Rainbow Six Siege X First Hands-On Preview: The New Dual Front Mode Reinvigorates the 10-Year-Old FPS

When I was in high school, I would stay up ‘til all kinds of ungodly hours of the night playing PC games. I even stayed up five days straight once, just to get to the end of Baldur’s Gate II ‘Throne of Bhaal,’ but what fascinated me about PC games most was how inventive they could be.

One that struck my imagination powerfully was Red Faction, which caught my eye because it had some of the hallmarks of DOOM (a high-tech, first-person shooter set on Mars, you say?) yet it added an essential wrinkle; terrain deformation. Red Faction is set in the mines of Mars, and I could fire explosive weapons at walls, creating holes or destroying them, and even tunneling through rock to circumvent checkpoints. It was all about charting your own course and finding your own path to accomplish your goals. It was incredible.

Unfortunately, not a lot has been done with that idea in the intervening years, but when Rainbow Six Siege came out, the ability to freely climb and rappel up and down buildings, and shoot through or destroy walls and ceilings sent a delightful little tickle through my Red Faction-loving brain.

While Siege began as a far more focused (and less exploratory) affair than the old Volition shooter, that (and quite a bit more) is about to change with the arrival of the upcoming Siege X update. Apart from gameplay, graphical, auditory, and UI enhancements, it introduces what is shaping up to be a fantastic new permanent multiplayer mode: Dual Front.

In Dual Front, a predetermined seasonal Operator pool will dictate who you can play, and team sizes are bumped up to six per side. Instead of spawning directly inside (or outside) one target area, there are three large areas to choose from, each with its own objective, so your team of six will need to split up to focus on both defending and attacking different locations simultaneously.

While the scope has expanded, much of the great core gameplay remains the same. When a match starts, each team will spawn in their squad HQ and one of two locations in your team’s sector will start a countdown to a Defend mission. The is true for your opponents, so each team will need to defend one spot while attacking another. How you handle that, and where you decide to go, is up to you.

What’s more, there is a neutral zone in between the mirrored zones held by each team, and extra objectives will appear there. Completing those objectives, such as rescuing a hostage and getting them to an extraction point, will give your team a big boost in the back-and-forth struggle for supremacy, so even if you fail to defend your first location or attack the enemy base, victory is still possible.

Since Dual Front expands the contested space so significantly, I was moving between attacking and defending to suit the team’s needs, creating a more free flowing experience with way more variation between matches than your standard Siege match. What results is a fluid, chaotic mess I had a blast with.

Dual Front Mode is, so far, a fluid, chaotic mess I had a blast with.

The seasonal Operator pools will be updated every month, and because your squad will need to do a little bit of everything, you’ll have access to both Attacker and Defender Operators on the character select screen. When you die during a match, you’ll quickly respawn and re-select your Operator, so changing strategies on the fly to counter your enemies is a central (and delightfully fun) part of the game now.

Several times during my preview, it looked like my current (attacking) team was in a great spot, so I would rush across the map to help my other beleaguered comrades who were fighting for their lives to defend our own base objective. Sometimes, everything was as it seemed: I arrived in time, and our team brought home a victory. Other times, I got separated from my team only for them to be ambushed by reinforcements. Each match was tense, because in maps as large as Dual Front’s, it’s difficult to know where the enemy is until they become a capital “p” Problem.

Speaking of navigating larger areas, I should mention some of the new gameplay additions. You can now rappel around corners of buildings and even sprint while rappelling, so it’s easier to poke around and find ways to get inside structures. New fire extinguishers create concussive blasts and visual obfuscation when destroyed, gas pipes can be shot or damaged to create jets of fire before exploding and scattering fire around on the ground, and metal detectors can be disabled temporarily or permanently. Overall, it’s more fun to play in the space, and there is a lot more space to play in on Dual Front’s mirrored map.

Siege X also marks a shift in monetization. After the update, Siege will adopt a free-to-play model, and for casual versus competitive stuff, here’s the skinny: casual and onboarding playlists, unranked quickplay, and Dual Front are all free, and will grant access to up to 26 Operators and skins. Siege Cup and Ranked modes will be pay-to-unlock, and grant access to all 50 Operators. So if you are jumping in as a casual player, there are no barriers to entry, but new players who want to get more serious on the competitive side will need to fork over some cash. If you already have Siege, don’t worry; you will keep everything you have, and retain access to all modes (and as an added bonus, Siege players will get a badge showing off the year they started and a little bonus for each year of Siege they played).

