I do have to admit that bringing up Concord feels like digging up a dead dog that perished in a horrendous, preventable accident, but it feels important given how quickly it died and what the means for how we engage with it. You see, it seems that this week the largely panned hero shooter was revived through community-run custom servers. Except it seems like this may be over before it truly begins.
Hitman: Absolution is widely regarded as the ‘black sheep’ of the series thanks to its focus on cinematic storytelling over player freedom. This is very much still the case with this fresh release on Switch from Feral Interactive, but now that original developer IO Interactive has righted the ship with the excellent World of Assassination trilogy, it’s much easier to look back on Absolution and better appreciate it for what it is – kind of like Resident Evil 6.
Does that mean it’s perfect? No, far from it. But it’s a fascinating detour for Agent 47 that still provides ample fun while laying foundations for later titles, including the upcoming 007 First Light.
The leads behind the, potentially surprisingly, hit superhero gameDispatch, AdHoc Studio, have been all over the place. Telltale Games, Ubisoft, Night School Studio, some pretty notable names, but today we’re honing in on their time at Ubisoft in particular. That’s because a recent report that dives into the long story that led AdHoc to making Dispatch revealed that before doing so, they were working on a completely new Splinter Cell game at Ubisoft.
Since the introduction of the OLED model, there’s been an Ethernet port built into the dock of Nintendo’s flagship Switch, and that continued this year with Switch 2. If you’re after the fastest download speeds or you play competitive online games while docked to your TV, you may benefit from wiring up your dock to your router directly.
However, since launch back in June, we’ve seen reports of players having issues with wired internet connections. Some point to the Realtek port as the culprit, others think it’s a specific firmware or software glitch, or a USB-C-related handshake issue where something periodically goes awry. But whatever the reason, there seems to be a group for whom Switch 2’s Ethernet port just isn’t functioning correctly.
While very little has been revealed about the film so far, it was confirmed earlier this month that the live-action is officially “in production” in New Zealand. Now, in an update this week, footage has supposedly emerged of the production, including some clips featuring cast members and the film crew.
Bandai Namco announced at the end of last month that it would be revamping Shadow Labyrinth with a major update. It’s now officially rolled out Version 1.1.0 across multiple platforms. These updates aren’t out on the Switch 2 and Switch just yet, but will “release soon”.
For now, here’s the full rundown of this next major update, which includes the addition of “Explorer Mode”, balance adjustments for the existing mode and improved play control for Mini-PUCK. Bandai Namco notes how this update has been designed to “enhance” the overall enjoyment of this title. Here’s the full rundown:
We’ve seen stories built around redemption arcs plenty of times before, and if I’m being honest, I’m a total sucker for them. A sarcastic baddie who, despite their disdain for the law, gains enough empathy to save the day – what’s not to like? After eight episodes full of cliffhangers, surprising plot twists, and patience-testing puzzles, Dispatch has finished its own rumination on the topic, allowing me to take a more active role in determining who amongst its strong cast of charming superheroes deserves a second chance. It’s fitting, then, that developer AdHoc Studio has similarly revived a style of video game I worried was fading into the background, confidently injecting the interactive narrative genre with exciting new life.
Dispatch takes place in a captivating bizarro Los Angeles where superpowered beings, aliens, demons, and all manner of extraordinary humanoids coexist with regular people. As you can imagine, not every gifted being is benevolent, and many choose (or are forced into) a life of villainy. To help manage the onslaught of supers roaming the streets, an organisation called the SDC has stepped in, launching an insurance-type racket that allows citizens to pay for the privilege of a powerful watchdog. One of the aforementioned good guys is our discerning protagonist, Robert Robertson — otherwise known as Mecha Man — whose heroic aspirations are dashed when a rogue explosive renders his suit useless, leaving him to take on the role of a call centre worker at a small branch of the SDC.
That’s not all, though, as due to his lack of tenure, Robert is tasked with managing a group of barely reformed villains, lovingly called the Z-team, whose snarky attitudes and violent tendencies leave a lot to be desired. Across Dispatch’s approximately eight-hour runtime, it’s compelling to watch Robert grow in the wake of this sudden downgrade, experiencing the peaks and valleys of shift work. I found myself invested from start to finish thanks to Dispatch’s grounded, witty writing and the heartfelt performances delivered by its sizable cast.
