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Call of Duty: Modern Warfare 4 may let players start the campaign ahead of the full game's release. As spotted by CharlieIntel, those who pre-ordered Modern Warfare 4 on Xbox were able to pre-load some placeholder files for the game, including a file called "Campaign Early Access Pack 1." Additionally, YouTuber TDawgSmitty noted that someone asked Infinity Ward if there would be early access during a presentation for creators. Infinity Ward reportedly stated that it couldn't speak about this, but the YouTuber felt like the audience got a "wink wink, hint hint" that suggested it might happen. Of course, this is far from concrete confirmation, but it does seem more significant following the Xbox leak.
This wouldn't be the first time Call of Duty has done this, but it would be the first time in several years. Call of Duty: Modern Warfare II and Modern Warfare III both had campaign early access a week ahead of launch, but this ended after the latter. It's possible that the negative reception to Modern Warfare III's campaign dissuaded Activision from pursuing it with Black Ops 6 and 7. Although MWIII's multiplayer was received well by the community, having exclusively negative impressions of the campaign out there for a week likely didn't help Call of Duty's launch efforts.
However, there seems to be a great deal of confidence behind Modern Warfare 4. The campaign is taking some big swings by centering its story around a conflict between North and South Korea, while also setting Captain Price on a darker path that puts him at odds with former allies like Ghost. Perhaps this leak is a good sign for Modern Warfare 4's single-player offerings, and Infinity Ward will lean on it to generate some buzz in the days leading up to the full game's release.
These early access launches also incentivize Call of Duty players to actually play the campaign. The majority of players don't engage with the single-player and instead focus their time on multiplayer, Zombies, or Warzone, but if it's the only thing available, it forces a bunch of hungry Call of Duty fans to divert their attention to the story.
Call of Duty: Modern Warfare 4 will release on October 23 for Xbox Series X|S, PS5, Nintendo Switch 2, and PC.
Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.


Call of Duty: Modern Warfare 4 will address two of the franchise's most annoying issues.
For starters, Infinity Ward has confirmed that the campaign for the newly announced Modern Warfare 4 will be playable offline. Previously, if you were disconnected from the internet or unable to access the game's servers, the entire game was unusable. This was frustrating for those who wanted to play the single-player campaigns, and something that was highlighted as an issue when PlayStation Network had an extensive outage last year.
Second, Infinity Ward is looking to address the "update requires restart" issue that has been present in Call of Duty for the last six years or so. Whenever players boot up a modern Call of Duty game, there is a significant chance that the game will have to reboot itself due to an update. It's extremely annoying and can delay getting into the action by several minutes, not to mention there aren't really many other games that do this. Thankfully, Modern Warfare 4 is aiming to nix this and create a smoother experience when launching the game.
These are just two of many changes coming to Call of Duty this year. Modern Warfare 4 will not launch on last-gen consoles, but will come to Nintendo Switch 2. This will be the first time since 2013 that Call of Duty has been on a Nintendo platform, and it's expected to have full parity with the other versions of the game. Unfortunately, the lack of last-gen versions also means Warzone support will cease on last-gen consoles this fall. It marks the end of an era for the free-to-play battle royale, but hopefully, it will lead to a game that no longer feels held back by older hardware.
We recently previewed Modern Warfare 4 and noted that it feels like "a confident step forward for the series" because it is no longer held back by old ideas and technology. Of course, the jury is still out on if the whole game will stick the landing, but initial impressions of the game are very promising. The campaign of Modern Warfare 4 will take players around the globe, but will mainly revolve around a tense conflict between North and South Korea. Captain Price will also be dealing with the fallout of his actions at the end of Modern Warfare 3, resulting in tensions between him and Task Force 141.
Call of Duty: Modern Warfare 4 will release on October 23 for Xbox Series X|S, PS5, Nintendo Switch 2, and PC.
Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.


Infinity Ward appears to be taking a careful approach to Call of Duty: Modern Warfare 4's skill-based matchmaking after Black Ops 7. The developer told CharlieIntel that MW4's skill-based matchmaking will “not revert directly back to pre-Black Ops 7” and that the team is evaluating data from last year's title to inform its decisions.
Although Black Ops 7 was a divisive Call of Duty game and was a fall from grace commercially, there were some changes that fans hoped developers would retain. Some feared that the game's poor reception may lead to everything being reverted, but that may not be the case. Treyarch listened to fans when it came to the franchise's skill-based matchmaking, which has been notoriously punishing for years. Players have often felt that if they perform above average for a few matches, the game will put them into lobbies that are way above their skill level.
