action block now works inside HQs

Audio

New and unique character voices have been added for: Battlefield 1942 British EngineerBattlefield 1942 American Anti-TankBattlefield 1942 German Engineer (aka Günter)Additional voice over lines have been added for Bad Company 2 and Battlefield 3 non-squad soldiers

Maps

Added 4 extra-small layouts for existing maps (Battle of the Bulge, El Alamein, Kaleidoscope and Manifest). These are suitable for creating new Vehicle TDM experiences, but they’ll also work with Team Deathmatch and Free-for-All modesSeveral fixes have been made across Classic era maps to resolve terrain, prop and collision issues

Modifiers

Added Passenger Seat Modifier: disabling passenger seats allows for a higher maximum number of vehicles.Added the option to toggle passenger seats availabilityAdded Set Max Health Multiplier modifier for vehiclesAdded InfiniteWeaponMagazines modifierAdded Projectile speed multiplier modifier for throwable items

Rules Editor

Added CompareVehicleName value block and VehicleName selection list blockAdded GetVehicleState GetPosition value block for vehiclesAdded GetVehicleState GetFacingDirection value block for vehiclesAdded AllPlayersInsideVehicle array value blockAdded GetVehicleState LinearVelocity value blockAdded the option to enable and disable capture points in Air Superiority and Ground Superiority experiencesAdded GetCapturePoint value blockAllow error reports to send additional payloads in Error LogsAdd new action block for sending custom error reports in Logic Editor

Vehicles

Bad Company 2 Replaced the UH-60 on the Russian team with the Mi-24 HindReplaced the BMP-2 on the Russian team with the BMD-3Battlefield 3 Added the A-10 Warthog and SU-25TM Frogfoot as new vehicles

Gadgets

Resolved several clipping animations for melee weapons while vaulting over obstaclesResolved several gadgets clipping through hands while vaultingThe EMP effect from thrown EMP Grenades will no longer affect players outside the visual radius

FXM-33 AA Missile

FXM-33 AA Missile UI will no longer remain on screen while switching to another weaponFixed an issue where no ‘In Stealth’ state is displayed while locking on to Helicopters with the FXM-33 AA

Repair Tool

The “Repairing” voice over no longer plays when attempting to repair destroyed vehiclesUsing the Repair Tool no longer sometimes causes the camera to shake

Smoke Grenade Launcher

The Smoke Grenade Launcher’s name is now properly displayed in the Kill Log and Kill Card

SOFLAM

The overlay on vehicles for the SOFLAM now has the accurate colors; grey when in progress and yellow when fully locked on

Spawn Beacon

The Spawn Beacon now takes 1 to 2 bullets to destroy instead of 4 to 7

Hazard Zone

We’ve made several changes to reduce the reliance on the Data Drive Scanners within Hazard Zone. This should make it easier to understand the mode, and allows you more choice in which gadgets you want to deploy with.

Increased cost of the Data Drive Scanner from 0 to 200Now only shows players carrying Data Drives when scanningData Drives are now globally shown in the worldIBA Armor Plates are now free and the default gadget

A new mechanic has been added to Hazard Zone, called Second Chance. This should make it more forgiving while you are first getting to know and start interacting with new squad mates.

If your squad wipes before the first extraction, then the whole squad is redeployed one time after 15 seconds, at a different location from where you first insertedRedeploy and Second Chance now spawns players at 500m instead of 100m. Until the player is 100m above the ground, the parachute cannot be used

Several further changes have been added to faster to get into a Hazard Zone match

Map Overview has been removedReduced the amount of players needed to start the timer for starting the round, even if the server isn’t full yetReduced the start timer from 2 -> 1 minute

Tactical Items

Quickdraw Holster has been removedThrowable Increase I – Increased to +2 extra throwable, up from +1Faster Healing I – Increased healing with 50%, up from 20%Insider Information – Increased location reveal from 30s -> 60s before impactInsider Information – Reduced rarity to Rare, down from EpicInsider Information – Reduced costs from 400 -> 200 CreditsBiometric Scanning – Now spots enemies for 100% longer, up from 50%Biometric Scanning – Increased rarity to Rare, up from CommonBiometric Scanning – Increased costs from 100 -> 200 CreditsTable Deal – Increased cost from 400 -> 600 CreditsAmmo Increase II – Increased to +3 additional magazines, up from +2Ammo Increase II – Increased rarity to Epic, up from RareAmmo Increase II – Increased cost from 400 -> 600 CreditsFaster Healing II – Increased healing with 100%, up from 50%Faster Healing II – Increased cost from 400 -> 600 Credits

