Ubisoft Is Discontinuing XDefiant in 2025, San Francisco and Osaka Studios Shutting Down Amid Major Layoffs

Ubisoft is officially discontinuing XDefiant in 2025, the publisher announced Tuesday, with all new purchases and registrations being discontinued immediately. As part of the shutdown, the publisher plans to shut down its production studios in San Francisco and Osaka, with up to 177 employees losing their jobs. Roughly half of the XDefiant team will be assigned roles elsewhere.

Chief Studios and Portfolio Officer Marie-Sophie de Waubert revealed the news in an email sent to Ubisoft employees that was subsequently posted online, saying that the shooter was “not able to attract and retain enough players in the long run to compete at the level we aim for in the very demanding free-to-play FPS market.”

The full message can be found below.

Today, I wanted to share with you that we’ve made the difficult decision to discontinue development on XDefiant.

Despite an encouraging start, the team’s passionate work, and a committed fan base, we’ve not been able to attract and retain enough players in the long run to compete at the level we aim for in the very demanding free-to-play FPS market. As a result, the game is too far away from reaching the results required to enable further significant investment, and we are announcing that we will be sunsetting it.

Concretely, that means that as of today, new downloads, player registrations and purchases will no longer be available. Season 3 will still launch, and the servers will remain active until June 3, 2025, out of appreciation for both our dev teams who worked on it and for XDefiant’s active players.

Unfortunately, the discontinuation of XDefiant brings difficult consequences for the teams working on this game. Even if almost half of the XDefiant team worldwide will be transitioning to other roles within Ubisoft, this decision also leads to the closing of our San Francisco and Osaka production studios and to the ramp down of our Sydney production site, with 143 people departing in San Francisco and 134 people likely to depart in Osaka and Sydney. To those team members leaving Ubisoft, I want to express my deepest gratitude for your work and contributions. Please know that we are committed to supporting you during this transition.

Developing Games-as-a-Service experiences remains a pillar of our strategy, and we’ve achieved significant successes, like Rainbow Six, The Crew, and For Honor, among others. It’s a highly competitive market, and we will apply the lessons learned with XDefiant to our future live titles.

Globally, we are determined to take the necessary steps to put the company back on a path to growth, innovation and creativity and make sure we can set you up for success. This means continuing to radically evolve our mindset for Production and Business practices, which we will share more about soon, and doing targeted restructuring when necessary. I know that the situation brings questions and expectations, and we will share regular and transparent updates.

My sincere thanks for your continued dedication as we navigate these trying times together.

XDefiant Executive Producer Mark Rubin also shared a message thanking fans and saying he was “heartbroken.” He also shared refund details, saying that any purchases made within the last 30 days will be fully refunded and that those who purchases the Ultimate Founder’s Pack will also get their money back. Refunds should happen automatically with 8 weeks, he said.

I am unfortunately here today to announce that XDefiant will be shutting down. Starting today (December 3, 2024), new downloads and player registrations will no longer be available. We will still release our Season 3 content in the near future (exact date TBD) and the servers will remain active until June 3, 2025.

For those who purchased the Ultimate Founder’s Pack, you’ll receive a full refund. Players who made any purchases within the last 30 days will also be fully refunded. Those refunds should happen automatically within 8 weeks of today and you can find more details on our official website, https://XDefiant.com.

A few years ago, Ubisoft and the SF Dev team embarked on a bold adventure to develop a new arcade shooter called XDefiant. It was from the start, an incredible challenge. Not only were we trying to shake up the genre by removing Skill-Based Matchmaking (SBMM) while bringing back a more “old-school” arcade shooter experience, but we were also diving into the high-risk, high-reward realm of free-to-play. And for that I want to applaud not only the Dev team but also Ubisoft leadership for taking that chance!

Free-to-play, in particular, is a long journey. Many free-to-play games take a long time to find their footing and become profitable. It’s a long journey that Ubisoft and the teams working on the game were prepared to make until very recently. But unfortunately, the journey became too much to sensibly continue.

