“These Shouldn’t Be The Only Games Being Made” – Keiji Inafune Critical Of Reliance On Big IPs

“I didn’t dwell on my past hits”.

Mega Man artist and Mighty No. 9 creator Keiji Inafune has been a huge name in the industry for nearly four decades, so you could say he’s got a fair bit of experience. Recently, the producer gave a talk at South Korea’s Console Game Developer Conference 2025, and has a few strong words for developers and publishers relying on big IPs and genre trends.

Reported on by ThisIsGame (via Automaton), Inafune was critical of studios that rely on those established brands and IPs or just shoot for “genre trends” because they’re supposedly guaranteed to make money.

Read the full article on nintendolife.com

Battlefield REDSEC Review

You know something didn’t quite go right when the best mode in Battlefield 6’s battle royale-focused spin-off, Battlefield REDSEC, is the one that isn’t a battle royale at all. While REDSEC takes notes from other grounded-ish military battle royales, it doesn’t innovate much on what’s already worked. The destructible environments and powerful vehicles of the otherwise exciting multiplayer seem like a perfect fit for this genre, but REDSEC’s relatively shallow execution just hasn’t hooked me the way Fortnite’s cartoonish chaos and electrifying events did, nor has it separated itself from the likes of PUBG or Call of Duty: Warzone. Instead, I’ve had way more fun when its map is used to push the boundary beyond the requisite ever-shrinking storm in the squad-based, elimination-driven Gauntlet mode that cleverly fleshes out the mission structure hidden within the battle royale’s streamlined familiarity.

You know the drill: you and a squadmate drop onto a massive map in the rapidly blinking eye of a destructive storm. In REDSEC’s case, a closing plume of neon-scarlet-streaked charcoal clouds surround a fictional military base in Southern California called Fort Lyndon. Looting Lyndon’s blown out shops and construction sites for anything you can find, your squad has to scrap its way to be the last one standing. EA clearly believes that if it ain’t broke, don’t fix it, and I can’t fault them for that.

Dotted with memorable named locations like the Golf Course and the Lighthouse, there are all kinds of high vantage points for sniping and tight corridors for scrapping. And with destructible terrain and a seemingly endless supply of artillery and airstrikes, these locations have a tendency to “lev-olve” into bombed-out rebar skeletons or collapse entirely (I learned this the comically hard way after dying to a ceiling). This blend of different battlefields makes for a balanced, tense frenzy within each named location, especially in matches with four-player squads. Even the dusty roads and stark topography in-between do a good job of keeping things balanced, with plenty of hills and valleys or scattered vans and small buildings offering cover from enterprising marksmen.

But when cover fails, you’ll get a second chance if you fall early enough in battle and your squadmate doesn’t revive you in time. That comes complete with a second drop-in (over your squadmate if they’re still kicking, or above a random location if you’re both wiped within a few seconds of each other), and you’ll need to re-up on gear and consumables from there. I like that you can even make re-deploying at the right moment work in your favor, because you can aim for special pickups from your parachute that weren’t there when the match started.

The battle royale mode actually dilutes the chaos of Battlefield 6’s multiplayer.

Battlefield 6’s class system translates well into a battle royale, with each of the four classes offering something helpful. I usually stuck with the all-around Assault class that specializes in assault rifles because it has the best boosts for completing REDSEC’s mid-match missions, but each class shines in its own way. The Engineer class seems the most useful at first glance because it can repair vehicles just like in the main mode, as well as use its blowtorch to open special weapon lockers that are otherwise locked. But the Recon and Support classes each offer their own benefits too, especially in a four-player squad.

Classes aside, REDSEC’s battle royale modes actually dilute the chaos and excitement of Battlefield 6’s premium modes, spreading the madness out over a massive map. Its 100-person lobbies are about 50% bigger than the 64 people in an All-Out Warfare match, but Fort Lyndon is definitely more than 50% bigger than your average Battlefield 6 map. This math does REDSEC no favors. Suddenly, crazy and complex sequences with collapsing buildings and vehicular showdowns lose their chaotic excitement because the open map gives you more places to run and hide. As a result, REDSEC doesn’t have much to set it apart from other military battle royales. Its hardcore “realism-ish” nature might be part of the draw to anyone looking to avoid getting ran at by Nicki Minaj or Homer Simpson, but nobody’s going to confuse the tacticool aesthetic for personality. It kind of feels like this could be any other big-budget military shooter adapted into a battle royale.

Thankfully, REDSEC’s compelling mission structure takes a rewarding cleaver to the otherwise ho-hum military doldrums. They’re kind of like the missions and bounties you’d find in Fortnite, but with better rewards and more diverse challenges. Automatically populating in your map menu after the first few seconds of each match, you’re usually presented with three missions, but those options might diminish as the round goes on. The rewards (and risks of attracting others) that come with each mission, on the other hand, remain consistently worthwhile and well-communicated. They can provide helpful stuff like weapon upgrade packs, one-time-use abilities like destructive airstrikes and UAV surveillance drones that reveal enemies’ locations, battle pass XP, and strong guns. I love how explicit REDSEC makes all of the mission rewards. Sure, it doesn’t specify which weapon (or even type of weapon) will drop from a mission, but guns outside my preference still made a huge difference.