Some other updates in the Siege X package include five modernized maps (Clubhouse, Chalet, Bank, Kafe, and Border), enhanced visuals, audio, first-person shadows, new menus, better player onboarding, the ability to inspect weapons, and a lot more. The dev team has also committed to introduce a new Operator (or remastering an existing one) each season, and a bunch more.

But all those enhancements pale in comparison to Dual Front, which is on track to become my favorite mode for Siege, and once Siege X launches, it’s likely to be the only mode I’ll play as Siege marks its upcoming tenth birthday in an incredibly fun way.

Warhammer 40,000: Space Marine 3 Announced, Development Officially Begins at Saber Interactive

Warhammer 40,000: Space Marine 3 is officially in development.

Publisher Focus Entertainment and developer Saber Interactive have joined forces once again following the huge success of last year’s Space Marine 2, which has sold 5 million copies.

“We’re pleased to announce that the development for Warhammer 40,000: Space Marine 3 has officially begun at Focus Entertainment, Saber Interactive and Games Workshop,” reads a statement. “We’ll share updates on this new title when the time is right. For now, our focus remains on delivering the best possible experience for Space Marine 2 players.”

Focus said Space Marine 3 “promises an even more immersive experience, staying true to the Warhammer 40,000 universe, with intense, brutal, and spectacular gameplay.”

“We have been honored by the incredible response from fans following the launch of Warhammer 40,000: Space Marine 2. We will continue to support the game with exciting content and regular updates in the coming years. Today, we are thrilled to announce that the adventure will continue with Space Marine 3. Players can look forward to an immersive campaign, a multiplayer mode, and innovations that will redefine the standards of third-person action games. Developed in close collaboration with Games Workshop, Warhammer 40,000: Space Marine 3 will take the genre to new heights by introducing large-scale battles that are even more spectacular,” said John Bert, Deputy CEO of Focus Entertainment Publishing, a subsidiary of the PULLUP Entertainment Group.

“Space Marine 2 has proven to be a transformative game for Saber. ​ It is the culmination of everything we have learned about game development in our 25 years in the business. ​ We are now starting to develop Space Marine 3, a game that carries with it tremendous expectations from our rapidly expanding fanbase. ​While we will continue to support and grow the Space Marine 2 universe over the coming years, we will take all our learnings and apply them to an even bigger and more spectacular game for the third instalment. We view this as an opportunity to create a true love letter to the Warhammer 40.000 universe,” added Matthew Karch, CEO of Saber Interactive.

Developing…

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

More of THPS 3 + 4 Remastered’s Soundtrack Revealed – Song List So Far

One of the biggest reasons for why we remember the Tony Hawk’s Pro Skater games so fondly is because of the licensed soundtrack. From punk rock to hip-hop, and a new wave of hardcore with the remasters, the series forged our music tastes, and it will continue to do so with Tony Hawk’s Pro Skater 3 + 4 Remastered coming July 11 this year. In the lead up to its release, Activision is putting together the official THPS 3 + 4 playlist on Spotify and continually updating it as it reveals more and more of the song list.

The first wave of tracks have just been revealed, and here are the songs we currently know of for the THPS 3 + 4 Remastered soundtrack:

  • “Ace of Spades” by Motörhead
  • “Them Bones” by Alice in Chains
  • “Ultimate” by Denzel Curry
  • “Gang of Four” by Damaged Goods
  • “96 Quite Bitter Beings” by CKY
  • “Yankee and the Brave (Ep. 4)” by Run the Jewels
  • “King of the Beach” by Wavves
  • “Real Thing” by Turnstile
  • “Not the Same” by Bodyjar
  • “New Wage Salary” by End It
  • “Head” by Jeff Rosenstock
  • “Collard Greens” by Schoolboy Q and Kendrick Lamar
  • “Outta Here” by KRS-One
  • “Result” by TCMF
  • “Dog Years” by Urethane
  • “Charlotte” by Kittie
  • “Mass Appeal” by Gang Starr
  • “Faster than the World” by H20
  • “Roadkill” by Starcrawler
  • “Amoeba” by Adolescents

Additionally, those who get the deluxe edition of the game, or access it through Xbox Game Pass, will also get a full band version of the Doom E1M1 theme song as a playable track (along with the Doom Slayer and Revenant skater skins).

