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Rockstar

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Everything posted by Rockstar

  1. Hello girls and guys, Having a Wii U and wanting to play the compatible Wii games with a Gamecube controller, using the wup-028-bslug by Chadderz121 was a way to do it, but I had two problems. -My first problem was that I launch my Wii games from USB Loader GX but I couldn't manage to make brainslug work with it. After some research on the web I found a solution, you can load an alternative .dol when launching the game from USB Loader GX. In my case, this alternative dol is brainslug. Combining this solution with the fact that brainslug can load specific symbols and modules depending on the game, I have here for you a set of files that you can put on your SD card to launch the games that I listed below and make them work with the Wii U gamecube adapter, and make it work with USB Loader GX. -The second one was that not all games were compatible (like Guilty Gear XX Accent Core), on some of the Wii symbols used by the wup-028-bslug couldn't be located. I tried myself to use Ghidra and the Dolphin memory watcher to locate them on these games but I never sucedded. Recently, with the release of chatgpt version 5, I asked it if may knew these missing symbols. By using the Reverse-engineered Nintendo SDK function dumps (publicly documented in places like devkitPro forums and various Wii homebrew repos), the Super Mario Sunshine decompilation, the Mario Kart Wii decompilation, Dolphin Emulator test builds and its own byte pattern extraction from a few main.dol files of Wii retail games (from its own words), ChatGPT managed to give me an updated version of the file used by the wup-028-bslug. On the bottom of this thread is my discussion with ChatGPT. I'm not gonna lie, exept for one, none of these symbols managed to work. So, if you are more talented than me, you can help me to find them. The unknown symbols are all from late era Wii games (Guilty Gear XX Accent Core Plus, Sonic Colours, Fifa 12, etc...). So, if like me you want to use Brainslug with USB Loader GX and use the wup-028-bslug on these Wii games, here is what to do What to do: a) Follow the Brainslug-Wii and wup-028-bslug tutorials to install Brainslug on your Wii / Wii U. Checkout the end of this post to get the last compiled version of Brainslug-Wii and the updated wup-028-bslug files. b) Create a :sd/alternative_dols folder, put in it -for each game that you want to be lanched with Brainslug- a copy of Brainslug's boot.dol and rename it to you_game_id.dol (example: RM8E01.dol for Mario Party 8 NTSC-U). For this point only, I didn't put in the sd zip file contains all the necessary files for the compatible games of the list because it's region depandant. I only did it for MK Wii. c) In the :sd/brainslug/modules folder, make a folder for each Wii game you want to load a brainslug module, the folder name is its id without the last two characters (example: RM8E for Mario Party 8 USA). Put in this folder the modules (.mod files) that you want to load. The sd zip file contains all the necessary files for the compatible games of the list (even the not compatibles). d) In the :sd/brainslug/modules folder, delete the pad.xml file, make a folder for each Wii game you want to load a brainslug module, the folder name follows the same rules as the modules folders. Put in this folder the symbols (.xml files) that you want to load. Same as before, the sd zip file contains all the necessary files for the games of the list (even the not compatibles). e) In USB Loader GX, change the path for DOL's to "sd:\alternative_dols\". f) In the loading parameters of the game you want to load with Brainslug, turn alternate DOL to ON. g) Launch the game, some text will normally indicate that the necessary symbols are found then the game will show up. Game compatibility (V->compatible): -Bomberman Land Wii [RBB] (loads but inputs don't do anything) -Castlevania Judgment [RDG] (V) -Dance Dance Revolution Hottest Party 2 [RD4] (V) -Dance Dance Revolution Hottest Party 3 [RJR] (PADInit not found) -Dragon Ball Z Budokai Tenkaichi 2 [RDB] (V) -Dragon Ball Z Budokai Tenkaichi 3 [RDS] (V) -Dragon Ball Revenge of King Piccolo [R7G] (V) -FIFA 09 All-Play [RF9] (loads but inputs don't do anything) -FIFA 10 [R4R] (loads but inputs don't do anything) -FIFA 12 [SI3] (PADInit not found) -Fire Emblem Radiant Dawn [RFE] (V) -GoldenEye 007 [SJB] (PADInit not found) -Guilty Gear XX Accent Core Plus [R3N] (PADInit not found) -Klonoa [R96] (freezes on brainslug launch) -Mario Kart Wii [RMC] (V) -Metal Slug Anthology [RML] (V) -Mortal Kombat Armageddon [RKM] (PADRead not found) -Muramasa - The Demon Blade [RSF] (PADInit not found) -MySims Racing [RQG] (V) -Naruto Clash of Ninja Revolution European Version [RNX] (V) -Naruto Clash of Ninja Revolution 2 [RNY] (V) -Naruto Shippuden Clash of Ninja Revolution 3 [RNE] (V) -Naruto Shippuden Dragon Blade Chronicles [SN4] (PADInit not found) -Need for Speed [SNH] (PADInit not found) -Need for Speed Nitro [R7X] (V) -Need for Speed Undercover [RX9] (V) -Resident Evil Archives Resident Evil [RE4] (V) -Resident Evil Archives Resident Evil Zero [RBH] (V) -Resident Evil 4 Wii Edition [RB4] (loads but inputs don't do anything) -Samurai Warriors 3 [S59] (PADInit not found) -Sin and Punishment Successor of the Skies [R2V] (PADInit not found) -SNK Arcade Classics Volume 1 [RJZ] (V) -Sonic Colours [SNC] (PADInit not found) -Sonic Riders Zero Gravity [RS9] (V) -Sonic Unleashed [RSV] (loads but inputs don't do anything) -Super Mario All-Stars [SVM] (PADInit not found) -Super Smash Bros. Brawl [RSB] (V) (symbols found but crash on launch) Files -The last compiled version of Brainslug-Wii with the updated wup-028-bslug files (to put on your sd card). -My discussion with ChatGPT. Troubleshooting -The game may not load correctly everytime, you may have to shut down your console and retry to launch the game to make it work. Thank you for reading me, thank you Chadderz for brainslug, feel free to help if you want. I wish you a nice day ChatGPT-Finding PADRead location.pdf sd.zip View full article
  2. Hi, this was released a few years ago but almost nobody knows about it (I mean, it's not common for vita users to do it) so I'll share a tutorial I've written thanks to dms with Li (ex Silica, the dev of the plugin we'll use today, very cool person btw) The following plugin is used to replace system files without directly editing them hence avoiding a brick if anything goes wrong. First find an RCO on vs0. Any of them, Then download the CXMLDecompiler Run : CXMLDecompiler.exe -d -i your_rco.rco -o your_rco.xml -p to decompile. This will output an XML, and a bunch of files (-p will tell it to try work out what those files are) Now you can simply browse the extracted files from it Now say you want to edit something and put it back into it, Assuming it's an image- you can look in 'Converted/GIMtoPNG' And find all the pngs in there, so just edit it however you want. Now to put it back in, you have to convert it back to a GIM and zlib compress again To do that use GimConv/GimConv.exe (png_filename) -psvindex8 to make it a GIM Then CXMLDecompiler --compress -i (C:\Users\pc\Desktop\a67cb5df.gim) -o (C:\Users\pc\Desktop\a67cb5df.z) to compress it again. Now replace the original .z file in the files/original folder. Also edit the XML file and find the reference to that .z file, make sure 'origsize' matches the size of the uncompressed GIM file in bytes. Finally to build it back to an RCO youd do cxmldecompiler.exe -c -i your_rco.xml -o your_rco.rco (example CXMLDecompiler -c -i "videobrowser_plugin\videobrowser_plugin.xml" -o videobrowser_plugin.rco ) For custom sounds you'll need VAG files : to convert your wav to vag use vagconv2w.exe from the fake pkg tools Open it then find your wav sample, convert it (CHECK the og sample specifications by opening any sound with audacity), replace the og VAG file and compile the rco with cxmldecompiler Put the files in ux0:vshPatch then use the vshPatch plugin to load them, reboot after any replaced rco, Enjoy Some custom rco files as a POC for you to see what you can achieve with it : https://vitatricks.xyz/theme/ExampleVideosBlueTheme.zip https://www.mediafire.com/file/lxcjgxs8asy6ftk/PS2_sounds.zip/file https://www.mediafire.com/file/utz35qwxucvjzi8/Matrix+Settings+Background.zip/file
  3. Hi, this was released a few years ago but almost nobody knows about it (I mean, it's not common for vita users to do it) so I'll share a tutorial I've written thanks to dms with Li (ex Silica, the dev of the plugin we'll use today, very cool person btw) The following plugin is used to replace system files without directly editing them hence avoiding a brick if anything goes wrong. First find an RCO on vs0. Any of them, Then download the CXMLDecompiler Run : CXMLDecompiler.exe -d -i your_rco.rco -o your_rco.xml -p to decompile. This will output an XML, and a bunch of files (-p will tell it to try work out what those files are) Now you can simply browse the extracted files from it Now say you want to edit something and put it back into it, Assuming it's an image- you can look in 'Converted/GIMtoPNG' And find all the pngs in there, so just edit it however you want. Now to put it back in, you have to convert it back to a GIM and zlib compress again To do that use GimConv/GimConv.exe (png_filename) -psvindex8 to make it a GIM Then CXMLDecompiler --compress -i (C:\Users\pc\Desktop\a67cb5df.gim) -o (C:\Users\pc\Desktop\a67cb5df.z) to compress it again. Now replace the original .z file in the files/original folder. Also edit the XML file and find the reference to that .z file, make sure 'origsize' matches the size of the uncompressed GIM file in bytes. Finally to build it back to an RCO youd do cxmldecompiler.exe -c -i your_rco.xml -o your_rco.rco (example CXMLDecompiler -c -i "videobrowser_plugin\videobrowser_plugin.xml" -o videobrowser_plugin.rco ) For custom sounds you'll need VAG files : to convert your wav to vag use vagconv2w.exe from the fake pkg tools Open it then find your wav sample, convert it (CHECK the og sample specifications by opening any sound with audacity), replace the og VAG file and compile the rco with cxmldecompiler Put the files in ux0:vshPatch then use the vshPatch plugin to load them, reboot after any replaced rco, Enjoy Some custom rco files as a POC for you to see what you can achieve with it : https://vitatricks.xyz/theme/ExampleVideosBlueTheme.zip https://www.mediafire.com/file/lxcjgxs8asy6ftk/PS2_sounds.zip/file https://www.mediafire.com/file/utz35qwxucvjzi8/Matrix+Settings+Background.zip/file View full article
  4. Copy pasting this from a recent comment on reddit for a post related to another overlay : SaltyNX is incompatible with certain mods that do exefs patching; specifically the file SD/atmosphere/contents/[title id]/exefs/main.npdm needs to be compiled with allow_debug=true, force_debug=false, force_debug_prod=false. In my case, I downloaded the source for the mod I was using and (with some minor help from its devs) was able to make the necessary changes and obtain a new main.npdm file that was compatible with SaltyNX. It looks like it doesn't break anything with the mod, and the devs will look into making that change on their end of things once they confirm it's all good. To check if this is the issue you have with SaltyNX, here's what I recommend: Try a different game without any mods. Make sure it's supported by SaltyNX (e.g. Mario Kart 8 Deluxe is not supported by SaltyNX). If it doesn't run on an unmodded game which should be supported, it's possible you have issues with your installation or configuration with other CFW. Delete the SD/SaltyNX/ folder and all of the relevant .nro and .ovl files from the SD/switch/ and SD/switch/.overlays/ folders, and reinstall SaltyNX, FPSLocker, ReverseNX-RT, and ReverseNX-RT Tool via the Homebrew App Store. Try disabling any mods. Some simpler game mods install just a few files into SD/atmosphere/contents/[title id]/, or elsehwere in SD/atmosphere/, and can be managed with the SimpleModManager tool. Here, the [title id] represents the unique 16-character ID for each game, there's lots of ways to find it out yourself or just by google. I never modded TOTK or BOTW, but I think they require external mod loaders to set things up. Follow whatever guides they provide to make sure you don't leave any of these files behind that could muddy things up. If it still doesn't work, there's probably something else going on, but I couldn't tell ya what. If you're using several mods together, try enabling ONLY ONE at a time and test the game with only a single mod enabled. This can be tricky or time-intensive with TOTK/BOTW needing to rebuild mod files depending on which mods are enabled and such. If it is these debug flags causing issues, I would think it would be introduced by a specific mod rather than the mod loader itself, or this would likely be a wider known issue. Once you're able to find a mod that stops SaltyNX from running, look in SD/atmosphere/contents/[title id]/exefs/. If there's no main.npdm then I guess it's something else. But if there is, you can check with a hex editor (e.g. https://hexed.it/) and look at the very end of the file. If you see something other than FF FF 02 00 then the debug flags aren't compatible with SaltyNX. Congrats! You found the issue! It's worth noting that, for some mods, it might work to just edit the hex data directly so it reads FF FF 02 00 at the end, originally from MasaGratoR's advice. In my case, that change at the end of the file just caused the game to crash when loading ("Software was closed because an error occurred", not an Atmosphere crash). After modifying the mod files source code and rebuilding them, I found that this string FF FF 02 00 ends up changing twice, once at the end, but also somewhere else earlier in the file. Source : https://www.reddit.com/r/SwitchPirates/s/VXcOrpQ9oV As an example, mario odyssey multiplayer main mod file ends by FF 04 00, replace this by FF 02 00 and search in the file for the other FF 04 00 then replace it too When asking with wrong words if there could be a fix (I've asked if it could be fixed, the overlay, not knowing that the mod had to be edited not the overlay) Masagrator said to me "Why should I fix compatibility with some mod?" and straight out closed then deleted the issue from github (it's nowhere to be found anymore except in mails) Ironically check out who gave this fix to the reddit user...
