In 2017, I was so hooked on Nintendo’s The Legend of Zelda: Breath of the Wild that I barely touched my gaming PC for a month. I thought I was tired of open world games—and of Zelda—but Breath of the Wild’s freeform approach to exploration made me feel like an honest-to-god adventurer in a videogame for the first time in a decade. It sold 10 million copies in a year. Surely, I thought, Breath of the Wild was going to trigger a seismic shift in open world game design. 

Elden Ring was the payoff to a decade-long underdog story

Then it didn’t.

It took five years for another game to grab me the way Breath of the Wild did, but Elden Ring pulled it off last year. I played and wrote about Elden Ring every day for a month during work, then booted it up and played hours more at night. As I look back on Elden Ring’s impact on the cusp of its one year anniversary, I’m tempted to make the same proclamation. Elden Ring sold 20 million copies in one year. Surely that means it’s going to trigger a seismic shift in open world game design, right?

I think it’s more likely the opposite is true. No one’s going to copy Elden Ring’s success because no one can.

Rise, Tarnished

I could go on and on about the obvious ways Elden Ring differs from the open world games of Ubisoft or Bethesda or Rockstar—the lack of skins and paid level boosts, the absence of sidequest checklists and glowing waypoints telling you where to go next. The cryptic NPC dialogue, winding castle ramparts and hulking bosses. Blah blah. We all know the deal.

Elden Ring was not a phenomenon because of those design decisions. It was a phenomenon because it was the payoff to a decade-long underdog story. The experience of seeing Elden Ring become the triumphant, ultimate version of the game FromSoftware’s been making and remaking was its own entertainment. If Dark Souls was the scrappy young Rocky Balboa putting up a shocking match for Apollo Creed, Elden Ring was Rocky at the end of Rocky 4, a champion battling under the weight of a million expectations and still managing to outpunch a 250 pound wall of muscle. It’s impossible not to get caught up in the spectacle.

Millions of people told themselves that this would be the FromSoftware game they’d finally “get”

The same way today’s “boomer shooters” like Dusk have skipped 20 years or so of FPS evolution to start a new timeline right from the roots of 1997’s Quake, Dark Souls ignored the conventions of mid-2000s games to reimagine a roughshod ’80s or ’90s RPG in more evocative 3D. It was a full-body shock proving you could make a game that evoked a sadistic DM’s grimy Dungeons & Dragons campaign and people would submit themselves willingly.

Designers couldn’t stop gushing about its raw genius, and players were either inducted into the cult of Souls or pissed off that they found this game nobody would shut up about aggressively off-putting. But even the haters who got murdered by skeletons in the first 30 minutes of Dark Souls and yeeted the disc into a closet got caught up in the hype of Elden Ring. It was an event. The open world, simplified multiplayer, and easier fast travel combined to make millions of people tell themselves that this would be the FromSoftware game they’d finally “get.” Elden Ring was officially too big to ignore.

How do you repeat that kind of trajectory? You don’t.

Sure, you could try. After Elden Ring’s enormous success, some open world games could attempt to parrot Elden Ring’s best ideas, even if they were mostly already present in the Souls games for the last decade: 

  • Maybe they drop more explicit waypointed quest design for cryptic requests from inscrutable NPCs
  • Maybe they recognize the power of FromSoftware’s utterly stupid yet perfect messaging system, which makes the oppressive world a little less lonely
  • Maybe they mirror Elden Ring’s focus on mood, with an aesthetic inspired by classical art over raw ray traced fidelity
  • Maybe they’ll reject triple-A’s current overreliance on piles of loot and samey skill trees
  • Maybe they go all-in on utterly weird as shit bosses 

But one or all of those pieces put together will not make a game that feels like (or sells like) Elden Ring, just like none of the “Souls-likes” of the last decade truly captured the essence of FromSoftware’s games by being hard or making you do a corpse run after every death.

Those were things in Dark Souls, but they weren’t Dark Souls, any more than some other boxing movie could be Rocky. Rocky is the inexplicable lump you get in your throat 30 seconds into Gonna Fly Now; a Souls game is the paradox of a brutal challenge often being absolutely hilarious. 

Dark Souls and Elden Ring’s flaws are, for the most part, idiosyncrasies that converts hold up as part of their charm, from “fat rolling” to dragons taking fall damage. Until other open world game developers can figure out how to genuinely make 20 million gamers relish being the most fucked up and nasty of guys in a world that sucks soooo bad, they’ll never replicate Elden Ring’s success.