I am, of course, heartbroken to have to be writing this post. Yes, this game has been a personal passion for me for years and yes, I know that not all challenges lead to victory, but I also want to recognize all of the developers who are being affected by this closure. Each and every one of them is a real person with a real life separate from our own and they have all put so much of their own passion into making this game. And I hope that they can be proud of what they did achieve. I know that I will always be proud and grateful to have worked with such a great team! A team that really punched above its weight class.

And what they achieved is truly remarkable. The early response from players when XDefiant launched was amazing—we broke internal records for the fastest game to surpass 5 million users and in the end we had over 15 million players play our game! That is something to be extremely proud of, especially considering how tough this genre is. So, thank you to all of the developers who put their passion into making this game!

If there’s one thing, I hope we can all take away from this experience, it’s the importance of open, honest communication between developers and players. This “player-first” mentality along with respectful, non-toxic conversations between developers and players has been one of the standout differences that made XDefiant so special. From my very first post about XDefiant, this was the vision I wanted to champion, and I hope it leaves a positive mark on how the game industry treats its players and communities.

To our players, THANK YOU! From the bottom of my heart, I want to express my deepest gratitude for the incredible community that has grown around XDefiant. Your passion, creativity, and dedication have inspired us every step of the way.

With the utmost of love and respect,

Mark

XDefiant joins Concord as the latest service game to abruptly shutter not long after launch. Unlike Concord, though, XDefiant will be given a bit of grace, with its servers not due to shut down until June 3, 2025. Ubisoft also plans to go forward with releasing Season 3, though downloads and purchases will no longer be available.

First announced in 2021, XDefiant endured several delays before finally launching in May. We wrote in our review, “XDefiant joins the free-to-play shooter crowd as a respectable competitive FPS built around various Ubisoft franchises, but little makes it really stand out.”

Developing…

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Monster Hunter Wilds: Chapter 1 hands-on report

Explore a wild and unrelenting new frontier when Monster Hunter Wilds releases on February 28 on PS5. We recently got to play through the main missions of Chapter 1, going up against colossal enemies including the new monster Quematrice and exploring the Scarlet Forest.

Weapons now come with built-in Equipment Skills

In previous series’ entries, various hunt-aiding skills were primarily granted through armor, talismans, and decorations, which you combined to create your build. However, in Monster Hunter Wilds, even weapons available early in the game come with built-in Equipment Skills tailored to the weapon type. For example, the Great Sword Buster Sword I features Critical Draw, while Bone Blade II offers Focus and Attack Boost. Since this game allows you to switch between two weapons during a hunt, it’s easier to leverage different skill combinations if you bring both a melee and a ranged weapon.

Face off against the Brute Wyvern, Quematrice, and its fiery attacks

The hunter, after escorting the siblings, encounters the Brute Wyvern, Quematrice. This monster is a new addition to Monster Hunter Wilds. They take bites at the hunter once provoked, and also spread a flammable substance ignited by dragging their long tail along the ground. Getting hit by this attack leaves the hunter in a Fireblight state, which causes health to gradually deplete over time. As part of the first main mission, the huntert learns to deal with this ailment by utilizing Nulberries or evading tactfully.

Seamlessly transition from the Windward Plains to the Scarlet Forest

Later in the quest, the hunters head to the Scarlet Forest to investigate Doshagumas. I was amazed that I could ride my Seikret all the way from the plains to the forest without traveling back to base. The area transition was seamless with no loading screens, and it shows you how truly vast and connected the ecosystems are in this game.

The Scarlet Forest is characterized by its towering trees and peculiar red-colored water. Its landscape is entirely different from the sandy deserts and rocky formations of the Windward Plains, offering a refreshing change of scenery. Along the way, I came across creatures not found in the Windward Plains, as well as a hideout inhabited by a Lynian tribe called Wudwuds. I’m particularly excited to explore more of the Scarlet Forest when the game launches.

