I remember having a chat with my old barber last year about the Skate trailer. We weren’t concerned with the popular gripes. We were just stoked to record new edits and re-enter the classic Skate flowstate on a new engine that would hopefully have more grounded physics. My barber happened to be the frontman of Syracuse straight-edge hardcore band All 4 All. This was a punk rock barbershop, and fittingly, we both shared a fixation on landing tricks in Skate 3 as sketchy as possible.
To land sketchy is to land imperfectly, to look as if not in control. The leather jacket-wearing, kitchen-tattooing pro skaters in Baker, Zero, and Emerica videos were famous for making sketchy look really cool in the early 00s. I no longer live in Syracuse, but I imagine my old barber (shout out Sam, hope you’re well) is just as disappointed as I that the new Skate doesn’t even allow players to land sketchy.
The story campaign in Call of Duty: Black Ops 7 has numerous restrictions tied to its always-online nature, with no method of pausing levels. You’ll also be booted from your game if you’re idle for too long.
As detailed in IGN’s just-published Call of Duty: Black Ops 7 campaign review (which rates the offering as a 6/10), the story experience — traditionally offered as a solo affair — is really more geared to being played via online co-op, which it supports for up to four people.
The downsides of that, however, are that the game offers no AI companions to fill in if you have missing spots on your four-person squad, no checkpoints, no difficulty options, and the need to repeat tasks clearly designed for completion by multiple players if you are playing solo.
“Playing solo is borderline tedious due to having to repeat multiple objectives, such as placing C4 on a building yourself four times rather than splitting them up as is intended,” our review notes as one example of this.
Set in 2035, Black Ops 7’s campaign features a starry cast that includes Gilmore Girls and This is Us star Milo Ventimiglia as the returning David Mason, alongside Guardians of the Galaxy hero Michael Rooker and Sabrina the Teenage Witch actress Kiernan Shipka.
Long-term Call of Duty fans may raise their eyebrows at some of the more fantastical sequences presented in the mode, with trippy visuals and towering bosses more often seen in something like Activision’s former stablemate Destiny. But it’s here that the offering also provides some variety.
“Dodging giant falling machetes like you’ve stumbled into a Looney Tunes cartoon is a one-off joy, as is taking control of a lavish luxury boat and ramming into the side of a building,” our review continues. “Moments like this feel pinched right out of Christopher Nolan’s back pocket and sit perfectly in the Call of Duty mold.”
Call of Duty: Black Ops 7 arrives just 12 months on from last year’s Black Ops 6 — the first time that the veteran shooter franchise has gone back to the same well of one of its sub-brands for a second year running. The tight turnaround comes just as EA’s rival Battlefield franchise makes its own big return, amping up the pressure on Activision’s new shooter installment.
Tomb Raider developers Crystal Dynamics have announced another round of layoffs, their third round of jobs cuts this year. The studio say “just under 30 team members across various departments and projects” are losing their livelihoods, and claim this is necessary “to optimize the continued development of our flagship Tomb Raider game, as well as shaping the rest of the studio to make new games for the future”.
Plants Vs Brainrots is a Roblox experience that combines elements of Tower Defence with mechanics from Roblox’s two most visited and played games – Grow a Garden and Steal a Brainrot. You’ll buy seeds, place them in your garden, and then wait for your plants to attack brainrots as they make their way down the catwalk.
As well as combining gameplay elements from both experiences, Plants Vs Brainrots also has codes. So, if you’re getting ready to plant crops, earn brainrots, and fuse them, here are some codes to give you a little boost.
Working Plants Vs Brainrots Codes (November 2025)
These are the currently working codes for Plants Vs Brainrots:
STACKS – 1x Lucky Potion
frozen – 1x Frost Grenade
based – $5,000
Expired Plants Vs Brainrots Codes (November 2025)
There are currently no expired Plants Vs Brainrots codes.
How to Redeem Plants Vs Brainrots Codes
When you launch into the Plants Vs Brainrots experience, these are the steps you need to follow to redeem codes:
Complete the tutorial of buying a seed and placing a brainrot
This will unlock the Shop icon on the left of the screen. It’s red and looks like a shopping basket.
Scroll down to the bottom of the shop and click “Codes” under rewards
Enter the code and press Claim!
Why Isn’t My Plants Vs Brainrots Code Working?
Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you’ve got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they’re working. Just double check that you haven’t copied over an extra space!
When is the Next Plants Vs Brainrots Update?
The next update scheduled for Plants Vs Brainrots is on Saturday November 15, which is an unknown update. The previous update was Merge Madness, which introduced a new fusion machine alongside other content like new weather, brainrots, story missions, an dmore.
Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.
Post-apocalyptic survival shooter Misery’s Steam page is back online, with developers Platypus Entertainment claiming that they’ve resolved a “misunderstanding” which led to an alleged DMCA takedown from Stalker creators GSC Game World. Platypus say that as part of this apparent resolution, they’ve removed a helicopter model, some guitar songs, and references to GSC’s games from their game at the request of the Stalker studio.
Grand Theft Auto VI has been delayed again, this time to November 19, 2026, and while the fan community is reeling in its own way, the impacts are not limited to just GTA’s eager audience. Grand Theft Auto is a juggernaut, with GTA V having sold 220 million copies to date, GTA Online still a wildly popular space month after month, and anticipation for the sequel breaking trailer viewership records. With a game’s release as hot as this one, what does moving it to a year away mean for everyone else? How will GTA VI’s delay impact the wider games industry?
As usual, we consulted our favorite panel of industry analysts to get their takes.
Delay-shaped ripples
It probably goes without saying, but GTA VI’s delay into November of 2026 also means that behind the scenes, dozens of publishers are now reevaluating their own planned release dates.
At the moment, analysts point out, there aren’t that many games with public release dates specifically set for the final three months of 2026. But companies of course have their own internal plans, and those plans have been actively shifting around both GTA VI delays, out of sight, this entire time. That could mean a much, much thinner slate of game releases at a time that’s normally bursting with games, says Rhys Elliott, head of market analysis at Alinea Analytics.
“Publishers historically avoid launching anything major within several weeks of a Rockstar title. Sadly, GTA now again lands squarely in what is usually a packed holiday window. I can see the typical Q4 blockbuster season looking considerably thinner in 2026, especially when it comes to the single-player titles.”
Manu Rosier, director of market intelligence at Newzoo agrees,pointing out that major publishers have probably already modeled multiple scenarios that include a GTA VI delay, and have plans for where to move their own games instead – plans that may benefit them in the long run.
“Newzoo’s title-level data shows that nearly 45% of major single-player launches since 2021 have landed between August and November, and those late-year releases underperform by roughly 25–35% compared to February–May launches in their first three months of playtime,” Rosier says. “That means a shift out of that congested window could benefit GTA VI and other game launches nearby.”
Even without release dates set already, there are some games we can genuinely count on coming out late in the year, such as a Call of Duty game, EA Sports FC, and Madden. Analysts told me that it’s possible this GTA VI delay causes at least some of them to move out of their usual corner late in the year to another date either earlier or later than usual.
“GTA will also steal engagement and revenues from the current live-service juggernauts like Fortnite and Roblox, which are always having an engagement tug of war, anyway,” Elliott continues. “All these games – and indeed the entertainment industry at large – will be competing with GTA VI for time and attention. Both money and time are finite, so GTA is going to eat up revenue and engagement across the market.”
Rosier disagrees, saying live-service games will be largely unaffected by GTA VI regardless of where it lands.
“Newzoo’s engagement data shows that average monthly playtime across the top 20 console titles has remained up year-over-year, with live-service games accounting for more than half of total console playtime. Those ecosystems will keep momentum regardless of whether GTA VI arrives in spring or later in 2026.”
It’s not just AAA games that will be impacted, too. George Jijiashvili, senior principal analyst at Omdia suggests that major publishers will be cautious about making big changes to their own dates after two GTA VI delays and with a whole year to go. “The real impact will fall on indies and AA games, which are most sensitive to major launches and likely to feel a much bigger ripple effect.”
Upgrades for the Holidays
But while there may be fewer brand new games coming out around the 2026 holiday season, analysts are optimistic for sales of hardware.
“This is the big question that I’ve been talking with retailers and publishers about for, well, years now,” says Mat Piscatella, senior director at Circana. “When GTA V launched, there was a positive impact to sales of console hardware and accessories in the launch month, but that incremental boost was short lived before sales returned more or less to previous baseline. But that did not happen in a holiday window, so I’d expect the positive impact here to potentially be more profound. Let’s call it somewhere between 250k-800k incremental units of console hardware sold in the holiday quarter worldwide above what would otherwise be expected because of Grand Theft Auto VI (yes, that’s a big range). It’s very difficult to say with any confidence.