They’ve got some catching up to do: FromSoftware’s been honing the art of the fucked up little man for decades. That’s how you know it comes from the heart. 



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Warhammer 40K: Darktide’s latest update brings big changes to how players earn gear and modify gear, and looks to be a step in the right direction for a title that has been heavily criticized by fans for feeling incomplete.

Patch #4, Blessings of the Omnissiah, revamps numerous aspects of Darktide’s progression. For starters, players will always receive a new weapon or piece of gear upon completing a mission, something that curiously wasn’t the case until now. Completing missions on higher difficulties will increase the chances of receiving a higher-rarity item.

Players have complained since launch about being unable to obtain the gear they want, as doing so largely revolved around sitting at a vendor that stocked random weapons and waiting for the vendor to refresh its inventory. Developer Fatshark has largely addressed that issue with the update, as players can simply buy a base version of any weapon type they’ve unlocked at any time at the Armory Exchange.

Blessings, a key-part of Darktide’s endgame, can now be extracted and weapon blessings modified at the Shrine of the Omnissiah, giving players more control of their progression. Another much-maligned system, Sire Melk’s Requisitorium, has also been revamped. His challenges are generally easier now and the rewards he offers have improved.

More missions will be available at any given time via the mission board as of Patch #4, which addresses another common complaint fans have had. Emotes have also been added so players can interact with one another while in the game’s hub area.

The patch notes go on to include a lengthy list of weapon balance changes and bug fixes as well. Reception to the update, at least judging from the game’s subreddit, seems largely positive. However, positive reception to the update has not seen a major shift in the game’s user reviews on Steam, which are “Mixed” overall with “Mostly Negative” recent reviews.

Fans have complained about the game’s microtransactions, technical issues, disappointing progression, and almost total lack of story since launch, and while Blessings of the Omnissiah does at least address the progression aspect of Darktide, many players are still unhappy with the overall state of the game. Many of the recent negative reviews on Steam comment on how Darktide feels unfinished or like it’s still in early access, despite the game’s full release.

Fatshark recently made the decision to delay future content updates, as well as the console versions of Darktide, in order to address fan feedback.

“Over the next few months, our sole focus is to address the feedback that many of you have,” Fatshark CEO and co-founder Martin Wahlund wrote in a statement. “In particular, we will focus on delivering a complete crafting system, a more rewarding progression loop, and continue to work on game stability and performance optimization.”

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.


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Season 2 of Call of Duty: Modern Warfare 2 added the new Ranked Play competitive mode. Ranked Play follows the official rules, maps, and game modes of the 2023 Call of Duty League, meaning this competitive mode contains plenty of perk, weapon, and attachment restrictions. Here we guide you through setting up the best loadouts available to use in Ranked Play.

Best primary weapon for Ranked Play

Ranked Play features 4v4 gameplay of Hardpoint, Control, and Search and Destroy. The primary weapon you decide to equip for Ranked Play will be determined by the role you prefer to play. If you’re looking to hold down a lane in a slayer role, then the TAQ-56 assault rifle is the best choice, while you’ll want the Vaznev-9k submachine gun for close-quarters action near the objective.

TAQ-56 Ranked Play loadout

TAQ-56 assault rifle

Modern Warfare 2’s TAQ-56 is the assault rifle used in the Call of Duty League, and this is a really powerful gun with the right attachments on it. The recommended attachments for the TAQ-56 is the same build used by Octane of the LA Thieves. Some pros swap the TV Xline Pro for the TV Cardinal Stock. The TV Xline Pro helps a bit more with the aim-down-sight speed, but feel free to try out both stocks to see what feels best for you.

Recommended TAQ-56 attachments:

  • Barrel: 17.5″ Tundra Pro Barrel
  • Stock: TV Xline Pro
  • Rear Grip: Demo Cleanshot Grip
  • Ammunition: 5.56 High Velocity
  • Underbarrel: FSS Sharkfin 90

Vaznev-9k Ranked Play loadout

Vaznev-9k submachine gun
Vaznev-9k submachine gun

The Vaznev-9k is the submachine gun used by the pros. Not every SMG pro player uses the exact same attachments, but here is the recommended loadout used by top players like Simp from Atlanta FaZe and Shotzzy from OpTic Texas.