Maps & Modes

Fixed several visual, collision, lighting and interaction related bugs across Current era mapsResolved an issue on Discarded that could cause defending players to become stuck when spawningResolved instances on Discarded where EMP Grenades exploded without delay after being thrownIt no longer happens that the wrong voice overs would sometimes play when a match was in overtime

Breakthrough

Distinctive icons have been added for both Attackers and DefendersDirectional retreat indicators have been added for defenders. This helps you understand in which direction you need to retreatObjective icons now show a hold Hold, Defend, Attack or Retake description to make it easier to understand where you need to goAudio has been tweaked to increase the feeling of tension during a matchThe transition from the match into the End of Round screen has been smoothened

Soldier

Soldiers will no longer sometimes clip through terrain when running up steep slopesGadgets and weapons will no longer sometimes clip through walls while vaultingPing locations are no longer inaccurate when in a vehicle seat as a passengerJumping will no longer sometimes be interrupted after slidingSoldier hip rotation animations have been improvedYou are now able to vault over some angled walls that prevented this previouslyYou are now able to move while Aiming Down Sights and being proneStrafing no longer causes the camera to slightly moveSeveral improvements have been added to soldier movements animations: Separated aiming from turning so 3P animations can now look around slightly before triggering a turn animationAdded leaning to 3P animationsAdded new and improved idle animationsFixed an issue where your 3P animation wouldn’t always show that you were in traversal sprintThe revive animation for enemy soldiers has been polishedAnimations for a soldier jumping and descending from an upside down plane have been improvedChanging to your primary weapon in mid melee attack now shows the correct melee animationFall damage should no longer be inconsistentAnimations while looking down during traversal sprint have been improvedPinging an enemy Hovercraft no longer plays a voice over indicating it’s empty and ready for usePlayers should no longer slide away after a takedownResolved a broken animation while throwing an Ammo Crate or Medical Crate while vaultingThe death animation when redeploying has been removedThe Parachute / Wingsuit hint no longer remains on screen after either are deployedYou will no longer automatically enter a vehicle if you revive a teammate who was under itYou’ll no longer get a takedown prompt when a takedown is currently being performed on youIt’s now possible to interrupt the Initial Deploy animation while ADSMoving sometimes caused specific weapons to have their animations broken, this has been fixedWhen reviving a player there was a chance that the weapon attachments would get all spooky and become misplaced. We’ve cured their fear of the dead

Specialists

Angel

A blocked loadout message no longer appears in error when interacting with the Loadout CrateIt’s now possible to remain crouched while interacting with Angels’ Supply Crate.Resolved a repeating animation when repeatedly selecting the Supply BagThe 3P flash effect is now visible while being revived by AngelAngel’s Trait has been reworded to indicate he now only supplies ammo, instead of armor

Boris

Resolved several inconsistent placement areas for the SG-36 Sentry Gun on ExposureThe “Place Turret” hint no longer shows after the SG-36 Sentry Gun has already been deployedThe SG-36 Sentry Gun can no longer fire downwards at extreme anglesThe SG-36 Sentry Gun can now fall through broken glass

Casper

It’s no longer possible to deploy the OV-P Recon Drone in elevators which allows players to see through walls. This will now instead destroy the drone.

Dozer

The correct Kill Card is now displayed while Dozer dies from heavy fire while having the SOB-8 Ballistic Shield deployedThe SOB-8 Ballistic Shield can now block missiles from the G-84 TGM

Falck

Using ADS with the S21 Syrette Pistol now shows the correct visual instead of a red lined patternShooting allies with the S21 Syrette Pistol no longer sometimes triggers the friendly fire voice over

Lis

Being hit by EMP Field Grenades now causes you to exit the G-84 TGM TV screenFixed an issue that caused Lis’ G-84 TGM missile to bounce off of certain bushesFixed an issue that caused Sundance’s Anti Armor grenade to lock onto and chase Lis’ G-84 TGM missileIncreased the delay for exiting the G-84 TGM’s screen to 1 secondIt’s no longer possible to damage friendly air vehicles with the G-84 TGM’s missileThe G-84 TGM missile will no longer bounce off vehicles