Beware of the Lala Barina with its scarlet silk and dominating attacks

The first large monster you’ll encounter in the Scarlet Forest is the Temnoceran, Lala Barina. This monster strikes from anywhere – from the trees while hanging by its thread, or from the air ready to ambush. When it shoots out red spores to attack, it opens its thorax to reveal tufts of scarlet hair that resemble a blooming rose. I managed to evade all the spore attacks but getting hit carries the risk of inflicting Paralysis.

A thrilling hunt with the Congalala

The next monster I encountered in the Scarlet Forest was the Pink Fur Beast, Congalala. While absent from Monster Hunter World, this fanged beast appeared in several past entries in the series. Its defining traits include its pink fur and of course, the foul fart attacks that can inflict Stench status.

In addition to its flatulence, Congalala unleashes powerful belches, making its arsenal of Stench-inflicting moves particularly troublesome. It’s a good idea to bring plenty of Deodorants with you to remove the Stench during battle. Its swift arm strikes, delivered with surprising agility for such a large creature, also pack a punch. On top of that, it sometimes retreats into a group of smaller Congas and attacks as a pack.

A deadly struggle against Scarlet Forest’s apex predator, Uth Duna

Chapter 1 concludes with the hunt for the Uth Duna, a Leviathan that rules the Scarlet Forest as the apex predator. This monster frequently employs water-based attacks that inflict Waterblight, making stamina recovery more difficult. Its most spectacular move is a devastating body slam after soaring into the air, not only dealing massive damage but also toppling large trees in its path. When the Uth Duna unleashes this attack, it’s best to focus entirely on evasion.

Uth Duna is a formidable foe, but thankfully, Olivia, a member of the Forbidden Lands Expedition Team, provides support during this mission. With Uth Duna’s attention divided, it becomes easier to launch attacks from the sides or rear. However, Uth Duna also exhibits a unique behavior: it secretes bodily fluids that mix with water to form a protective veil around itself and alters its appearance. While in this state, the veil reduces the damage from the hunter’s attacks, so focus on targeting areas without the veil protection. Utilizing Focus Mode to target vulnerable spots will be the key to success.

My playthrough this time focused on the main missions in Chapter 1, but I cannot wait to gather materials through optional quests and explore the vast beautiful world of Monster Hunter Wilds when it launches on February 28 on PS5

*The video and images were captured from a version under development and may differ from the final product.

Microsoft Announces Xbox Game Pass December 2024

Microsoft has announced the games coming to Xbox Game Pass in December 2024, headlined by Indiana Jones and the Great Circle but also including the likes of Crash Team Racing: Nitro Fueled.

Indiana Jones and the Great Circle is the highly anticipated release from Wolfenstein developer MachineGames and is Indy’s first proper foray into the video game space. Players are tasked with uncovering one of history’s greatest mysteries in the first person single player adventure, and arrives as a day one title on December 9.

“Generations of gamers both new and old should care [about this game],” IGN said in our preview. “Because as good as the studio’s recent Wolfenstein reboots were, The Great Circle might be even better.”

Crash Team Racing: Nitro Fueled is something quite different as a colorful kart racer akin to Mario Kart. “Crash Team Racing Nitro-Fueled’s difficulty, memorable track design, and addictive power-slide mechanic make it a kart racer worth playing but it’s not without its frustrations,” IGN said in our 8/10 review.

Also on the racing front, EA Sports WRC is available December 5 and brings its rally championship action to Game Pass subscribers. It didn’t review as well as previous entries, however. “EA Sports WRC feels like a great racing game trying to fight its way out of an unfinished one,” we said in our 6/10 review.

Overthrown arrives the same day. “Lift and throw anything as you build and manage your kingdom in this chaotic city builder for one to six players,” the synopsis reads. “Harness the power of your soul-stealing crown to defend your citizens from bandits and mutants, farm the land, and gather resources.”