Recommended Vaznev-9k attachments:

  • Muzzle: Bruen Pendulum
  • Stock: Otrezat Stock
  • Rear Grip: True-Tac Grip
  • Underbarrel: FSS Sharkfin 90

MCPR-300 Ranked Play loadout

MCPR-300 sniper rifle
MCPR-300 sniper rifle

Sniping isn’t always allowed in the Call of Duty League, but it’s not banned for the 2023 season. The limitation for sniper rifles is that only one can be used during Search and Destroy, and pros have agreed to not use any attachments on them. Thankfully, Ranked Play does allow you to equip attachments to your sniper. Pro players are split on which is the best to use, so they either choose between the MCPR-300 or the LA-B 330.

The MCPR-300 is a bit heavier than the LA-B 330, but the recommended attachments will help with speed and mobility in those intense Search and Destroy moments.

Recommended MCPR-300 attachments:

  • Stock: FSS Merc Stock
  • Rear Grip: Cronen Cheetah Grip
  • Magazine: 5 Round Mag
  • Ammunition: .300 Mag High Velocity

LA-B 330 Ranked Play loadout

LA-B 330 sniper rifle
LA-B 330 sniper rifle

The LA-B 330 is a quicker sniper and perfect for the aggressive player looking for those snappy shots. The recommended attachments will help boost the damage range, bullet velocity, and speed of this sniper rifle.

Recommended LA-B 330 attachments:

  • Barrel: 23.5″ Fluted R-67 Barrel
  • Stock: ZLR T70 Pad Extension Stock
  • Bolt: FSS ST87 Bolt
  • Ammunition: .300 Mag High Velocity

Best secondary weapon for Ranked Play

Depending on the map, mode, and playstyle, pro players either equip the X12 pistol or the knife melee weapon. Pros often switch to the knife for better mobility during an intense play, while players who are running an assault rifle or a sniper might prefer to have the pistol in case they need to reload their primary.

X12 Ranked Play Loadout

X12 pistol
X12 pistol

The X12 is the only secondary gun used because it’s the quickest pistol in the game. The recommended attachments make this secondary even faster to use.

Recommended X12 attachments:

  • Barrel: XRK LUC-9
  • Rear Grip: Cronen Lima-6
  • Trigger Action: XRK Lighting Fire

Ranked Play equipment

For the unrestricted equipment, you can choose between a frag grenade and a semtex for lethals. Frags are generally used for Search and Destroy, while semtex are often picked for the respawn modes of Control and Hardpoint. The only tactical equipment available is the stun grenade.

For the field upgrade, you can choose between dead silence and a trophy system. It’s usually good to have some players on a team run trophy systems and others to have dead silence, depending on playstyle and roles. For Search and Destroy, you’ll likely want more players running dead silence in those sneaky no-respawn moments.

Best Ranked Play perks

Modern Warfare 2’s Ultimate perks are restricted here. This leaves you with two base perks and a bonus perk.

The two base perks are situational, but you’ll want Double Time, Battle Hardened, or Bomb Squad. Battle Hardened and Bomb Squad are recommended for the respawn modes of Hardpoint and Control, while Double Time is mainly picked for Search and Destroy. Fast Hands is the Bonus perk used by the pros.

Note: Ranked Play restrictions are subject to change, as future changes could occur mid-season for the Call of Duty League.

Following this guide should give you the best weapons and perks that are unrestricted in Ranked Play. For recommended loadouts in Warzone 2, make sure to check out our recommended loadouts for battle royale and DMZ. If you’re looking for a greater challenge in battle royale, check out our guide on how to get a tactical nuke in Warzone 2.

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.


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Halo Infinite is set to get its biggest multiplayer update yet with Season 3: Echoes Within, which kicks off on March 7. Ahead of the new season, 343 Industries released a trailer showing off the new maps, modes, and weapons that will be added as part of the new season.

The Season 3: Echoes Within launch trailer shows off three new maps from 343 Industries. The first is the new Big Team Battle map Oasis, which takes place in a red desert, with a small grassy oasis located on the map. The other two maps, Cliffhanger and Chasm, are Arena maps. The first takes place on a mountain with melting snow around the map, while Chasm is set in a Forerunner construct.