Rao

The Hack indicator should no longer freeze in place after starting a hack

Sundance

The Anti-Armor Smart Explosive UI no longer gets stuck in lock on when the grenade has already been deployedThe Kill Feed now properly indicates players killed by the Scatter Grenade

Paik

Scrolling through weapons with a mouse wheel will no longer activate Paik’s EMG-X Scanner

UI/HUD

The Commorose now shows shortened objective names so the text doesn’t clip or overlapThe Nearby Players list now accurately reflects nearby teammatesPlayers dying due to friendly fire no longer show up as an enemy in the Kill FeedThe Need Spotting Commorose command no longer displays empty text in the game feedPlayer name tags no longer change position while occluded by coverYou’ll no longer see a hit indicator when shooting a dead enemy

Vehicles

Anti-Air and Anti-Tank lock on missiles will now acquire new targets without a delay. This should make switching targets significantly smootherAnti-Tank missiles now also lock on to empty vehicles to prevent you from losing your target if the target vehicle is abandonedOverall target acquisition for lock on missiles has been improvedThe YG-99 would sometimes look a little banged up in the collection screens. We’ve buffed it outFixed Stealth bombing coordinates so they no longer show negative valuesWe have taught our autocorrect how to spell Suppressed within the Stealth Helicopter weaponry descriptionsWhile flying an aircraft, the yawing input now stops when the mouse is not moving.Fixed an issue where a second TOW missile could be fired from vehicles while still controlling the first oneFixed an issue where the minimap view cone would not follow the camera in driver/pilot freelook, gunner and passenger seatsDamage markers distance to center updated in vehicles to solve overlapping HUDDriving over a street lamp no longer makes the camera go inside the vehicle. Vehicle love lampYou should no longer see the landing gear on the SU-57 while it’s in flightDying while driving the Polaris Sportsman will no longer cause the camera to violently shakeFixed an issue where Stealth Helicopter bombs would sometimes jitter as they fellBullet tracers would sometimes go in the wrong direction while firing from vehicle weapons. We’ve reset their internal compass and they now point in the right directionVehicle grenade crosshairs no longer display the wrong ammoFixed an issue where the critical health recovery audio cue triggers everytime you exit vehicleCrashing an air vehicle into a friendly vehicle will no longer mark them as an enemy in the kill cam

F-35E Panther / SU-57 FELON – 25mm Cannon (internal)

Damage increased from 20 -> 30Damage Fall Off start increased from 100 -> 250Minimum dispersion has been removedMaximum dispersion decreased from 1 -> 0.7Dispersion increase per shot has been lowered

Airplane Air-to-Ground Missile

Missile Rate of Fire increased from 30 -> 90Replenish delay increased from 8 -> 20sLock time increased from 1 -> 1.5sLock release time reduced from 1 -> 0.5s

Airplane Air-to-Air missile

Increased lock from 1 -> 1.5s

MD540 Nightbird – Mounted 20mm Cannons:

Rate of Fire lowered to 250 -> 200Replenish time increased from 1.8 -> 2.5

T28 / M1A5 – Kinetic Grenade Weapon Pod

Lower blast radius from 10 -> 7mLowered inner blast radius from 4 -> 3m

MAV

Autocannon has been adjusted to make it a close range anti-vehicle weapon with diminished power over longer distances:

Speed decreased from 980 -> 300Rate of fire increased from 120 -> 140Damage increased from 40 -> 65Added damage fall off start distance at 25mAdded damage fall off end distance 150mAdded blast damage fall off curveBlast damage increased from 10 -> 25Blast radius from 1 ->3m

MV38-Condor – 50mm Cannon Pod

Now fires single shotsRate of Fire reduced from 110 -> 40Longer replenish delay to fit the new slower rate of fire