Your time with Dispatch is split into two distinct parts: most of the time, you’ll be chatting through beautifully animated cutscenes, picking between amusing dialogue options and completing quick-time events like those seen in The Wolf Among Us or the Life is Strange series. Certain decisions trigger a heart-pounding ‘X Person remembered that’ notification at the top of the screen, which feels like a refreshing jolt of nostalgia in 2025. Not every decision is as impactful as you might expect, and more often than not, my choices led to unique jokes or funny animations rather than game-shifting consequences. Crucially, though, when the credits finally rolled — avoiding any spoilers — the ending I received still felt true to my version of Robert. It says something that I’m keen to jump in again, to see how the other narrative branches pan out.
It says something that I’m keen to jump in again after rolling credits.
The rest of your time is spent working at the SDC as a Dispatcher, assigning superheroes to a variety of jobs. Using your mouse and your wits, you’ll monitor a city map where hazard notifications periodically pop up with a timer, alerting you to various jobs the SDC needs to handle efficiently. Each hero under your command has a stat matrix, similar to that seen in Pokémon. You’ll receive a verbal description as a job appears, with your own task being to match your best hero, or in some cases heroes, based on their stats and personalities. You’ll be told very soon after whether you’ve passed or failed, with success earning you experience points that lead to a permanent stat boost for each hero. Failure, on the other hand, can lead to your heroes getting hurt or, worse, being taken out of commission for the shift. Managing their individual skill sets as multiple clocks tick down in front of you is a surprisingly stressful task that compelled me to lock in.
On top of stat boosts, the Z-team can also earn special skills that impact how efficiently you operate. The superstar-turned-superhero Prism can use her powers of duplication to extend the timer on jobs, carving out precious moments to find a resolution. Elsewhere, Invisigal can utilize her lone wolf status to increase her speed if sent solo. All these moving parts compound over time and meld together well, creating a satisfying feedback loop that complements the complexity of the surrounding story without overwhelming you.
Aspects like team morale, along with how you impact poignant story beats, shape how effectively the Z-Team will perform, too. During one shift early in the series, the heroes are fighting against one another, hoping to avoid being cut from the team. This argumentative overtone bled into the dispatching minigame, with each member acting on their own accord rather than on my explicit orders.While I was frustrated by this at first, hoping to overcome the challenge with my wits, these moments of disobedience did well to integrate the interactive segments into the overarching story, with AdHoc effectively conveying Robert’s irritability by ensuring you feel it firsthand. It’s one thing to write an emotive character for me to play as, it’s another to actually make me want to quit a job I don’t really have in the exact way they do.
A secondary hacking minigame is also part of your day-to-day activities, as Robert flexes the only superpower he has left: his mind. Here, you’ll roll a 3D object through a cybernetic maze as the clock ticks down, using directional inputs to forge a path towards the end goal. On top of the clock, you’ll also need to evade undulating anti-virus orbs and transfer power sources between light blocks to unlock new paths. It can be overwhelming at times as the difficulty scales over the course of Dispatch’s eight episodes, and muscling through these puzzles sticks out as some of the least compelling moments in a game that is otherwise full of them, which is a shame.
A steady mix of dark humor and sincere interactions kept me on my toes.
Still, despite all the roadblocks I faced at the hands of the Z-Team, I found myself defending them at every point, like a parent going to bat for their misbehaving children. The concept of ethically murky superhumans has been explored across film and TV before, but Dispatch often subverts expectations through a steady mix of dark humor and sincere interactions that kept me on my toes.
For example, while celebrating a win at one point, Robert and his team visit a villain bar, but the Thing-like Golem is forced to sit outside due to their humongous size. At this point, I’d taken quite a dislike to them and their attitude, and yet watching them slumped on the gutter with their earbuds in made them appear more human than rock monster. Just like that, a switch had flipped inside my head, and I was putty in the palm of AdHoc’s hands.
What makes Dispatch’s redemption story so effective is how it portrays its villains as emotionally complicated souls who may have lost their way rather than one-dimensional brutes. This empathetic lens makes it enticing to peel back the layers of the group, no matter how horrible they’re being or how petulant they seem. That’s not to say every character is worth forgiving, but instead, if you’re willing to make a risky dialogue choice, you may be rewarded with precious lore that could sway how you react in future situations, or what kind of ending you will receive.
All this drama is delivered through incredible vocal performances that bring Dispatch’s most profound moments to life with finesse, from the main cast of heroes to the background characters as well. Laura Bailey’s Invisigal masterfully dances between bratty and sincere, often encouraging me to break the rules with her flirty, if not threatening, style. Erin Yvette, on the other hand, subtly switches between Blonde Blazers’ heroic prose and dorky banter with sharp precision. Notably, Aaron Paul’s Robert is more than just Hollywood stunt casting – he’s a standout here, delivering a nuanced performance as a man struggling to hold onto his optimism while reconciling with who he is outside of his giant mech suit.