Those aren’t the only new maps coming along with Season 3 of Halo Infinite, as there are four new community maps getting added to the community playlist as well, with Art’s Room, a bedroom where the players are toy-sized, headlining the drop. This comes alongside the announcement that players will be able to earn XP in the community playlist moving forward.

There are two new additions to the Halo Infinite arsenal, with the Shroud Screen equipment and the Bandit rifle. The Shroud Screen creates a medium sized bubble that obstructs visibility, not letting anyone see in or out of it. The Bandit rifle looks to be a spiritual successor to the DMR, offering the same high powered single-shots but without the scope. The new game mode, Escalation Slayer, appears to work similar to Call of Duty’s Gun Game, where you obtain a new weapon after each kill while working your way through every weapon in the game.

A sizzle reel of new cosmetics promises some vibrant colors and patterns for players to customize their spartans with. There are also some story teasers for the battle pass theme, showing a spartan go through some trippy and traumatizing events, presumably related to the Echoes Within season name. Halo Infinite Season 3: Echoes Within starts on March 7.

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.


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 Yesterday, at Sony’s State of Play presentation, we got a deeper look at Suicide Squad and such thrilling features as:  

  •  A loot system, complete with ‘gear score’ and set bonuses. 
  •  Upgrade and crafting systems. 
  •  A battle pass. 
  •  Giant, glowing weak points on everything, including a tank. 
  • A guy whose entire shtick is boomerangs firing an SMG over and over. 

The presentation has received a pretty universally negative reaction. Partly people are just getting pretty tired of how common these kinds of mechanics are now, but there’s a more specific problem here: superheroes and live service is a fundamentally awful combination.

I get why developers go after it. You take superheroes, the biggest thing in entertainment today, and you combine them with live service mechanics, proven to have enormous potential for profit over a long period—surely that’s a chance for huge success? But after recent messes like Marvel’s Avengers and Warner Bros.’ own last effort Gotham Knights, we’re now past the point where developers need to realise there’s a conflict here that no amount of level 34 vibranium gauntlets can fix. 

Take that loot grind, to start with. The default approach of games like this is to chase the Destiny model—a slow treadmill of progress based around incrementally better weapons and accessories. Indeed, the new Suicide Squad footage boasts of six different classes of guns, a variety of weapon manufacturers they can hail from and themed gear sets that unlock new modifiers, all contributing to your character’s power level via a gear score. Shots of the character menu show a grimly familiar UI festooned with numbers and stats as Harley Quinn stands there grinning with bizarre enthusiasm about her latest minigun drop.

(Image credit: Warner Bros.)

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That just simply isn’t the superhero fantasy. Superheroes do not pick up loot off bad guys they defeat and equip it for a tiny bonus to their strength. The point of superheroes is that they are super—when we meet them, they are already fully formed, with unique and interesting powers and abilities. When they increase in power, it is by great leaps, not 3% better armour penetration. Their specialness comes from within—either because of innate talents or superpowers, or because of incredible, signature gadgets they wield, often designed themselves. When they use normal guns and gear, the focus isn’t on the items themselves, but the wielder’s skill. Black Widow is deadly with a pair of pistols because she’s an elite assassin, not because she looted some really good ones off a dead Hydra agent. 

It is simply a different power fantasy than the rags-to-riches journey that these loot grinds are based on—going right back to the Dungeons & Dragons fighter who starts as a level 1 farmhand with a spear, and quests to one day become a level 20 knight clad in enchanted armour. It feels absurd for King Shark, the monstrous son of an underwater god, to be rifling through his drops to figure out which pistol he should switch to. The more iconic the character, the more you feel that disconnect. Marvel’s Avengers pushed this wrongness to the point of performance art with its loot, making the Incredible Hulk regularly swap out his actual bones for ones he found on the floor in order to progress.

(Image credit: Crystal Dynamics)

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The one joy there should be in superhero loot is getting to mix and match different armour pieces to make your own takes on the costumes, but outside of 2017’s Injustice 2, that seems to be off the table. I’m assuming it’s a licensing issue—Marvel and DC not wanting their characters to be too malleable—but whatever the reason, the rule for superheroes seems to be that gear can’t change their look. Not without buying expensive skins that prey on people’s love of iconic or obscure outfits from the films and comics, at least.