Piscatella adds that if a PC version were released around the same time, that would boost PC hardware and accessory sales in the same way. But, he caveats everything by noting that he’s making future predictions based on what happened over ten years ago at the launch of GTA V. Things could always be different now.
But Elliott does agree with him, pointing to College Football 25’s launch last year boosting PS5 and Xbox Series sales in the US last year. GTA VI is much bigger.
“While most are on PS5, a huge share of PlayStation’s monthly active users are still on PS4, and GTA VI will not ship on last-gen consoles,” he says. “Many of the holdout players have been waiting specifically for GTA to justify purchasing a PS5 (or Series X/S). That wave of new console owners – and their spending – has now been pushed deeper into 2027.”
Piers Harding-Rolls, research director at Ampere analysis, also noted that “console sales will be even more back loaded in 2026 than is normal,” and told me he thinks this move was one the hardware manufacturers would celebrate: “Generally, in terms of launch timing to generate the most console sales, I think a Q4 release is better than Q2.”
Will this delay impact GTA VI’s sales?
No.
Literally every analyst I asked said no, GTA VI’s delay won’t impact its sales. Interest and anticipation for GTA VI are off the charts, historically unprecedented, according to Piscatella and Rosier. Piscatella added that GTA VI’s November release would likely make Q4 2026 the biggest in video game history in terms of U.S. game spending.
“Grand Theft Auto is such an outlier franchise when it comes to this stuff that the sky really is the limit, and because it is an outlier in so many ways there aren’t benchmarks from which a reliable forecast can really be generated.”
Other Impacts
The analysts I spoke to also mentioned other possible impacts of the delay that I hadn’t considered. One big one, which turned out to be controversial, was whether or not GTA VI’s delay could also end up delaying the release of next-gen consoles.
Other impacts were a bit more…psychological. Elliott pointed out that GTA VI was likely to be a cultural moment where entertainment, internet, and social identity all collided in a very public way. While it would be impossible to ever say exactly how the delay impacted that, the timing of GTA VI’s release will inevitably fall into a very specific cultural time and moment in politics and online culture, and will both influence and be influenced by what’s going on around it.
“Each major GTA release has shaped how people joke, what music goes viral, how cities are portrayed in art and media, and even how players relate to the idea of rebellion in their daily lives,” he said. “A launch in holiday 2025 or early to mid-2026 would have placed that cultural shift inside a very specific online environment, one defined by the competition between TikTok, Reels, YouTube Shorts, and livestreaming for social dominance. That timing would have made GTA the loudest voice in a conversation driven by rapid content remixing and constant viral cycles. In other words, the memes that could have defined 2026 will instead take shape in 2027!”
Rosier also posed the question of psychological impact, but from a different angle. His view is that the delay itself, regardless of when the game releases, signals something much bigger going on in the AAA gaming industry that other major publishers are watching close:
“A GTA VI delay reinforces the growing tension between creative ambition and production realities in AAA development. It’s another signal that even the most established studios are struggling to balance scale, technology, and timelines.
“Newzoo’s historical engagement data shows that single-player titles typically retain 40% of their active players by week 5 and stabilize between weeks 6–12, declining only ~1% per week thereafter. That means publishers can fill gaps between major launches with live-service content, updates, or early-access beats to sustain engagement.
“From a market view, the broader PC & console segment is forecast to reach $85.8 billion in 2025 and continue growing through 2028, supported by rising engagement rather than an expanding release slate. Publishers are learning that the industry’s biggest risk isn’t fewer releases, it’s announcing too early.”
Joost van Dreunen, NYU Stern professor and author of the SuperJoost Playlist newsletter, was thinking along similar lines. As he points out, the industry has been going through a rough patch the last few years, with mass layoffs, game cancelations, studio closures, price increases, and general economic uncertainty. While there’s a sense from a number of sectors that GTA VI could swoop in and be the industry savior, van Dreunen cautions against putting too many hopes on one game – even one as big as GTA VI:
There’s even a somewhat naive expectation that this one release will reverse the industry’s current direction. It won’t.