We’ve got some good news for theme park enthusiasts today, with Atari announcing a RollerCoaster Tycoon 3: Complete Edition physical release for Switch. Pre-orders are now available for $29.99 (or your regional equivalent) from the official Atari website, and the game will ship next year in March 2026.
This “Complete Edition” of RollerCoaster Tycoon 3 was originally released on the eShop in 2020 and has been “reimagined” for Switch. It features over 300 coasters and rides, 500 scenery pieces, 60 shops and services, 20 animals, and also includes all of the content from the Soaked! and Wild! expansion packs.
Note: This review specifically covers the Zombies mode in Call of Duty: Black Ops 7. For our thoughts on the other modes, see our campaign review or our multiplayer review.
Despite playing a new one every year, I never know what to make of modern Call of Duty – a first-person shooter so big, so successful that it is no longer a standalone game but a platform with file sizes so large it asks you to choose the other two things you’d like to have installed on your PC or console. This year’s PC release comes with a frustrating new anti-cheat that seemingly caused my CPU fan to choose death instead, so while I would normally base my playtime on that version, as God intended, I am initially slumming it on PlayStation 5 to bring you some early impressions of this year’s Zombies mode. I still have tons left to see as the community collectively hunts for Easter eggs and solves mysteries, but so far I’m interested in digging into what’s here, even if it may take a bit to get to the vital organs underneath these bones.
Zombies is my favorite part of Call of Duty, simultaneously the stupidest, silliest side thing the series has ever done and probably big enough to be a small video game in its own right. I remarked on a similar feeling in last year’s review, but remember when this was a serious game series about war, and you were storming the beaches of Normandy, machine gun fire spraying sand in your face? When you died, you used to get quotes about how terrible war was from men who had lived it. Now, I play roulette on a big mystery box covered with skulls for weapons, the best of which is a ray gun, so I can shoot zombies in the face while a disembodied voice who calls himself the Warden taunts me from afar; my character quips about how said voice reminds him of his high school gym teacher. Zombies has been doing this for a while now, but I still don’t know whether to laugh or weep.
There is allegedly a story here – Raul Menendez, who apparently has been alive and drinking beer on his porch for the last decade, is back and threatening to cause chaos the world over, there’s a shady security company somehow involved, and massive, violent zombie death, of course. All of it is very well-produced and so goofy that the only thing I could do was watch the introductory cutscene while emulating the face that I imagine a cow would make if you gave it cocaine, chuckle a little, and get on with it. I suppose I answered my own question there, huh?
This year’s Zombies is hard to get a handle on so far because so much of what Zombies does will come down to the community working out the new maps in the coming days and perhaps weeks. Right now, we’re all kind of bumbling about, figuring out what’s what, which is simultaneously fun and frustrating. Many of the pain points from last year remain early on – for instance, you can’t make your loadout until you hit level four, which means if Zombies is all you want to do (and for me, it is), you’re stuck with a pistol and whatever you can earn by buying stuff on the walls after you’ve dispatched enough undead. Remember when games just let you have fun from the outset instead of unlocking it?
I still love sliding at a group of zombies and firing a shotgun until they’re paste.
Otherwise, the underpinnings of Zombies feel much the same. You’re on a map, you open up new doors and paths with currency you earn, and you’ve got Pack-a-Punch machines to upgrade your guns. There’s additional armor you can apply plastered to the walls, an Arsenal to really crank up specific aspects of your weapons, Gobblegums for a little flavor if your mouth is lonely and you want a mid-battle pick-me-up, and so on. And of course, while you’re managing all of this, the undead rise and hunger for flesh. Ghouls, man.
The gameplay here is similar to last year’s – I still love sliding at a group of zombies and firing off a shotgun until they’re just paste and all that. No, what’s new are the maps. I’ve played both maps in their round-based modes, Ashes of the Damned and Vandorn Farm (the latter seems to be a part of the former, but I haven’t reached it in the standard mode yet), and so far I prefer the farm. Ashes of the Damned seems to be home to what will be the more traditional “find the secrets to finish the map” fare, while Vandorn Farm is more of a “you’re locked in here with the undead, kid, so try not to die too much” deal.