Weapons

AK24 no longer incorrectly shows it has a single rate of fireFixed an issue where AK-24 attachments would not lower the recoil of the weapon as intendedFixed an issue where AC-42 magazines were displaying an incorrect rate of fireFixed MCS-880 Flechettes doing unintended high damage at longer rangesFixed an issue where some weapons wouldn’t play reload sounds while using an underbarrel attachmentsFixed an issue where the SWS-10 Extended mag has a negative rate of fire within the collection screenUpdated DDM4 magazines so bullets are not shown through scopesFixed an issue where the time to live on the Incendiary grenade underbarrel was too shortFixed an issue where attachments were not available when opening the Plus MenuFixed an issue which would cause the bipod to deploy itself changing scopesLaser sights would stop working while in 1P when a player would switch equipment or enter in a vehicle. This no longer happensExiting a vehicle with the DXR-1 triggers no longer triggers the bipod deploy animationM44 Revolver damage increased up to 75mFixed an issue that caused aim assist to not work for vehicle passengers in open seatsFixed an issue where swapping attachments caused some underbarrel attachments to become activated incorrectlyFixed an issue that made it possible to fire faster than intended with some bolt action rifles by swapping attachments

We’ve updated DMR’s to make them more valuable in long-range combat as we currently felt they were underperforming. The first improvement we made here is to increase Bullet Speed, which means less lead time when firing at your target.

BSV-M: 700 -> 790SVK: 860 -> 960VCAR: 600 -> 700DM7: 740 -> 800

We also noticed that headshots weren’t rewarding enough for extended combat engagements. To address this we’ve tweaked their Headshot Damage Multiplier at long-range:

BSV-M / DM7: 1.9x -> 2.2xSVK 1.5x -> 1.6 xVCAR: 1.8x -> 2x

No changes have been made to DMR performance in short to medium range combat, and they’ll feel as you are used to when fighting against Assault Rifles and SMG’s.

Read MoreGameSpot – Game News

Destiny 2’s Season of the Haunted returns players to the massive Leviathan, with multiple regions to explore–making it perfect for Easter egg hunts. Opulent, golden Bobbleheads of Cabal Emperor Calus are scattered around the ship. At the H.E.L.M. by the Crown of Sorrow, you can check which Bobbleheads you need for your dignified effigies of Calus display.

H.E.L.M. Bobblehead Display

Collecting these progresses the #1 Fan triumph under the new Haunted Triumphs Seal for the Reaper title. Players must collect all Calus Bobbleheads and display them at the H.E.L.M. to get the Eidolon Exotic Ghost shell.

Week 6

Calus Bobblehead 9: Sever – Resolve

Calus Bobblehead in the Sever – Resolve mission.

The final Bobblehead is in a room you probably noticed in Sever – Rage and might have wondered why it was empty. In the last portion of the mission, you’ll make your way through a big cylindrical vent room with stopped fans. Look up and to the left just past the second fan to find a platform you can climb up into, leading into a small storage room filled with crates–and seemingly little else. Check the back of the room behind all the detritus to find the final Bobblehead.

Week 5

Calus Bobblehead 8: Sever – Rage

Calus Bobblehead located in the Sever – Rage mission.

To get your eighth Bobblehead, fire up Caiatl’s first Sever mission and make your way to the portion in which you find yourself locked down with a contaminant–which turns out to be one of the unkillable Gahlran Nightmares that have chased you around in Sever missions before. To deal with this one, you’ll need to lead it into a place called the “Immolation Hall,” where you can kill it with fire. On your way there, you’ll enter a hallway with a bunch of goo and fungus all over it, right before reaching the Immolation Hall itself. There’s a gap under the catwalk-like floor beneath you, and you can slip under it to find the Calus Bobblehead right beneath the middle of the room.

Week 4

Calus Bobblehead 7: Sever – Forgiveness

Calus Bobblehead in Sever – Forgiveness.

The Calus Bobblehead in Zavala’s Forgiveness mission isn’t tough to get to, but it’s extremely easy to miss. Proceed through the mission until you hit a cylindrical tube full of fungus, right before the end. To get to the final fight, you’d usually use Eregore fungus spores, then drop down into a hole in the floor that lets you crawl through a vent to reach Zavala. The Bobblehead is right before this exit, in one of the junctions of the tube that leads to the Eregore spores, hidden above a large round cylindrical piece of machinery.

Week 3

Calus Bobblehead 6: Sever – Grief

Sever – Grief intersection where you can find the Calus Bobblehead.

Zavala’s first Sever mission provides an easy Bobblehead for you. Look for it immediately after planting your first Ritual Amplifier, which will open a door ahead of you that leads to a junction.

Calus Bobblehead in the Sever – Grief mission.

The path forward is to the right, but hang a left instead and look behind the crates covered in fungus you find here. The Bobblehead is right behind the crates against the wall of the dead end, just out of sight.