Even with otherwise uncooperative squadmates, those irresistible rewards spurred me into planting the bombs and capturing the waypoints required to earn them. That seems to be REDSEC’s secret sauce: each in-game mission pops up like clockwork after a few seconds, only requiring a couple of button presses to reveal the next target. Hinging on classic military FPS objectives like babysitting a planted bomb or picking up an important file so you can transmit its signal back to home base, these smaller sidequests add order and welcome direction to the otherwise listless pace of conquering the battlefield. Some, like planting a bomb, will reveal your location with a big red marker on nearby enemies’ screens and match that with an equally loud siren alerting opponents to your location.

Compelling missions take a rewarding cleaver to the military doldrums.

But if your loadout isn’t battle-ready and you’re worried about running into other players, there are more ways to get better gear. In addition to the standard looting option, weapons, armor, and other useful pickups will randomly rain from the sky. Custom Weapon Drops make for the most useful and desirable pickups, giving you access to one of your customized weapons from Battlefield 6’s standard multiplayer modes. I like that these drops work once for each player, rather than just giving one squad their trusty sniper or assault rifle, but it almost feels like a microcosmic participation trophy rather than rewarding squads who treat these drops like hard-push objectives and beat out the others.

REDSEC doesn’t offer enough to do in-between wiping enemy squads and looting military-themed chests compared to some of its contemporaries, but the map-driven context of each mission does add spontaneity and strategy to the ways you might carry out a mission. For example, taking a bomb-setting mission when you’re close to the otherwise slow and unthreatening firestorm that closes in around you might dissuade anyone from a risky diffusion that puts them right at the edge of the billowing wall of smoke.

In contrast, the Gauntlet mode ditches the storm entirely as it expands each of these extra objectives into full-fledged game modes. It pits a handful of four-player squads against each other to rack up the most points on each objective, and even adds a few extra scenarios to the mix, totaling eight different game types. I think my favorite is the area control mode, where each squad is competing for a small hexagonal chunk of the map that has its own corresponding satellite dish to take over. There are 15 to compete for, making each round a chaotic, scrappy battle for domination that rewards different kinds of play depending on which part of the map you’re fighting over.

Gauntlet also cleverly recognizes that some people just want to play each mode like Deathmatch, and weighs points accordingly with kills and revives contributing to the scoreboard. And to make things more competitive, all points double in the last minute of each quick round, preventing any team from completely running away with the win. High-performing players from otherwise losing teams might also get reassigned into squads whose teammates disconnect, adding extra reward and incentive to do well.

The mode and objective will change throughout the four total rounds, with the two lowest-performing of eight squads getting eliminated each round until only two remain for one final showdown that plays out like a mini Battlefield match. Rotating through different named locations within Fort Lyndon, Gauntlet ends up working almost more like a brilliant mish-mash between Fall Guys and a squad-based, free-for-all version of traditional Battlefield than it does the otherwise uninspired battle royale that houses it.

BioWare are “focused exclusively” on the next Mass Effect, says exec producer, along with a Krogan teaser

Even as the consortium led by Donald Trump’s haunted finger puppet Jared Kushner and Saudi Arabia’s Public Investment Fund proceed with their wildly leveraged $50 billion acquisition of Electronic Arts, Mass Effect executive producer Mike Gamble would like everybody to know that we’re just fine, you guys.

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Brawlhalla: 10 Years of Community

Brawlhalla: 10 Years of Community

Brawlhalla 10th Anniversary

Summary

  • Brawlhalla is celebrating its 10th anniversary.
  • Players should check out the BCX event for exciting new announcements, as well as play the free in-game anniversary event.
  • Managing Director Zeke Sparkes reflects on the early days of the game, how it’s grown to a community over 125 million players strong, and keeping the community at the core of the game’s vision.

Brawlhalla, the free-to-play platform fighting game, is celebrating its 10th anniversary since launching its open beta in 2015. What started as an indie game with five playable Legends has grown into a pillar of the fighting game community, with 67 playable Legends; a plethora of maps and biomes; crossovers with popular IP such as Star Wars, Avatar: The Last Airbender, and Halo, among many others; and over 125 million lifetime players.

Each year, around its anniversary, Brawlhalla celebrates in two ways: an in-game anniversary celebration, and the in-person Brawlhalla World Championship Expo (BCX). BCX 2025 is taking place at the Gateway Center in Atlanta, GA from November 21-23, and will feature world-class competitive Brawlhalla, announcements of what’s coming in 2026, and an expo packed with dev panels, cosplay, and more.

The in-game anniversary event runs now through December 3: a month-long celebration of Brawlhalla featuring new content, community events, rewards, and surprises. The festival introduces a new Legend – a cleric named Lady Vera – as well as the long-awaited Guild feature, which allows players to build community in new and exciting ways. Whether you’re a seasoned competitor or a new player, Brawlhalla’s 10th anniversary is the perfect time to log in, join a Guild, and brawl it out in the arena.

Zeke Sparkes is Brawlhalla’s managing director, and he’s been a developer on the game since its inception. We spoke to him to learn more about Brawlhalla’s beginning, how it’s continued to grow over the past decade, and how the team kept the player community at the core of the game’s vision.