“After the high comes the hangover,” he said. “I realize that many in the industry are looking forward to this undoubtedly pivotal moment. There’s even a somewhat naive expectation that this one release will reverse the industry’s current direction. It won’t. Once Take-Two releases the game, and both players and investors each enjoy their respective highs, I expect a period of sobriety to follow. In the absence of any similar releases in the near future especially investors are likely to redeploy their capital elsewhere, thereby lowering the industry’s overall valuation.”
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.
Hello Kitty Island Adventure made its debut on the Switch earlier this year, and if you’ve been hanging out for a Switch 2 Edition, it seems you might be in luck.
Note: This review specifically covers the multiplayer in Call of Duty: Black Ops 7. For our thoughts on the other modes, see our campaign review, and our Zombies mode review is still on its way.
After a very promising multiplayer beta at the start of October, Call of Duty: Black Ops 7 is here and I’m already back on my bullshit. After a brief hiatus, I’ve been playing every year since the multiplayer-only Black Ops IIII (yes, that was the title), and I always have a good time. I mean, functionally and mechanically, it’s consistently solid – but it’s the stuff in and around that core which makes or breaks Call of Duty’s multiplayer. For Black Ops 7, they’ve refined last year’s already razor sharp Black Ops 6 with the addition of wall running and jumping mechanics, as well as smoothed off some of the rough edges in the user interface and weapons tracking. I’ve only played around four hours so far, so I have a lot more to see on the live servers before my final review, but this might end up being my favorite CoD multiplayer since Black Ops Cold War.
Probably the biggest change to BLOPS7 is also its most subtle: skill-based matchmaking (or SBMM) is no longer the default in multiplayer, and the vocal online community that has been crying for this couldn’t be happier. Is the wider, more casual Call of Duty audience going to be just as excited? I’m guessing no once they feel the effects of this decision for themselves. This might be a controversial take, but I really think SBMM is what keeps the vast majority of people playing, even if they don’t realize it or actually know what that is in the first place.
The default playlists in BLOPS7 now only minimally consider the skill of the people it puts into a match together while filling a lobby. That means you’re getting thrown in with players who run the gamut, from complete newbs to the most hardcore of the hardcore. If you’re used to the old SBMM system, the result here is that you’re probably going to think you really suck at Call of Duty all of a sudden.
I never held any sort of delusions about my own skills, and I didn’t need to be a pro to have fun, but stripping away the veneer of only facing players at a similar level as myself has been pretty humbling – almost shockingly so. I’m seeing replays from players who are unlike anything I’ve faced in the past. “Is this guy cheating– oh, nope, he’s just insanely good, hell yeah.”
It’s nice that both those who like SBMM and those who don’t can be satisfied.
The obvious upside to this (other than satisfying the frequent cries for it in recent years) is it’s going to force a lot of people to get better. But the downside is that it can be very frustrating until you do, especially if you’ve only ever been used to a level playing field. That’s why I think it’s awesome BLOPS7 does still have SBMM matches available if you want them. It’s not obvious, but there is a classic matchmaking lobby that pairs you with people near your current skill level. My personal prediction is that they’ll shift the default back to SBMM once the Christmas CoD crowd starts logging on for the first time, but it’s still nice that both camps can be satisfied.
(Protip: use the SBMM lobbies to grind out your levels and weapons, and then dive into the default matchmaking when you feel confident. It’s the best of both worlds. You can do all the level and camo grinding against people near your own skill level, and then jump back into the Wild West to hone your actual skills. Have some cake. Eat it, too.)
Smoothing the Already Smooth Edges
None of this takes away from the fact BLOPS7 multiplayer is super fun, and it’s done away with a lot of the things I found annoying in previous years. As I mention nearly every time I review CoD multiplayer, I love going hard trying to unlock all the skins for all the weapons for the first three or four months at least. This year, there’s a new, wonderful tracker you can instantly access from the lobby between matches. It’s right there with your Dailies, showing you stuff like how many more headshots you need with the AK-27 to unlock the next camo.
This is so awesome for collectors like me. Previously, the move was to jump into the weapon menu and check your customizations, then open up the camo menu and check your progress. It was cumbersome and annoying and ate up time between matches you could otherwise be using to make adjustments to your loadout, if you wanted. Now, with the press of a button, boom!