Week 2

Calus Bobblehead 5: Sever – Reconciliation Mission

Look for the Calus Bobblehead in the tunnels of the Sever – Reconciliation mission.

Returning the Sever to help Crow gives you a chance at another Bobblehead, and this one is better hidden than some of the previous ones. Proceed through mission until you crawl through the vent tubes, right after you shoot the several Arc conduits through the door. You’ll remember this crawl from Sever – Shame, and probably recall that the tubes are a bit of a maze. To find the bobblehead, you want to make your way as far to the right as possible; it’s secreted at a dead end that’s lit with red light. The easiest way to find it, however, is to exit the tubes at the far end. When you get out, turn around and face the wall with the exit and make your way all the way to the left, to a second exit, where the Calus robot waited for you in Shame. Go back into the tubes at the exit farthest to the left and look for a junction just ahead, where the Bobblehead will be waiting.

Week 1

Calus Bobblehead 1: Castellum

Castellum Calus Bobblehead location

The Castellum Bobblehead is easy to find, but hard to get. After you land in the Castellum area of the Leviathan–which you can access from the Moon destination–head out of the hallway and turn to the left. There will be a small lever with red lights in front of a locked door with the Castellum Bobblehead inside. In order to unlock the door, you will need to clear Tier 3 Nightmare Containment–lifting the lockdown protocols.

When the protocol is lifted, head to the lever to unlock the door. The Bobblehead will be on the floor of the tiny room. The door closes after a few seconds so be sure to grab it in time.

Castellum Calus Bobblehead inside the locked room, accessible after completing a Tier 3 Nightmare Containment event.

You can tell if you have access to the door by the chest cache waypoint inside the room after the lockdown protocols are lifted. The two doors unlocked by the lockdown protocol are random, so if you can’t open the door, you need to complete Tier 1 through Tier 3 Nightmare Containment again.

Calus Bobblehead 2: Pleasure Gardens

Pleasure Gardens Calus Bobblehead location, behind the big Calus statue in the center of the room.

You can head down to Pleasure Gardens from the central doorway in the Castellum. Go to the front of the room where the giant statue is standing. This Calus Bobblehead is hiding behind the giant statue. The side doorway in the Royal Pools will also lead you to the Pleasure Gardens.

Calus Bobblehead 3: Royal Pools

Hole in the ground in the Royal Pools region, in the back-right corner of the area.

Players can get to the Royal Pools from the round doorway in the Pleasure Gardens or walk along the left wall after landing in Castellum and head down through that doorway. After arriving at the Royal Pools from the Castellum, go to the room on the right side of the baths area. The corner of the room will have a large, red-lit hole on the ground. Jump through the hole and defeat the yellow-bar enemies to clear the way. You’ll find the Royal Pools Bobblehead at the end of the tunnel.

Calus Bobblehead at the end of the tunnel in Royal Pools.

If you enter from the Pleasure Gardens, you’ll arrive in the correct room in the baths area. Just head to the right corner of the room and jump down the hole.

Calus Bobblehead 4: Sever – Shame Mission

The fourth Bobblehead is inside the Sever – Shame mission. You can access this mission by completing Step 2 in the Bound in Sorrow seasonal quest.

Manual Override console in the Sever – Shame Weekly Mission.

When you reach the Manual Override console, it will tell you to activate four Manual Override switches around the perimeter. The first lever is next to the console, and the other three locations will be marked–making the puzzling area easier to navigate. This entire time an immune Unrelenting Nightmare will chase after you, so be sure to dodge its attacks.

Carrying the wrench in the Sever – Shame Weekly Mission.

The Calus Bobblehead is in a tall, orange-lit shaft with pipes and an electric barrier. To remove the barrier, go to the location of a wrench marked on the screen. Pick up the heavy wrench object and carry it to the next marked location. Place it in its designated spot to remove the barrier. You can activate the manual override switch and jump up the shaft to the platform at the top to grab the fourth Bobblehead.

Sever – Shame Weekly Mission Bobblehead.

You can grab the Bobblehead without removing the barrier, but it’s tricky because you need to carefully jump up the large pipes.