What can you tell us about Brawlhalla’s early days of development and the vision for the game?

It was exciting because we realized pretty early on that we had something that had legs, but we didn’t know how far it could go. So, we poured our hearts into it and built really strong ties with the community early on. We knew, especially being free to play, that we had to be talking and listening and adapting based on what the community was saying. And so, we put ourselves out there and it’s been a wild ride seeing how far we can go.

Has the approach to development changed in the last decade?

I’d say the mentality is still the same. It’s a team that loves the game – everybody is here because they want to be working on Brawlhalla, and we are connected to the community. We’re constantly finding new ways to listen to the community and figure out what we can do to tweak the game, keep people interested and excited, see what things we’re doing that are working well, and what things we’re doing that aren’t working so well that we need to update. We’ve had a constant commitment to that.

Over the years, we’ve gone from launching just on Steam, where we could patch two, three, four, five times a week – really, really fast – to being on every major platform. That adds a layer of logistics we didn’t have early on; we have to plan a bit further ahead. So, the processes changed a little bit, but the heart and mentality are still the same.

As you’ve mentioned, community is a huge part of Brawlhalla, and being connected to the community has been the plan since day one. How did you build that community relationship? Was there any surprising feedback?

One of the first things we did was stream the game on Twitch, even before we really understood what Twitch was or how to do a good stream. We knew that it was going to be important, and it was one of the first times you could get real-time feedback from players as a developer, which was really exciting.

Because of that connection, we had a really big change early on. Originally, the game wasn’t character-focused; you would build an avatar and then spec out exactly how you wanted your character to be based on the weapons we dropped for you during gameplay. The early feedback told us the prototype was cool, the combat’s fun, but characters were missing. That’s when we started to think about pivoting to a character-centric game and started figuring out what archetypes we could add based on what we had made. We started with five Legends and released the 67th this month.

Now, we’ve got a full-on livestream studio with a set and awesome production values and motion graphics, but the core of the experience is still there, where it’s us talking to the community about what we’re doing, what’s going on, seeing how they react to stuff, and listening to the things they want to see in the game. That’s how we keep Brawlhalla moving forward.

Brawlhalla’s World Championship Expo (BCX) is taking place November 21-23 in Atlanta. What can fans expect this year?

That is the place to tune into. You get the best Brawlhalla gameplay in the entire world, and it just gets better every year. It’s incredible – the atmosphere is amazing, and it’s where we make some of our biggest announcements and reveals. We’ve got some really good ones lined up this year (I’m thinking of a couple now that are going to make people go crazy), so make sure you tune in on twitch.tv/Brawlhalla.

Any reflections on the past decade you’d like to share? What’s up next for Brawlhalla?

Lady Vera, our 67th Legend, is out now. She’s a cleric with some really interesting signature moves, and you can do some pretty fun stuff with her. She has a lot of radial skills, so depending on where you are when you do the move, the direction that your opponent goes can change pretty dramatically. So, if you’re creative, this really is a character for you. We’ve also just released phase one of our Guilds feature, which is a long-time player request. You’ll be able to build your community of players around a Guild that works across all different platforms, and that’s just phase one. We’ll continue to add cool, new, engaging mechanisms to Guilds as we move forward. Tune into BCX 2025 for more specifics of what’s to come!

I’d also like to say that building Brawlhalla with this team and with the community has been amazing. Over the past decade, players have shaped this game’s direction, fueled its esports scene, and fostered a welcoming space for brawlers of all backgrounds. The Anniversary Event is as much a celebration of the community as it is of the game itself. It’s exactly what we love to do and we’re so thankful for everybody that’s been on this journey with us whether you’re brand new today or you’ve been playing Brawlhalla since the closed alpha. We’re super excited that there’s a community of people that love the game and love what we’re doing.

Brawlhalla is free to play on Xbox Series X|S and Xbox One.

Brawlhalla

Ubisoft


1014

Xbox One X Enhanced

An epic platform fighter for up to 8 players online or locally. Try casual free-for-alls, ranked matches, or invite friends to a private room. And it’s free! Play cross-platform with millions of players on PlayStation, Xbox, Nintendo Switch, iOS, Android and Steam! Frequent updates. Over fifty Legends._x000d_
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The Legend Rotation of nine free to play characters changes every week, and you can earn gold to unlock more Legends by playing any online game mode. _x000d_
Includes: Orion Legend unlock, Dark Age Orion Skin, Thumb’s Up Emote, Trident Weapon Skin._x000d_
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Brawhalla will always be 100% free to play with no pay-to-win advantages.

The post Brawlhalla: 10 Years of Community appeared first on Xbox Wire.

Call of Duty: The Whole Black Ops Timeline So Far

Call of Duty: Black Ops is a decades-spanning tale of deception, betrayal, and questionable psychiatry. It’s just one of CoD’s several separate subseries, but it’s by far the beefiest.

Back in 2010, it would have been easy for developer Treyarch to whip up some jungle assets and ship Call of Duty 7: Vietnam, but instead it unleashed a sprawling techno-thriller with all-you-can eat acronyms in which half of the characters are hallucinations and the rest are historical figures up to no good.

