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Bandai Namco announced a narrower release window for the upcoming multiplayer-enabled brawler Dragon Ball Xenoverse 3, although it's not too much more specific. Previously, the publisher had stated that the sequel to 2016 fan-favorite would arrive in 2027. Now, it's turned that from a 12-month window into a six-month one, saying that it'll be out in the second half of 2027.
"Today we shared more information about battle customization and PvE missions," producer Masayuki Hirano said. "I wanted to use this opportunity to deliver a message to our fans. Over the past several months, we have continuously revealed new information to all of you and, in return, have received valuable feedback. We are truly grateful for that support. Based on the feedback and survey results we have gathered, we have already held discussions with the development team and announced certain areas where we intend to make improvements in response.
"Dragon Ball Xenoverse is a series that we build together with the players through launch, and throughout its post launch life as well," he continued. "To fully realize our ambitions for both the launch experience and the content we plan to operate and support afterward, the release window is currently set for the latter half of 2027." He concluded by suggesting that the team might stay quiet for a while now, saying, "We may keep you waiting a little longer until our next update, but we are fully committed to making 2027 a great year for Dragon Ball game fans, and we will do everything we can to make that happen."
IGN went hands-on with Dragon Ball Xenoverse 3 recently if you'd like to check out our preview impressions. Our first chance to play it was back in June.


One of the most iconic fast food restaurants from the GTA universe is becoming real ahead of GTA 6's release.
Rockstar Games' takeover of Miami is continuing to expand with a real-life version of Burger Shot, a famous fast-food restaurant in the GTA franchise. A fan on X shared the first images and info about the burger joint with GTA fan accounts, noting that it would be available at the Kaseya Center, which is the arena where the Miami Heat play.
It's unclear if the actual menu will be themed after the in-game restaurant, but it's sort of hard to imagine it will be. In GTA, Burger Shot pokes fun at fast food joints like McDonald's and Burger King for their extremely unhealthy meals. In the game, Burger Shot has menu items like "The Heartstopper," which features seven patties stacked high between a variety of toppings.
Miami's Kaseya Center has rebranded its burger restaurant as Burger Shot with Macca & Friends and Vice City posters also appearing inside the venue as part of #GTAVI's marketing campaign.
Via @GTAVI_Countdown / @nvtnp_ https://t.co/FP3ly6kNen
It seems more likely that this is all purely decorative, but still, it's a fun touch. Additionally, leaks have indicated that Rockstar is also planning to sell some of the beer brands available in GTA 6 at bars in Miami. It's unclear if they will be available in retail stores or online for fans outside of Florida.
Rockstar Games has other ambitious plans for the Kaseya Center, including an unprecdented regular season game where the Miami Heat will turn into the Vice City heat for one night on November 18. The team will be given new jerseys and play on a GTA 6-themed court.
Rockstar has spent the last few weeks preparing for launch in Miami with extravagant marketing, which includes a $975,000 neon sign on top of the Kaseya Center that reads "Welcome to Vice City." Fans also recently spotted flashy GTA-branded sports cars driving around Miami. The cars were seen with camera crews, suggesting some kind of live-action advertising is happening for GTA 6.
We're officially less than a month away from launch, as GTA 6 will release on November 19 for PS5 and Xbox Series X|S. A PC version is also rumored to release early next year.


This is a standalone review that covers only Call of Duty: Modern Warfare 4's DMZ mode. You can find our campaign review here, with multiplayer impressions to follow after launch.
Extraction shooters feel a little like a modern trend, with some heavy hitters like Marathon and Arc Raiders shaking the table within the last year or so, but they’ve been a growing experiment in the shooter space for the past decade or so. Call of Duty dabbled in it with the original DMZ back in 2022 (you could argue they were late to the party then), and its return in 2026 is timely. But with so much high quality competition on the market, is it welcome? I’ve only dipped my toe in since its “pay to play on time” launch on Tuesday – about five or so hours of vehicle hijacking, SAM site hacking, and target elimination on my docket so far – but this bigger, better DMZ makes a great first impression.