  5. Copy pasting this from a recent comment on reddit for a post related to another overlay : SaltyNX is incompatible with certain mods that do exefs patching; specifically the file SD/atmosphere/contents/[title id]/exefs/main.npdm needs to be compiled with allow_debug=true, force_debug=false, force_debug_prod=false. In my case, I downloaded the source for the mod I was using and (with some minor help from its devs) was able to make the necessary changes and obtain a new main.npdm file that was compatible with SaltyNX. It looks like it doesn't break anything with the mod, and the devs will look into making that change on their end of things once they confirm it's all good. To check if this is the issue you have with SaltyNX, here's what I recommend: Try a different game without any mods. Make sure it's supported by SaltyNX (e.g. Mario Kart 8 Deluxe is not supported by SaltyNX). If it doesn't run on an unmodded game which should be supported, it's possible you have issues with your installation or configuration with other CFW. Delete the SD/SaltyNX/ folder and all of the relevant .nro and .ovl files from the SD/switch/ and SD/switch/.overlays/ folders, and reinstall SaltyNX, FPSLocker, ReverseNX-RT, and ReverseNX-RT Tool via the Homebrew App Store. Try disabling any mods. Some simpler game mods install just a few files into SD/atmosphere/contents/[title id]/, or elsehwere in SD/atmosphere/, and can be managed with the SimpleModManager tool. Here, the [title id] represents the unique 16-character ID for each game, there's lots of ways to find it out yourself or just by google. I never modded TOTK or BOTW, but I think they require external mod loaders to set things up. Follow whatever guides they provide to make sure you don't leave any of these files behind that could muddy things up. If it still doesn't work, there's probably something else going on, but I couldn't tell ya what. If you're using several mods together, try enabling ONLY ONE at a time and test the game with only a single mod enabled. This can be tricky or time-intensive with TOTK/BOTW needing to rebuild mod files depending on which mods are enabled and such. If it is these debug flags causing issues, I would think it would be introduced by a specific mod rather than the mod loader itself, or this would likely be a wider known issue. Once you're able to find a mod that stops SaltyNX from running, look in SD/atmosphere/contents/[title id]/exefs/. If there's no main.npdm then I guess it's something else. But if there is, you can check with a hex editor (e.g. https://hexed.it/) and look at the very end of the file. If you see something other than FF FF 02 00 then the debug flags aren't compatible with SaltyNX. Congrats! You found the issue! It's worth noting that, for some mods, it might work to just edit the hex data directly so it reads FF FF 02 00 at the end, originally from MasaGratoR's advice. In my case, that change at the end of the file just caused the game to crash when loading ("Software was closed because an error occurred", not an Atmosphere crash). After modifying the mod files source code and rebuilding them, I found that this string FF FF 02 00 ends up changing twice, once at the end, but also somewhere else earlier in the file. Source : https://www.reddit.com/r/SwitchPirates/s/VXcOrpQ9oV As an example, mario odyssey multiplayer main mod file ends by FF 04 00, replace this by FF 02 00 and search in the file for the other FF 04 00 then replace it too When asking with wrong words if there could be a fix (I've asked if it could be fixed, the overlay, not knowing that the mod had to be edited not the overlay) Masagrator said to me "Why should I fix compatibility with some mod?" and straight out closed then deleted the issue from github (it's nowhere to be found anymore except in mails) Ironically check out who gave this fix to the reddit user... View full article
  6. While Rockstar Games has yet to officially confirm a PC release for Grand Theft Auto VI, recent comments from Strauss Zelnick, the CEO of Rockstar’s parent company Take-Two Interactive, have reignited hope for players on the platform. In a recent interview, Zelnick suggested that the wider video game industry is trending away from closed console ecosystems and toward the open nature of the PC. The Industry is "Moving Towards PC"Speaking to CNBC’s Squawk Box on Monday, Zelnick discussed the state of the gaming market following news of GTA 6’s delay. When asked about the future of hardware, Zelnick offered a bullish take on the PC market. “I believe the video game industry is moving towards PC and business is moving towards open rather than closed,” Zelnick stated during the broadcast. He noted that while the traditional definition of a "console"—a device for playing rich, long-form games on a big screen—is not going away, the hardware itself is evolving. To remain competitive and innovative, consoles are increasingly adopting PC-like architecture and features. He also highlighted that mobile gaming is currently outpacing console gaming in terms of growth, further diversifying where consumers spend their time. What This Means for GTA 6Historically, Rockstar Games has prioritized console releases, with PC ports often arriving months or even years later. Grand Theft Auto V and Red Dead Redemption 2 both launched on PlayStation and Xbox long before making their way to PC. However, Zelnick’s comments align with a strategy he has mentioned previously: meeting the consumer where they are. “Rockstar has an approach to platforms which we’ve seen before, and they’ll make more announcements in due time,” Zelnick had said in a prior statement. “I do believe that the right strategy for our business is to be where the consumer is, and historically what this company has done is address consumers anywhere they are, on any platform that makes sense over time.” While a PC version of GTA 6 remains unannounced, the CEO’s recognition of the platform's growing dominance suggests it is a question of when, not if. A History of OptimizationFor PC gamers, the wait is often justified by the quality of the final product. While the PC port of Grand Theft Auto IV was infamously plagued with technical issues, Rockstar has since redeemed its reputation with high-quality, optimized releases for GTA V and Red Dead Redemption 2. The company has continued to support these titles on PC with modern features, such as the addition of ray tracing to GTA V, signaling a commitment to the platform's capabilities. Release Timeline Remains UncertainSpeculation regarding the release window continues to swirl. Earlier predictions, such as those from Corsair’s CEO suggesting an early 2026 PC launch, appear to have been rendered obsolete by recent delays to the base game. For now, PC players must wait for an official word from Rockstar. But with the head of Take-Two openly championing an "open" and PC-forward future, the outlook for a GTA 6 PC port is brighter than ever.