Another feature I’m loving is the ability to reroll your daily challenges. Let’s say one of them requires you to get three kills with a melee weapon, but you’d rather not. Give it a reroll, my friend, and now you can try out something new. Of course, you run the risk of getting something crappier, but that’s gambling for you. You can reroll one challenge once a day, and if you end up with something worse, well, it’s no different than the old system.
One very small gripe I do have with the interface is the weapons menu will tell me I have new unlocks but not which ones, so then I have to go through and manually hunt them down. I’m the kind of person who’ll do “select all – mark as read” on my personal emails rather than have that notification number above the icon, so not being able to easily clear this gives my brain some mild discomfort. I’d love an option to immediately show you only the unlocks you haven’t checked out yet.
20v20 Skirmish
New this year is the 20v20 Skirmish mode. Set on very large maps, it feels quite Battlefield-y so far. I much preferred the Ground War 100-player mode from 2019’s Modern Warfare and still want that to come back, as Skirmish just doesn’t hit the same notes.
You spawn with your team and move in to capture and control various points across the map. It’s basically a giant version of Hardpoint, but with vehicles and certain high-value designations that help you accumulate points. When you die, you have a 10-second respawn and then you wingsuit back onto the map. I’ve only played Skirmish for a couple rounds so far, and I dunno, man – it just hasn’t felt like it comes together in a cohesive way yet. The maps are giant, but not Warzone huge, and I’m having a hard time feeling out a playstyle that works for me.
Sniping fools from the rooftops while they try and hold the point is fun, but you’re also completely wide open to getting blasted since everyone respawns from the air. And those reentries are not like the slow parachutes in Warzone, either. The wingsuit lets you travel fast and gives you a lot of mobility. You can land basically anywhere on the map, so if a pesky sniper has you pinned down, well, just respawn, land near their sniper nest, and let them have it. You’re almost incentivized to die just to get a better position on the field.
When a point spawns inside a structure, it’s not really fun to protect from the outside for the aforementioned reasons, but it’s also not really that fun to try and hold from the inside. It’s very chaotic, but not in an exciting way. I’m going to see if I can figure out a playstyle that satisfies my particular tastes, but right now I don’t see myself playing Skirmish much after I finish up this review.
Moving, Grooving
As I mentioned in my beta impressions (which you can read in full down below), the addition of wall jumps has made movement around the map that much more fun. That said, the tactical sprint is no longer available as a default option, but instead is a Perk now. I still find myself double-tapping the Shift key to try and get that extra boost of speed, but it’s not a huge loss when sprinting off walls and flying through the air is way more fun, anyway.
I really love bouncing off walls to get the literal drop on opponents, and when someone gets me by jumping from around a corner, guns blazing, all I can do is nod and give them a mental thumbs up. Somehow being able to run and jump off walls makes the overall gameplay feel faster, even without Tac Sprint. Definitely my favorite update to the Omnimove system. Last year it really felt like Omnimove was designed with controller-players in mind, and while that’s still the case, the wall jump mechanic works just like any regular movement and is great for mouse and keyboard purists like myself.
I’m very excited to jump back into the multiplayer for Call of Duty: Black Ops 7. I haven’t played it enough to declare a favorite map, although I will say Den and Retrieval are already my favorites in terms of looks. I still have to figure out my strategies for all the launch maps, and I still have to get good enough to get that sweet Play of the Game I’ve been chasing since the servers went live. But I’m having a lot of fun so far, and should have a final, scored review in the next week or so.
Original beta impressions – October 3, 2025
I look forward to the Call of Duty multiplayer beta each fall in the same way I look forward to the return of pumpkin spice lattes: I know exactly what I’m in for, and I always savor that first warm, familiar sip. This year’s closed beta is the blast of violent, nutmeg-infused flavor I’ve been looking for since that first northerly chill swept across the land, and while it definitely feels like the CoD I’ve come to expect, there are a few new features I’m already really enjoying and a few more I’m really looking forward to unlocking.
I installed the beta Thursday afternoon and had planned to play it well into the night, rallying my dedicated group of Call of Duty friends (the Beef Lords) to join in on the fun. In fact, playing with the boys is absolutely my favorite thing about CoD, and even a given year’s iteration is only so-so, we still have a good time together.
