In case you missed it, this update actually rolls out a new patch for the Pro Controller 2. If this update isn’t automatically applied, once you’ve updated the system firmware to Version 21.0.0, head over to the System Settings from the HOME Menu and navigate to Controllers & Accessories.
Incredibly, almost unfathomably, the humble original PlayStation, our little grey slab of joy, is turning 30. It’s got grey hairs, now old enough to have a couple of kids, a few different careers, a car in the garage. You could say it’s accomplished all those things in different ways.
In the before-times, many previous and current IGN AU staff cut their teeth at the Official PlayStation 2 Magazine (Narayan Pattison, Tristan Ogilvie, Luke Reilly, Patch Kolan, and Adam Mathew among them), so it’s an understatement to say that the brand, hardware, games and experiences were formative for us and extremely close to our hearts.
The Little Grey Box That Could
When the original PlayStation launched in Australia, stock was extremely limited and the thing cost $AUD699 (or about $1300 in today’s money) if you could manage to get your hands on it. If you did, you could play nearly a nearly perfect port of Namco’s superb Ridge Racer, try some 3D fighting (a novelty!) in Battle Arena Toshinden, a bit of 3D platforming (woah!) in Jumping Flash!, and 2D sidescrolling platforming in Rayman. The games were perhaps a tad “safe” at the time, but it hinted at big things coming – and within a year, the PlayStation had cemented itself in the Australian gaming landscape.
I picked up my PS1 from a Cash Converters in 1999, then immediately bought Metal Gear Solid and Final Fantasy VII. From there, I delived into a catalogue of JRPGs, racing simulators (yeah, that series), scrolling shooters and impenetrable dating games as my N64 quietly looked on, judging me from the shelf. I’m fairly certain I did not see daylight for about two years – and I knew I wanted to do this stuff as a career.
“In the late ’90s, PlayStation was the only console my family had, but that was okay: PlayStation was the only place with all the games I wanted to play – Metal Gear Solid, Gran Turismo, Tony Hawk’s Pro Skater, Driver, Colin McRae Rally, Medal of Honor, Crash Bandicoot, Shane Warne Cricket ’99. You name it.
“It was also the only place with a simply unbeatable supply of plug-and-play demos.
“My prevailing memory of PlayStation is demos. I inhaled them throughout the late ’90s and 2000s on PS1 and PS2. I played every one, some of them dozens and dozens of times. I bought my first copy of Official PlayStation Magazine – Australia back in 1999 for the Metal Gear Solid demo. I did so with no idea that the magazine that MGS disc was glued to would ultimately change the trajectory of my life, but within 10 years I was the editor.
“This is peak PlayStation for me. No other console or era of games can match the joy I gleaned from my PS1 and PS2, and the people I was playing them with. I would go back in a second.”
– Luke Reilly
By that point, it was also clear that Sony had a stranglehold over the entire industry – delivering a suite of the finest games month after month that neither Nintendo or SEGA could match for sheer volume. It brought gaming out of the niche basements of the stereotypical gamer and put it smack-bang on the covers of cool magazines. It changed everything.
By 2000, the world was getting swept up into the hype machine around the forthcoming PlayStation 2 – a monolithic black slab emblazoned with a twist of striking blue P-S-2 lettering. It looked sleek. It looked powerful. In a Kubrickian way, it whispered, “I am a mysterious and untouchable creation that will change the world”. In a very real sense, it did.
The PlayStation 2 Arrives
With launch games like Ridge Racer V and Tekken Tag Tournament, it brought the PlayStation brand out of infancy and into the big leagues. Sony’s much-vaunted “Emotion Engine” promised state-of-the-art graphical fidelity, showcased in real-time tech demos that exceeded prerendered cutscenes on the PS1.
It was a breakthrough. Everyone wanted it – a DVD player! A gaming console! In one! And at the time, it was shockingly affordable for a device that could offer both. It propelled DVD sales, gave additional breathing room for developers moving towards larger games (and files). The controller even had analogue face buttons! Can you dig it, baby? The Japanese launch was an overwhelming success, propelling international hype for the PS2 into the stratosphere.