Black Ops is where Call of Duty gets weird– a stylish head trip with plot twists to spare. There’s a century’s worth of storyline in this epic espionage saga with more on the way, so consider this your pre-mission briefing ahead of Black Ops 7. Here is everything you need to know about the Black Ops story so far.

BLOPS is a twisted web of flashbacks, dream sequences, and choice-driven alternate endings, so we’re charting the most chronological and canonical path we can. It begins with a World at War.

1942

Stalingrad, September 1942. Red Army soldier Dimitri Petrenko claws his way through streets of corpses guided by his comrade, Soviet sniper Viktor Reznov. Reznov’s father was killed by the Nazis, creating in him a thirst for payback so deep that not even death will quench it.

1945

Petrenko and Reznov blast into Berlin and plant the hammer and sickle atop the Reichstag in 1945. Black Ops 1 reveals their post-war fates. Treacherous officer Nikita Dragovich and his pet sadist Lev Kravchenko drag our heroes into a task force hunting German scientist Friedrich Steiner– the evil genius behind a doomsday nerve gas called Nova 6. They corner the unrepentant jerk in the Arctic Circle where Steiner defects, to Reznov’s disgust.

Dragovich betrays Reznov and gasses his men with the Nova 6, killing several including our POV character from World at War. Reznov is rescued by the British but sinks the Nova stockpile beneath the ice.Dragovich, Kravchenko, and Steiner escape with the formula. Reznov is recaptured and sent to the Vorkuta prison camp where he waits 16 years for a new protagonist to bro out with.

1961

During the Bay of Pigs invasion, the United States supports a coup that fails to overthrow Fidel Castro’s government. In real life, the U.S. provided funding, training, and air support for the revolution. In Black Ops 1, the CIA sends some special ops assassins to eliminate Castro: Alaskan Marine Alex Mason, Navy Seal Joseph Bowman, and chain-smoking, nigh unkillable veteran Frank Woods. Mason and Woods become the bedrock characters of BLOPS. Bowman, not so much.

Treyarch’s trio take down El Commandante’s body double. Mason is captured and taunted by an alive and well Fidel. Castro hands his prisoner over to returning Soviet heavies Kravchenko and Dragovich, who throw him in the gulag at Vorkuta.

The bad guys rewire Mason’s brain to become a sleeper agent controlled by a cryptic numbers station. Mason resists with the help of Reznov, his lone ally in the bowels of the Russian prison– Shawshank Redemption in a Soviet labor camp. As the men bond, Reznov programs a backdoor into Mason’s brain, compelling him to annihilate Steiner, Kravchenko, and Dragovich by any means necessary.

1963

Reznov engineers an uprising with a catchy 8-step plan that doubles as a conditioning tool. Big Vik sacrifices his own freedom so Mason can catch the last train out of Vorkuta, ending his two year imprisonment.

The extremely traumatized Mason is assigned to handler Jason Hudson and summoned to the Pentagon. Secretary of Defense Robert McNamara briefs them on Dragovich’s plans while Mason, who probably should have taken some self care PTO, starts to unravel. Mason’s mental breakdown crescendos when he meets John F. Kennedy as Dragovich’s programming surfaces.

Despite the fact that he just crashed out in front of the President, Mason’s bosses send him to sabotage the Soyuz space program and torch the team of Nazi scientists working on Nova 6. The team rescues double-agent Grigori Weaver, who loses an eye in the process. He doesn’t have a massive role beyond BLOPS 1, but he plays a pivotal part in the Zombies’ Dark Aether Saga– one of many characters who found new life within the mode.

Most operators would call it a day there, but because of Reznov’s programming, Mason literally cannot stop until he finds and ends Dragovich. The gang blows up his limo but they bail before the kill is confirmed.

Five days later, President Kennedy is assassinated in Dallas, Texas. Mason is present at the scene, but the CIA is quite unbothered by the brainwashed killing machine’s proximity to the crime of the century and keeps him on the payroll.

1968

In Vietnam, Mason joins up with old buddies Woods and Bowman in search of Soviet intel on Nova 6. Mason meets with a defector that he believes is Viktor Reznov and they survive a lot of action setpieces together. The crew eventually arrives in Laos to secure a crashed plane carrying a cargo of Nova 6, but the gas is gone when they arrive.

VC and Spetsnaz troops ambush team BLOPS and force them to play Russian Roulette in a gruesome homage to The Deer Hunter. After Bowman is brutally murdered, Mason and Woods fight their way free, hijack a Hind, and bust up Kravchenko’s headquarters, saving “Reznov” once again. Woods sacrifices himself to save Mason from the cornered Kravchenko, and both men are presumed dead. In true Call of Duty fashion, neither are.

Meanwhile, Weaver and Hudson make contact with Dr. Steiner, who is now terrified of Dragovich and desperate to flip on him. He reveals that Dragovich is hours away from ordering sleeper agents to unleash Nova 6 across the U.S., provoking nuclear war. Hudson and Weaver rush to Steiner’s lab on Rebirth Island, but Mason and his guardian angel beat them to it. They infiltrate the facility on their own and find Steiner. Reznov executes the Nazi scientist, but that’s not what Hudson and Weaver see. Mason is alone, and they watch him pull the trigger.