The PvPvE dynamic of extraction shooters often lives and dies by how well the mission and level design encourages you to explore, rewards you for overcoming challenges, and guides you to interact with others in order to keep those spoils. The fictional Korean Hajin region your exploits take place in is well suited for this. Its dense pockets of urban development – a village in the north, the dangerous main city in the east, an isolated prison out west – are separated by rocky forests concealing all sorts of militarized checkpoints and other points of interest hiding loot to shove into your pockets. Parts of it look a little samey, the consequence of modern urban development where (at least from the outside) most buildings look the same, especially compared to some of DMZ’s big sci-fi competition that go above and beyond to look striking at first glance.
The map is so big that you could spend the entirety of your approximately half-hour runs in only a fraction of it. Battle Royales (like CoD’s own Warzone) move players around by having an encroaching death cloud forcing everyone into a smaller and smaller area. DMZ instead entices squads to adventure with its Dynamic Operations.
Dynamic Ops are spontaneous missions that appear as you travel across the battlefield which come in lots of forms, from securing a package to blowing up a target to escorting a VIP. Many of them are multi-stage affairs that have your fireteam moving from point to point as NPC enemies ramp up a more coordinated defense against you. These all get rewarded by supply drops that grant you loot, the value of which escalates based on how many of them you're successfully completing. I prefer this sort of objective chasing to the more standard task lists in other games like this (which also exist here, in fairness) because it makes for more engaging individual runs. I’ll prepare the best I can beforehand, but can’t be ready for every possible string of operations once I deploy.
There was a base level of tension with every step I took or round I let off.There are many actions and events, like aforementioned supply drops, that are broadcast to everyone within earshot, hypothetically to tempt other players to be nosy (and potentially belligerent), but my skirmishes with others have been pretty limited so far. It’s still technically the early access period, so a wave of operators is set to crash against me in the coming days, but I found that most people have opted to mind their own business. It would be a mistake to confuse this passivity with pacifism though – this isn’t the Arc Raiders playerbase, which spent many of the opening months of that game more interested in helping than hurting. Whenever another player was in eye or earshot, it was assumed that a fire fight was to follow. It’s just unclear at this point how much of that was motivated by them wanting what I had versus just coincidentally being in the same place at the same time.
Hajin is also a pretty lively place. Enemy patrols speed down roadways, sometimes as lone jeeps and other times in large caravans. Helicopters and drones streak across the skies looking for interlopers like me, or occasionally other NPCs from rival factions tearing the map apart. A train runs on a schedule, and you can absolutely hitch a ride on it to get from place to place. Squads of enemies could be posted up anywhere. Weird exploding robot dogs can sniff you out as you slink from building to building. There was always at least a base level of tension with every step I took or round I let off, because there was just enough going on around me that any push I made could be the one that knocks over the house of cards I was hiding behind.
Clashes with the NPC denizens of the DMZ start pretty tame, but ramp up as you and your squad make yourself more notorious by killing enemies and completing objectives. As enemy units start to don armor, pull up in more durable vehicles, and use higher grade weaponry to take you down, fire fights can get desperate quickly. There's an instinct for people in pick-up groups to run out on their own, potentially to get first dibs on loot perhaps, and they almost always regret it – it doesn’t take much for enemies to get the drop on you, as you are only where you are and they are potentially anywhere and everywhere else.
Call of Duty’s top tier military shooter gunplay, toeing the line between the lethality of simulations and the snappy speed of arcadey romps, feels at home in DMZ as well. All of the new tweaks, like the way your weapons interact with your surroundings or movement adjustments, feel like it had roaming gunfights in an open world in mind. Being able to cancel out of mantles so you aren’t stuck in an animation when you least want to be feels like the kind of quality of life inclusion that Warzone demonstrated was needed for a long time. That said, the smattering of guns lack much in the way of real identities outside of the normal archetypal framings that have existed in gaming forever (shotgun, assault rifle, sniper, etc.).