The other problem is that live service means multiplayer. For an action game, making even one superhero feel authentic and exciting to control is a serious challenge—how they move, how they fight, how they sound, it all has to feel true to a character that’s larger than life. Think of Spider-Man’s web-slinging, or Superman’s flight, or Hulk’s mighty blows—it has to feel exactly right, or what’s the point? But multiplayer means you not only have to pull that trick off multiple times, it also gets harder every time, because each character needs to feel totally distinct from all the others.

(Image credit: Warner Bros.)

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Starting with four characters, and inevitably having to stack up more for future content drops—it’s an impossible challenge. Marvel’s Avengers and Gotham Knights prove it, with heroes that not only feel half-baked and muddled, but also like they’re working off the same core template with a few extras each. As Tyler Colp wrote in his Gotham Knights review, its “attempt to translate Arkham into an online co-op game fragments great design into jagged pieces for the cheap dopamine hit of gradual progression.” It’s so far from the fantasy that you want.

Sure enough, the Suicide Squad footage shows all four characters bouncing around weightlessly as they shoot the same guns at spongey weakspots, showing their personalities only through canned melee animations. There’s so little of their identities evident in how they move and fight that the trailer has to keep cutting between them as fast as possible and barrage the viewer with one-liners to try and create some sense of this being a super-team. Hopefully there’s something in Suicide Squad that’ll still surprise us, but based on everything we’ve seen so far, I’m seriously wary.

(Image credit: Sony)

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It’s such a shame, because superhero games used to be all about zeroing in on one character and not only nailing the feel of that hero, but building a whole world around them to reinforce it. Games like Arkham Asylum, Infamous, The Incredible Hulk: Ultimate Destruction and Prototype—they’re all thrilling sandboxes tailored perfectly to their satisfying stars, and all self-contained singleplayer experiences. The only series that seems to still be carrying that torch in 2023 is Spider-Man, protected by Sony and its love of big budget singleplayer games. Though there may at least be hope on the horizon with the announced but not yet seen Wolverine, Iron Man, and Wonder Woman games. 

When even the creators of the Arkham games, arguably the best superhero games ever made, are falling into this live service trap, you know something’s gone badly wrong. Once Suicide Squad is out and its battle passes have run dry, it’s time we as a society collectively move on. If singleplayer open worlds aren’t enough for superheroes to make money anymore, fine—but developers, I am telling you, live service cannot be the solution. 


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The Xbox Elite Wireless Series 2 Controller is one of the best gamepads money can buy, and right now it’s available at the lowest price we’ve seen in months. Head over to Antonline and you’ll find the Xbox Elite Wireless Series 2 for just $150, down from $180. Free shipping is included with your purchase.

Beyond all its features that help improve your in-game performance, the Elite Wireless Series 2 also features a rechargeable battery that can run for up to 40 hours. You’re getting much more than just the controller, as every purchase includes a carrying case, six thumbsticks, four paddles, two D-pads, a charging dock, and a USB-C cable.

We’re not sure when this impressive price cut will end, so be sure to swing by soon and cash in on the savings. Also, note that you’ll be limited to one per customer–although player two should be fine with your old Xbox controller.

If you like the design of the Elite Series 2 but don’t think you need the swappable accessories, check out the Elite Series 2 Core controller, which is on sale for $116 at Amazon. The Core version is the same controller without the paddles, extra sticks and D-pads, and case. You can purchase additional components separately, including some stellar paddles for cheap.

Not sold on the Xbox Elite Wireless Series 2? Check out our roundup of the best Xbox controllers for other great options.

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.



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It’s been one month since The Day Before got unceremoniously yanked from Steam and its developer, Fntastic, took to Twitter (opens in new tab) to announce that it had been removed “at the request of a private individual,” and promised to “definitely solve everything”. A little while later, with everything definitely not solved, Fntastic put out a statement (opens in new tab) identifying its new arch-enemy, declaring “The so-called ‘owner’ of the rights to the title is the creator of the calendar app, which has nothing to do with the games category”.

Well, two can play at the public statements game, because now the developer of TheDayBefore calendar app has spoken to Eurogamer. TheDayBefore points out that it “first distributed the app under the name ‘The Day Before’ in 2010″—a fact easily confirmed by checking its Google Play page (opens in new tab)—and has held the South Korean trademark for the title since 2015. Upon “Knowing that the game of the same name was produced,” the calendar app’s owners began “taking measures to protect trademark rights,” like registering for a US trademark (opens in new tab) in 2021.