Personally, I’d love to hear Guttermouth’s “I’m Destroying the World” and AFI’s “The Boy Who Destroyed the World” from THPS 3 make comebacks, as well as Bad Religion’s “Big Bang” and Flogging Molly’s “Drunken Lullabies” from THPS 4. That’s mostly because I’m a washed up old punk kid. However, it’s an opportunity to discover new music and celebrate the scene as it is today, bridging the gap between the new and old as was the case with THPS 1 + 2 Remastered from 2021.

Those who preorder THPS 3 + 4 Remastered’s deluxe or collector’s edition can access the playable demo right now which includes two parks, two skaters, and a limited soundtrack. An exclusive physical Birdhouse skate deck also comes with the collector’s edition. You’ll also be able to access the full game early on July 8, three days ahead of its official release date.

Monster Hunter Wilds Player Shows How Connected Its World Is With 9-Minute Seikret Trip

The world of Monster Hunter Wilds is big, and also pretty connected. One player set out to show just that, with a long journey from a starting zone to the peaks of its later areas.

Over on the Monster Hunter subreddit, user -BrotherPig- posted a video, below, chronicling their journey across the zones of Monster Hunter Wilds. They start out in the Windward Plains, running across the sand and dunes, all the way to the later game zones and, eventually, some of the last game areas and locales. Spoilers await, if you haven’t rolled credits on the campaign just yet.

It’s an impressively long trip, and emphasizes just how linked all the zones are. There’s only one loading screen that happens, around halfway into the trip, as the traveler heads from the Oilwell Basin into the Iceshard Cliffs. Otherwise, it’s one big run for this presumably exhausted Seikret.

Monster Hunter Wilds isn’t entirely without loading screens, of course. Aside from the one we see in the trip above, there’s also the loading screen to enter the training grounds, and those you would get from fast traveling or departing for a friend’s quest. But the connectivity is certainly fascinating to see in action, and gave me a new appreciation for all the little corridors and passages that connect the Forbidden Lands.

The secret sauce for Monster Hunter Wilds though, according to a series producer, is apparently in its story, immersion, and cross-play. I’ve personally just enjoyed seeing all the discoveries players are making with how Wilds handles the series’ systems in the open world. No matter why you’re playing, it seems like there’s still stuff to keep players occupied between now and the first Title Update in April.

To help get your Monster Hunter Wilds adventure started, take a look at what Monster Hunter Wilds doesn’t tell you, and a guide to all 14 weapon types in the game. We’ve also got a detailed Monster Hunter Wilds walkthrough in progress, a Monster Hunter Wilds multiplayer guide to explain how to play with friends, and if you’ve played one of the open betas, here’s how to transfer your Monster Hunter Wilds Beta character over.

IGN’s Monster Hunter Wilds review returned an 8/10. We said: “Monster Hunter Wilds continues to smooth off the rougher corners of the series in smart ways, making for some extremely fun fights but also lacking any real challenge.”

Eric is a freelance writer for IGN.

Why One Photo on LinkedIn Has Warhammer 40,000: Dawn of War Fans Excited

Warhammer 40,000 real-time strategy series Dawn of War has been dormant ever since Relic Entertainment ended support for its failed 2017 effort, Dawn of War 3. Still, the first two games remain much-loved by fans, who have wondered ever since whether a Dawn of War 4 or maybe even remakes of either Dawn of War 1 or 2 might be in the works.

Now, after a single photo was published to LinkedIn, Dawn of War fans have hope that something new in the series is finally on the way.

Let’s start with Relic Entertainment itself, which recently gained independence from prior owner Sega via investment from Emona Capital. Emona managing partner Dominik Dolenec published a selfie to LinkedIn showing him standing outside Games Workshop’s Nottingham headquarters and the mecca that is Warhammer World. Yes, that’s a statue of a Space Marine in the background. It’s awesome.