  7. While Rockstar Games has yet to officially confirm a PC release for Grand Theft Auto VI, recent comments from Strauss Zelnick, the CEO of Rockstar’s parent company Take-Two Interactive, have reignited hope for players on the platform. In a recent interview, Zelnick suggested that the wider video game industry is trending away from closed console ecosystems and toward the open nature of the PC. The Industry is "Moving Towards PC"Speaking to CNBC’s Squawk Box on Monday, Zelnick discussed the state of the gaming market following news of GTA 6’s delay. When asked about the future of hardware, Zelnick offered a bullish take on the PC market. “I believe the video game industry is moving towards PC and business is moving towards open rather than closed,” Zelnick stated during the broadcast. He noted that while the traditional definition of a "console"—a device for playing rich, long-form games on a big screen—is not going away, the hardware itself is evolving. To remain competitive and innovative, consoles are increasingly adopting PC-like architecture and features. He also highlighted that mobile gaming is currently outpacing console gaming in terms of growth, further diversifying where consumers spend their time. What This Means for GTA 6Historically, Rockstar Games has prioritized console releases, with PC ports often arriving months or even years later. Grand Theft Auto V and Red Dead Redemption 2 both launched on PlayStation and Xbox long before making their way to PC. However, Zelnick’s comments align with a strategy he has mentioned previously: meeting the consumer where they are. “Rockstar has an approach to platforms which we’ve seen before, and they’ll make more announcements in due time,” Zelnick had said in a prior statement. “I do believe that the right strategy for our business is to be where the consumer is, and historically what this company has done is address consumers anywhere they are, on any platform that makes sense over time.” While a PC version of GTA 6 remains unannounced, the CEO’s recognition of the platform's growing dominance suggests it is a question of when, not if. A History of OptimizationFor PC gamers, the wait is often justified by the quality of the final product. While the PC port of Grand Theft Auto IV was infamously plagued with technical issues, Rockstar has since redeemed its reputation with high-quality, optimized releases for GTA V and Red Dead Redemption 2. The company has continued to support these titles on PC with modern features, such as the addition of ray tracing to GTA V, signaling a commitment to the platform's capabilities. Release Timeline Remains UncertainSpeculation regarding the release window continues to swirl. Earlier predictions, such as those from Corsair’s CEO suggesting an early 2026 PC launch, appear to have been rendered obsolete by recent delays to the base game. For now, PC players must wait for an official word from Rockstar. But with the head of Take-Two openly championing an "open" and PC-forward future, the outlook for a GTA 6 PC port is brighter than ever. View full article
  8. EA and the newly-rebranded Battlefield Studios had a lot to prove to me with Battlefield 6. The previous game in the series, Battlefield 2042, left a lot to be desired - and truth be told, I was losing a bit of faith in the series ever getting back to its glory days. With BF6 now here, backed up by a pretty smooth opening weekend in my experience, the team is starting to win me over - even if this isn't the perfect Battlefield game just yet. Jumping straight into the action, mind you, and the game does a very good job at selling you on the experience right out of the gate. Visuals and performance are fantastic on both Xbox Series consoles, gunplay is vastly improved over its predecessor, and there's everything here on day one that you want to see from a Battlefield game. We've got a full single-player campaign, a vast online suite of maps, modes and weapons and the game's Portal toolset right at launch. This is a far cry from 2042, which (yes, you're reading this right) didn't even have an in-game scoreboard during multiplayer matches at launch. Yeah, moving on. Moving on EA certainly has; the bones of Battlefield 6 are significantly improved, and the game is on a much stronger footing this time around. From the moment you get the controller in your hand you can tell BF Studios has put a lot of care and attention into simply making the game feel great to play, and that hasn't gone unnoticed by yours truly. Weapons seem weighty, your character feels properly grounded in the experience, and everything just kind of plays as you'd expect a Battlefield game on modern hardware to play. I know this all sounds very obvious and straight forward, but this aspect of BF6 was absolutely essential before the game could spread its wings and get any more ambitious. One thing I'll touch on fairly quickly here is the game's single-player campaign mode, which admittedly isn't overly ambitious. The story of Battlefield 6 takes you to plenty of far-flung locations in order take down Pax Armata — a military faction whose allegiances don't lie with any one nation — and it's all pretty tried and tested, if I'm being honest. There are stealthy bits, big shooty bits, vehicle missions, a token 'open objective' level etc., with a narrative told from that sort of 'flashback' style of storytelling. You've seen it all before, but none of it is necessarily bad. In fact, we've seen some suggestions and opinions out there that the BF6 campaign is a bit crap, and to be honest, I kind of want to dispel those fears for a moment. Battlefield 6 delivers exactly what I expect from a modern military shooter campaign, and I think it's a wee bit harsh to go too hard on it. It's certainly a more coherent experience than Battlefield 4's single-player was - and of course, 2042 didn't even have a story campaign. Alright, sure, the game teases its much-anticipated battle royale mode at the end of the story and you could argue that building some of these large levels was probably a means to that end more than anything else - but this is a decent little romp at the end of the day; exactly the sort of thing you'd expect from a grounded military campaign mode. Right, now that that's done, let's get into the meat and potatoes of Battlefield 6; it's multiplayer suite. As I've mentioned a few times on the site now, I wanted to give myself the weekend to play this on public servers rather than jump the gun on this review - and I'm glad that I did; my experience has been very smooth over the last few days, and Battlefield 6 is really starting to sink its teeth into me. There are still a few elements that need tweaking to make it more Battlefield in my opinion, but the team is very close - and this a great base for the future of the series. First off, that solid gunplay I previously mentioned of course carries over to multiplayer - this is simply a fun-as-heck shooter to mess around with online. It's got shades of the Call of Duty: Modern Warfare reboot about its gunplay and character movement, with some of that old Battlefield 3 era feel behind it, and I'm quite happy with that mix so far. I'd probably like the pace to be slowed down slightly — this is where the modern COD influence comes in — but the whole experience still feels like Battlefield, which is great to see. Conquest is here in all of its classic game mode glory, and the modern-favourite Breakthrough mode also makes its grand return. You can tell that Battlefield Studios has worked hard to balance these two modes with BF6; it certainly feels like core of the experience is built around these offerings. I'd argue more the push-and-pull Breakthrough mode in this regard though; the game could do with a few tweaks and additions to make Conquest properly shine, in my opinion. A lot of that comes down to the game's selection of maps at launch. Conquest is all about freedom of gameplay; vehicular and infantry warfare going down on large-scale maps as a sort of 'capture the area dance' plays out in front of you. This experience is still mostly intact, but Battlefield 6 has honed in on a more infantry-focused map pool at launch, and some of these tighter maps just don't work as well in Conquest mode. Mirak Valley, New Sobek City and the classic Operation Firestorm levels are examples of arenas that work well with Conquest's sensibilities, but the likes of Empire State, Iberian Offensive and Saints Quarter just feel a little too restrictive. I'm keen to see where things go post-launch with the team's approach to maps, but needless to say, I'd like to see more large-scale offerings. Those smaller offerings also mess with class balance a bit. In my experience, the tighter maps favour Assault and Support much more than Engineer and Recon, and that's often led me to just default-picking those former two classes for most of my time playing Conquest. I might crack out Recon on Mirak Valley or Engineer on Operation Firestorm every now and then, but the beauty of this classic Battlefield mode is offering the space to play with every class on every map. Again, Breakthrough mode fares a little better in my experience, but I'm hoping Conquest remains a priority post launch and that's reflected in the map design (it's my preferred way to play Battlefield!). The other main gripe I have with multiplayer right now relates to progression. Battlefield Studios clearly wants you to earn your way to the top in this game — which is fair, I don't mind a bit of a grind — but a lot of unlocks in BF6 are behind specific challenges; much more than in previous Battlefield titles. I'm not massively keen on messing with my preferred playstyle just to unlock certain things or progress in a certain way, so I'd personally prefer more unlocks to be rank/XP based. I know, that's probably just a personal thing and some folks may prefer the more unique challenges to unlock stuff - I just like those to be saved for more niche unlocks than main items like attachments and such! Before I wrap up here, there a few other points I want to touch on. One is becoming an easier and easier recommendation with online games as time goes by: turn off crossplay, whatever you do. My first few hours of this game were plagued with cross-map sniping that'd be nigh-on impossible to pull off using a controller - so whether it's cheating or just plain old mouse and keyboard aim, the experience is simply a better one on Xbox with crossplay off. The other thing is that I've not really messed with Portal much yet — custom toolsets like this are kind of a bonus to me rather than a core part of the experience — but it certainly sounds like the mode has potential. I'm happy to let the community have their way with it for now, and I may end up testing out some of its creations down the line if and when they're more integrated into the main experience. ConclusionBattlefield 6 is a fantastic first-person shooter, and the team at Battlefield Studios — now led by FPS veteran Vince Zampella — has done an amazing job at building this new foundation, especially after the dip in form with Battlefield 2042. The gunplay feels ace, the game looks and runs beautifully, and all of the core ingredients that make a proper Battlefield game are here. Some of those ingredients do need some extra seasoning though; the campaign is fun but bland and I want to see more large scale, Conquest-focused maps in future - but all-in-all, this is a great effort. In this day and age, the day one multiplayer experience is simply a base to be built upon, and that base is rock solid. I can't wait to see where Battlefield 6 ends up in a few years' time.
