Call of Duty: Black Ops 7 Zombies Review in Progress

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 Responds to Complaints of AI-Generated Assets in Call of Duty: Black Ops 7

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.

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.

XDefiant Reportedly Began as a New Splinter Cell Game by the Dispatch Developers

Ubisoft was, at one point not too long ago, working on a brand new Splinter Cell game. But it morphed over time to become XDefiant, according to a new report.

This comes from a Bloomberg story about AdHoc Studio, the developers of workplace superhero comedy game Dispatch, which describes their journey from Telltale Games to Ubisoft to their own independent studio. The leadership of AdHoc began working together at Telltale Games, working on Tales from the Borderlands, before Nick Herma, Dennis Lenart, and Pierre Shorette departed for Ubisoft in 2017. There, the trio worked on a new entry in the Splinter Cell franchise.

“I was so excited to be a part of this and help revitalize it, because it’s been dormant for a while,” Herman told Bloomberg. “And we thought we could tell a great story and do something the fans would love.”

However, they explain that Ubisoft was beginning to push games as a service hard across its portfolio, and Splinter Cell didn’t quite fit that mould. Over time, the Splinter Cell project transformed into what would become xDefiant, a free-to-play first-person shooter that launched to middling reviews last year and shut down just this past June, taking two entire studios with it.

The trio eventually reunited with Michael Choung, another former colleague from Telltale, to start AdHoc Studio in 2018. While working on a version of what would eventually become Dispatch, they also took on a scriptwriting co-dev gig on The Wolf Among Us 2, only to pull out of the project after writing an 800-page script due to frustrations with a lack of creative control. That project, last we heard of it, seemed similarly ill-fated.

Eventually, though, the group was able to pull together the final version of Dispatch with the support of both a publisher and a number of well-known actors thanks to casting director Linda Lamontagne. A last-minute deal with Critical Role for another game helped get them across the finish line.

As for Splinter Cell, fans remain bereft of a new game, with the last new Splinter Cell title being Blacklist from way, way back in 2013. There’s allegedly a remake of the original 2002 game in the works, but Ubisoft has been so quiet about it since 2022 that it’s hard to say whether or not it will ever fully emerge.

Dispatch, meanwhile, is excellent. We’re working on a review in progress as each episode comes out, but you can read our thoughts on the first two episodes here for now, where our reviewer says they’re “totally enthralled in this world, and I’m keen to get tangled up in Robert’s fractured personal life.”

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.

Review: PDP Riffmaster Wireless Guitar Controller For Switch 1 & 2 – A Beautiful Axe In Need Of More Games

We jammin’?

The PDP Riffmaster was first released back in April 2024, and it’s a wireless guitar controller that’s reviewed well, even if it is a little on the pricey side at the £130/$150 mark.

We’ve already looked at the CRKD x Gibson Guitar Controller, which costs slightly less and does a very nice job of handling… well, there aren’t actually that many games to play with guitar controllers on Switch consoles just now, so you’re gonna have to settle for Fortnite Festival with this new one, basically.

Read the full article on nintendolife.com

Spray Paint Simulator Update with More Colors, Better Flow, Smoother

Spray Paint Simulator Update with More Colors, Better Flow, Smoother

Spray Paint Simulator hero

Grab your spray tool, and step back into Spatterville—there’s a new coat of polish on Spray Paint Simulator! This update focuses on player creativity, smoother gameplay, and better performance. Whether you’re a seasoned pro or a new painter just learning the ropes, you’ll find this update makes your work smoother, faster, and a lot more colorful.

  • Spray Paint Sim screenshot
  • Spray Paint Sim screenshot

Paint the Bridge Your Way

Just like the three new levels, the bridge level has opened up to your full creative control! You can now paint the bridge in any combination of colors you like. Whether you want a sleek industrial gray, a sunset gradient, or a chaotic rainbow masterpiece, go wild.

Smarter Preparation and Masking

We’ve also reworked how masking and preparation steps are grouped in certain jobs. To make things flow better, we’ve streamlined these areas by combining some masking and prep steps. You’ll now spend less time fiddling with tape and more time spraying. It’s all about getting you into the action faster without losing the satisfaction of doing a professional-grade job.