The calendar app told Eurogamer that it currently holds copyright for ‘The Day Before’ in “Korea, the United States, China, Russia, Japan, Vietnam, and the European Union,” which sounds like a hell of a situation for Fntastic’s lawyers to unpick, and that it’s eager to put the trademark dispute behind it so that the app’s fans can “can use it without worrying”. I don’t know that the 40+ million people who have downloaded the calendar app really care enough about its copyright to ‘worry’ about it, exactly, but I suppose it’s the thought that counts.

It all makes the situation about Fntastic and The Day Before seem somehow more absurd than it already was. When the studio first announced that it was having trademark troubles, it mentioned only that the US rights to its name had been snaffled in 2021, which it then failed to notice until January this year. But the calendar app company has held the trademark in Korea for eight years now, and has been a Google search away for over a decade.

In the interests of fairness, Fntastic’s complaint that a calendar app “has nothing to do with the games category” isn’t really invalid. I doubt there’s any serious risk that the audience for either product is going to get them mixed up, and it could certainly be the case that the people behind the app just saw an opportunity when the game got announced and took it. But the fact remains that the well-documented existence of a piece of software with the exact same name as Fntastic’s game has been easy-to-find for over a decade, and it apparently never gave anyone at the studio pause.



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It’s the final weekend before Destiny 2’s Lightfall era begins, and if you’re planning to grab a few Exotics before some major changes are made to the sci-fi sandbox, then Xur has your back. The Agent of the Nine has landed in the Solar system, and as always, he has a rotating selection of arms and armor to offer. Remember, Destiny 2 servers will be offline on Monday for Lightfall pre-loading, so you have a little less time to visit him. Here’s where you can find Xur this weekend and what the Agent of the Nine has for sale.

This week you can find Xur on Nessus, in the Watcher’s Grave area. For his weapon, Xur is offering Lord of Wolves. Hunters can pick up Lucky Pants leg armor; Titans can grab Antaeus Wards leg armor; and for Warlocks, Xur has the Nezarec’s Sin helmet.

Xur Location

No Caption Provided

Head to Nessus and use the Watcher’s Grave transmat zone to find Xur this week. When you arrive, hop on your sparrow and head north toward the exit of the area. Look for a big tree with pink moss on the right side of the area. Climb up onto its big, flat branch, where you can reach Xur.

Xur Exotic and Legendary Items

  • Exotic Engram – 97 Legendary Shards
  • Lord of Wolves – 29 Legendary Shards
  • Lucky Pants – 23 Legendary Shards
  • Antaeus Wards – 23 Legendary Shards
  • Nezarec’s Sin – 23 Legendary Shards
  • Hawkmoon – 200 Legendary Shards, 125,000 Glimmer, 1 Ascendant Shard, 1 Exotic Cipher
  • Dead Man’s Tale – 200 Legendary Shards, 125,000 Glimmer, 1 Ascendant Shard, 1 Exotic Cipher
  • Xenology quest – Free
  • Legendary weapons and armor – 50 Legendary Shards, 1,000 Glimmer

Xur is present every weekend in Destiny 2, starting with the daily reset at 9 AM PT / 12 PM ET each Friday. His exact location is always a mystery when he first arrives, as he is not listed on the map, and for novice players, he can be easy to miss. However, there are a set number of locations where he takes up residence, including the Tower Hangar area, on Nessus in Watcher’s Grave, and in the Winding Cove area of the EDZ.

Exotic Weapons

Lord of Wolves

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Xur offered this Exotic shotgun a few weeks ago, and in case you missed it, Lord of Wolves is essentially a close-range weapon that unloads a burst of powerful Solar rounds into enemies. Its other key perk is Release the Wolves, which greatly increases the rate of fire and shoots in full auto. If you’re prepared to chew through your special ammo, it’s still a great weapon to have in your collection.

Dead Man’s Tale

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This week’s roll of the cowboy scout rifle is actually pretty great. Killing Wind hands out increased mobility, weapon range, and handling with every final blow, and combined with Flared Magwell and Cranial Spike, DMT has some lethal combinations to take advantage of. Short-Action Stock lets you equip it pretty quickly, and Chambered Compensator does a good job of keeping the weapon stable between shots.