  9. EA and the newly-rebranded Battlefield Studios had a lot to prove to me with Battlefield 6. The previous game in the series, Battlefield 2042, left a lot to be desired - and truth be told, I was losing a bit of faith in the series ever getting back to its glory days. With BF6 now here, backed up by a pretty smooth opening weekend in my experience, the team is starting to win me over - even if this isn't the perfect Battlefield game just yet. Jumping straight into the action, mind you, and the game does a very good job at selling you on the experience right out of the gate. Visuals and performance are fantastic on both Xbox Series consoles, gunplay is vastly improved over its predecessor, and there's everything here on day one that you want to see from a Battlefield game. We've got a full single-player campaign, a vast online suite of maps, modes and weapons and the game's Portal toolset right at launch. This is a far cry from 2042, which (yes, you're reading this right) didn't even have an in-game scoreboard during multiplayer matches at launch. Yeah, moving on. Moving on EA certainly has; the bones of Battlefield 6 are significantly improved, and the game is on a much stronger footing this time around. From the moment you get the controller in your hand you can tell BF Studios has put a lot of care and attention into simply making the game feel great to play, and that hasn't gone unnoticed by yours truly. Weapons seem weighty, your character feels properly grounded in the experience, and everything just kind of plays as you'd expect a Battlefield game on modern hardware to play. I know this all sounds very obvious and straight forward, but this aspect of BF6 was absolutely essential before the game could spread its wings and get any more ambitious. One thing I'll touch on fairly quickly here is the game's single-player campaign mode, which admittedly isn't overly ambitious. The story of Battlefield 6 takes you to plenty of far-flung locations in order take down Pax Armata — a military faction whose allegiances don't lie with any one nation — and it's all pretty tried and tested, if I'm being honest. There are stealthy bits, big shooty bits, vehicle missions, a token 'open objective' level etc., with a narrative told from that sort of 'flashback' style of storytelling. You've seen it all before, but none of it is necessarily bad. In fact, we've seen some suggestions and opinions out there that the BF6 campaign is a bit crap, and to be honest, I kind of want to dispel those fears for a moment. Battlefield 6 delivers exactly what I expect from a modern military shooter campaign, and I think it's a wee bit harsh to go too hard on it. It's certainly a more coherent experience than Battlefield 4's single-player was - and of course, 2042 didn't even have a story campaign. Alright, sure, the game teases its much-anticipated battle royale mode at the end of the story and you could argue that building some of these large levels was probably a means to that end more than anything else - but this is a decent little romp at the end of the day; exactly the sort of thing you'd expect from a grounded military campaign mode. Right, now that that's done, let's get into the meat and potatoes of Battlefield 6; it's multiplayer suite. As I've mentioned a few times on the site now, I wanted to give myself the weekend to play this on public servers rather than jump the gun on this review - and I'm glad that I did; my experience has been very smooth over the last few days, and Battlefield 6 is really starting to sink its teeth into me. There are still a few elements that need tweaking to make it more Battlefield in my opinion, but the team is very close - and this a great base for the future of the series. First off, that solid gunplay I previously mentioned of course carries over to multiplayer - this is simply a fun-as-heck shooter to mess around with online. It's got shades of the Call of Duty: Modern Warfare reboot about its gunplay and character movement, with some of that old Battlefield 3 era feel behind it, and I'm quite happy with that mix so far. I'd probably like the pace to be slowed down slightly — this is where the modern COD influence comes in — but the whole experience still feels like Battlefield, which is great to see. Conquest is here in all of its classic game mode glory, and the modern-favourite Breakthrough mode also makes its grand return. You can tell that Battlefield Studios has worked hard to balance these two modes with BF6; it certainly feels like core of the experience is built around these offerings. I'd argue more the push-and-pull Breakthrough mode in this regard though; the game could do with a few tweaks and additions to make Conquest properly shine, in my opinion. A lot of that comes down to the game's selection of maps at launch. Conquest is all about freedom of gameplay; vehicular and infantry warfare going down on large-scale maps as a sort of 'capture the area dance' plays out in front of you. This experience is still mostly intact, but Battlefield 6 has honed in on a more infantry-focused map pool at launch, and some of these tighter maps just don't work as well in Conquest mode. Mirak Valley, New Sobek City and the classic Operation Firestorm levels are examples of arenas that work well with Conquest's sensibilities, but the likes of Empire State, Iberian Offensive and Saints Quarter just feel a little too restrictive. I'm keen to see where things go post-launch with the team's approach to maps, but needless to say, I'd like to see more large-scale offerings. Those smaller offerings also mess with class balance a bit. In my experience, the tighter maps favour Assault and Support much more than Engineer and Recon, and that's often led me to just default-picking those former two classes for most of my time playing Conquest. I might crack out Recon on Mirak Valley or Engineer on Operation Firestorm every now and then, but the beauty of this classic Battlefield mode is offering the space to play with every class on every map. Again, Breakthrough mode fares a little better in my experience, but I'm hoping Conquest remains a priority post launch and that's reflected in the map design (it's my preferred way to play Battlefield!). The other main gripe I have with multiplayer right now relates to progression. Battlefield Studios clearly wants you to earn your way to the top in this game — which is fair, I don't mind a bit of a grind — but a lot of unlocks in BF6 are behind specific challenges; much more than in previous Battlefield titles. I'm not massively keen on messing with my preferred playstyle just to unlock certain things or progress in a certain way, so I'd personally prefer more unlocks to be rank/XP based. I know, that's probably just a personal thing and some folks may prefer the more unique challenges to unlock stuff - I just like those to be saved for more niche unlocks than main items like attachments and such! Before I wrap up here, there a few other points I want to touch on. One is becoming an easier and easier recommendation with online games as time goes by: turn off crossplay, whatever you do. My first few hours of this game were plagued with cross-map sniping that'd be nigh-on impossible to pull off using a controller - so whether it's cheating or just plain old mouse and keyboard aim, the experience is simply a better one on Xbox with crossplay off. The other thing is that I've not really messed with Portal much yet — custom toolsets like this are kind of a bonus to me rather than a core part of the experience — but it certainly sounds like the mode has potential. I'm happy to let the community have their way with it for now, and I may end up testing out some of its creations down the line if and when they're more integrated into the main experience. ConclusionBattlefield 6 is a fantastic first-person shooter, and the team at Battlefield Studios — now led by FPS veteran Vince Zampella — has done an amazing job at building this new foundation, especially after the dip in form with Battlefield 2042. The gunplay feels ace, the game looks and runs beautifully, and all of the core ingredients that make a proper Battlefield game are here. Some of those ingredients do need some extra seasoning though; the campaign is fun but bland and I want to see more large scale, Conquest-focused maps in future - but all-in-all, this is a great effort. In this day and age, the day one multiplayer experience is simply a base to be built upon, and that base is rock solid. I can't wait to see where Battlefield 6 ends up in a few years' time. View full article