Not only that, but it wouldn't matter if you found a lobby of people who were equal in skill. The game's lobbies disbanded after every match. That approach made it hard to have a consistent and fun experience with Call of Duty. Black Ops 7 largely fixed this as lobbies were persistent, and skill had a minimal impact on matchmaking. Matches were more varied in terms of the players you'd get paired up with, which some felt was a much fairer and more reasonable approach to multiplayer.
It's unclear exactly what Modern Warfare 4 will do, but it doesn't seem like Infinity Ward is ignoring Treyarch's efforts. Previously, players felt like Infinity Ward wasn't as receptive to player feedback as it could be, but things may be shifting.
We got to go hands-on with Modern Warfare 4's multiplayer earlier this month and feel like it's a notable improvement from previous games with the removal of weapon bloom, fluid movement, and tighter gunplay. Modern Warfare 4 has also been freed from the shackles of last-gen consoles, allowing Infinity Ward the freedom to make something more expansive.
"Modern Warfare 4 feels like a confident step forward for the series, not because it's reinventing Call of Duty (it’s not), but because it stopped holding itself back," reads an excerpt from our preview. "It’s still Call of Duty at its core, but it finally feels like a version that isn’t constantly fighting its own limitations. And that alone makes it one of the more interesting multiplayer entries the franchise has had in a while."
Call of Duty: Modern Warfare 4 was properly revealed early on May 28, confirming that the game will center around a conflict between North and South Korea. Captain Price will return, though he will be at opposition with his allies from Task Force 141. As always, the game's story will take players around the globe in an effort to restore peace. Infinity Ward is also bringing back DMZ, an extraction mode previously introduced in Modern Warfare II. Warzone will also return once again, but will no longer be playable on last-gen consoles this fall.
Call of Duty: Modern Warfare 4 will release on October 23 for Xbox Series X|S, PS5, Nintendo Switch 2, and PC.
Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.


Like the man himself, a James Bond game should ooze style and swagger. There’s no point in a timid tie-in with neither the balls nor ability to bring the Bond fantasy to life, and I’ve never particularly wanted one that simply gaffer tapes all the loudest bits of Call of Duty together and stuffs them into a tuxedo. What I’ve wanted is a Bond game that’s confident and charismatic; one that both ebbs patiently and peaks violently as it segues between social stealth, dangerous infiltrations, gadget-driven shenanigans, and destructive, never-tell-me-the-odds action. What I’ve wanted is a Bond game like 007 First Light – and what we got is the best Bond game I’ve ever played.
First Light’s greatest success is just how impressively developer IO Interactive has executed on its mission to create something it can call its own within a very established universe. What we get is something that’s unmistakably Bond – and respectfully adjacent to everything that has come before it – but confidently occupies its own space as a uniquely separate take.
That is, it never seems like a situation akin to 2001’s 007: Agent Under Fire – which felt like the series was in a holding pattern before EA cut another cheque for Pierce Brosnan. No, this is a fastidiously assembled world of its very own – inspired in all the key ways by the work of creator Ian Fleming and the expectations bred by the films, but tailored for IO’s take on the series like a bespoke suit. First Light has its own M, its own Q, and its own Bond – and, after playing it, I wouldn’t have it any other way.
First Light doesn’t rush this world building, patiently moving through Bond’s first encounter with MI6 as a Royal Navy aircrewman in the wrong place at the right time, to his initial double-0 training, and onto his transformative first field mission that sets up the core story to come. In another developer’s hands all of this may have been smooshed into a single opening tutorial, or partially handwaved off in a cutscene. Not so in First Light, which unfolds much more like a prestige TV series than a film. While I’ll stress vehemently that this is absolutely the last thing I’d want from current screen rights owner Amazon when it comes to Bond’s live-action future, for First Light’s purposes it works splendidly. It feels perfectly suited to sit back and play, say, a chapter at a time. There are 17 overall, and it took me around 18 hours to reach the end without rushing too much. The writing is excellent, blending a world of serious consequences with a steady supply of on-brand one-liners. The music is impeccable, too; a masterclass of restraint that sensibly limits the use of Bond’s iconic musical stinger to major moments, meaning I got chills each time it occurred.
The chapters are lengthy and rich with peripheral detail to explore, and this significantly bolsters First Light’s ability to build a world I can feel properly immersed in. The pace of both the action and the story is excellent, crescendoing brilliantly in its final act as the stakes explode (along with everything else) and IO takes a moment to fulfill one last Bond fantasy I’d feared it may have forgotten.