Hudson and Weaver take Mason in and race to unravel his severely compromised brain to stop World War 3. Their desperate interrogation makes up the iconic frame narrative of Black Ops 1. “The numbers, Mason!” ranks among Call of Duty’s most immortal lines– right up there with “50,000 people used to live here” and “f***ing campers.”

We learn the truth: Reznov died in Vorkuta and the disgruntled old soldier who’s been following Mason around is a Fight Club-style figment of his imagination.

Mason decodes the sequence and leads a strike on Dragovich’s undersea numbers station. In the final showdown, Mason strangles Dragovich and puts an end to his decades-spanning plot. This will not be the last of Mason’s problems.

With Black Ops in the bag, we leap forward four games in the release order to Black Ops: Cold War, set in the brief window of the 1980s before the flashback sequences of Black Ops 2. Dragovich is dead, Mason is half out of his mind, and a new figure named Persus has emerged from the ashes.

1981

Soviet spymaster “Perseus” amasses power and creates his own rogue intelligence network to sow discord across the world. By 1981, they’ve stolen an American-made nuclear bomb courtesy of Operation Greenlight, an extremely dubious top-secret program that hid scorched-earth nukes all across Europe.

Woods is back in action after blowing up and escaping from a POW camp. Hudson asks him to join Mason and new super spy guy Russell Adler to hunt down Perseus for the CIA. They capture an injured Perseus lieutenant and bring them in for some light MKULTRA. M16 agent Helen Park helps implant the Perseus agent with false memories of serving with Adler in Vietnam in order to exploit them for intel.

Reborn as “Bell,” the new player character joins Adler’s team, where they are kept in check with a “would you kindly” style control phrase: “We’ve got a job to do.” They gather a CIA Scooby gang and uncover a Spetsnaz training ground dressed up like an idyllic American suburb, complete with an arcade and period-appropriate Doritos. They confirm the stolen nuke was of U.S. origin, and learn the truth about Operation Greenlight– and their boss’s role in it.

Hudson was not only aware of the plan, he was in charge of it. The squad shelves their beef and plots to steal a list of sleeper agents from KGB headquarters in Moscow.

With the help of a mole named Belikov, Adler and Bell infiltrate the Lubyanka and cross paths with Mikhail Gorbachev and a bunch of Soviet spooks, including young Imran Zakhaev, the future final boss of Modern Warfare. The two series don’t cross over very often, but there are sporadic hints that the worlds of Treyarch and Infinity Ward aren’t as separate as they seem.

The agents go loud and escape with the sleeper list, which points them to a Greenlight scientist named Hastings. By the time they find him it’s too late– Perseus has the activation codes.

Adler abandons his totally subtle mind-meld scheme and force-feeds drugs directly into Bell’s brain instead. Their past as a Perseus agent resurfaces along with the location of the secret base.

The story can go a few different ways from here, but as far as canon is concerned, Bell lets Adler’s intrusion slide and gives up the real location. The team destroys Perseus’ monastery stronghold and secures the nukes, but the man himself escapes. Hudson, wanting to clear up any loose ends, orders Adler to execute Bell as the story concludes.

Cold War sits awkwardly in the Black Ops timeline– you’d think someone would mention the whole “seeding a continent with nukes” thing over the next few decades of the story. Still, the retcon works, and characters like Park will pop up in future games.

The real main event of Black Ops in the 1980s isn’t Perseus, however– it’s Black Ops 2‘s Raul Menendez, a ruthless arms dealer turned charismatic cult leader locked in a 40-year blood feud with Mason and Woods.

1986

Alex Mason has retired to Alaska’s frozen tundra, raising his son David and being generally irritable. He should try mushing wolf-dogs. Ex-handler Hudson and Oliver North come a-knocking with one last job: “Uncle” Woods has gotten himself captured again while messing around in the Angolan civil war.

Mason and Hudson rescue Woods and in the process Mason crosses paths with an ice-cold young arms dealer named Raul Menendez. The men scuffle, Mason shoots his eye out and leaves him for dead.

At this point in his career, Mason has slaughtered entire legions of hostile NPCS. What difference does one more gun-runner make? But Menendez survives with a gnarly scar and swears vengeance on the spook.

Raul was raised during Nicaragua’s dirty wars, watching U.S. backed Contras tear his homeland to shreds. His animosity towards America became personal when his beloved sister Josefina was nearly burned alive by a greedy American businessman.

Raul and his father built a massive drug cartel that attracted the ire of the CIA. The agency merced Papa Menendez in front of his son, which further soured Raul’s feelings towards the United States.

By 1986, he’s running arms with the Soviets in Afghanistan. Mason and company are sent to intervene, linking up with local freedom fighters and a Chinese contact named Tian Zhao. They survive a Soviet attack led by Lev Kravchenko, last of the Dragovich loyalists.

The sight of Kravchenko does a number on Mason’s, let’s face it, completely cooked brain, but it’s Woods who canonically delivers the killshot after they learn about a mole in the CIA.

The Mujahideen leader turns on the Americans under orders from Menendez, leaving the squad to die in the desert. A delirious Mason sees “Tricky Vik” Reznov ride in on horseback to save the day.