  • Spray Paint Sim screenshot
  • Spray Paint Sim screenshot

Clearer Tutorials and Better Guidance

New tutorial messages have been added throughout the game to help new players understand key mechanics and progression steps. If you’ve ever wondered why a surface wasn’t taking paint, or how to perfect a tricky angle, the new tooltips and hints should keep you on track.

Nozzle Improvements – No More Getting Stuck

Some players reported trouble completing certain later jobs when using smaller nozzles or fine-detail spray guns. We’ve tweaked how completion zones and spray detection work in those cases, so you won’t get stuck trying to hit every last pixel. The smaller tools should now behave more consistently across all job types, letting you focus on technique instead of wrestling with the last stubborn patch of unpainted surface.

  • Spray Paint Sim screenshot

Performance and Memory Optimizations

Behind the scenes, we’ve been sanding down rough edges to make Spray Paint Simulator run even smoother. This update includes further optimizations to performance and memory usage, especially noticeable on longer sessions and larger levels. Expect quicker load times, steadier frame rates, and an overall more responsive feel.

Improved Network Reliability

For those who like to spray with friends, our multiplayer experience just got sturdier. The network layer has been rebuilt to better handle communication hiccups and recover gracefully from temporary issues. Fewer disconnects, faster recoveries, and smoother co-op sessions all around.

A Fresh Coat and a Better Feel

This update is all about refining the experience: more freedom in color choice, less friction in setup, and smoother play from start to finish. We’ve listened closely to player feedback and made targeted changes that should make every job, big or small, feel more satisfying.

We hope you’ll dive back in and see how much smoother it feels to paint, spray, and create. As always, we’re grateful for your feedback and support!

Xbox Play Anywhere

Spray Paint Simulator

Whitethorn Games


225


$14.99

$11.99
PC Game Pass
Xbox Game Pass

COLOR YOUR WORLD

Bring color to the world in Spray Paint Simulator! Restore worn-out surfaces with a fresh coat of paint and watch them come back to life. Use your spray tool with precision, cover every inch, and enjoy the satisfaction of a flawless finish. Step into Spatterville, where you’ll build your own spray-painting business. Meet the locals as you restore, repair, mask, and spray paint everything—from kitchens and local landmarks to a giant robot. Buy new tools and equipment, unlock Free Spray mode, and transform the town.

PREP AND MASK-TERPIECE

You’ve got to earn your stripes before becoming the town’s top spray painter. No worries, though! There’s plenty to keep you busy! Mask surfaces to protect them from overspray, remove and repair objects, and fill damaged areas to create the perfect canvas.

SATISFATION IN EVERY SPRAY

Grab your spray tools and watch worn-out objects spring back to life with fresh, snazzy colors! Feel the thrill of transformation, groove to the soothing rhythm of spraying, and enjoy the sheer joy of rejuvenating each item. It’s all about making things look brand new and having a blast while doing it! Let’s spray, play, and make the old new again!

BUSINESS MADE EASY

Running a spray-painting business has never been more fun! Keep an eye on your consumables like paint, masking paper, and tape, because nobody likes a half-finished job. Upgrade to cooler spray tools with more paint capacity, greater coverage, and bigger batteries. Need a boost? Choose from a variety of step ladders and scaffolding to reach those pesky high spots. Managing your supplies and equipment adds just the right amount of strategy, keeping things fun and light-hearted without getting too complicated.

UNLEASH YOUR CREATIVITY

After completing jobs for customers, dive into Free Spray mode! Return to your finished projects and let your imagination run wild. Spray the job and the surrounding environment any way you please. With a rainbow of colors at your disposal, the entire town becomes your canvas. Express yourself freely and enjoy hours of creative fun. Make Spatterville your masterpiece, one spray at a time!

The post Spray Paint Simulator Update with More Colors, Better Flow, Smoother appeared first on Xbox Wire.