This world has been thoughtfully and convincingly fleshed out.While I always felt properly propelled along, I have enjoyed the fact that – beyond a few time sensitive sequences and chases – First Light is more than happy to let you linger and absorb the detail. This is great as, since the world around Bond has been so thoughtfully and convincingly fleshed out, I found it largely impossible to blitz through. Whether it’s Bond’s London apartment, or the bustling MI6 headquarters packed with staffers, the iconic secret agent is seated in a believable world that doesn’t fall to pieces the second you try to scrutinize it. As a Bond fan, it’s delightfully immersive, and Easter eggs abound. You try moving through Q-Lab without pressing every button. Q’s helpless lackeys aren’t going to temporarily blind themselves, after all.
Perhaps above everything, I just adore the attention to detail – from the big-picture consideration of giving Bond the long, vertical scar on his right cheek the character boasted in his literary origins, to tiny embellishments like the scratched rims and ziptied trim on the busted-up, 2006 Aston Martin that acts as a test mule at MI6’s Malta-based training camp. If you don’t walk around and ogle it like I did, this car only spends about a minute or two on screen during the chapter. Yet the fact that IO saw fit to weather, damage, and field repair it like a teenager’s taped-up, track-day drift toy speaks volumes about where the studio set the bar for the level of authenticity it wanted to capture here – and I love that. Aston Martin is here with multiple models, as is Jaguar, Land Rover, and Triumph, and that’s meaningful. It doesn’t feel cynical; Bond is a British institution, and First Light surrounds him with others.
First Light is in rare air in this regard; it’s a licensed game built with an obsessive desire to faithfully bring an existing property to life. As its own take, it’s on a slightly different track to famously brilliant movie tie-ins like Indiana Jones and the Great Circle, The Warriors, or even RoboCop: Rogue City – but IO’s commitment is the same. There are too many seamlessly embedded references to moments from various Bond films to argue that the movies aren’t at the bedrock of what the studio has built here.
First Light’s pace also allows us to marinate with these new riffs on the characters for a lot longer, which helps immensely. There’s no doubt that coming out of the gate with such a young version of Bond was a risk. Irish actor Patrick Gibson’s portrayal of a Bond in his late 20s – and brand new to the world of international espionage – is not initially the one we know. He’s an archetypal hotshot, cocky and inexperienced. He’s a successfully suave ladies man already, but encumbered with a little too much misplaced confidence elsewhere. However, this gives Gibson’s Bond room to grow as he becomes a product of all the new role models he’s suddenly found himself surrounded by.
These include Q (whose patient and more fatherly attitude makes sense in this context, because it now leaves room for him to potentially become a little more hilariously exasperated as Bond continues to break or lose everything he ever gives him) and Bond’s training mentor John Greenway (ably portrayed by British actor Lennie James in a similarly strong performance). The upshot here is that the Bond we get by the end is the patriotic, heroic, and appropriately horny man of mystery we’re very familiar with, but watching him get there was something we’d never seen before.
First Light typically looks quite fabulous, from its crowded clubs to its wide-open natural spaces.With IO Interactive being the home of the Hitman series since its inception way back in the year 2000, First Light admittedly shares some very obvious DNA with its bald-and-barcoded stablemate. Running on the studio’s in-house engine, the look and feel are immediately familiar to me as a veteran player of the Hitman series. For the most part, this is a strength; Bond feels weighty and grounded as he smoothly moves, climbs, and vaults around, and First Light typically looks quite fabulous, from its crowded clubs to its wide-open natural spaces. Playing on a standard PS5, there were occasions where I found myself staring at a texture that seemed far murkier than it ought to be at such close proximity, but it’s otherwise sharp and packed with fine, granular detail.
The sandbox nature of Hitman’s level design is also here to a certain extent, albeit in the more managed fashion of 2012’s Hitman: Absolution. That is, First Light stitches together open areas that have multiple approaches with linear sequences you need to play the way the developers dictate.
There are levels here with large, crowded areas akin to those like the Paris fashion show in 2016’s Hitman, or the German nightclub in 2021’s Hitman 3, while other sections are a little more adjacent to something like the Uncharted series. The latter sequences are occasionally guilty of limitations that look a little silly in practice – like Bond’s inability to clamber up a small, rocky slope or duck under a waist-high booby-trap string. However, this is the kind of seam you can typically pick at in even the best third-person shooters in the business.
First Light also repurposes a lot of Hitman’s distraction-based sneaking. For instance, you can still turn on loud items and such to lure guards from their posts – only in this case it’s something Bond can do from afar thanks to the embrace of gadgets. Gadgets are obviously a core component of the 007 fantasy, and First Light features an array of them (my favourites are the laser and the missile pen). The only thing that gives me pause is IO’s solution to restrain their use. Gadgets are a consumable, so there’s a requirement to shuffle around and gather up battery power from loose phones, and replenish your chemical supply by scooping up gobs of hand sanitizer. The fact that there’s always so much of this stuff laying around means gathering it is just an arbitrary task, which arguably could’ve been easily replaced by a cooldown timer.