Our run on the former ended when one of my teammates, who didn’t communicate with the rest of us, grabbed a truck and started driving it to the next objective… before he decided it might be more fun to smash into the zombies until it exploded. The rest of us spent most of the map either trying to catch up to the truck or waiting in vain to be revived after we all died. It went about as well as you’d think. I’m interested in seeing what Ashes of the Damned has to offer with a more talkative crew; right now, if you’d told me I’d hallucinated the whole thing, I’d believe you.
The farm is more old-school. Zombies hang from the rafters in the big barn, the smaller one houses the Mystery Box where each of my teammates made offerings in the fleeting hope of a Ray Gun, and there was a house with a skeleton family sitting at the dinner table and a roof in desperate need of, well, more roof. It was a much more interesting map than Ashes of the Damned, and I enjoyed navigating its twists and turns, learning where everything was, and spending the in-between time killing the misbegotten horrors that were formerly people.
As is usually the case, success will largely depend on how the maps shake out.
The problem, once again, was that we couldn’t figure out what to do yet. There was some mysterious infection growing on one of the machines that seemed to power the farm, but after we destroyed it, our objective told us to wait for it to come back. So we did, killing zombies and upping the round count. The issue is the infection never did reappear. Normally, this is a good thing. The antibiotics worked and the patient is recovering well, thank you. In this case, it meant we got to round eight, nothing happened, the four of us spent several minutes looking for any zombies we somehow missed or a way to progress, and then all three of my teammates left the game after we couldn’t figure out what came next. Hard to blame them. The farm’s cool, but I’d prefer something with some warmer colors and fewer rotting corpses, you know?
Like I said, I’m never sure what to make of Call of Duty, and that extends to this year’s Zombies. It certainly plays well and you can see the absurd amount of money spent to develop it on-screen – but the ooey, gooey, juicy parts of the mode haven’t revealed themselves to me quite yet. As is usually the case, its success will largely depend on how the maps shake out. I’ll need a bonesaw and a ribspreader to get to the still-beating heart of this thing, but that’s fine. I can’t say I’m not interested in seeing what’s in there. I just hope I don’t get anything on me in the process.
Activision has issued a statement in response to player outcry regarding the seeming use of generative AI art assets in a number of areas of Call of Duty: Black Ops 7.
Players have been taking to social media today to complain about images they believe to be AI-generated across the game, primarily focusing on calling card images that they claim appear to use Studio Ghibli styling, following a trend of AI-Ghibli images from earlier this year.
I havent really looked at the Multiplayer and Zombie calling cards as closely and im willing to bet they’re using ai on those too but its only the Campaign and endgame calling cards that are this type of blatant Sora/Grok artstyle pic.twitter.com/5qmEXhoQkJ
In response to this outcry, Activision has issued a statement to a number of outlets, including PC Gamer, that acknowledges the issue…sort of: “Like so many around the world, we use a variety of digital tools, including AI tools, to empower and support our teams to create the best gaming experiences possible for our players. Our creative process continues to be led by the talented individuals in our studios.”
It’s worth pointing out that the Call of Duty: Black Ops 7 Steam page also includes the following disclaimer: “Our team uses generative AI tools to help develop some in game assets.” Not exactly descriptive!
This isn’t the first time Call of Duty has come under fire for this, either. This exact scenario played out back in February, when Activision admitted that it had used generative AI in the development of Black Ops 6, including in a zombie Santa loading screen that angry fans referred to as “AI slop.”
Then, just this past August, Black Ops 7 associate creative director Miles Leslie clarified the team’s stance on the technology further:
“We live in a world now, where there are AI tools. I think our official statement we said last year, around Black Ops 6, is that everything that goes into the game is touched by the team a hundred percent. We have generative AI tools to help us, but none of that goes in-game.
“And then you’re going to say, ‘Yeah, but it has.’ I’ll say it has by accident. And that was never the intention. We’ve come out and been very clear that we use these as tools to help the team, but they do not replace any of the fantastic team members we have that are doing the final touches and building that content to put it in the game.
“So everything you play: human-created and touched. AI tools in the world we live in: it’s how do we streamline it? That’s really the goal. Not replace, but streamline.”
In response, IGN asked why the zombie Santa and other generative AI images hadn’t been removed from the game yet, to which Leslie said that was not his department, and that “the team is actively looking at that stuff.” It is unclear if, why, or how Activision’s stance on this has changed over time.
Call of Duty: Black Ops 7 is out now. We’ve given the campaign a try and aren’t totally crazy about it, with our reviewer saying it’s ” a wild one thanks to the scope of its ambition, but the big swings it takes don’t always land, leaving it an uneven step down from last year.”
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.