Aptly arrived in the midst of winter, Wildfrost is a tactical roguelike deckbuilder set in the town of Snowdell. The sun has frozen over and its survivors stand as the last bastion against an eternal winter.

Flipping the traditional hero saves the day narrative on its head is the next entry, the side scrolling action game Carrion. “Carrion nails the power fantasy of being a horror movie monster, but makes exploration a chore that pads the adventure,” IGN said in our 7/10 review.

Finally, wrapping up the month is Road 96, the wild and wacky procedurally generated game about taking a road trip. “Road 96 is a fascinating and frequently tense adventure that manages to keep its story on track despite the odd bump in the road,” IGN said in our 8/10 review.

Those not subscribed to Ultimate can look forward to some new titles too, as Xbox Game Pass Standard is getting the likes of Forza Motorsport and Humanity while Xbox Game Pass core is getting DayZ and Goat Simulator.

A handful of games are leaving Xbox Game Pass this month too, though those looking to continue playing afterwards can save 20% on their full price by purchasing them while they’re still available on the subscription service.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Upcoming Pirate Metroidvania Mixes Hades-Style Visuals & Soulslike Combat On Switch Next Year

That’s deep, man.

Developer Mad Mimic and publisher Light Up Games have announced that the pirate metroidvania Mark of the Deep will be landing on Switch in January 2025.

You might remember that this one was initially scheduled for an October 2024 launch — a date which, obviously, wasn’t met — and while it’s never ideal to see a nice-looking game delayed, the new release window isn’t all that far away.

Read the full article on nintendolife.com

Xbox Recognizes International Day of Persons with Disabilities

Xbox Recognizes International Day of Persons with Disabilities

The Xbox logo as a patch sewn onto a denim jacket. The Xbox logo is surrounded by other patch versions of accessibility logos including the Xbox Adaptive Controller, the Game Accessibility Joyrider, the disability pride logo, and more.

International Day of Persons with Disabilities is observed each December to promote awareness, understanding and equal participation of people with disabilities in all aspects of society and development. At Xbox, we view play as a fundamental aspect of today’s society that should be accessible to as many people as possible. We strive to create inclusive experiences that empower players to enjoy the games they want, in the ways they want, surrounded by the communities they want to play with.  

Today and every day, we want to recognize the contributions that members of the Gaming and Disability community have made to help co-create more accessible experiences with us, across a variety of projects. This includes members of Team Xbox like Principal Firmware Engineer, Stan Adermann, whose lived experience with disability served as the catalyst for creating some of our newest controller remapping features: 

“My own disability is mild Essential Tremor, along with pain in my hands from years of software development,” Stan shared. “Playing certain games on PC was aggravating my pain issues, so I dug in to see what could make the use of controllers on PC even easier for players with similar pain issues, or those who simply wanted more options that allow them to customize their gameplay. Mapping mouse movements to controllers and toggle holds were a start. Mapping joystick movements to buttons or keyboard keys was also critical.”

Spanning from the recently announced Xbox Adaptive Joystick and 3D printable files for adaptive thumbstick toppers, available with Xbox Design Lab, to additional updates we’re excited to share below, which aim to remove barriers for even more players across our platform, hardware, and game titles, we celebrate the contributions of people with disabilities whose guidance and input has played a critical role shaping inclusive gaming experiences.  

Remapping Options for Xbox Adaptive Controller and Elite Series 2 

Remapping is an important part of accessibility and allows players to change the default function of a specific key on a keyboard, mouse, or controller to better suit their preference or gaming needs. 