At any rate, I should note that this isn’t simply Agent 47 by way of His Majesty’s Secret Service, and there are a bunch of bespoke tweaks here that imbue First Light with its own, very distinctly Bond-branded flourishes. His abilities as a brawler put 47’s to shame, and there’s a layered system of dodges, counters, and satisfyingly devastating environment attacks. Melee combat is perhaps a little clunky at times, particularly when Bond finds himself swarmed, but it is nonetheless a major distinction from the Hitman series.
First Light is also far more suited for run-and-gun shooting. I initially found the shooting a little clumsy – and did find myself wondering about the worth of a mechanic that allows Bond to toss an empty gun right at the face of the nearest goon. Eventually, however, I almost started to relish running out of ammo, hurling an SMG like an oversized shuriken into some hapless bloke’s head and snatching his own weapon. The times I got it right, which increased the more accustomed to the action I got, were incredibly satisfying.
For clarity, there are also parts of the Hitman formula that haven’t crossed over into First Light’s universe. Disguises, for instance, are limited to only when they’re scripted necessities for the story, and Bond can’t hide or drag the bodies of guards he’s knocked out – which does leave the stealth feeling a little archaic in 2026. I’ll certainly concede that the idea of James Bond collecting a big pile of corpses doesn’t pass the sniff test, but it would’ve been nice to be able to at least yank a knocked-out bad guy behind cover in order to allow me to remain undetected a little longer.


The Witcher 3 developer CD Projekt has dropped its first story hints for the game's upcoming third expansion, Songs of the Past.
Officially confirmed yesterday, Songs of the Past will arrive for PC, PlayStation 5 and Xbox Series X/S in 2027 and once again allow players to take on the role of legendary monster slayer Geralt.
The expansion will launch 12 years after The Witcher 3's original debut in 2015, and 11 years after the game's second expansion, Blood and Wine, released in 2016. Fans expect its story to also act as something of a bridge to the upcoming The Witcher 4, which still lacks a release date.
"We won't give too much away right now because we want you to experience it as you play," senior community and social media manager Laura Beitzel teased today during a 10th anniversary livestream designed to celebrate Blood and Wine.
"But as a few eagle-eyed people have already seen over the past 24 hours, there are some hints waiting for you on a very important evening in Witcher lore, Belleteyn Night, in our Belleteyn celebration that we shared a few weeks ago. So... keep looking for clues."
Here, Beitzel is referencing a piece of artwork and a poem it sneakily posted on social media a month ago. It shows Geralt resting by a bonfire as Dandelion plays the lute while villagers dance. More importantly, though, it shows Geralt with a mysterious new sword — the same sword he's also holding in Songs of the Past's reveal artwork, which sports an unusual ornate curved crossguard.
Belleteyn has been referenced in The Witcher before, and is a fertility festival that takes place each spring. Here is the image's accompanying poem, in case you want to scour it for further clues:
On Belleteyn night, when tall fires rise,
Whispered wishes go through the quiet skies.
A lion cub’s fate is penned in the stars,
And lilac and gooseberries are never too far.
Tonight, there are no monsters to kill, no roads to roam,
Just quiet thoughts and wishes that try to find a home.
The White Wolf sits still, mesmerized by the dancing flame,
While Dandelion strums his lute and hums Geralt’s name.
"So yes, Geralt is holding a sword," CD Projekt's Amelia Korzycka continued, referencing Songs of the Past's key artwork. "It is a very important sword for the story and you will get to know it when the game comes out. So a few more streams before that when [we] reveal it."
Beitzel also discussed the size of the expansion — and as we heard previously, Songs of the Past is an expansion rather than a smaller DLC or add-on.
"Songs of the Past will be aligned with what you're familiar with in Blood and Wine, and what you've come to experience and expect from us when we do our expansions," Beitzel explained. "It's an expansion, let's make it clear."
Today's livestream also included confirmation that Songs of the Past will include more Gwent cards, and that CD Projekt was still working on cross-platform mod support for The Witcher 3, to launch at some point in the future.
Finally, CD Projekt's latest financial results have today confirmed a new overall sales total for The Witcher 3, which now stands at 65 million copies sold, up five million from its last count. That number seems likely to rise even further when Songs of the Past launches at some point in 2027.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

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EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

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