  10. When it was revealed that PlatinumGames was helping with the fourth major entry in the Ninja Gaiden series, I had two immediate thoughts. How would the Bayonetta studio handle this kind of responsibility, and could another character really lead the next big entry in the modern series, in place of the 'main face' and video game icon Ryu Hayabusa? Fast forward to today and Ninja Gaiden 4 has officially arrived on Xbox. Although the new protagonist Yakumo walks his own path, Platinum (under the guidance of Team Ninja) has kept the series’ identity intact without straying too far from the classic formula of hack-and-slash combat mixed with extreme levels of blood and violence. The new entry starts out in a near-future Tokyo, with the city descending even further into chaos, and it’s up to the young ninja — who is part of the Raven Clan (a rival clan of the Hayabusa Clan) — to sort it out. He’s assigned to assassinate the priestess of the Dark Dragon and well… spoiler alert, he’s quickly persuaded to keep her alive in order to break the seal on the Dark Dragon and lift the ancient curse once and for all. The only problem is, he’s now a marked man, and he’s got Hayabusa and an army of fiends and other enemies standing in his way. Fortunately, just like the famous 'Super Ninja', Yakumo’s got all the necessary tools and training to overcome the odds. Similar to the previous entries in the series, you’ll slowly build your arsenal of weapons, starting with twin blades and eventually other unlocks and surprises along the way. Adding to this is a long list of weapon and combat skills you expand over time. If you have history with Ninja Gaiden or Platinum’s previous work, you should be right at home here. The same goes for the combat in terms of how agile the movement feels as you slice up hordes of fiends. Being the ninja-skilled gamer that I am (at least in my own mind), I was performing all sorts of stunning combo attacks in no time while parrying and locking onto enemies. Speaking of this, timing is everything when it comes to countering your enemy. You’ll want to learn how to exploit the animations of enemies, and certain moves even come with invincibility frames when timed perfectly. Team Ninja officially describes the experience as a blend of its own “tempered combat philosophy” with the “stylish and dynamic gameplay” fans of PlatinumGames have come to know and love, and when you see it all in motion, or are unleashing every move you’ve got during a boss fight, it’s sure to get your blood pumping. Platinum builds on these combat basics with Yakumo’s new Bloodraven Form – allowing him to pull off powerful and flashy gauge attacks and executions, depending on the buttons you hit and the move set or weapons equipped. If you’re unable to break an enemy’s guard or protections, these deadly moves should do the job. And to top it off, there’s the Berserk State, acting as a lethal and bloody finisher. Once you get the hang of it all, Yakumo controls pretty much as other characters have in past entries, he’s just got some added flair, courtesy of Platinum’s stylish touches. In between fighting, gameplay in Ninja Gaiden 4 remains mostly true to the modern series’ roots, originally started by the late Tomonobu Itagaki and his team in the 2004 Xbox reboot: Ninja Gaiden. This includes linear ‘Point A to Point B’ style progression, filled with checkpoints throughout, plenty of chests to kick open, and some additional goodies to collect. There’s a lot of platforming action too including some rail grinding, and unlocks such as the “Dragonfly Glider” and “Pond Strider” give you the chance to fly and even surf your way through part of the levels. Existing moves and platforming techniques — including wall running from previous entries — have also been brought across and adapted to the current to the pace of the forth outing, which can provide a break from fights. Of course, it’s not always a smooth ride. As any Ninja Gaiden veteran will know, the difficulty of this series is a defining trait and in the fourth outing it extends to four options once the story mode is completed. On the harder settings, fights are fierce, and you can’t afford to drop your guard or make any foolish errors. While newcomers might prefer to begin Yakumo’s journey on 'Hero Mode' (which enables auto-guard and other assists), I’d personally recommend having a crack at a higher difficulty to get a more authentic Ninja Gaiden experience; the learning curve has always been a part of its charm. Now, this brings us to spoiler territory. If you don’t want to know, scroll to the next paragraph... I've warned you! Right then, as you might have already guessed from the promotional art and trailers, Ryu is, in fact, a playable character in the game. This has also been directly confirmed in the marketing materials, so hopefully you’re not too surprised to see me talking about it here. You’ll be spending many hours with Yakumo before you get to Ryu, but boy is it satisfying when you’re finally reunited with the series’ legendary character. He controls mostly the same as Raven Clan’s ninja, but generally just feels a lot more powerful, as he should. He’s also got his new 'Gleam State' (like Yakumo’s 'Bloodraven Form'), he can use to break an enemy’s guard and unleash powerful moves. As he becomes playable later in the game, there’s a slightly different approach to unlocks, with some of his abilities being obtained via chests. As for his gameplay segments, you'll see him partly retracing certain areas you’ve already played as Yakumo. Fortunately, it doesn’t drag on, and the overlap of the stories only heightens the magnitude of the situation. As for the tech on display here, the whole experience is powered by PlatinumGames’ proprietary engine. I wouldn’t say it’s quite as pretty as Ninja Gaiden 2 Black running on Unreal Engine 5, but it does enough to look the part. As for settings, you’ve got a Graphics Mode – prioritising the visuals at 30 FPS, and then there’s a consistent Performance Mode at 60 FPS. You can also specifically select a higher Performance Mode targeting 120 FPS if you have the display to make use of it and access to an Xbox Series X or supported platform. The graphics mode gets by well enough, but doesn't always provide the best picture during more heated moments on-screen. Given the general speed of the gameplay, I found the 120 FPS Mode was worth the visual sacrifice. It also seems a lot more responsive when it comes to movement, and is arguably how a game like this should be played. Apart from the visuals, there’s also a solid soundtrack throughout that adapts to the mood and speed of each moment - it all synchronizes well together! ConclusionReturning to where this review started, I obviously raised some questions about Platinum’s ability to deliver a game faithful to the Ninja Gaiden series, and for the most part, this new entry starring Yakumo is just as badass as any of Ryu’s past adventures. It retains the spirit and traditions of the previous games, expands on combat in new and stylish ways, and if you’re a fan of this type of game – it’s a bloody excellent fight from start to finish. Now, if you don’t mind, I’ve got some more fiends to slay.