IGN AU started up in 2006 – exactly 10 years after the debut of the PS1 (or PSX as everyone had taken to calling it). In those days, the PS3 had only just debuted in Japan to rapturouos response, thanks to the disruptive adoption of Blu-ray players (going head-to-head against HD DVD, then cutting off HD DVD’s head to become the dominant format of the 2010s) and increasing uptake of 1080p displays. People wanted content to showcase their cool tech. Sony delivered the PS3: an all-in-one Blu-ray player, harddrive-equipped media device and, at the time, beastly gaming device.
PS3: Running Up That Hill
Sony, it must be said, made it a bit hard for itself around this time. The birth of the meme-era took on the PS3 press reveal, turning “Riiiiiiiidge Racer!”, “Giant enemy crab” and “George Foreman grill” into internet phenomenons. That seemed to start a period of iffy consumer sentiment, in part aimed at the USD$499 and USD$599 launch pricing. The Australian launch was still off in the distance, over the horizon, but gamers were braced for a sting in the wallet.
After a few years, and a few price cuts and redesigns, the PS3 finally found momentum and delivered on its ambitions. We have the PS3 to thank for Naughty Dog’s Uncharted series – a game that, for many, came out of the mists and made the console a must-buy. By Uncharted 2, it was clear that Nathan Drake was a star for the ages, and Naughty Dog was just getting started.
Without doubt, the system’s pinnacle achievement was The Last of Us. It was a technical showcase for the ageing hardware and a cinematic and gameplay line in the sand for developers. At risk of turning this into a love letter to Naughty Dog, Sony truly understood that this studio propelled its hardware forward – and gamers responded to it.
Around this time, Sony also went on a Wii-inspired foray into motion-based gaming with the PlayStation Move controller and camera. It was successful enough to spawn a whole series of Move-enabled titles.
PlayStation Phwoar!
A whopping 12 whole years ago, the PlayStation 4 was revealed in fine fashion. Cam and Luke waxed lyrical about it in the video above. It seemed then, as it does now, a return to form for Sony’s PlayStation brand. It came out of the gates strong and player focussed. The “For the Players” campaign underscored a renewed focus on the core player experience. Wisely so, particularly with Nintendo’s Switch just around the corner and an industry that was never bigger and more flush with great games and hardware.
Still, there were new experiences to be had – and a new controller design (the first major rethink of the iconic PlayStation controller in the system’s history) was coming. Naughty Dog released another breakthrough title, The Last of Us 2. The power of the PS4 also enabled Sony to experiment with another emerging field: VR.
Oh, the PSVR headset. For the time and not unsubstantial money, PSVR offered impressive VR fidelity combined with great games and IPs that other competing hardware could only look on enviously. When juiced up with the PS4 Pro (a new mid-generation hardware refresh), it improved performance even further.
While VR may have had its moment in the sun, and it now feels like the technology is mostly hibernating until the next big thing comes along, it pointed towards more TV-free gaming experiences that have become more and more normalised.
PS5 and Beyond
Enter: The PS5. PlayStation 5 – the current generation of Sony consoles, in standard and Pro models. By 2020, digital marketplaces were standard and the TV screen was just one way of interacting with your PlayStation. The PS5 ushered in PSVR 2, a souped up version of the PSVR we know and love. Plus, it brought to the table a Switch-like (but not quite) handheld solution: The PlayStation Portal.
If you’ve noticed, we haven’t discussed Sony’s PSP (in gloriously piano black, a luxurious widescreen handheld in 2004) or the PS Vita – pseudo PS3 in your pocket. But all of those handheld experiences seem to have been teasing where Sony (and Nintendo, for that matter) are heading. Already rumours are swirling about the PlayStation 6 and oh boy do I feel old now.
So here’s to you, Sony PlayStation. You are 30 years young in Australia.
It’s a very different world and games industry today than the one that I and many others remember from the turn of the millenium. However, the PlayStation has been an island of stability, joy, and adventure throughout.
Will we all be playing our PS10s in 2055? Jacked straight into our neural cortex like a back alley goon from Neuromancer? Will TVs still exist? What about game stores? One thing is true: PlayStation fans will always adore this brand – so in a sense, the future is up to you.
Nintendo has released a new Switch 2 and Switch system update today, bumping the firmware up to Version 21.0.0.
It includes all sorts of changes, starting with such updates to the HOME Menu and additional options tied to downloads. There are also more options to find users, GameChat and Game Card-related updates, Display updates, a language update (adding Thai and Polish) and much more. Of course, there’s also the usual stability improvements.