Since there are more Bobbleheads to be found in the Leviathan in later weeks, we will update this guide as we come across them. Season of the Haunted brings many new Seasonal Challenges, weekly missions, and season pass rewards. Also, if you still haven’t found all the Lucent Months from The Witch Queen expansions, it’s not too late!

Read MoreGameSpot – Game News

Two weeks after Apex Legends received an update that broke the game for next-gen Xbox players, Respawn has released an update that remedies the input lag issue that first appeared after the Awakening Collection Event went live with the 13.1 patch.

We just pushed a small update to @PlayApex to help address issues with input lag on Xbox Series X and S consoles. Thank you for your patience here, legends.

— Respawn (@Respawn) July 5, 2022

Xbox users gained access to the 13.1 patch two hours later than players on other platforms. When the update finally went live, players immediately began reporting issues on Xbox–namely input delay that made the game impossible to play. A previous attempt to address the bugs was made last week, but it appeared to cause more problems than it solved.

The input lag issue is emblematic of a common pattern in which one update causes a serious bug, but subsequent updates meant to address said bug end up adding even more bugs to the game, some of which remain unresolved for months at a time (like the bug that prevents party chat from working correctly on Xbox Series X|S, which has been unresolved for over three months).

We think that Respawn should take a break from new Apex Legends content in favor of taking some time to fully address the bugs and quality of life issues that have persisted despite multiple updates and patches.

Having tested Apex Legends on Xbox following the release of the new update, it appears that the input lag issue has been resolved, but issues with hit registration, inventory access, and Replicator crafting continue to plague the game. Some players are urging Respawn to extend the Awakening Collection Event for another week, to give Xbox players who missed the event due to input lag a chance to catch up and complete the event’s free rewards track, though the event has already come to an end.

Apex Legends is free to play on console and PC. A mobile version of the game, Apex Legends Mobile, is available for download on Android and iOS devices.

Read MoreGameSpot – Game News

Niantic announced that Pokemon Go players were able to complete the Global Challenge for Pokemon Go Berlin. Players earned Ultra Unlock bonuses for the Anniversary Event, which runs until July 12, and for the Battle Weekend, which runs until July 10.

Players will also receive new Pokemon, the Unown E*, which will appear in raids. In addition to the Unown E*, Pansear will also appear in raids and the wild.

Below is a list of first partner Pokemon that’ll know previously featured attacks when evolved during the event:

Frenzy Plant (Charged Attack): Bulbasaur, Chikorita, Treecko, Turtwig, SnivyBlast Burn (Charged Attack): Charmander, Cyndaquil, Torchic, Chimchar, TepigHydro Cannon (Charged Attack): Squirtle, Totodile, Mudkip, Piplup, OshawottDragon Breath (Fast Attack): Charmander.

Below you’ll find everything updated in The Battle Weekend event bonuses:

Team Go Rocket balloons will appear every two hoursEnjoy up to 20 Go Battle League sets each dayEarn 5× Stardust from Go Battle League RewardsEnjoy one extra Raid Pass per dayEarn 50% extra XP from Raid BattlesEarn 2 Mysterious Components from defeating Team Go Rocket GruntsEarn 50% extra Stardust from defeating Team Go Rocket Grunts.Encounter Legendary Pokémon in Go Battle League reward encounters at Rank 16 and up.

Pokemon is a free-to-play game. You can download it on the Apple App Store and Google Play.

For more Pokemon Go news, check out these stories:

Pokemon Go’s Expanded Social Tool App, Campfire, To Roll Out To Players Over The SummerNew Party Hat Pokemon To Appear For Pokemon Go’s Sixth Anniversary EventPokemon Go Dev Cancels Transformers Game And Three Others, Lays Off As Many As 90 – ReportNiantic Addresses Pokemon Go Community Concerns And Offers More Go Fest 2022 DetailsRead MoreGameSpot – Game News

Ubisoft has announced two more presentations for the year, which will begin with a Skull And Bones showcase on July 7 at 11 AM PT / 2 PM ET and a Ubisoft Forward event in September.

For the Skull And Bones spotlight, Ubisoft explained on its blog that it will provide an in-depth look at the upcoming open-world multiplayer pirate game on its YouTube or Twitch. Set during the Golden Age of Piracy, it hasn’t been smooth sailing for Skull And Bones since it was first announced at E3 2017 and underwent numerous changes over the years. In April, a lengthy gameplay video emerged from a Skull And Bones technical test and the game has recently been rated by the ESRB, with one leaker claiming that it’ll be released in November.