To provide even more flexibility for input remapping, we’ve recently rolled out the following capabilities in the Xbox Accessories App for the Xbox Elite Series 2 Controller and the Xbox Adaptive Controller:  

  • Toggle holds: This feature is intended to help make using a controller even easier and supports players who have difficulty holding prolonged button presses. Similar to sticky keys on a computer, this allows players to denote any button or port on the Xbox Adaptive Controller, Xbox Adaptive Joystick, or Xbox Elite Series 2 Controller to stay ‘pressed’ until pressing again to release.  
  • Map stick movement to button presses: Players can now map directional movements (up, down, left, and right) on their Elite Series 2 thumbsticks or external joysticks connected to the Xbox Adaptive Controller to button or keyboard presses. For example, moving the stick in the “up” direction can be mapped to the equivalent of pressing the “B” button on a traditional controller.  
A screenshot of the profile creation user interface in the Xbox Accessories App for an Xbox Elite Series 2 controller. Each controller component is labelled with its current default mapping. The left thumbstick has four remappable button options positioned in cardinal directions surrounding it that can each be selected to assign the thumbstick movement in the corresponding direction to a button.
  • Map mouse inputs to controller: Thumbstick or joystick movement can now be mapped to mouse cursor movement. Additionally, buttons can be mapped to right, middle, and left mouse click. This feature alongside keyboard button mapping allows players to use their controllers as the equivalent of a mouse and keyboard for both gaming and non-gaming scenarios on PC. As an example, players could use an Xbox Adaptive Controller to view a game guide on YouTube during a break in the action, make a PowerPoint presentation or check email. 
A screenshot of the Xbox Adaptive Controller button remapping profile creation experience in the Xbox Accessories app. In the "Y button primary" assignment selection modal, the mouse option is selected. There are several mouse assignment options including left, right, and middle mouse clicks with the option to click and invert Y axis under each.
  • Map hat switch to alternate joystick: For external joysticks with hat switches, players can now map the hat switch to operate as the opposite stick when attached to your Xbox Adaptive Controller.   
A screenshot of the Xbox Adaptive Controller button remapping profile creation experience in the Xbox Accessories app. The "Left Stick Primary" assignment selection modal is displaying dropdown options for "Use stick as" with "stick" currently selected. There are several options to customize the axes and the option for "use hat switch as right stick" is checked.

Visual Accessibility Updates for Diablo IV 

Screenshot of the navigational map in Diablo IV. There is a map pin on the Campaign Quest called "Reunion," with options to "untrack" and "disable auto pin" below the quest's map marker.

Accessibility was a top priority for the development team and Drew McCrory, lead accessibility developer for Diablo, throughout the creation of Diablo IV. In October, the team added even more options to the existing suite of accessibility features in the game. Focusing primarily on accessibility for players who are blind or have low vision, these new features include:  

  • Auto-Pin: This is a new feature that automatically drops a map pin on the destination of your selected quest or task from your in-game Journal.   
  • Audio Navigation Assistance: With this feature enabled, the player receives spatial audio pings that direct the player towards their placed pin on the overworld map. This feature, in conjunction with auto-pin navigation, allows players to navigate through quest content while tracking their destination through audio navigation.  
  • Compass: The compass feature enables an on-screen HUD element that circles around the player and points towards their placed in-world pin. In combination with auto-pin, this provides consistent guidance to the player.  

Diablo IV was recently nominated in the “Innovation in Accessibility” category for the 2024 Game Awards. 

To learn more, read the full Blizzard blog post detailing these updates here

Accessibility Features in Call of Duty: Black Ops 6 

Image of in-game play from Call of Duty Black Ops 6 with text that reads: Accessibility Updates and Features. There are four enemies on screen in a dimly lit room. Each enemy has a bright red highlight around them to increase visual contrast.

Call of Duty introduced new features with Call of Duty: Black Ops 6, including asymmetrical hearing compensation, improved high contrast mode, and an updated accessibility settings menu. Throughout the development process, the team consulted with the accessibility advocates to build and test. The game also supports all the familiar features that were available in Modern Warfare III, like reduce motion blur and joystick setting options.  

Additionally, new arachnophobia settings allow players to change the appearance of spider-like enemies, additional HUD layout options have been added, and Intelligent Movement settings provide additional support for players to tailor their experience to meet their needs! The team was recently recognized for its efforts and nominated for an “Innovation in Accessibility” award by The Game Awards. 