Official PlayStation Podcast Episode 528: Raiders of the lost Arc

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Sid, Tim, and Kristen are back this week to discuss this week’s State of Play Japan, which focuses on the Japanese and Asian markets, the thrill of going topside in Arc Raiders, and all the games the team has been playing and looking forward to. This episode also includes an interview with Miles Leslie, Associate Creative Director, Treyarch for Call of Duty: Black Ops 7

Stuff We Talked About

  • Next week’s releases:
    • Call of Duty: Black Ops 7 | PS5, PS4 (out today)
    • Where Winds Meet | PS5 (out today)
    • S.T.A.L.K.E.R. 2: Heart of Chornobyl | PS5
    • SpongeBob SquarePants: Titans of the Tide | PS5
    • One Piece: Pirate Warriors 4 | PS5
  • State of Play Japan — This week‘s State of Play Japan highlighted our studios in the Japanese and Asian markets. Some of the biggest announcements included:
    • MARVEL Tōkon: Fighting Souls – Second closed beta coming December 5
    • Fatal Frame II: Crimson Butterfly Remake revealed
    • Gran Turismo 7 – Power Pack DLC announced
    • Octopath Traveler 0 – Demo available now, full game out December 4
    • 27″ Gaming Monitor with DualSense Charging Hook coming to U.S. and Japan
    • Elden Ring Nightreign – The Forsaken Hollows DLC coming December 4
  • Lumines Arise developer interview — Enhance Games shares tips to help you master this visually stimulating puzzler, along with delving into the game’s design philosophy. Out now on PS5 w/ optional PSVR2 mode.
  • PlayStation Plus Game Catalog November
    • Extra and Premium
      • Grand Theft Auto V | PS5, PS4 
      • Pacific Drive | PS5
      • Still Wakes the Deep | PS5
      • Insurgency: Sandstorm | PS5, PS4
      • Thank Goodness You’re Here! | PS5, PS4
      • The Talos Principle 2 | PS5
      • Monster Jam Showdown | PS5, PS4
      • MotoGP 25 | PS5, PS4
      • Red Dead Redemption | PS5, PS4Grand Theft Auto V | PS5, PS4 
      • Pacific Drive | PS5
      • Still Wakes the Deep | PS5
      • Insurgency: Sandstorm | PS5, PS4
      • Thank Goodness You’re Here! | PS5, PS4
      • The Talos Principle 2 | PS5
      • Monster Jam Showdown | PS5, PS4
      • MotoGP 25 | PS5, PS4
      • Red Dead Redemption | PS5, PS4
    • Premium
      • Tomb Raider: Anniversary | PS5, PS4

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi – Content Communications Manager, SIE

Kristen Zitani –  Senior Content Communications Specialist, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Magic: The Gathering’s Next Big Secret Lair Drop Is Monster Hunter

Magic: The Gathering is getting yet another big Secret Lair collab with a major video game series, and this time it’s Monster Hunter.

Announced today in a very odd press release, the Monster Hunter Secret Lair Superdrop will be available from December 1 at 9am PT to December 22 at 11:59pm PT, but only while supplies last, and these things tend to sell out pretty quick.

The collaboration includes four separate drops, each priced at $29.99, with a foil edition for $39.99. All cards involved are reprints of existing cards with Monster Hunter themes, nothing mechanically unique or new. The press release includes some basic information about each of the drops, titled respectively The Hunt, The Hunters, The Monsters, and The Monsters II, but no card images as of yet.

The Hunt focuses on non-creature spells, themed around “the terrifying attacks that monsters across the Monster Hunter franchise can unleash.” There is one spell of each color:

  • 1x Blind Obedience: Malzeno from Monster Hunter Rise: Sunbreak
  • 1x Snap: Kushala Daora from Monster Hunter 2
  • 1x Village Rites: Magnamalo and Tobi-Kadachi from Monster Hunter Rise
  • 1x Mizzium Mortars: Yian Garuga from Monster Hunter Generations and Monster Hunter 2
  • 1x Tooth and Nail: Azure Rathalos and Seregios from Monster Hunter 4

The Hunters is, as it sounds, about the hunters themselves, with each card depicting a different set of armor and weapons and having the human creature subtype. As before, there’s one spell of each color:

  • 1x Grand Abolisher: Tigrex Armor with Bone Scythes from Monster Hunter Generations and Monster Hunter Freedom 2
  • 1x Archaeomancer: Velkhana Armor with Slinger and Winged Seraphyd Greatsword from Monster Hunter World: Iceborne
  • 1x Grim Haruspex: Nargacuga Armor with a Hidden Eye Light Bowgun from Monster Hunter P2G/MHFU
  • 1x Imperial Recruiter: Rathalos Armor with Red Tigrex Claws; Brachydios Armor with Burning Knocker; Gore Malaga Armor and Royal Rose from Monster Hunter 4G
  • 1x Champion of Lambholt: Astalos Armor with Verdant Lightning Shield from Monster Hunter Generations.

