Talking Point: What Are You Playing This Weekend? (6th November)

Hyrule? No, you rule!

The weekend is finally upon us, and we’re ready to play some games… once we’ve recapped this week’s big news, of course!

In the absence of a major Animal Crossing announcement, this week felt a little quieter than last, but there was still plenty to get excited about. The Pokémon Legends: Z-A Mega Dimension DLC scored a December release date, and we got a new Mystery Gift event in the process. A new Nintendo Store app was released on iOS and Android, the Resident Evil Pro Controller opened for pre-orders with a scary price tag attached, and Nintendo’s latest financials saw Switch 2 off to a staggering start in its first four months.

Read the full article on nintendolife.com

Plants vs. Zombies: Replanted Rolls Out More Updates, Here Are The Full Patch Notes

Patching the garden.

Since the arrival of Plants vs. Zombies: Replanted on the Switch and Switch 2 in October, PopCap Games has been rolling out regular updates. Following the 1.2 patch towards the end of last month, the team has now released a few more update.

Below are both sets of patch notes, with PopCap noting how Patch V.1.4.0 is also “close to being done”.

Read the full article on nintendolife.com

Dragon Ball: Sparking! ZERO Switch Update For “Enhanced Version” On Switch 2 Outlined

Power up next week.

Dragon Ball: Sparking! ZERO launches for the Switch and Switch 2 next week, and in case you missed it, players who purchase the Switch release will be able to update their game to play an “enhanced version” on the Switch 2 system.

Bandai Namco explains on its website (and in the video above) how you’ll be able to do this by simply connecting your Switch 2 system to the internet and then downloading the update. After this, the characters and backgrounds in the game will appear with “improved clarity and richer detail”.

Read the full article on nintendolife.com

Where Winds Meet: dive deeper into gameplay and story details

Hello everyone. Eric from EverStone Studio, the team behind the Wuxia open-world action-adventure RPG, Where Winds Meet. I’m here to give you the low-down on all the exciting content we unveiled at our recent preview event and what you can expect at launch on November 14.

Where Winds Meet drops you into China’s Five Dynasties and Ten Kingdoms period, a time of upheaval, change, and opportunity. It’s a true living world, filled with branching stories, side quests, and choices that matter.

Where Winds Meet is about living your own story in a world that feels real. You can go anywhere, fight anyone, and become whoever you want.

Master the battle and meet with legends

Combat is fast, flexible, and full of style. You can master traditional weapons like the sword, spear, Mo blade, and rope dart, or try creative ones like the umbrella and fan. Each has its own rhythm and tactics, backed by 12 Martial Arts sets and 23 mystical techniques. For the animations, we teamed up with Stephen Tung Wai, a four-time Hong Kong Film Award winner for Best Action Choreography.

Today we’re introducing a new weapon—the Rope Dart. This weapon is designed to use its unique strengths to target an enemy’s weaknesses, leveraging its flexibility and cunning to overcome stronger opponents. It’s a weapon that proves how softness can conquer hardness, the few can challenge the many, and cleverness can overpower brute force—even a mouse can tie up a tiger!

Martial arts are the heart of every Jianghu dream, and compelling combat lies at the core of any great wuxia game. And there’s more to come! Several new weapons and techniques are currently in development, each set to enrich the world of Where Winds Meet in the future.

You Kung Fu masters out there have a lot to look forward to, too. There are lots of bosses and enemies with different fighting styles across dozens of campaigns and regions.

In our latest reveal, players are introduced to a mysterious character previously known only as a shadowy manipulator looming behind the scenes , a pivotal figure whose presence has long been sensed but never clearly seen. This elusive strategist is none other than the widely renowned Nan Zhu. Yet, this first encounter is far from a poetic rendezvous; instead, it unfolds as a perilous game of wits and tension. With every word weaving a trap and murderous intent lurking at every turn, an ultimate fight is about to begin.

The Qinghe and Kaifeng regions

Qinghe is where every wanderer’s story begins, a peaceful region of open plains, quiet villages, and hidden mysteries. It’s the perfect place to slow down, explore, and soak in the early beauty of Where Winds Meet.

But even this tranquil land has its quirks. Rumors swirl about a troublemaker posing as a wanderer, setting wasp nests ablaze, and even stealing horses. Beneath Qinghe’s calm surface lies a network of caves filled with martial secrets and forgotten legends. From the haunted ruins of the Bodhi Sea to the watchful silence atop Halo Peak, there’s always something new waiting to be uncovered.

Kaifeng, by contrast, is the beating heart of civilization. It’s a sprawling ancient city alive with light, sound, and story. You can spend your days in the dazzling Revelry Hall, lose yourself in the bustle of the markets, or descend into the shadows of the Ghostly Market to uncover its buried secrets.

With more than 10,000 NPCs, each with their own motivations, Kaifeng feels truly alive. You can duel, trade, or befriend them, and your choices shape how they see you.

And for those who love history, there are over 1,200 cultural artifacts to collect, turning exploration into a journey through living heritage.