Check out the details of these settings here

Celebrating the Life of Ibelin in World of Warcraft  

Image of the Reven companion, purchases of which support the CureDuchenne charity.

To celebrate release of “The Remarkable Life of Ibelin” on Netflix and the life of Mats “Ibelin” Steen – a Norwegian WoW player with Duchenne muscular dystrophy, World of Warcraft released the Reven pack in Modern and Classic World of Warcraft. “Reven” means “the fox” in Norwegian, and players can purchase this curious companion to support CureDuchenne, a global nonprofit leader in research, patience care, and innovation for improving and extending the lives of individuals with Duchenne muscular dystrophy, a progressive neuromuscular disease. 

Read more about the Reven pack and CureDuchenne here.  


You can learn more about Microsoft’s approach to Inclusive Design at https://inclusive.microsoft.design.

The post Xbox Recognizes International Day of Persons with Disabilities appeared first on Xbox Wire.

One of strategy gaming’s true oddballs returns in Creeper World IXE, which pits starships against oceans of wrathful gloop

When I downloaded Creeper World IXE’s demo, I had it pegged as a bizarre original. It is, in fact, the latest in a series of real-time strategy games in which you position turrets and terraform maps to repel surging, simulated tides of purple liquid. This is a war between flesh and mineral, solidity and fluidity that dates back to the age of Gillen. Alex Wiltshire (RPS in peace) interviewed creator Virgil Wall back in 2019 – amongst other things, we learn that the original Creeper World was based on a “failure” – and Sin has an enthusiastic piece from 2021 about Creeper World 4, the first 3D instalment.

What does Creeper World IXE bring to the party? Well, 1) it ain’t 3D, and 2) it’s billed as an exercise in “dominating” the titular Creeper, rather than keeping it at bay. For too long has this sloshing, coruscating hooligan been allowed to wash over and corrode our precious starports. We will take the fight to it in the shape of an upgradeable 2D starfleet, equipped with lasers we can use to chisel away the geography and re-rout the flow of villainous Vimto.

Read more

Rise of the Tomb Raider, The Quarry, and More Leaving Xbox Game Pass in December 2024

Microsoft has revealed the games leaving Xbox Game Pass and PC Game Pass in December 2024, with titles such as Rise of the Tomb Raider and The Quarry both leaving.

The Xbox Game Pass website has been updated to reveal a total of 13 games are leaving the two services: seven on Xbox Game Pass and six on PC Game Pass. Forza Horizon 4 is also leaving, though this was announced alongside a complete delisting in June.

Those looking to continue playing the leaving games, with the exception of Forza Horizon 4, can buy them outright for 20% off their full price until their delisting date in the next two weeks.

All Games Leaving Xbox Game Pass in December 2024

  • Amnesia: The Bunker
  • Forager
  • Forza Horizon 4
  • The Quarry
  • Tin Hearts
  • Rainbow Billy: The Curse of the Leviathan
  • Rise of the Tomb Raider

All Games Leaving Xbox Game Pass in December 2024

  • Amnesia: The Bunker
  • Forager
  • Forza Horizon 4
  • Tin Hearts
  • Rainbow Billy: The Curse of the Leviathan
  • Rise of the Tomb Raider

Forza Horizon 4 is perhaps the most beloved game leaving the service and digital stores, as it earned a 9/10 in IGN’s review. Developer Playground Games revealed its delisting comes as a result of “licensing and agreements with our partners.”