The foreground is more interesting, however. Dolenec is wearing a Relic Entertainment T-shirt for his trip to Games Workshop, and so it can be reasonably assumed that he’s in town representing the developer.

“Great visit to Games Workshop PLC in Nottingham,” Dolenec said. “Many thanks to Owen Rees for sharing the Warhammer magic with us! Looking forward to deepening our partnership in years to come. 💪🎮”

Owen Rees is Group Head of Licensing at Games Workshop. He’s worked on a number of Warhammer video games, and leads the licensing of video games and consumer products for all Warhammer products. It’s also worth noting those emojis at the end of Dolenec’s comment. This very much reads like a video game business meeting.

You can imagine the speculation. Dawn of War 4 is top of the wishlist, it seems, but perhaps remakes of Dawn of War 1 and / or 2 are on the cards instead. Let’s be optimistic and suggest a brand new game and remakes are all in the works. Why not?

Here’s what we know: Games Workshop is on the hunt for the next big Warhammer video game hit after the hugely successful, 5 million-selling Space Marine 2 changed everything for developer Saber Interactive.

In January, reporting results for the first half of its financial year ending December 1, 2024, Games Workshop CEO Kevin Rountree hailed the success of Space Marine 2, which contributed significant royalty revenue to the business.

In fact, licensing revenue from royalty income increased in the period by a whopping £18 million (approx. $21.9 million) to £30.1 million (approx. $36.7 million). Earned income, which is the key figure here, was £26.1 million (approx. $31.8 million), up from £5.9 million (approx. $7.2 million), an increase Games Workshop said was mainly from Space Marine 2. 98% of Games Workshop’s total licensing revenue came from PC and console games (Space Marine 2 launched on PC, PlayStation 5, and Xbox Series X and S).

A win all round, then, but Rountree also expressed a degree of caution on potential future video game success, admitting hits like Space Marine 2 are few and far between.

Here’s the statement:

During the period, our licensing partners launched two new video games; Warhammer 40,000: Space Marine 2, a third person shooter for PC and console and Warhammer 40,000: Speed Freeks, a combat racing game. Established games continue to contribute, alongside royalty income earned following the success of Space Marine 2. We recognise that successes like these for Warhammer are not a given in the world of video games. Clearly we are looking for the next one. We remain cautious when forecasting royalty income.

So, where could this big Warhammer video game hit come from? It seems inevitable that Saber Interactive will get the chance to continue the Space Marine story with Space Marine 3, and indeed has said it has ideas for a third game.

Warhammer 40,000 has never been bigger. Amazon’s Space Marine 2 animation, released as part of the Secret Level anthology series, went down well with fans. And there’s huge excitement about the Henry Cavill-fronted Warhammer 40,000 projects in the works for Amazon, although they’re years away. Creative Assembly is reportedly working on a Warhammer 40,000 Total War game (finally!), although it is apparently years away. Could a revival of Dawn of War scratch that strategy itch in the meantime?

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

PS5 Astro Bot Bundle Is Now Available, and Includes 2024 GOTY Winner for Free

If you’re in the market for a PS5 in 2025, the PlayStation 5 Slim Astro Bot bundle is one of the best deals available. Right now, the Disc model ($449.99) is available at Best Buy, while the Digital Edition can be found at Amazon ($399.99) with broader availability expected soon.

What makes this bundle stand out is that Astro Bot is included at no extra cost—effectively a free $70 game packed in with your console. If you needed an extra incentive to grab a PS5, this is it. Astro Bot isn’t just a throw-in; it was one of the best games of 2024, taking home Best Game at The Game Awards and cementing itself as a must-play for platforming fans.

Reviewing for IGN, Simon Cardy gave Astro Bot a 9, praising it as one of the most joyful experiences in gaming: “Astro Bot made me smile from beginning to end. A collection of endlessly inventive levels and fantastically fun abilities, it delivers joy in spades, never once becoming even remotely dull or repetitive. And while you don’t need a long history with Sony systems to enjoy it, it is especially a delight for those with a piece of PlayStation in their heart as a treasure trove full of playable nostalgia awaits.”