The Monsters and The Monsters II are similarly self-explanatory, including the following monsters as legendary creatures. These are two different sets, but the press release is unclear exactly how these nine creatures will be split between them. IGN has reached out to Wizards of the Coast for comment on this and just generally on the confusing nature of this press release:

  • Nezahal, Primal Tide: Lagiacrus from Monster Hunter 3
  • Drakuseth, Maw of Flames: Rathalos from Monster Hunter Generations
  • Sarulf, Realm Eater: Zinogre from Monster Hunter 3 Ultimate
  • Vaevictis Asmadi, the Dire: Nergigante from Monster Hunter World
  • Ziatora, the Incinerator: Fatalis from Monster Hunter World: Iceborne
  • Razaketh, the Foulblooded: The Gore Malaga from Monster Hunter 4
  • Amareth, the Lustrous: Velkhana from Monster Hunter World: Iceborne
  • Wasitora, Nekorus Queen: Nargacuga from Monster Hunter Portable 2nd Generation/Monster Hunter Freedom Unite
  • Kalamax, the Stormsire: Brachydios from Monster Hunter 3 Generations

It’s been a busy year for both Secret Lair and third-party Magic collabs in general, with some incredible Secret Lair card drops including Sonic, Final Fantasy, Deadpool, SpongeBob, The Office and more. We’re currently eagerly awaiting the release of the Avatar: The Last Airbender Universes Beyond set, following close on the heels of Marvel’s Spider-Man. Next year is looking equally stacked, with planned Universes Beyond sets featuring TMNT, The Hobbit, Marvel, and Star Trek. It’s too many cards. Please, slow down.

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.

Best Buy Just Dropped the Best Meta Quest 3S VR Headset Deals for Black Friday

As part of its early Black Friday Doorbuster Sale, Best Buy just dropped the best deals we may see this entire month on the Meta Quest 3S VR headset. Not only do you get $50-$70 off in instant discounts ($249 for the 128GB model and $329 for the 256GB model), you also get a bonus $50 Best Buy gift card with your purchase. That’s basically getting a Quest for as low as $199. This is the best deal I’ve seen this year on a Quest 3S headset with warranty. Recently we’ve seen deals on refurbished models, but in this case the advantage of buying new is that you also get a couple of free games.

Note: The 128GB model includes two games, Batman: Arkham Shadow and The Walking Dead: Saints and Sinners. The 256GB model includes one game, Batman: Arkham Shadow.

Meta Quest 3S Starting at $249 Plus $50 Best Buy Gift Card

The Meta Quest 3S is the best standalone consumer-oriented VR headset under $300. It costs 40% less than the Quest 3 and yet retains most of its hardware and functionality, including the Snapdragon XR2 Gen 2 processor, Touch Plus controllers with inside-out tracking, and mixed reality passthrough. However, whereas the Quest 3 has been updated with a new pancake lens design, the Quest 3S retains the Fresnel optics of the Quest 2. Although obviously not as good as the Quest 3, the Quest 3S still very much offers an immersive visual experience that is sure to impress. I myself logged in hundreds of hours on the Quest 2 before I moved on to the Quest 3. For newcomers who want to try out VR gaming without investing tons of money, of for people who want to give this as a gift to someone who’s never tried VR, I would recommend the Quest 3S over the Quest, especially at this price.

TL;DR Quest 3S vs Quest 3:

  • Same Snapdragon XR2 Gen 2 processor
  • Same Touch Plus controllers
  • Same 120Hz refresh rate
  • Same Mixed reality passthrough functionality
  • Same tetherless and tethered functionality
  • Quest 3 has sharper resolution (2064×2208 vs 1832×1920)
  • Quest 3 has better lens array (pancake vs fresnel)
  • Quest 3 has lower FOV (104°/96° vs 96°/90°)
  • Quest 3 has higher storage capacity (512GB vs 128GB)

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Nintendo Had No “Intention To Hinder Or Invalidate” Third-Party Docks For Switch 2

Manufacturers are working on updates to their docks.

Following reports that some Switch 2 owners are having issues with third-party docks, Nintendo has addressed the issue.

In a response to Tom’s Hardware and Kotaku, a representative told the outlets that “Nintendo does not have any intention to hinder or invalidate legal third-party dock compatibility.”

Read the full article on nintendolife.com