This full-course multiplayer competition originally made its debut on the Switch eShop in 2022, and the album uploaded today contains a whopping115 tracks, with a runtime of 4 hours and 57 minutes. We’ll add these songs to this post shortly.
Nintendo has announced a brand new Nintendo Direct focusing on The Super Mario Galaxy Movie is coming later this week.
On Wednesday, 12th November 2025 at 6am PST / 9am EST / 2pm GMT, Nintendo will be debuting the first proper trailer to the sequel to Nintendo and Illumination’s 2023 box office smash, The Super Mario Bros. Movie.
As the sun rises on the cobbled market street that ascends from bustling docks on the vibrant Mediterranean waters to the new forum high on the hill above, Anno 117: Pax Romana fills me with delight and civic pride. It took a long time, but I feel like I finally clicked with this series that I’ve had a little bit of a rocky relationship with, having come in a bit late and at an awkward time with 2205. Its complex economics can still seem to wobble spectacularly off their axis and leave you in a dire failure spiral, but resplendent mechanics for trade, naval warfare, and the blending of cultures offer chances to right the ship.
The basic routine in Anno 117 is familiar and effective if you’ve played other games in the series. You start out building modest residences to house hardworking liberti, or freed people– somewhat conspicuously sidestepping the institution of Roman slavery. When their needs are met, they can promote up the social ladder all the way to snobby patricians who demand all kinds of exotic delicacies from around the world.
Part of what influences these promotions is simply access to goods, which is a city-wide thing. But another component is living near high prestige buildings like theaters and shrines… and far away from unpleasant or polluting ones like a charcoal burner. I love the way this naturally creates clusters of higher-class housing on important market streets, tapering off into working class neighborhoods in more industrial areas. It adds to the feel of a real, living city. And since paved roads extend the range of those buildings, that’s an upgrade that lets you immediately see its positive effects.
It’s genuinely delightful to zoom in and watch my little toga-clad citizens going about their business. Every building from a stately villa to an idyllic lavender farm is studded with detail and character. Even the untouched green fields and peaceful blue waters full of marine life create a strong sense of place. The character models for leaders and advisors may be the one thing that didn’t wow me. They’re full of character, but especially in some of the campaign cutscenes, there were some significant lip sync issues that made it look like a much older game or a badly-dubbed movie.
Anno 117 really comes alive with its detailed trade system.
The summery paradise of Latium isn’t the only locale to explore and exploit. Eventually you unlock the ability to sail to foggy, rocky Albion – that is, Britain – with its own resources, aesthetic, and population. I was a bit worried Anno would lean too hard into othering stereotypes about “mystical Celts” here based on some of the marketing, but it’s actually a pretty grounded and sensible depiction. The really interesting choice you have mechanically in this region is whether to stay true to Celtic traditions or fully Romanize your new subjects. Both have their advantages and disadvantages, and you can eventually mix and match for some powerful synergies.
Anno 117 really comes alive with its detailed trade system, though. To truly meet the needs of demanding nobles in the two regions, you’ll have to set up production chains for luxury goods that might pull resources from two or three different islands, then ship them across the world map from one region to another. Each delivery requires individual ships assigned to the trade routes, so I can see exactly where my next delivery of cheese is and even reroute it somewhere else.
This is all fairly easy to set up and tweak thanks to the well-organized interface, and naturally creates incentives to build smaller villages that do one specific thing as well as warehouses and waystations to speed things up. My cheese island is quite far away, so I noticed my trade ships spent half their time sailing across Albion. But if I set up a colony close to it that’s basically just a cheese warehouse and some subsistence fisheries, I can constantly be moving cheese there with intra-region trade ships to be picked up at the edge of the map all at once. I adore this kind of logistics stuff.
Anno 117 is a pretty good RTS, too. I’m especially a fan of its naval combat, which I had to master quickly to protect my trade routes from increasingly vicious pirates. Maneuvering ships feels weighty and realistic, with differences in maneuverability based on whether they rely on sails, oars, or both, and I eventually got pretty good at maneuvers like trapping a sneaky little pirate ship in a cove where there would be no escape.
It’s a pretty good RTS, too, and I’m especially a fan of its naval combat.