“Taking the PS5 marketing mantra that ‘play has no limits’ more seriously than you’d expect, Team Asobi has crafted a mascot platformer that goes near enough toe-to-toe with Nintendo’s best efforts, and that’s about as high a compliment as I can give it.”

For those still on the fence about buying a PS5, this bundle makes for a compelling argument, and it’s certainly one of the best PS5 deals going right now. Astro Bot isn’t just a great game—it’s a celebration of everything PlayStation does best, making it an ideal showcase for Sony’s current gen hardware.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Free-to-Play Shooter Spectre Divide Shutting Down Weeks After Console Launch

Free-to-play 3v3 shooter Spectre Divide is being shut down six months after its initial launch in September 2024, and just weeks after its arrival on PS5 and Xbox Series X|S. Its developer Mountaintop Studios is also closing.

Moutaintop CEO Nate Mitchell confirmed the news in a statement published on social media today.

“Unfortunately, the Season 1 launch hasn’t achieved the level of success we needed to sustain the game and keep Mountaintop afloat,” explains the post.

The team was optimistic following the first week, reporting the game attracted around 400,000 players – with a peak concurrent count of approximately 10,000 across all platforms.

“But as time has gone on, we haven’t seen enough active players and incoming revenue to cover the day-to-day costs of Spectre and the studio,” the post continued. “Since the PC launch, we stretched our remaining capital as far as we could, but at this point, we’re out of funding to support the game.”

“We pursued every avenue to keep going, including finding a publisher, additional investment, and/or an acquisition. In the end, we weren’t able to make it work. The industry is in a tough spot right now.”

Spectre Divide will be taken offline within the next 30 days, and any money spent by players since the Season 1 launch will be refunded.

The news comes contrary to reports in October 2024 that Spectre Divide “isn’t going anywhere.”

“The servers aren’t shutting down, and the updates aren’t going to stop,” said Mitchell at the time, maintaining Mountaintop had “the funds to support Spectre for a long time.”

IGN’s positive preview of Spectre Divide in August 2024 heaped praise on the tactical 3v3 shooter for coming to the table with its intriguing Duality system, which saw players controlling two characters during matches. However, the news of its rapid shutdown comes on the heels of a number of other live-service fizzers, including the failure of Rocksteady’s Suicide Squad: Kill the Justice League and Sony’s Concord.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

PlayStation Plus Game Catalog for March 2025 Confirmed

Sony has announced the PlayStation Plus Game Catalog for March 2025, confirming the lineup of PS5, PS4, and Classic games set to be made available to download by subscribers.

As outlined on the PlayStation Blog, PlayStation Plus Extra subscribers get eight games this month, including UFC 5, Prince of Persia: The Lost Crown, and Captain Tsubasa: Rise of New Champions.

Meanwhile, PlayStation Plus Premium subscribers get four games in March: PSVR2’s Arcade Paradise VR and the original PlayStation’s FromSoftware trilogy: Armored Core, Armored Core: Project Phantasma, and Armored Core: Master of Arena.

PlayStation Plus Extra and Premium games lineup — March 2025

PlayStation Plus Premium games lineup — March 2025

All games are available to play from March 18.

It’s worth noting that Sony will cut PS4 games from its PlayStation Plus Essentials monthly games and the Game Catalog from January 2026 to focus solely on PS5.

“As we shift to PS5, PS4 games will no longer be a key benefit and will only be occasionally offered for PlayStation Plus Monthly Games and Game Catalog,” Sony said. This won’t affect the monthly titles players have already obtained, though Game Catalog titles “will still be available to play until [they] leave the catalog” as part of the monthly refresh.

“We’ll continue to evolve the experience of PlayStation Plus and optimize the benefits you receive, including exclusive discounts, online multiplayer access, online game save storage, and more,” Sony added. “As we shift our focus to PS5, we look forward to adding new PS5 titles monthly for you to enjoy.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Palworld Gets Crossplay Late March as Part of Big Update

Palworld developer Pocketpair is narrowing in on its big crossplay update, which is due out late March 2025.

In a post on X/Twitter, Pocketpair confirmed this update will include multiplayer across all platforms as well as add world transfer for Pals. No further details were offered, outside a promotional image showing a bunch of Palworld characters fighting a rather large Pal.