  11. When it was revealed that PlatinumGames was helping with the fourth major entry in the Ninja Gaiden series, I had two immediate thoughts. How would the Bayonetta studio handle this kind of responsibility, and could another character really lead the next big entry in the modern series, in place of the 'main face' and video game icon Ryu Hayabusa? Fast forward to today and Ninja Gaiden 4 has officially arrived on Xbox. Although the new protagonist Yakumo walks his own path, Platinum (under the guidance of Team Ninja) has kept the series’ identity intact without straying too far from the classic formula of hack-and-slash combat mixed with extreme levels of blood and violence. The new entry starts out in a near-future Tokyo, with the city descending even further into chaos, and it’s up to the young ninja — who is part of the Raven Clan (a rival clan of the Hayabusa Clan) — to sort it out. He’s assigned to assassinate the priestess of the Dark Dragon and well… spoiler alert, he’s quickly persuaded to keep her alive in order to break the seal on the Dark Dragon and lift the ancient curse once and for all. The only problem is, he’s now a marked man, and he’s got Hayabusa and an army of fiends and other enemies standing in his way. Fortunately, just like the famous 'Super Ninja', Yakumo’s got all the necessary tools and training to overcome the odds. Similar to the previous entries in the series, you’ll slowly build your arsenal of weapons, starting with twin blades and eventually other unlocks and surprises along the way. Adding to this is a long list of weapon and combat skills you expand over time. If you have history with Ninja Gaiden or Platinum’s previous work, you should be right at home here. The same goes for the combat in terms of how agile the movement feels as you slice up hordes of fiends. Being the ninja-skilled gamer that I am (at least in my own mind), I was performing all sorts of stunning combo attacks in no time while parrying and locking onto enemies. Speaking of this, timing is everything when it comes to countering your enemy. You’ll want to learn how to exploit the animations of enemies, and certain moves even come with invincibility frames when timed perfectly. Team Ninja officially describes the experience as a blend of its own “tempered combat philosophy” with the “stylish and dynamic gameplay” fans of PlatinumGames have come to know and love, and when you see it all in motion, or are unleashing every move you’ve got during a boss fight, it’s sure to get your blood pumping. Platinum builds on these combat basics with Yakumo’s new Bloodraven Form – allowing him to pull off powerful and flashy gauge attacks and executions, depending on the buttons you hit and the move set or weapons equipped. If you’re unable to break an enemy’s guard or protections, these deadly moves should do the job. And to top it off, there’s the Berserk State, acting as a lethal and bloody finisher. Once you get the hang of it all, Yakumo controls pretty much as other characters have in past entries, he’s just got some added flair, courtesy of Platinum’s stylish touches. In between fighting, gameplay in Ninja Gaiden 4 remains mostly true to the modern series’ roots, originally started by the late Tomonobu Itagaki and his team in the 2004 Xbox reboot: Ninja Gaiden. This includes linear ‘Point A to Point B’ style progression, filled with checkpoints throughout, plenty of chests to kick open, and some additional goodies to collect. There’s a lot of platforming action too including some rail grinding, and unlocks such as the “Dragonfly Glider” and “Pond Strider” give you the chance to fly and even surf your way through part of the levels. Existing moves and platforming techniques — including wall running from previous entries — have also been brought across and adapted to the current to the pace of the forth outing, which can provide a break from fights. Of course, it’s not always a smooth ride. As any Ninja Gaiden veteran will know, the difficulty of this series is a defining trait and in the fourth outing it extends to four options once the story mode is completed. On the harder settings, fights are fierce, and you can’t afford to drop your guard or make any foolish errors. While newcomers might prefer to begin Yakumo’s journey on 'Hero Mode' (which enables auto-guard and other assists), I’d personally recommend having a crack at a higher difficulty to get a more authentic Ninja Gaiden experience; the learning curve has always been a part of its charm. Now, this brings us to spoiler territory. If you don’t want to know, scroll to the next paragraph... I've warned you! Right then, as you might have already guessed from the promotional art and trailers, Ryu is, in fact, a playable character in the game. This has also been directly confirmed in the marketing materials, so hopefully you’re not too surprised to see me talking about it here. You’ll be spending many hours with Yakumo before you get to Ryu, but boy is it satisfying when you’re finally reunited with the series’ legendary character. He controls mostly the same as Raven Clan’s ninja, but generally just feels a lot more powerful, as he should. He’s also got his new 'Gleam State' (like Yakumo’s 'Bloodraven Form'), he can use to break an enemy’s guard and unleash powerful moves. As he becomes playable later in the game, there’s a slightly different approach to unlocks, with some of his abilities being obtained via chests. As for his gameplay segments, you'll see him partly retracing certain areas you’ve already played as Yakumo. Fortunately, it doesn’t drag on, and the overlap of the stories only heightens the magnitude of the situation. As for the tech on display here, the whole experience is powered by PlatinumGames’ proprietary engine. I wouldn’t say it’s quite as pretty as Ninja Gaiden 2 Black running on Unreal Engine 5, but it does enough to look the part. As for settings, you’ve got a Graphics Mode – prioritising the visuals at 30 FPS, and then there’s a consistent Performance Mode at 60 FPS. You can also specifically select a higher Performance Mode targeting 120 FPS if you have the display to make use of it and access to an Xbox Series X or supported platform. The graphics mode gets by well enough, but doesn't always provide the best picture during more heated moments on-screen. Given the general speed of the gameplay, I found the 120 FPS Mode was worth the visual sacrifice. It also seems a lot more responsive when it comes to movement, and is arguably how a game like this should be played. Apart from the visuals, there’s also a solid soundtrack throughout that adapts to the mood and speed of each moment - it all synchronizes well together! ConclusionReturning to where this review started, I obviously raised some questions about Platinum’s ability to deliver a game faithful to the Ninja Gaiden series, and for the most part, this new entry starring Yakumo is just as badass as any of Ryu’s past adventures. It retains the spirit and traditions of the previous games, expands on combat in new and stylish ways, and if you’re a fan of this type of game – it’s a bloody excellent fight from start to finish. Now, if you don’t mind, I’ve got some more fiends to slay. View full article
  12. Following the recent leaked set footage from the upcoming The Legend of Zelda movie, Nintendo has unveiled the first official look at Link and Zelda via the X platform. The movie has begun principal photography in New Zealand and is scheduled for a 7th May 2027 release date. Benjamin Evan Ainsworth, known for The Haunting of Bly Manor (2020) is set to play Link, while Bo Bragason (The Radleys, 2024) has been cast as Princess Zelda. Recent leaked footage which we won't share here showed a glimpse of Bo Bragason (Zelda) in a forest location talking to another character which fans have speculated may be Impa alongside several horses and knights. Zelda is wearing a royal blue outfit reminiscent of her outfit in Breath of the Wild while Link can be seen wearing his traditional green tunic. Miyamoto took to X/Twitter to share the official first look, saying: Source
  13. Following the recent leaked set footage from the upcoming The Legend of Zelda movie, Nintendo has unveiled the first official look at Link and Zelda via the X platform. The movie has begun principal photography in New Zealand and is scheduled for a 7th May 2027 release date. Benjamin Evan Ainsworth, known for The Haunting of Bly Manor (2020) is set to play Link, while Bo Bragason (The Radleys, 2024) has been cast as Princess Zelda. Recent leaked footage which we won't share here showed a glimpse of Bo Bragason (Zelda) in a forest location talking to another character which fans have speculated may be Impa alongside several horses and knights. Zelda is wearing a royal blue outfit reminiscent of her outfit in Breath of the Wild while Link can be seen wearing his traditional green tunic. Miyamoto took to X/Twitter to share the official first look, saying: Source View full article