Ground combat is just fine. It does its job, with a small selection of melee, ranged, and siege units that can fulfill a handful of different roles. It’s possible to succeed without ever getting into a land battle if you have a good navy, but in the few cases where I did, I found some interesting tactics to dig into. It feels like a real RTS at least, as opposed to a half-baked minigame, which I really appreciate.
Diplomacy is pretty basic stuff, with a single interesting wrinkle in that the Emperor works a bit differently. You can’t really make treaties with him, but he will make demands of you, and succeeding, failing, or refusing affects your reputation with Rome. When he likes you, you get bonuses. When he doesn’t, you get penalties. But both ends of the scale culminate in some very powerful rewards. Either you play nice and get appointed Consul, or you defy his authority so effectively that you grant yourself Proconsular authority, Caesar-style.
There is a decent story campaign, but it’s really more of an extended tutorial. It took me less than 10 hours to finish and only really scratches the surface of the mechanics you can play with in endless mode. You can play as either Marcus or Marcia, with the latter being a sort of madcap “Weekend at Bernicus’” scenario where you are taking on the governor duties of your totally-not-dead husband. It’s hardly Shakespeare, but there’s some interesting intrigue going on and a cast of memorable characters. The Canaanite Ben-Baalion was a particularly endearing companion who presented me with an emotionally satisfying choice at the end.
While you can continue from the ending of the campaign as long as you want, most of my playtime was spent in the endless mode, which lets you start in either Albion or Latium and offers a wide range of difficulty options. You can even pick from a set of rival governors with different personalities and playstyles. I don’t think they necessarily play by the same rules that you do as a player, however. Looking at some late game cities they built… I honestly don’t know what’s going on. But they can be compelling adversaries or valuable trade partners nonetheless.
There are still some classic Anno issues kicking around, like the fact that very large economies can become unwieldy and are prone to death spirals. If food is disrupted, population drops, which causes food buildings to become underemployed, leading to even less food and even more population drop. At one point I had to restart because I accidentally changed a large city’s patron god, which made it instantly insolvent and nearly irrecoverable due to lost agricultural bonuses. But trade is kind of the hero here once again, since setting up buy orders for whatever you’re out of can bail you out of a lot of tricky spots as long as you have cash. It’s a little fiddly setting up a lot of different trades at a lot of different harbors the first time, but the interface is easy to work with, and once things were set, I didn’t find I had to mess with them very often.
I hope none of you are allergic to shellfish, because Shrimp Game is exactly what it sounds like: a game about shrimp! And yet that is a complete bastardisation of what it is, for you do not simply play as a shrimp, you are piloting a shrimp, or SHRIMP (Submersible Hydrodynamic Research Integrated Marine Platforms), and you must survive a hellish underwater landscape filled with sea creatures that strive to see your life ended and “Lovecraftian bosses.”
Do you think there are people out there that feel as passionately as sports fans do when someone gets added to their team that might make them better, but with video game developers? Probably not, or at least only on a personal level, but for that hypothetical group of people that exists, a new trade (is that how you refer to sports doers, I really don’t know) has taken place between the team behind Kingdom Come Deliverance 2, and CD Projekt Red.
Surviving Mars: Relaunched Isn’t Just A Rework, It’s A Whole New Experience
Gabriel DobrevFounder, Haemimont Games
Summary
Surviving Mars: Relaunchedis a re-introduction to our colony builder, withupgraded graphics, a reworked UI, and more.
The game includes previous Surviving Mars expansions as base content for all players.
Surviving Mars: Relaunched launches today on Xbox Series X|S.
Are you ready to set foot on Mars for the very first time – again? Welcome to Surviving Mars: Relaunched, a new way to play our colony-building management game for a new generation of spacefaring strategists!
When we launched Surviving Mars originally, we wanted to give gamers an experience that was grounded in reality and science, easy to understand, and built towards an ambitious future, and that was what we delivered. The heart of the game remains the same as always: from initial surface scans and deployment of drones, you will start building the critical infrastructure needed to support human colonists, including water systems, supply extraction, and environmental domes.
Once people start showing up, you can undertake more complicated tasks and developments to expand and maintain your colony, until your colony is sustainable without aid from Earth.
Since then, Surviving Mars has explored a number of new ways to bring efficiency, change, and even cute animals to the red planet. We released expansions that added Terraforming (Green Planet), Subterranean Mining (Below and Beyond), and Rival Colonies (Space Race) to the game. When we made the decision to come back to Surviving Mars and begin developing even more ways to play, we realized that there was an opportunity not just to share our ideas with our original commanders, but with a whole new crew as well!