The CIA finds the Menendez family compound in Nicaragua and cuts a check to Manuel Noriega, the real-life Panamanian dictator on the U.S. payroll. Noriega’s goons storm the compound and brutalize Josefina. Raul goes berzerk. Noriega shoots his own men and lets Menendez go as a favor, which Raul returns by nearly beating the general to death.

When they finally meet, Woods hurls a grenade meant for Raul, but a bad bounce means it kills Josefina instead. Raul survives, and vows that Woods, and the entire world, will one day feel his absolute loss. Three years later, Menendez puts his plan into motion.

1989

The U.S. invades Panama with the aim of overthrowing Noriega. In real life, Noriega was smoked out of the Vatican embassy by Van Halen music on loop. In BLOPSworld he’s captured by (who else?) Mason and Woods. Hudson informs his men that Noriega is a “high-value individual” to be exchanged for an anonymous prisoner.

Hudson tells Woods that the hooded captive is Raul Menendez, and orders him to shoot the restrained prisoner during the swap. To Woods’s horror, the man is really Alex Mason, and while the canon isn’t absolutely clear about this, it’s widely believed that Mason is no more.

Afterwards, the real Menendez appears, blows away Woods’s kneecaps, and reveals that he’s kidnapped Mason’s son David. Menendez used the boy as leverage to force Hudson to do his bidding. He slits Hudson’s throat with Josefina’s locket, leaves David traumatized, and spares Woods to suffer with the guilt of killing his closest friend.

In one fell swoop, two lead characters from the previous Black Ops game were wiped off the board and another horribly mutilated, leaving young David to pick up the pieces– a story to which we’ll return after a detour through the early ‘90s for Black Ops 6.

Woods spends the intervening years riding a desk and raising David as best he can without revealing the truth behind his father’s death. The CIA believes that Russell Adler is the mole, paid off by Menendez to teamkill his CoD clan. Woods doesn’t buy it, and suspects a shadow faction inside the agency itself: Pantheon.

Pantheon began as a CIA subdivision in the ‘70s, experimenting with a psychotropic super-soldier serum called Project: Cradle. After a disastrous outbreak of the Cradle virus turned survivors into hallucinating rage monsters, Deputy Director Daniel Livingstone officially disavowed it.

The group reformed as an independent rogue cabal, reviving Cradle in secret while fanning the flames of America’s forever wars.

Speaking of which, grab your best bootleg Bart Simpson shirt and get ready to rip some packs of Gulf War generals, because it’s 1991 and we’re invading Iraq… the first time.

1991

Wheelchair-bound Woods is fielding a new team: his protege Troy Marshall, ops specialist Jane Harrow, and the enigmatic William “Case” Calderon. The squad is tasked to extract Saddam Hussein’s defecting defense minister Saeed Alawai, but their target is executed on the spot by fugitive Russell Adler.

Adler insists that the CIA is compromised, and says he couldn’t allow the man to fall into Pantheon’s clutches. He surrenders himself with a simple riddle for Woods: “Bishop takes Rook.” Livingstone dismisses his warning and suspends the squad, who decide to follow Adler’s trail anyway.

“Rook” refers to an old KGB safehouse in Bulgaria that Adler and Woods discovered during their adventures in the ‘70s. The disgraced team shacks up there and recruits some new allies: German tech guy Felix Neumann and Sev Dumas, an assassin from the fictional city-state of Avalon. She was trained and betrayed by the Guild, an underground criminal network that will become way more important in the sequel.

With the gang assembled, they break out Adler from a CIA black site deep beneath the U.S. Capitol building while Arkansas Governor Bill Clinton works the room at a glitzy gala upstairs..

Back at the Rook, Adler explains that Pantheon was in bed with Hussein, trading experimental weapons for access to his definitely-real WMD facilities. He tells them about Cradle and where they might find it. Next stop: Saddam’s palace.

With help from Cold War’s Helen Park, the rogue BLOPers infiltrate Hussein’s gilded bunker. Among his hoard of treasures, the squad finds a sample of Cradle. They also discover that Jane Harrow is Pantheon’s mole within the CIA and trace the virus’s origin to a research facility on American soil.

When they arrive in Kentucky, Case falls down an elevator shaft and is exposed to the Cradle, experiencing a Zombie nightmare.

Case overcomes his BLOPs protagonist amnesia and unlocks his past– he was the failed original test “case” for a Cradle-powered super-soldier. The project was scrapped, his memories were erased, and he was welcomed back into the loving arms of the CIA, which remains oddly unconcerned with the scrambling of its employees’ minds.

A casino heist points the squad towards Gusev, Harrow’s Cradle scientist. He’s hiding out in Kuwait, so Case, Adler, and Lawrence Sims, another Cold War veteran, ground his flight.

Gusev tells the gang that Pantheon’s headquarters is located in an old Soviet prison camp– Victor Reznov’s old haunt Vorkuta, ground zero for the entire Black Ops saga.

In the most shameless nostalgia fest since Snake returned to Shadow Moses, team Rogue BLOPs revisits the gulag and apprehends the traitorous Harrow. They dose her with truth serum and drag the whole story out of her: She blames Adler for the home-invasion deaths of her parents and joined Pantheon for revenge.

Their master plan is to use the Cradle for a false-flag terror attack on Washington, D.C. The Iraqis would take the fall, Livingstone would be KIA, and Harrow/Pantheon would be in charge of the CIA.