Rise of the Tomb Raider, meanwhile, is the third and final entry in the modern Tomb Raider series. Rise of the Tomb Raider takes its predecessor’s winning formula and improves on it in every way,” IGN said in another 9/10 review.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Delta Force Review in Progress

“First-person shooter” is a broad term. It can mean everything from a monster-filled horror game like F.E.A.R., to a sci-fi adventure like Metroid Prime, to a demon-eviscerating romp like Doom. Even narrowing it down to a label like “military FPS” still puts the linear campaign of Call of Duty, the enormous PvP clashes of Battlefield, and the white knuckle extractions of Escape from Tarkov under a single umbrella. Delta Force, the latest entry in a now 26-year-old shooter series, is probably best defined as a bit of each of those last three – with a dedicated large-scale PvP mode, a separate extraction shooter mode, and an (as yet unreleased) campaign, it sits somewhat awkwardly at the center of a that Venn diagram. It is still too early to render a final verdict, but my initial hours playing ahead of launch have already left me intrigued enough that I’m looking forward to my next deployment on the live servers later this week.

Because this release is technically the start of an indefinite “open beta” (which, for a free-to-play game, really just means it’s out), only two of the three main modes are currently available, with the campaign planned as paid DLC somewhere down the line. Of the two that are here now, the Warfare mode is Delta Force’s answer to the big team combat of Battlefield. 64 players duke it out for supremacy across one of a handful of massive, sprawling arenas. The matches I played in the early review period were focused on the Attack and Defend option within Warfare, though King of the Hill and some other time-based modes are apparently going to be available at launch.

Attack and Defend puts one team on offense, tasked with capturing some strategic points before running out of a finite number of respawns, while the other team defends those areas with limitless lives. If the offense succeeds, they refill their respawns and the cycle begins anew on another part of the map until all of the field is seized or the defense stops them in their tracks. It’s a good setup; initially, the offense has the advantage thanks to favorable terrain and an abundance of vehicles, but things even out as the match progresses and the defense retreats toward their home base. This means each side typically gets to spend some time as both the figurative hammer and the nail.

The battles certainly do feel big, which is a good thing. Fast respawns mean both teams are dense with soldiers. Once the bullets and rockets start flying, the chaos and confusion on the battlefield is exciting. It’s particularly fun when you get behind the controls of a vehicle and start running roughshod over the other team. A tank fully loaded with gunners can dominate, but don’t sleep on the impact of a simple machine gun turret on the top of an armored car.

Abilities are helpful in battle, but won’t outright win a skirmish.

Thankfully, the times I’ve found myself on the wrong end of that tank barrel I haven’t been totally helpless thanks to the varied operatives you can choose from mid-match. These named characters act as a sort of hybrid between a simple loadout choice and a bespoke hero, which fits the jack-of-all-trades theme persistent throughout Delta Force. If you are being overrun by vehicles, it might be a good idea to spawn with a rocket launcher, or if the fight is taking place in open spaces, it could be time to bust out the trusty sniper rifle. Each character has unique abilities that are helpful in battle too, like Luna’s Detection Arrows that can periodically be fired to reveal enemies, but none are so powerful as to outright win a skirmish, let alone a whole match, for you.

I just wish the actual action felt better. Bullet arc and trajectory factor heavily into shooting, so leading your targets is essential for firing accurately at a distance. That, combined with a fast time-to-kill, makes for gunplay more in the spirit of a military sim like Arma. That’s all well and good on its own, but feels deeply at odds with the aggressive pace of play that the objective-based Attack and Defend mode drives. Slow bullets at the mercy of gravity that kill you instantly feel a little too airsoft-like for an intense battle over a key chokepoint.

Get in, get loot, get out

On the other side of things, the Operations mode follows the familiar extraction shooter framework; you and up to two friends can form a three-person squad to enter an area, shoot, loot, and scoot. Whatever you bring back to your base between rounds you can either sell, store, or use in the next attempt, and whatever is on you if you die or don’t escape in time is lost for good. It’s a tried-and-true formula that Delta Force follows to the letter, but the high quality of its execution makes up for that unoriginality. q

Each level is an open sandbox that is dense with potential objectives. Maps easily highlight points of interest for things like bounty targets, safes to plunder, and intel to decode. That might seem like a small detail to praise, but in a genre dominated by games like Escape from Tarkov that are designed to be intentionally opaque, making important information accessible is a nice differentiator. I like being able to just drop a waypoint and know what I’m in for when I get there without having to memorize the maps.