That’s what brought us to Surviving Mars: Relaunched, a new version of our game that gives everyone lots of new features to try. For starters, we’ve upgraded the graphics, reworked the UI, and improved controller support, all to ensure the game looks and plays its best, especially now that it’s coming to Xbox Series X|S.
Next, we’ve included everything that was ever added to the original game – so players of Relaunched get access to features like Terraforming and Trains that were originally DLC with the base game, which means we can deliver updates and content based around those features, going forward. We’re also adding new features that have never been included in any version of the game before now, including factions and political management for your colonies!
We’re also giving all Martian Managers access to new ways to expand and play our game created by other players, with in-game mod support. You’ll be able to browse and install mods without leaving the game, allowing you to add community-made buildings to your planet, or explore new end-game mysteries.
With the most comprehensive version of Surviving Mars in your hands, all of us at Haemimont will have an ideal launch pad to bring more new content to the game from here on out. We’re already working on a new expansion for early next year, “Feeding the Future,” which will add new production systems and food options for your colonists to help add to their comfort – and sanity! We have another expansion, “Machine Utopia,” in the works after that one as well, which will allow you to colonize, optimize, and industrialize. It’s exciting to get to work on what feels like an all-new game for us, and start bringing life to all the ideas we’ve had, and still have!
Whether you’re about to experience Surviving Mars for the first time or whether Relaunched is the next chapter in your journey to the stars, we’re excited to keep growing alongside you and your colony, starting today. See you on board the rockets!
See the Red Planet like never before, land for the first time all over again, and discover some brand-new secrets.
Welcome home! The award-winning sci-fi city builder is back – remastered, expanded, and more stunning than ever. Your mission: colonize Mars and survive the process, from exploration and infrastructure to welcoming human colonists and achieving long-term stability. There are new challenges to overcome, new strategies to plan, and now with an upgraded look and feel for a new generation of explorers.
All you need for this relaunched mission to create a thriving Martian settlement is a steady supply of resources, oxygen, decades of training, experience with sandstorms… and a curious attitude to discover the purpose of those weird black cubes that appeared out of nowhere. With a bit of sprucing up, this place is going to be awesome!
Surviving Mars: Relaunched brings together the original colony management game from Haemimont Games, its entire catalogue of expansions, improved and reworked, from major expansions to cosmetics and radio stations, as well as the all-new Martian Assembly update. Upgraded graphics together with updated UI will give veteran players the definitive Surviving Mars experience, and provide an ideal launch point for new commanders as well.
Are you ready? Mars is waiting for you.
The Dream of Martian Independence
The new Martian Assembly brings an expanded endgame challenge never seen in the original. Shape your Martian society through laws. Balance the needs and demands of your colonists, keep the peace and develop a long-term plan for Mars – up to and including independence from Earth!
Realistic Sci-Fi City Building
Building a thriving colony on a planet not fit for human life brings its own challenges. Construct life-support systems, power grids, domes, and supply chains, and keep them running, because blackouts on a planet without oxygen are never a good idea. And you’re not alone. With the included ‘Space Race’ expansion, rival colonies backed by competing sponsors add even more pressure as you fight for resources and the future of Mars.
Manage Resources, Survive Mars
Balance critical resources like oxygen, water, power, and food to keep your colony alive. Drones build and maintain your infrastructure, while the revamped ‘Martian Express’ adds trains that move people and supplies across longer distances. Every colonist has their own needs and behaviors and smart management is essential for their survival.
Discover, Research, Expand
Advance your colony through a deep research system that unlocks new buildings, production methods, and essential upgrades. Discover breakthroughs, resources, and hidden secrets reaching ‘Below & Beyond’ the Martian surface. With randomized maps, varied sponsors, and unpredictable Mysteries, every playthrough offers new challenges, and every decision shapes your story of survival and growth on Mars.
The Future of the Red Planet is Green
Terraforming is no longer a distant dream, it’s your next challenge. With the included ‘Green Planet’ expansion, you can engineer Mars into a more habitable world. As the environment transforms, introduce animal life with ‘Project Laika’, bringing the first creatures to thrive alongside your colonists. The future of Mars isn’t just survival, it’s building a self-sustaining, living planet.