Pantheon invades the Rook, setting off a climactic safehouse standoff. Harrow attempts to escape on a helicopter, but Case boards her vessel mid-flight. Completely geeked on Cradle, Case strangles Harrow in a blind rage and sends the chopper crashing into a river, where both are presumed dead. Sure they are!

Livingstone makes peace with Woods, Adler, and Marshall and encourages them to hang out their shingle as an off-the-books Black Ops cell. In a final stinger, we see that Pantheon is down but not out as another mole, Jackson Caine, slips into Livingstone’s office and hacks into his computer.

The story continues 44 years later in Black Ops 7, but first there’s the matter of Menendez to attend to.

In 2014, a social movement named Cordis Die emerges from the internet. Its charismatic leader Odysseus gains followers with his impassioned rants against the corrupt 1%. He engineers riots in Iran and North Korea and develops an unstoppable computer worm out of the rare earth metal Celerium with the help of hacker Chloe Lynch.

He uses it to hack the Chinese stock exchange in 2018, pinning the blame on the U.S. and triggering a second cold war between NATO and China amid an escalated drone arms race. Mason’s former ally Tian Zhao is in charge of China’s SDC and working with Menendez, combining their vast resources to heat up the conflict and usher in a new world order.

2025

By the far off distant future of 2025, Cordis Die has amassed two billion followers, none of whom realise their cult leader is the Nicaraguan narco-terrorist, and that the entire “Occupy BLOPS” movement was just a cover for one man’s mad-on against Woods and Mason. Young David Mason is now a Navy Seal operator named “Section” who still checks in on his dear old Uncle Frank.

Menendez makes the first move by visiting a still-living, still-smoking Woods in the Vault, a retirement home for Mimis and Pop Pops with red in their ledger. He leaves behind the pendant used to murder Hudson.

Section and his JSOC boys Mike Harper and Javier Salazar visit Woods for some action-packed ‘60s flashbacks. The old man gives them the dirt on his tragic history with Menendez and clues them in about Celerium. The young bucks embark on a series of missions investigating Menendez, and his massive mercenary army.

The gang eavesdrops for intel about a cyber weapon called “Karma.” Section, Harper, and Salazar search for it on the decadent floating city of Colossus, where they discover that “Karma” is actually Chloe Lynch, and that Menendez is trying to kill her to keep her quiet about the Celerium computer worm.

Her fate has yet to be confirmed by canon, but if they do save Karma from top henchman DeFalco, she uncovers Menendez’s ultimate plan: on June 19th, Freedom Day, he’s going to hijack the U.S. military’s drone system and unleash an electronic rumbling on every major city within both global superpowers. That’s tomorrow.

Over Section’s objections, his commander Admiral Briggs decides it’s high time to grab Menendez. They contact Farid, a deep cover operative observing Menendez ignite a revolution in Yemen. Farid sacrifices himself to save Harper and Melendez is easily captured and taken onboard the aircraft carrier U.S.S. Barack Obama.

Surprise! We were playing right into Menendez’s brilliant ruse the entire time. It’s the “getting caught was part of my plan” gambit that was all the rage in the late aughts, though to be fair, Black Ops 2 scribe David S. Goyer also wrote the screenplay for the trope-defining Dark Knight.

Cordis Die goons storm the Obama and Menendez seizes control of the ship with the help of his double agent, your now ex-BFF Salazar. He uploads the virus and takes over the U.S. military drone network before escaping.

Since canon presumes you completed the bonus Strike Missions and took down Tian Zhao, Chinese planes will save the ship and ally with JSOC against the drones, ending the cold war for good.

As thousands of metal death machines swarm upon populated cities, Section, Harper, David Petraeus, and the President of the United States are shot down in a war-torn Los Angeles. Under siege by an army of killer drones, the men escort POTUS to safety in one the most spectacular setpieces in a series that has a lot of them.

JSOC and China trace the drone control signal to a Cordis Die facility in Haiti and stage a full-scale invasion. Menendez goes live when they arrive, but instead of destroying the world’s cities he blows up every single one of the drones instead, crippling American military infrastructure.

Section finally captures his father’s murderer and makes a martyr out of Menendez– which is exactly what he wanted. He posts a posthumous YouTube video instructing his billions of followers to take advantage of the drone-free power void and seize control of the United States.

Treyarch has been pretty firm that the “Menendez dies” ending of Black Op 2 is canonical, although his promised Cordis Die uprising fizzles out.

2035

Call of Duty: Black Ops 7 is set a decade after the end of BLOPS 2. Frank Woods has finally gone to that old soldiers’ home in the sky and David Mason is still dorkily calling himself Section and leading a new team named “Specter One,” with old faces like Harper and Marshall and new ones like the bionic 50/50.

The world is still shaken from the drone incident. The Guild has shed its shady beginning and is reborn as a powerful tech giant offering protection in uncertain times. In 2035, the dead Menendez shocks the world with a prophecy and a threat: in three days, your streets will run red with your blood. He’s presumably referring to a new fear-based macguffin that pushes minds to the edge of consciousness with typical Black Ops trippiness.