An adventure-packed journey

The story of Where Winds Meet begins in Qinghe, a peaceful corner of the world where the protagonist is raised by Aunt Han and Uncle Jiang. They represent home, family, and ultimately, the ones who inspired the main character’s dream of becoming a wanderer.

On the day of a local celebration, a mysterious figure steals the jade pendant the protagonist has worn since childhood. That theft sets off a chain of events that pulls the young hero into a larger conspiracy, starting with the secrets hidden behind the doors of Evercare Clinic and spiraling into a much greater adventure.

As the story expands into the Kaifeng chapter, the stakes rise. Drawn into the Heroic Assembly, the protagonist learns of the “Gold-Making Vessel” a supposed miracle treasure that may, in truth, conceal a darker purpose. What begins as a personal journey quickly becomes a struggle entangled with real historical conflicts and shadowy powers. But is this artifact truly a miraculous treasure, or is it a crucial piece of a far deeper and darker conspiracy? Players can look beyond the myths and uncover the truth hidden within the city’s shadowed corners.

Explore the unknown

We used an innovative approach that combines overt and hidden storylines. The overt storyline, told through the main chapters, follows the hero’s personal journey, charting the growth of a true hero. The hidden storyline, on the other hand, is told through fragmented narratives, with clues scattered across various details of exploration.

All of this combines to form an immersive wuxia experience. Perhaps a roadside beggar or a random book in a room will provide a clue to the hero’s identity or even impact a massive conspiracy involving the imperial court.

Launch and seasonal updates

All of Where Winds Meet’s playable in-game content is completely free! Every player can enjoy all game modes to their heart’s content without any restrictions.

Post-launch, in-game content updates will be released as themed seasons, some of which will advance the core world narrative, while others will focus on introducing new game modes and limited-time events. The first themed season is entitled Blade Out.

Where Winds Meet launches globally on November 14. Pre-download will start from November 12 at 2pm PT / 10pm GMT / 11pm CET. Don’t forget to wishlist and pre-order the game on PlayStation Store to get sweet rewards!

Launch rewards

Players will be greeted with substantial launch rewards, including three exclusive outfits and a variety of other cosmetic items. Additionally, a wealth of progression-based rewards can be claimed as players advance through the game.

Halo Infinite’s Next Major Update Will Be Its Last So Halo Studios Can Focus on ‘Multiple Halo Titles in Development’

Microsoft has announced plans to put Halo Infinite into maintenance mode later this month so developer Halo Studios can focus on working on multiple new Halo games.

In a blog post, Halo Studios said Operation: Infinite, due out November 18, is the last major update currently planned for the Xbox and PC first-person shooter, but insisted it will support players with challenges, ranked rewards, and community events throughout next year and beyond. Operation: Infinite’s free, 100-tier Operation Pass and 100-tier Premium Pass have no planned expiration date.

One of the new Halo games Halo Studios is working on is Halo: Campaign Evolved, which is due out at some point in 2026 across PC, Xbox, and PlayStation 5. Halo Studios did not say what the other upcoming Halo games are.

“As we look back on four years of evolution and updates in Halo Infinite, we’d like to thank our community for your steadfast support,” Halo Studios said. “Without your feedback and enthusiasm, Halo Infinite multiplayer would not be the special place it is today: a robust arena for slaying and playing, with something for every Spartan.

“With multiple Halo titles in development, we’ll need our whole team’s combined focus to deliver new experiences with the same passion and care that our community has given us. While we remain committed to supporting Halo Infinite on the road ahead, Operation: Infinite is the last major content update currently planned.”

Halo Studios, once called 343 Industries, leaves Halo Infinite behind four years after its delayed launch across Xbox One, Xbox Series X and S, and PC in December 2021. Microsoft had intended for it to be an Xbox Series X and S launch title and come out a year earlier, but pushed it back following negative feedback to a hotly anticipated gameplay reveal in July 2020.

Halo Infinite went through significant changes in the years following its release, including the rebranding of its developer, 343 Industries, to Halo Studios, and multiple rounds of layoffs. This came after player numbers for Halo Infinite dropped off dramatically after launch as fans expressed frustration over a lack of content, poor progression systems, and aggressive monetization. A “game changer” battle royale mode was scrapped.

Gamers are already pointing out that Halo Infinite hasn’t even managed to reach the halfway point of Microsoft’s well-documented 10-year plan for the game (it wasn’t called Halo: Infinite for nothing). In July 2020, IGN spoke with now former Halo Infinite Studio Head Chris Lee, who described Halo Infinite as “the start of our platform for the future.”

“We want Infinite to grow over time, versus going to those numbered titles and having all that segmentation that we had before,” he continued. “It’s really about creating Halo Infinite as the start of the next 10 years for Halo and then building that as we go with our fans and community.”

While continued updates have significantly improved the experience, Halo Infinite never quite managed to realize its potential. The focus now is on Halo: Campaign Evolved, although this, too, has suffered a bumpy ride since it was announced, with one of the key members of the original Halo development team at Bungie expressing concern about some of the changes made.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

“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.

Read more