The year is 2035 and the world is on the brink of chaos. When Call of Duty: Black Ops 7 launches on PS5 and PS4 on November 14, players will face new and returning threats in the co-op Campaign, culminating in the replayable Endgame experience.
With game launch only days away, let’s take a closer look at the story so far, followed by more Endgame intel.
Co-op Campaign and Endgame
In Call of Duty: Black Ops 7, PlayStation players will experience an innovative Co-op Campaign that redefines the Black Ops experience. Squad up or go solo across a wide spectrum of high-stakes missions.
From the neon-lit rooftops of Japan to the Mediterranean coast, uncover the truth behind The Guild and the weapon threatening to turn fear itself into a weapon of war. Players will also experience Avalon, an expansive city whose secrets ripple across the Campaign.
One overriding goal with the story of Black Ops 7 was to tell a story that could stand on its own while honoring the legacy of the series. Throughout development, there were meaningful opportunities allowing the reconnection of characters and storylines from earlier Black Ops titles, bringing them into this near-future setting where their presence could elevate the experience. However, it was important to ensure that even players without knowledge of Black Ops lore should expect a deeply immersive and connected story and world.
After completing the first 11 co-op Campaign missions, players unlock the Endgame, a replayable co-op experience designed for 1–32 players in squads of up to four.
Fight through escalating exposure zones throughout Avalon, leveling up Skill Tracks and Combat Ratings, completing dynamic Assignments, and escaping to preserve your hard-earned progress, all while earning Level and Weapon XP and unlocking Weapon Camos.
The Endgame journey
Your C-Link C.O.M.B.A.T. OS unlocks full Loadout customization. Your ultimate goal is to gain enough power to reach the highest exposure zones, where something is leaking massive amounts of toxin into Avalon.
Players begin by selecting an Operator and a Major and Minor Ability, defining your Operator’s unique approach to combat, including abilities like the Hand Cannon, Active Camo, Grappling Hook, and more.
Complete your Loadout, deploy, and then gain power in a match by completing objectives and defeating enemies to raise your Operator’s Combat Rating. When your Combat Rating levels up, you’re given the opportunity to choose one of two Skill Tracks or Skills. These Skills continue to expand as your Operator’s Combat Rating improves over time to the max level of 60.
There are six Skill Tracks in all, from the Gunner with Skills like improved Reload Speed and Fast Weapon Swap to the Surgeon with Skills like enhanced Health Recovery and Fast Revive.
If you’re killed in action, you lose it all. Get in, power up, and get out.
The story so far
It starts with Menendez, the Call of Duty®: Black Ops 2 villain who has returned, threatening to plunge the world back into darkness.
Raul Menendez
“Once again, you shall know fear.” — Raul Menendez Raul Menendez first appears in 1986 as the leader of the Menendez Cartel. He has captured CIA operative Frank Woods and left him for dead. When Alex Mason learns of his friend’s plight, he leaves his son David behind to save Woods.
Woods yearns for revenge, getting the greenlight to invade the villain’s home. In the confusion of battle, Woods throws a grenade inside the house, accidentally killing Menendez’s sister, Josefina.
Several years later, Menendez gets even by tricking Woods into shooting Alex Mason. The villain then blasts Woods in both knees, crippling him. As Menendez suffers, now too shall Woods.
Menendez goes on to form the political movement Cordis Die, spreading propaganda depicting the organization as a defender of the globally impoverished while covertly inciting a second Cold War.
Alex Mason’s son, David, with the help of Woods, is finally able to put a stop to Menendez. Following a multi-generational manhunt, he puts the villain to rest… or so he thinks.
The next frontier: The Guild
As the world recoils at the news of Menendez’s return, The Guild, a global tech giant led by CEO Emma Kagan, rises to the challenge of defending humanity, promising peace through security using advanced tech to safeguard citizens and stand in open defiance against Menendez and his followers.
The fight continues: David and JSOC
Though they’re both enemies of Menendez, David Mason harbors doubts about The Guild’s true motives. It’s up to him and his cohort of elite JSOC Operators to get to the truth of it all, including reports of a weapon engineered to turn fear into an instrument of chaos.
Preorder Call of Duty: Black Ops 7
Black Ops 7 launches on November 14. Preorder your copy today.