Call of Duty’s top tier military shooter gunplay feels at home in DMZ.You can also drop into story missions, which are quest chains that include more structure, resembling the campaign missions without the more cinematic story elements. These were pretty rowdy and unique, like an escort mission where our squad had to wheel an injured general out of hospital, bed and all, while enduring swarms of enemy combatants. There's a finite number of these and the possible rewards are more limited, with less incentive to explore the places around you and no enemy players to pirate or evade. But they serve as a great tasting platter of the pace Dynamic Ops keep and a good tour of the various locations you'll need to get familiar with on the map.
In between missions, you tend to all of your gear and progression from the safety of your FOB. Weapons, crafting ingredients, and consumables that you procure out in the field can be sorted through here, all of it put at risk when you equip it and redeploy. When you unlock the 3D printer and gunsmith areas, crafting new toys and upgrading weapons becomes the main way you spend your plunder to enhance your chances in Hajin. The value proposition of spending in-game money on upgrades is still hard to parse for me this early on. You can easily blow tens of thousands of won to trick out a weapon, but there hasn't been an obvious benefit to doing so that outweighs the risk of throwing all of that hard earned money down the drain if you die while using it. That’s the kind of knowledge that only comes with reps, I imagine.
Similarly, Operators have individual sets of trait trees that you upgrade with points they earn in the field. These don’t appear to be novel to any individual fighter; there's no Ghost-specific ability where he gets unique buffs while saying something very British. Instead there are pools of passive traits across three categories, all operators have a choice between the same handful of major traits, while the 15 or so minor traits that fill out the trees are randomized. What makes an operator special seems to be limited mostly to how they look and sound, which was a bit of a bummer.
These traits can be pretty meaningful in the field, though. One of the randomized traits I acquired for Valeria, Ammo Scavenger, doubled the ammo I got from ammo packs and made conserving my shots basically a thing of the past. The faster revive speed all operators have access to in their Survivalist tree has been the difference between clutch plays and total wipes on more than one occasion. There's definitely some kind of character building to be had here, but you really can’t know where it’s all leading until the next group of traits to choose from are revealed. And all that is before accounting for the fact that I'm not sure there's a way to reset or reallocate these trait points outside of abandoning the operator all together if you fail to extract with them (as opposed to spending some cash to get them back into the fight).
Hajin is a region brimming with promise.My first steps into the new Korean War have been intense so far, and I know I’ve only scratched the surface. Hajin is a region brimming with promise, even if most of it has the kind of design you have to live in for awhile to be able to find its unique charms. There are zones I’ve yet to see and some secrets I'm sure to encounter while I stalk, slide, and shoot my way through it. I’m sure it will get rowdier as the general public starts to pile into the servers on launch day, but for now I really dig the emphasis on the E in the PvPvE structure of these runs. Dynamic Operations have kept me moving and earning, while the factions at war in the region buzz around the map, at first dutifully watching their posts and eventually doggedly hunting me down.
I’m just as eager to spend more time out in the field as I am with my nose in the menus of gunsmithing and operator leveling to tease out what nuance there can be found between the battle. I’ll be back with my final, scored review of DMZ once I’ve done a whole lot more of both.


BioWare is dead, and my feelings are a strange cocktail of anger, sadness, and Jack’s Complete Lack of Surprise. The legendary RPG studio was bought by a private investment group earlier this year, and history shows that venture capital frequently kills what it touches, extracting whatever value out of it that it can before moving onto the next victim. It’s a hell of a contrast to the beginning of BioWare, which started out as such a pure thing. Two practicing doctors, Ray Muzyka and Greg Zeschuk, quit medicine to pursue their dream of making computer role-playing games. Sure, the studio was bought and sold a couple of times between then and now, and yes, BioWare’s recent results haven’t lived up to its venerable past, but my goodness, what a legacy this studio leaves behind.