Pocketpair Communications Director and Publishing Manager John ‘Bucky’ Buckley teased “a few little surprises too” with the March update.

That’s good news for the 32 million players that have picked up Palworld since its early access launch in January 2024. The studio has laid out a content roadmap for Palworld’s 2025 that looks fairly lengthy; alongside crossplay, there is an “ending scenario” and more new content on the way for the hugely popular creature-catching survival game.

Palworld launched on Steam priced $30 and straight into Game Pass on Xbox and PC a year ago, breaking sales and concurrent player number records in the process. Pocketpair boss Takuro Mizobe has said Palworld’s launch was so big that the developer couldn’t handle the massive profits the game generated. Still, Pocketpair acted swiftly to capitalize on Palworld’s breakout success, signing a deal with Sony to form a new business called Palworld Entertainment that’s tasked with expanding the IP, and launching the game on PS5.

Looming over all this is a lawsuit from Nintendo and The Pokémon Company, who seek “an injunction against infringement and compensation for damages” on the grounds that Palworld has infringed on “multiple” patent rights. Pocketpair has provided an update, identifying the patents the studio is allegedly infringing, and it has since tweaked how players summon Pals in Palworld, apparently in response. Pocketpair has vowed to take on Nintendo and The Pokémon Company in court, saying: “We will continue to assert our position in this case through future legal proceedings.”

Eric is a freelance writer for IGN.

‘It Does Real Harm to Artists of All Kinds’ — Balatro Dev Localthunk Steps In to Resolve AI Art Reddit Fiasco

Localthunk, the developer behind breakout roguelike poker game Balatro, has stepped in to resolve a bit of a scrum in the Balatro subreddit over a mod’s statements on AI art.

It’s a bit of a wild story, so bear with me here, and thanks to Garbage Day and Rock Paper Shotgun for spotting all this. Essentially, it starts with DrTankHead, a now-former moderator of the Balatro subreddit and also current mod of a NSFW Balatro subreddit.

The moderator had expressed no issue with AI art content, both on the NSFW and main Balatro subreddits. “We will not be banning AI art here, if it is properly claimed and tagged as such,” the mod said in a post. “This has been done after discussion with the staff at Playstack.”

Localthunk posted a short reply on Bluesky, saying this is not how they, nor their publisher at Playstack, felt about AI generated imagery. Then, the developer went to the subreddit to make a full statement.

“Neither Playstack nor I condone AI ‘art’. I don’t use it in my game, I think it does real harm to artists of all kinds. The actions of this mod do not reflect how Playstack feels or how I feel on the topic. We have removed this moderator from the moderation team,” Localthunk said.

“We will not be allowing AI generated images on this subreddit from now on. We will make sure our rules and FAQ reflect this soon.”

In a follow-up, Playstack’s communications director noted that the rules around this “should have been clearer,” as a rule calling for “no unlabeled AI content” could have been interpreted as allowing or supporting the content on the subreddit. The remaining mod team is planning on clarifying this language for the future.

As for the original mod, DrTankHead posted in the aforementioned NSFW Balatro subreddit, confirming they’ve been removed as a mod of r/Balatro. They went on to say that it is “not their goal” to make the NSFW Balatro subreddit AI-centric, but they are considering a “day of the week” situation where “non-NSFW art that is made with AI can be posted.”

In response, one user replied: “Please just get off Reddit for a week or two.”

Generative AI is one of the hottest topics within the video game and entertainment industries, which have both suffered massive layoffs in recent years. It has thus far has drawn criticism from players and creators due to a mix of ethical issues, rights issues, and AI’s struggles to produce content audiences actually enjoy. For instance, Keywords Studios attempted to create an experimental game internally using entirely AI. The game failed, with Keywords citing to investors that AI was “unable to replace talent.”

That hasn’t stopped tech companies going all in on AI, though. EA said in September that AI was “the very core” of its business, and more recently Capcom said it was experimenting with generative AI to create the “hundreds of thousands” of ideas needed for in-game environments. Activision recently admitted using generative AI for some Call of Duty: Black Ops 6 assets amid a backlash to an “AI slop” zombie Santa loading screen.

Eric is a freelance writer for IGN.