So far I’m a fan of the enemy variety in the Operations mode.

Once you pick your destination, you’ll need to shoot your way through squads of AI soldiers, and occasionally human-controlled enemies. You never know who’s around, or in what numbers, so every enemy encounter starts with some fast risk assessment: do you take the shot and risk letting everyone know where you are, or do you sneak by for the stealthy approach, leaving a potential threat on the field? Making quick decisions with limited information does a good job of keeping the action strategic and interesting. That’s particularly true if you see other people, as they are certainly more dangerous than the bots, but could be loot-rich targets worth taking on.

So far I’m a fan of the enemy variety. My squad has taken down roving bands of riflemen, ducked into buildings to avoid sniper fire, and executed on-the-fly flanking maneuvers to get around riot shields. One memorable moment saw my team pinned down by a massive armored baddie blasting at us with a minigun as we lobbed grenades from behind cover. Another time, a member of our trio was cracking a safe while the other squadmate and I provided cover, and I almost jumped out of my chair when a giant alligator came around the corner and tried to put a stop to our fun.

My primary worry about Operations at this point is the loop loot. There are all sorts of containers everywhere, like file cabinets, coat pockets, fallen enemies, etc. – but after just a few hours with the mode, I rarely bother to check them anymore now that I have a good idea of where to go for the actual high-ticket items. I’m hopeful there won’t be a point where the maps feel “solved” anytime soon, but they are already feeling less dynamic with each run.

The time between them is spent at the Black Site, which functions as your home base. This is where you buy, sell, and make upgrades, particularly to the amount of storage space in your stash. It’s also where you manage the well-built loadouts option. This lets you save a few different kits you can take into battle and rebuild them with just a few clicks. Pieces will be pulled from your inventory first, and then automatically purchased from the store as needed. It’s a fast and slick way to get back in the action, which helps take the sting out of a failed extraction.

Of course, these are all still just my initial impressions – it takes time to get a comprehensive feel for how well a PvP mode like Warfare is working, and there are still a few Operations I haven’t explored, so I’m not quite ready to give a final verdict until I’ve played on the live servers. However, I can say that the extraction mode is a lot of fun in the early going, and I enjoy the scale of Delta Force’s PvP encounters even if I’m not yet sold that this style of gunplay is the right match for that action. It’s at least clear this is a competent free-to-play shooter that can cater to a few different FPS tastes, but it remains to be seen if it has the staying power to keep my interest once the initial novelty wears off.

Tic Tactic turns the world’s most boring game into a promising roguelike deckbuilder

Tic-tac-toe, known to British people as noughts and crosses, is a famously boring game that is nonetheless often played by anybody with a sweet wrapper, a pencil and five minutes to burn while waiting for any form of public transport. It’s boring because it’s a “solved game” whose outcomes can be safely predicted regardless of where you place your first nought or cross, allowing the “perfect” player to at least draw their opponent. It gets played regardless because a lot of people don’t know it’s a solved game – specifically, young children you may wish to humiliate using your superior grown-up brain, because when you were a child somebody did the same to you.

How many twisted adults were born from the experience of being bullied via the medium of tic-tac-toe? We’d be better off without this game. But look! Here comes Tic Tactic to shake things up with a touch of Balatro.

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Nintendo Switch Online’s Next Game Trial Is A Superb Strategy Sequel (Europe)

Groovy.

This week, a brand new Nintendo Switch Online Game Trial drops in Europe, and if you’ve been on the fence about checking out Wargroove 2, now is the time to pick it up.

From 5th to 11th December, Nintendo Switch Online subscribers will be able to check out Chucklefish’s strategy sequel — which it co-developed with Robotality. We were big fans of it when it launched last year, and it’s a no-brainer if you’ve played the original Wargroove.

Read the full article on nintendolife.com