Sadly, and I can’t really fault it since this is a closed beta, every time I tried to squad up with my friends, I had a hard crash. In fact, it felt like I spent more time waiting for BLOPS7 to restart than I did in matches. That’s a huge bummer, because I just want to run around shooting strangers in the face with my bros. Eventually I was able to get into a few matches with one friends, and good old Call of Duty fun was had by all. It still crashed, but only after a few matches this time. I had initially planned to hit the level 20 cap last night, but with all the time I wasted rebooting not only the BLOPS7 beta but also my PC, I was only able to make it to level 14. I know. I’m not proud.
Crashing aside, and no surprise here, but I’ve had a blast with what I’ve been able to play so far. I mean, it’s Call of Duty, where the whole point is either to rack up as many kills as possible, or hold an objective… while also racking up as many kills as possible. I truly believe no one does it better than CoD, at least when it comes to gunplay. It’s razor-sharp every damn year. It works exactly how I want it to work, it feels exactly how I want it to feel. It’s as dependable as the sun rising in the east each morning.
Omnimovement, Omnimprovement
The biggest and most immediate changes this year are updates to the Omnimove system first introduced in last year’s Black Ops 6. If you’re not familiar, Omnimovement is a control mechanic that lets you perform John Woo-esque flights of gun-firing fancy, while also allowing you to move around more naturally when you’re on the ground. Previously, dropping prone would reduce your target size but would render your movement slow and cumbersome. Omnimovement lets you slide to prone and do sick dolphin dives, mantle walls, and look like an action movie star in everyone else’s clips, firing your weapon with 360-degrees of aiming movement while on your back.
This year’s Omnimovement system adds wall running and wall jumping to your arsenal. It basically lets you hop around the map like Jiminy Cricket, as you can chain up to three wall jumps together. It’s really fun, though I haven’t really used it tactically so far. Mostly I’m flying off walls just because it feels awesome, and if I happen to get the literal drop on an enemy, all the better.
It also makes moving around the map faster and gives you an advantage over mantling. When you mantle a ledge, your arms can’t be used to shooting, on account of them being used to pull you up and onto that ledge. On top of that, it’s kind of slow, and an opponent can use this to their advantage. You’re basically a sitting duck until you get your feet all the way up, and those few moments can be the difference between life and death… well, usually death and a different kind of death.
Wall jumps change that, because rather than mantle over a ledge in the traditional way, you can just bounce off the wall and make your way to the top without using your arms. You never have to put away your weapon – heck, you don’t even need to stop firing your weapon. It takes away that moment of complete vulnerability, and as long as there’s a wall nearby and the next level up is reachable within three jumps, you can parkour your way to victory.
Wall jumping might be my favorite addition to BLOPS7 so far.
It’s easier said than done, mind you, and I’m not yet skilled enough to consistently hit shots when I’m going up or down from a wall jump. But it’s still fun as hell, and might be my favorite addition to BLOPS7 so far.
BLOPS7 Beta Maps
There are three maps in the closed beta: Cortex, The Forge, and Exposure. They’re fine. They’re not bad maps by any means, and I do like playing on them, but nothing about them really stands out to me in the way some of the maps from BLOPS6 did, either. Last year’s Rewind map, with its super long corridors and building interiors, was one of my favorites, as was Skyline, with its secret passageway, various hiding spots, and multiple levels.
Then again, the maps in last year’s beta were even worse (I’m looking at you, Babylon), so the middling nature of these is probably not an indication of overall quality.
Cortex is probably my favorite of the three this year just because it has everything I like in a map: outside lanes with the possibility of falling to your death, tight interiors to come face-to-face with opps, as well as medium-length interiors and exteriors that work well with LMGs, SMGs, and assault rifles. It lends itself really well to deathmatch and objective-based modes. Plus it has some sweet sci-fi incubator tanks where I presume the super soldiers of tomorrow are being grown from the cells of past heroes.
Exposure is a larger map, and has a lot of cool opportunities to really feel out the wall jumping and running. There’s a dangling shipping container on the map that might as well have a Wile E. Coyote-esque sign on it saying “WALL JUMP HERE.” Meanwhile, The Forge is pretty big, but it doesn’t really have any super long, open lanes for snipers to trade lead back and forth. That’s not to say there aren’t some great opportunities to do just that, but it doesn’t have the same feel as last year’s Rewind, with its back alley and strip mall-front.