Everyone knows Baldur’s Gate now on account of Larian Studios’ Game of the Year-winning, 10 out of 10 Baldur’s Gate 3 from 2023, but what younger gamers might not know is that the first two Baldur’s Gate RPGs were built by BioWare in the late ‘90s. While they weren’t the studio’s first games – that honor goes to the 1996 mech action-sim Shattered Steel – they were the two that put BioWare on the map. Each was an incredibly deep and sprawling RPG based on the Dungeons & Dragons ruleset that was good for upwards of 200 hours of gameplay. At the time, they reset the bar for what a CRPG could be. Let me put it this way: Baldur’s Gate 1 took home IGN’s Game of the Year award in 1998… over Half-Life. That’s how good Baldur’s Gate was.
After another action-game pitstop in the form of 2000’s excellent MDK2, BioWare returned to role-playing with Neverwinter Nights, another CRPG that arguably brought video games closer to the pen-and-paper, pizza-party-at-your-best-friend/DM’s-house version of D&D than any game before it. It was the runner-up for IGN’s Best Role-Playing Game of 2002, finishing behind just one game: a little project you might have heard of called The Elder Scrolls 3: Morrowind.
Up to this point, BioWare had primarily been known in PC circles as a prominent CRPG developer. And then Microsoft made a deal with the studio and LucasArts to develop an exclusive new Star Wars RPG for the fledgling Xbox console. You already know what the result was: the absolutely unimpeachable Star Wars: Knights of the Old Republic, which happens to be my personal favorite role-playing game of all time. My biases aside, it is unquestionably one of the best RPGs ever made. It’s also a lock for top-3 Star Wars games of all-time, and it has a strong case for No. 1 on that list. It told an incredible story in Star Wars’s ancient past and truly let you embrace the Light Side or Dark Side of the Force. I went fully evil just because KOTOR let me do so! And not only that, it embraced those choices. At one point, I distinctly remember triple-crossing someone – double-crossing the guy that I’d already double-crossed. Its plot twist is legendary, and on the off chance that the long-in-development-hell remake ever comes out, I won’t spoil it for you here. But whether it was visiting plenty of planets (including Kashyyk!), bonding with your party members (shout-out to my favorite droid, HK-47!), or planning out my evil Force attacks by stacking up my attacks in the turn-based combat system, KOTOR was the ultimate pairing of a beloved IP and an industry-leading developer.
Another Xbox console exclusive followed, albeit from a different team within BioWare. While KOTOR director Casey Hudson was planning something even bigger for his team’s next project, another crew at BioWare delivered the sublime and historically underrated Jade Empire, which was steeped in Chinese mythology. IGN gave it a 9.9 out of 10 (on a 100-point scale!) back in 2005, and while it was nowhere near the commercial success KOTOR was, it was every bit as big a hit with critics and fans.
And then came Mass Effect. BioWare promised us a space opera – a trilogy in which our choices in each game would carry over to the next and ultimately affect the ending to the whole story. Microsoft had wisely signed it as a console exclusive, and boy oh boy did it pay off. Mass Effect was one of the core memories most people have about the Xbox 360. It was released in fall of 2007, the greatest stretch in Xbox and quite possibly gaming history – and it actually delivered on its space-opera promise. As your custom Commander Shepard, the first in the trilogy introduced us to the universe and humanity’s place within it – including Shepard’s path to becoming a galaxy-protecting Spectre. It introduced the Reapers, and so many phenomenal companion characters from Wrex to Garrus to Liara among many others. And like KOTOR, it too allowed you to be a Paragon of good or a Renegade of evil. (And yes, I once again tested the limits of how bad BioWare would allow me to be.)
The first is my personal favorite of the trilogy, but for many that honor goes to Mass Effect 2, which leveled up your relationship with Shepard’s companions and more or less built the entire campaign around them. As promised, your save file imported into the sequel, bringing with it your Shepard’s look and choices from the first game. It also evolved Mass Effect’s gameplay from light turn-based, semi-tactical combat to more of a pure third-person cover shooter while sacrificing none of its role-playing elements.
The controversial trilogy-capper is best remembered for its ending, which upset fans so much that BioWare tried to improve it in a post-launch patch. But forgotten alongside that is how great the rest of it was. It took the time to really let you – and your Shepard – say goodbye to the friends you’d made along the way (or at least, the ones you hadn’t chosen to kill or sacrifice), and its combat was improved further over Mass Effect 2, making Mass Effect 3 a truly world-class third-person shooter alongside its well-established role-playing bonafides.