It’s a “five minutes into the future” setting, a touch more sci-fi than Modern Warfare but closer to a tomorrow that seems just around the corner. It’s not the first time that Black Ops has moved forward in the timeline, and it’s nowhere close to the giant leap taken by Treyarch for Black Ops 3.

2062

Set in 2062, Black Ops 3 is the odd duck in an already pretty weird franchise. It depicts a surreal, Phillip K. Dickian future that’s been forged in the fallout of Cordis Die’s drone war, where the old geopolitical order has collapsed and optimized into two bloated megafactions locked in endless proxy wars. New technology makes air supremacy obsolete. Mechs roam the battlefield, and wallrunning supersoldiers interface directly with the grid.

Black Ops 3’s campaign is ambitious and strange, but it feels less like the next chapter in the Black Ops saga and more of an optional epilogue, the kind of ending you’d reload a save to avoid. There’s connective tissue to the larger mythos, but none of the classic characters or grudges survive the time skip. Also, BLOPS being BLOPS, most of the action turns out to be the digital experiences of a disembodied dying consciousness inside a simulation.

While there’s no reason to doubt its canonicity, Black Ops 3 is not the focus of Black Ops 7– The latest title has far too much unfinished business in the past to linger in the far-flung future. Still, the slow drift towards sci-fi is undeniable, and it makes total sense: Black Ops has spent the last 15 years strip-mining the shadow wars of the 20th century, and there’s really only one direction left to go.

Will Black Ops lose its psycho wetworks swagger if it moves beyond the current day? Is there still more juice to squeeze from our clandestine past? Or is it time for Treyarch and Raven Software to invent something entirely new? After all, if we learned anything from Call of Duty: Black Ops, it’s that identities are anything but permanent.

World Of Warcraft will get a new premium currency alongside Midnight for no obvious good reason at all

Blizzard are adding a new premium virtual currency to World Of Warcraft alongside player housing in the MMO’s forthcoming Midnight expansion. It’s called Hearthsteel, and is “purchased with real money using your Battle.net balance and used in turn to buy Housing items from the Battle.net shop and in-game shop,” as detailed in a blog post this week.

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Konami and Cygames Settle Umamusume: Pretty Derby Patent Lawsuit

Cygames and Konami Digital Entertainment announced today that they have resolved their patent disagreement regarding Cygames’ mobile title Umamusume: Pretty Derby.

Umamusume: Pretty Derby is a hugely popular anime racehorse-girl management game in which racehorses are reborn as cute anime girls, complete with equine ears and tails. The franchise started off in 2018 as an anime, followed by a Japan-only release of the mobile game in 2021. In the game, players can talk to, train and manage horse-girls like Special Week and Mejiro McQueen, sharing in their triumphs and losses. As a result, the Umamusume franchise has inspired a cult following, and many fans have become interested in the real-life Japanese racehorses behind their favorite characters.

Back in March 2023, Konami filed a lawsuit against Cygames, claiming that Cygame’s Umamusume: Pretty Derby infringed upon 18 of its patents. Konami originally called for over 4 billion yen (approx. $26 million at current exchange rates) in damages, and for Cygames to cease all production, usage and distribution of the mobile game. In response, Cygames requested invalidation trials against all the patents involved.

Cygames revealed in a press release today that it has decided to settle the disagreement to ensure that players can continue to enjoy Umamusume: Pretty Derby in the long run. Despite this decision, Cygames “remains confident that no patent infringement has occurred.”

Both Konami and Cygames expressed respect for each other’s creators and games in their press releases about the settlement. Cygames stated that their group company “respects the efforts of creators at companies in the game industry, including Konami Digital Entertainment, and the numerous games they have created.” In turn, Konami commented that “we will respect each other’s creative works and strive to provide content and services that please our customers.”

According to a press release from 2023, Cygames had been in discussion with Konami about patent rights “pertaining to certain aspects of Umamusume: Pretty Derby’s game systems and programs,” however, it seems Konami disagreed with Cygames and filed the lawsuit. Both companies have been secretive about exactly which aspects of Umamusume: Pretty Derby caused the disagreement. Considering Konami’s history of making sports management games like Powerful Pro Baseball, it is possible that Umamusume: Pretty Derby’s in-game system for training its anime horse girls was part of the issue.

Both companies stress that due to a confidentiality agreement, the details of the settlement will not be made public.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

First Europa Universalis 5 patch makes 350 fixes and stops you earning free Steam achievements

Europa Universalis 5 has its first public patch, which encompasses over 350 fixes. Among the bigger things it smacks with the heal-o-spanner (an actual game development tool, traditionally carved from the base of a Taito arcade machine) is the Steams achievements system, which will no longer shower players in plaudits they haven’t earned. On the plus side, you’ll now earn achievements even if you activate the “allow ahistorical” game rule.

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What Are The 100 Best Nintendo Games? Here’s The Chance To Make Your Voice Heard

We’ve teamed up with IGN for the definitive ranking, but you can have your say, too.

Nintendo has been in this business for a long time, so when you’re attempting to decide on what the 100 best games released on its consoles and handhelds are, it’s little wonder that it’s quite the challenge.

However, we’ve teamed up with our friends over at IGN to do just that – and we’re in the process of concocting a list of the best games ever released on Nintendo’s systems.

Read the full article on nintendolife.com