The Forge might not be my favorite map of the three, but it does have one of my favorite environmental features so far: a spinning, four-piece circular wall in the center of the map. During modes like hardpoint, the hardpoint will spawn in that area and people take turns either hiding behind or popping out from those spinning walls. It adds an extra layer of unpredictability when you’re trying to hold an objective that I really like. You can’t just lay prone with a sniper and peek around a corner, because the corner moves. That being said, there are a pair of lookouts on either side, so you can keep watch of the objective or just pick people off as they try to bumrush it. It’s great. Even in deathmatch or Kill Confirmed it’s fun, but it’s really cool for Hardpoint and Domination.
The Forge has one of my favorite environmental features.
According to the official BLOPS7 blog, there’s a fourth map, Imprint. Either I’ve just had terrible RNG luck or they haven’t actually turned that one on yet, because I haven’t seen it so far. I’m going to play the hell out of BLOPS7 over the weekend, so that could change.
Guns and Guns
Once you unlock all the level requirements, there are a total of 16 available guns. Right now, and I hope Treyarch is reading this, the M10 Breacher, the default shotgun, is stupidly overpowered. You can nail enemies from way farther away than the laws of physics should allow right out of the gate, and they’ll fall down dead when you do so. You barely need to aim it to get a kill across a large room. That sort of shotgun behavior is fine, even expected, at close range, or when you’ve leveled up and thrown a bunch of attachments on it. But as a default gun, it’s just too powerful.
On the flip side, and this is something I never expected I’d say, but the XR-3 ION sniper rifle is exactly where it should be, power wise. Usually I feel like sniper rifles lean toward being way too OP. Don’t get me wrong, I still hate snipers, and I still think people who use snipers on small maps are weak and their bloodlines are weak. But when you get a kill with the XR-3 it feels earned. There’s a level of finesse here I’m not accustomed to with previous sniper rifle iterations, and I’ve actually used it without feeling like a dirty sniperboy.
I’ve always loved SMGs in Call of Duty, but none of the three available this year are doing it for me as of yet. They feel a tad too weak, which is usually the case, but it’s generally made up for by a high rate of fire and lighting-fast speed of handling. I’m going to have to wait and see on the SMGs until progress is fully unlocked, but for right now, they don’t feel quite like they should, as if it takes one or two bullets more than I’d expect to down an opponent. I also don’t love the LMG, the Mk. 78. Similarly to the SMGs, it feels like it takes a millisecond or two too long to effectively down an enemy. I’m going to need more time with that one as well to see how it ends up running when it’s fully kitted out, but for right now I’m not feeling it at all.
The Assault Rifles this year are, much like last year, where it’s at.
The Assault Rifles this year are, much like last year, where it’s at. While in previous years I ran with SMGs or LMGs, in BLOPS6 I fell madly in love with my XM4 assault rifle. This year I’ve been grinding on the M15 MOD 0, but I’m a level away from unlocking the Peacekeeper Mk.1 in the beta, which might be the best weapon in multiplayer, hands down. At Call of Duty Next, it felt like everyone was using it, so I’m excited to try it out again from the comfort of my own desk.
I’ve got an entire weekend with the closed beta, and I plan to hit that level cap and unlock as much as it will let me. The open beta next week will let you grind to level 30, and the best part is all your progress will carry over to the final game. I’m hoping CoD keeps to its promises, because the new features sound pretty sick: trading loadouts with friends and even copying them from enemies who killed you, XP carrying across all modes instead of on a per-mode basis, and the ability to re-roll the daily challenges, which I love. Also, the final game promises some of the sweetest gun camos yet, and I’m really excited to spend hours and hours of time I’ll never get back just so I can have a gun that’s all shiny. Until then, I’m really enjoying BLOPS7, and I’ll be back with a full review around launch.
Reports suggest Version 21.0.0 borked compatibility.
You might have already seen some reports claiming third-party docks are no longer compatible with the Switch 2. These stories started popping up after Nintendo rolled out a major system update earlier this week – bumping its new hybrid device up to Version 21.0.0.
We’ve investigated this with a quick test of one of the devices we have on hand (specifically, the S3 MAX TV Dock Station by Antank), and it appears to be functioning as normal. It seems we might not be alone here, but it’s now got us wondering how it’s been going for other third-party dock users since Nintendo rolled out the latest updates.