For the September 10 event that kicks off at 12 PM PT / 3 PM ET, Ubisoft says that fans can expect multiple game announcements. The company didn’t reveal more than that, but several of its in-development games are already public knowledge. The latest Nintendo Direct revealed more details on the next Mario + Rabbids game, a Splinter Cell remake is in the works, and it’s possible that the constantly delayed Prince of Persia: Sands of Time remake could also make an appearance.

Then there are Ubisoft’s other big franchises, such as Far Cry, Just Dance, and its Avatar tie-in game. After these Ubisoft Forward events there’s also an Assassin’s Creed spotlight to look forward to later in September.

A celebration of the 15th anniversary of the franchise, it could shed more light on the live service Assassin’s Creed Infinity (codename) project and the rumored smaller-scale Assassin’s Creed Valhalla spin-off.

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Cuphead: The Delicious Last Course is a beautiful slice of illustrative chaos. Studio MDHR’s take on DLC invites players to Inkwell Isle IV as Cuphead and Mugman are summoned to a far away place to find ingredients for a Wondertart and bring their ghost friend Legendary Chalice back to life. There are new bosses, gauntlets, and tiny minions to rage at, and the new playable character, Ms. Chalice, has six new weapons and charms to assist her through secret puzzle fights, time trials, and S-Rank runs on the way to a full 100% playthrough.

The new weapons (Converge, Crackshot, Twist Up) and charms (Astral Cookie, Broken Rellic, Heart Ring) can be obtained by progressing the main storyline and getting all 16 coins on Inkwell Isle IV. So find a Mausoleum, take a trip to Porkrind’s Emporium, and dive into the DLC with our guide.

For more, here’s How To Start The DLC and How To Get All Coins on Inkwell Isle IV.

Converge

Converge makes anteaters a little less terrifying.

Converge is your best friend on Inkwell Isle IV. The new weapon art is a full screen piercing three-way shot that fires three charged electricity bolts and passes through any enemies its hits. Its spread can be narrowed by holding the lock button (R1/RB) and its directional use makes it a necessity for well defended targets and DLC boss fights that constantly chuck smaller minions at you (Glumstone The Giant, The Moonshine Mob). It’s a brilliant add-on for crowd control and creating space, and its own EX Move, the Electro Bolt, fires a much wider horizontal electric beam across the screen that pierces through nearby targets and will convince anyone to live out their Inkwell mecha fantasies.

Crackshot

Even Crackshot won’t save you from gnome memes.

As a home-brewed hybrid of Chaser and Spread, Crackshot fires a rhombus-shaped projectile that will eventually break apart and aim straight for the closest hitbox possible. The pink crystals aren’t deadly accurate but they do deal more base damage in close-quarters and come with the P. Turret super–a pink(er) Saturn-like planet that acts as a turret and can be parried into bosses or used for an edge in movement. It’s not as effective as Converge, but Crackshot’s versatility automatically shines in chaotic fights and brief hot flashes of hyper-precise platforming that almost never feels real.

Twist Up

Mugman and Twist Up are a match made in heaven.

Twist Up is a weapon art for the Mega Man 2 diehards. The unofficial tribute to Air Man is the new Lobber and Roundabout as it fires three mini tornado projectiles in an upwards trajectory and can charge up a Cyclone Spiral that will hit enemies up to six times before spinning off the screen. The super is a bit more reliable than the rapid-fire shot against larger mobs, but timing the weapon’s arch can turn intimidating fights (Graveyard Boss, The Howling Aces) into an afternoon warmup.

Astral Cookie

Ms. Chalice is a menace that won’t be stopped.

The Astral Cookie is an all-in-one charm (of sorts) that’s given by Chef Saltbaker at the beginning of The Delicious Last Course as it allows players to take control of Ms. Chalice in place of Cuphead and Mugman. It adds one extra health pip and grants access to a different moveset as Ms. Chalice has a double jump, a parry dash, and a slightly OP invincible dodge roll–three mechanics that can be used in tandem to get more vertical height and to parry pink objects through traffic. The recipe can make the traditional controls a lot more confusing, but the Astral Cookie is an added bonus for Cuphead completionists and anyone who needs an excuse to 1v1 ol’ Goopy Le Grande one more time.