  • Chambered Compensator
  • Flared Magwell
  • Killing Wind
  • Short-Action Stock

Hawkmoon

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Hawkmoon also has a pretty solid roll to look at, as its weapon perks pair very well with Paracausal Shot. Hawkmoon is all about unloading rounds quickly so that you can deliver an overpowered final bullet, and with a combination of stability, quick reloads, and Quickdraw’s ability to let you draw the hand cannon very quickly, it’s a solid line-up of style and substance this week.

  • Hammer-Forged Rifling
  • Alloy Magazine
  • Quickdraw
  • Smooth Grip

Legendary Weapons

Seventh Seraph CarbineKinetic Auto RifleFull Bore / Hammer-Forged RiflingExtended Mag / Armor-Piercing RoundsThreat DetectorElemental Capacitor
Jian 7 RifleEnergy Pulse RifleSLO-21 Post / SLO-10 PostExtended Mag / Flared MagwellZen MomentRampage
First In, Last OutEnergy ShotgunChambered Compensator / Corkscrew RiflingTactical Mag / Steady RoundsOutlawEye of the Storm
IKELOS_SMG_v1.0.3Energy Submachine GunChambered Compensator / Fluted BarrelExtended Mag / Alloy MagazineShot SwapTap the Trigger
Far FutureEnergy Sniper RifleChambered Compensator / SmallboreAlloy Magazine / Flared MagwellSurplusFrenzy
Honor’s EdgeHeavy SwordHoned Edge / Jagged EdgeHeavy Guard / Swordmaster’s GuardRelentless StrikesSurrounded
QuickfangHeavy SwordHungry Edge / Honed Edge / Tempered EdgeThreshEn Garde

Legendary Armor

TitanTypeMobilityResilienceRecoveryDisciplineIntelligenceStrengthTotal
Vigil of HeroesTitan Gauntlets101671921064
Vigil of HeroesTitan Chest Armor62421261666
Vigil of HeroesTitan Mark0000000
Vigil of HeroesTitan Helmet81921321660
Vigil of HeroesTitan Leg Armor81687101463
WarlockType
Vigil of HeroesWarlock Gauntlets101192201163
Vigil of HeroesWarlock Chest Armor24222181058
Vigil of HeroesWarlock Bond0000000
Vigil of HeroesWarlock Helmet71013262058
Vigil of HeroesWarlock Leg Armor23021571066
HunterType
Vigil of HeroesHunter Gauntlets182121015663
Vigil of HeroesHunter Chest Armor624210121266
Vigil of HeroesHunter Cloak0000000
Vigil of HeroesHunter Helmet913102121258
Vigil of HeroesHunter Leg Armor141321016661

Exotic Armor

Lucky Pants

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Lucky Pants is one of the best Exotics in Destiny 2 for Hunters who favor using hand cannons, but this week’s version of the leg armor is worth grabbing for its extremely high Resilience stat. With Resilience undergoing big changes in Lightfall, it’s worth investing in some armor that still affords you a high stat-roll in this area. Beyond that, Lucky Pants offers some great buffs for hand cannons depending on your build, making them deadlier than ever in your hands.

  • Mobility: 3
  • Resilience: 28
  • Recovery: 2
  • Discipline: 7
  • Intellect: 10
  • Strength: 14
  • Total: 64

Antaeus Wards

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This set of leg armor is usually seen in PvP, as Titans who favor the classic strategy of sliding into an opponent and unloading a surprise shotgun attack find great use for the Exotic. What makes Antaeus Wards great this week is a terrific spread of stats, with Recovery, Discipline, and Mobility benefiting from an excellent roll.

  • Mobility: 10
  • Resilience: 6
  • Recovery: 19
  • Discipline: 13
  • Intellect: 8
  • Strength: 9
  • Total: 65

Nezarec’s Sin

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A classic Exotic for Warlocks who favor their Void subclass, Nezarec’s Sin increases ability energy recharge rates with Void-damage kills. Like the Titan and Hunter offerings this week, Nezarec’s Sin has a fantastic stat to take advantage of. Recovery and Intellect is especially high on this helmet, which will work very well with certain builds focused on survivability and charging up your Super.