Whatever your thoughts of Mass Effect 3’s ending, BioWare had done what they said they’d do: They built a three-game space opera that spanned more than 100 hours of gameplay over the course of the five years it took to get all three games out the door. We developed meaningful bonds with its characters, in part because they’d been written so well. It was a bold RPG experiment, and one that, for my money, hasn’t been replicated or even attempted since.
The Mass Effect trilogy was, in hindsight, probably BioWare’s peak by just about any measure, but the studio kept going. Another original IP, Dragon Age, saw four RPGs released over a decade and a half – with the third of those, 2014’s Dragon Age Inquisition, taking home IGN’s Game of the Year Award. Anthem was a bold but ultimately unsuccessful attempt to bring BioWare’s storytelling talents to the hot-at-the-time live-service space. The studio cleaned Mass Effect up nicely for an excellent remaster of the trilogy in 2021 after the BioWare Montreal team’s disappointing Mass Effect Andromeda in 2017. Heck, BioWare even made a full-blown RPG starring Sonic in a team-up with Sega in 2008’s Sonic Chronicles: The Dark Brotherhood!
And after announcing a fifth Mass Effect game that fans hoped would redeem the series after Andromeda, that project is now canceled alongside the studio being shut down. As sad as this day is – for both fans and BioWare employees who were there at any point during its 31-year history – I am left with a fulfilling sense of gratitude to this studio for all of the memorable gaming experiences it’s given me. With respect to CD Projekt Red, Larian, and Bethesda Game Studios, there’s never been a better RPG developer over a longer period of time than BioWare. It won’t be forgotten.
Mark Darrah, who worked as an Executive Producer at BioWare from 1997–2021, shared his thoughts on the studio’s recent closure by EA and what he thinks might happen to its iconic IPs.
EA announced a major restructuring in a lengthy statement on October 21. Amid some exciting developments for Sims, Fight Night, and Star Wars fans came the devastating news that BioWare — the studio responsible for beloved series like Mass Effect and Dragon Age — was being shut down.
“As we focus on these larger opportunities, we've had a small team at BioWare working on early-development for Mass Effect. We've made the decision not to move forward with this development, which means we’re closing the studio and our Edmonton workspace. BioWare is a legendary studio that helped define the role-playing genre, and we do not take this decision lightly,” EA’s statement said.
This news hit the gaming world hard, with fans taking to social media to mourn the developer and send fired staff their well-wishes. But one burning question has risen above the sadness: What does this mean for the future of BioWare’s IPs?
Some fans have urged EA to sell them off to other companies, with CD Projekt Red being a big favorite due to the two studios’ close relationship over the years. And while nothing is certain, Darrah shared some insight as to what’s possible for BioWare’s creations in the wake of this devastating development — and it’s cautiously optimistic.
“Remember BioWare is 100% owned by EA,” he said in a YouTube video. “EA owns all the IPs. They own Dragon Age, they own Mass Effect, they own Jade Empire. That doesn’t change the situation, really, at all. …Now, there’s nobody working on a [BioWare] game, or games, within the EA organization, and chances are there never will be, which might make them more likely to sell off those IPs. But it might also make them more likely to just try to forget that they ever existed and bury them in the vault.
“I think we still are gonna have to wait a little bit before we see if EA has any interest in selling off some of its dormant IPs. Right now, they seem to be in cost control mode. They might start into a revenue-generation mode where selling IPs might be more desirable.”
It’s worth mentioning that EA was acquired by a consortium of private investors back in August in a mind-boggling $55 billion deal. As part of this acquisition, the investment group was reportedly banking on the hope that artificial intelligence might help cut costs to help manage its debt.
Given the investment group’s massive debt, some fans are curious to know if this means selling off some of BioWare’s beloved IPs to other developers — or perhaps back to BioWare under a different brand. For now, nothing is certain, other than fans and fellow game developers are equally beside themselves as they grapple with the news that Mass Effect 5 might never get made.

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

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.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