Broken Relic

Everything at Porkrind’s is going, going, gone.

The Broken Relic is a charm that can be purchased from Porkrind’s Emporium for one coin. It doesn’t have any effects but it can be activated via a series of puzzles, secret boss fights, and cursed artifacts that will make you re-evaluate your Cuphead skills. For more on the DLC secret, check out our guide on “How To Solve The Graveyard Puzzle With The Broken Relic”.

Heart Ring

Heart Rings come with nice things and no strings.

There’s parkour and then there’s equipping the Heart Ring in The Delicious Last Course. The charm is a must for parry nerds and P. Sugar/Whetstone abusers as it restores one HP to the player for their first, third, and sixth successful parries. It sounds simple, but like the Heart and Twin Heart charms, the Heart Ring doesn’t affect damage and is more useful for extensive boss fights and parry-focused challenges like The King’s Champions and The King’s Gauntlet. It can’t be used with Ms. Chalice due to the lack of dual charms, but it can be equipped to finish up a 100% run of Inkwell Isles I to III.

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Following the recent overturning of Roe v Wade, a landmark ruling from the Supreme Court that protects abortion rights, a bundle has been set up on itch.io that contains over 750 games, tabletop RPGs, and more.

At the time of writing, the Indie Bundle for Abortion Funds has raised over $140,000 for the National Network for Abortion Fund’s Collective Power Fund. As noted by the Indie Bundle’s description, “moves money directly to abortion funds across 20+ U.S. states, with a particular focus on the South and Midwest (where it is often most difficult to get access to abortions).”

The entire bundle, which has a value of over $3000, has a minimum cost of $10, though you’re free to increase the amount if you choose to. Submissions are still open until tomorrow (July 6), so there’s a chance even more will be included in the bundle, all of which you’ll have access to no matter when you purchased it. And the bundle itself is only available until July 14.

You won’t just find video games in the bundle either. There are a huge number of TTRPGs to be found, as well as a number of tools, and even some assets to use if you’re developing your own game.

The bundle includes games like Calico, a “day-in-the-life community sim” where you’re tasked with rebuilding a town’s cat cafe.

A Mortician’s Tale is a “death positive” game where you play as a mortician running a funeral home. While slightly somber, it’s more about the people who are left alive and how they’ve been affected.

For the TTRPG fan there’s Wanderhome, “a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change.”

There’s also JRNL, a very customisable looking journaling tool. And FroggieChat Deluxe, a remake of the much beloved PictoChat that comes with some extra colors.

If you’re looking for other ways to help, we’ve compiled a list of charities helping in the fight for reproductive freedom.

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After being teased last month, publisher Dragami Games has confirmed that Lollipop Chainsaw will be getting a full remake. Originally released in 2012, the remake is currently scheduled for release next year and will feature a combination of developers from the original game working with Dragami Games staff.

According to IGN, the original game’s producer Yoshimi Yasuda will join the team and the remake will aim to introduce a few key differences to the story of cheerleader Juliet Starling as she finds herself stuck in the middle of a massive zombie outbreak.

Lollipop Chainsaw’s visuals are being dialed up to feature “a more realistic approach” to graphics thanks to the power of current-gen consoles and PC, according to Dragami. On the soundtrack side, several of the game’s original tracks won’t be included in the remake due to licensing issues and will be replaced with new music entirely.

“Unfortunately, various factors resulted in things making it so that fans can no longer easily play Lollipop Chainsaw, and it has been some time since players have not been able to access the game on current consoles,” Yasuda explained on Twitter. As such, we purchased the Lollipop Chainsaw intellectual property from Kadokawa Games, and decided to develop a remake. We have already contacted Warner Bros. about development, and are being supported by them in this endeavor.”

Lollipop Chainasaw Remake の発表に関する Producer message をお届けします…!!!
Please check Producer message about Lollipop Chainsaw Remake.#lollipopchainsaw#ロリポップチェーンソー pic.twitter.com/ILeLTKNVZ3

— 安田善巳 (@yasudaD5) July 5, 2022

In addition to Yasuda, Suda51 was also involved in the game as its director, and the zombie apocalypse script was written by Guardians of the Galaxy director James Gunn. In our Lollipop Chainsaw review, we said, “Lollipop Chainsaw is cheery and obscene, but it doesn’t hit its marks consistently enough to be more than a passing amusement.”

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