  • Mobility: 2
  • Resilience: 3
  • Recovery: 27
  • Discipline: 2
  • Intellect: 28
  • Strength: 2
  • Total: 64

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It’s the final Trials of Osiris weekend of Destiny 2’s Witch Queen era, and from next week, expect a radically different approach to PvP after Lightfall introduces some major overhauls. As usual, you can look up where Xur is to see which gear the arms dealer has to offer before you attempt to go flawless. Here’s a look at where you’ll play Trials of Osiris this weekend and what weapons you can earn.

Map: Midtown

  • Reputation Rank 4: Upgrade Module x 2
  • Reputation Rank 7: Enhancement Prism x 3
  • Reputation Rank 10: Trials Weapon (Changes for each rank reset)
  • Reputation Rank 13: Upgrade Module x 2
  • Reputation Rank 16: Trials Weapon (Changes for each rank reset)
  • Flawless Reward: Burden of Guilt (Adept)

Trials weapons now carry the Alacrity Origin Trait. It gives you increased aim assist, reload speed, stability, and range on your Trials guns when you’re the last living member of a fireteam or running solo. You can also choose to swap to the Crucible Origin trait, One Quiet Moment, which greatly enhances your gun’s reload speed when you reload while out of combat.

As always, Trials becomes available from Friday’s daily reset at 9 AM PT / 12 PM ET until the weekly reset at the same time the following Tuesday. During that time, you can also pay a visit to Xur to see what Exotics he’s selling. Make sure to pay a visit to Saint-14 in the Tower to pick up a Trials card, which will dictate certain bonuses (such as whether you get bonus rewards at certain milestones or if a loss will be forgiven).

Trials of Osiris is a weekend PvP mode that runs from the daily reset on Friday until the weekly reset on Tuesday, giving you four days to take part. Your goal in the Trials is for you and the other two players in your fireteam to achieve a “Flawless” run, in which you win seven matches without losing any.

Go Flawless and you’ll earn a trip to the Lighthouse and receive some special rewards, including the new Adept weapons. These have additional stat bonuses, making them among the most coveted items you can get your hands on.

Thanks to a bunch of changes to Trials this year, though, the mode is a little easier to get into than it has been. The Trials of Osiris now features matchmaking, so you can jump into matches even if you don’t have a full squad of three players to take it on. Your Trials Passage–the card you purchase from Saint-14 that grants you access to the mode and tracks your wins–now does not track your losses–so you can keep playing and earning rewards even if you lose out on a Flawless run. Bungie has also adjusted Trials so that you earn rewards based on the number of rounds, rather than matches, you’ve won during your session, and added a reputation system that’s similar to the Crucible and Gambit, making it easier to earn some of the Trials of Osiris’s unique loot.

Finally, you’ll earn Trials Engrams for participating in the mode, which you can cash in with Saint-14 during the weekend you receive them. You can tune those engrams to yield specific pieces of loot, or take your chances with random drops that will expand what’s available in your loot pool. So even if you’re just jumping into Trials alone, there are plenty of ways you can earn great new gear.

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The next Destiny 2 expansion arrives on consoles and PC in just a few short days. Destiny 2: Lightfall releases on February 28. If you haven’t preordered Lightfall yet and play on PC, you can save on Lightfall Steam keys–just not directly through Steam itself. Fanatical and Green Man Gaming are selling Destiny 2: Lightfall at a nice discount.

Both retailers are offering a 15% discount on Lightfall, which drops the price from $50 to $42.49. If you preorder from either retailer, you’ll receive a key that can be redeemed on Steam. You’ll be able to start playing once the Lightfall update goes live on February 28. The standard edition comes with the Season Pass that will activate when you start playing Lightfall.

The Lightfall and Annual Pass bundle is also available at a 15% discount via Green Man Gaming. This $100 edition is on sale for only $85. The Annual Pass contains all four Year-6 Season Passes (Seasons 20-23) as well as access to two upcoming dungeons and a couple of in-game cosmetics.

Regardless of where you preorder, Lightfall comes with a couple of preorder bonsues: an Exotic Ghost and Legendary Emblem. Both of these cosmetics can be equipped immediately after preordering, so you don’t have to wait until Lightfall’s launch to use them.

For more on the soon-to-be-released expansion, check out our Destiny 2: Lightfall preview. If you’re behind in Destiny 2 and want to run through some of the other expansions first, Fanatical and Green Man Gaming are hosting Destiny 2 franchise sales right now.

Disclosure: GameSpot and Fanatical are both owned by Fandom.

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