  14. Hey, gamer! So, you want the full scoop on Black Ops 7 missions? Yep, you’re in the right place. We’ll cover every single mission, story highlights, gameplay mechanics, co-op strategies, collectibles, and even what comes after the campaign — the Endgame mode. No skipping; all details are here. Whether you’re new to BO7 or a seasoned veteran, this guide will give you all the insights you need to plan, play, and dominate. Black Ops 7 Mission Count & Campaign StructureTotal Missions: Black Ops 7 comes with 11 core campaign missions. Co-Op Friendly: Missions are designed for up to 4 players, making teamwork a major factor. Difficulty Options: You can pick Recruit, Regular, Hardened, or Veteran — higher difficulties add tougher enemies, smarter AI, and fewer checkpoints. Campaign Run Time: Average co-op: 5–6 hours to complete all missions. Solo or casual play: 6–8 hours, especially if you hunt every collectible and secret path. Speed-runners: 4–5 hours, if you stick to main objectives only. Knowing all missions ahead of time helps you plan loadouts and strategies, especially if you’re targeting collectibles or rare camo unlocks. For instance, boosting rare camos can save a lot of grind time, check Singularity camo unlock if you’re curious. All 11 Missions in OrderHere’s the complete mission list with a brief description of each: Exposure – Intro mission with high-intensity combat and tutorial mechanics. Inside – Stealth-heavy infiltration in a fortified enemy base. Distortion – Sci-fi elements appear, hallucinogenic effects challenge your perception. Escalation – Urban combat mission with multi-level objectives. Disruption – Sabotage mission requiring strategy and coordination. Collapse – Large-scale firefights in destructible environments. Fracture – Cinematic mission with scripted events and puzzle elements. Quarantine – Environmental hazards, infection zones, and defensive gameplay. Suppression – Tactical assault requiring precise teamwork. Breakpoint – Mid-to-late campaign climax, combining stealth, combat, and timed objectives. Containment – Final mission, heavy action, story resolution, and setup for Endgame. Each mission offers unique gameplay experiences, balancing combat, stealth, and environmental challenges. Story & SettingProtagonist: Play as David Mason, leading the elite JSOC team. Antagonists: The Guild and the returning Raul Menendez drive the main conflict. Locations: Missions span Avalon (Mediterranean), Nicaragua, Tokyo Bay, Los Angeles, and Vorkuta. Each area has distinct visual design, enemy behavior, and environmental challenges. Themes: Psychological and sci-fi twists dominate, mainly involving Cradle toxins that alter perception. Players will see hallucinations, altered enemy behavior, and environmental changes that keep things unpredictable. Mission Design & Gameplay MechanicsLinear vs Open: Linear for story-driven sequences, open areas for exploration and tactical choice. Action Variety: Missions include: All-out firefights Stealth infiltration Environmental puzzles Timed objectives Co-Op Dynamics: 4-player squads can split roles, revive teammates, and coordinate attacks. Solo players need precise tactics and patience. Collectibles & Rewards: Each mission has hidden intel, bonus objectives, and secret paths. Collecting these rewards can unlock camos, XP boosts, and achievements. For players who want faster cosmetic progression alongside the campaign, the Black Ops 7 camos boosting service is worth checking out. Endgame Mode: Beyond the CampaignUnlocked After Campaign: Complete all 11 missions to access Endgame, a 32-player PvE mode. Gameplay: Teams of 4 complete dynamic objectives across Avalon and extract with loot. Risk-Reward System: Dying means losing your loadout, surviving means retaining gear and progression. Replayability: Designed for infinite replay, with procedurally generated objectives and difficulty scaling. Boosting or unlocking rare items beforehand can make Endgame more rewarding — like the Genesis camo or preloaded accounts for quick start here. Tips & Strategies for Every PlayerPlay Co-Op When Possible – Makes hard missions more manageable. Collect Intel – Adds replay value and unlocks extras. Plan Loadouts – Think ahead for Endgame and tougher difficulties. Experiment – Try different roles in co-op; switch between assault, sniper, and tactical support. Pace Yourself – Campaign missions average 20–40 minutes, but exploring and replaying can double that time. For players who enjoy promo rewards, Monster Energy codes can give exclusive in-game items — check Monster Energy codes for extra perks. Why Knowing All Missions HelpsStrategy: Optimize co-op roles and gear. Completionist Goals: Collect all intel, unlock camos, and complete achievements. Endgame Prep: Familiarity with maps, enemies, and objectives gives an edge in extraction runs. Replayability: Knowing each mission’s challenges helps you tackle harder difficulties without frustration. Final ThoughtsBlack Ops 7’s campaign is more than just 11 missions — it’s a blend of tactical combat, story-driven drama, and replayable co-op gameplay, lasting roughly 5–6 hours in co-op. The Endgame mode provides additional depth with 32-player PvE challenges. Play smart, explore thoroughly, and leverage your unlocks and co-op advantages. With preparation, you’ll maximize every mission, unlock rare rewards, and dominate both the campaign and Endgame.
  15. Hey, gamer! So, you want the full scoop on Black Ops 7 missions? Yep, you’re in the right place. We’ll cover every single mission, story highlights, gameplay mechanics, co-op strategies, collectibles, and even what comes after the campaign — the Endgame mode. No skipping; all details are here. Whether you’re new to BO7 or a seasoned veteran, this guide will give you all the insights you need to plan, play, and dominate. Black Ops 7 Mission Count & Campaign StructureTotal Missions: Black Ops 7 comes with 11 core campaign missions. Co-Op Friendly: Missions are designed for up to 4 players, making teamwork a major factor. Difficulty Options: You can pick Recruit, Regular, Hardened, or Veteran — higher difficulties add tougher enemies, smarter AI, and fewer checkpoints. Campaign Run Time: Average co-op: 5–6 hours to complete all missions. Solo or casual play: 6–8 hours, especially if you hunt every collectible and secret path. Speed-runners: 4–5 hours, if you stick to main objectives only. Knowing all missions ahead of time helps you plan loadouts and strategies, especially if you’re targeting collectibles or rare camo unlocks. For instance, boosting rare camos can save a lot of grind time, check Singularity camo unlock if you’re curious. All 11 Missions in OrderHere’s the complete mission list with a brief description of each: Exposure – Intro mission with high-intensity combat and tutorial mechanics. Inside – Stealth-heavy infiltration in a fortified enemy base. Distortion – Sci-fi elements appear, hallucinogenic effects challenge your perception. Escalation – Urban combat mission with multi-level objectives. Disruption – Sabotage mission requiring strategy and coordination. Collapse – Large-scale firefights in destructible environments. Fracture – Cinematic mission with scripted events and puzzle elements. Quarantine – Environmental hazards, infection zones, and defensive gameplay. Suppression – Tactical assault requiring precise teamwork. Breakpoint – Mid-to-late campaign climax, combining stealth, combat, and timed objectives. Containment – Final mission, heavy action, story resolution, and setup for Endgame. Each mission offers unique gameplay experiences, balancing combat, stealth, and environmental challenges. Story & SettingProtagonist: Play as David Mason, leading the elite JSOC team. Antagonists: The Guild and the returning Raul Menendez drive the main conflict. Locations: Missions span Avalon (Mediterranean), Nicaragua, Tokyo Bay, Los Angeles, and Vorkuta. Each area has distinct visual design, enemy behavior, and environmental challenges. Themes: Psychological and sci-fi twists dominate, mainly involving Cradle toxins that alter perception. Players will see hallucinations, altered enemy behavior, and environmental changes that keep things unpredictable. Mission Design & Gameplay MechanicsLinear vs Open: Linear for story-driven sequences, open areas for exploration and tactical choice. Action Variety: Missions include: All-out firefights Stealth infiltration Environmental puzzles Timed objectives Co-Op Dynamics: 4-player squads can split roles, revive teammates, and coordinate attacks. Solo players need precise tactics and patience. Collectibles & Rewards: Each mission has hidden intel, bonus objectives, and secret paths. Collecting these rewards can unlock camos, XP boosts, and achievements. For players who want faster cosmetic progression alongside the campaign, the Black Ops 7 camos boosting service is worth checking out. Endgame Mode: Beyond the CampaignUnlocked After Campaign: Complete all 11 missions to access Endgame, a 32-player PvE mode. Gameplay: Teams of 4 complete dynamic objectives across Avalon and extract with loot. Risk-Reward System: Dying means losing your loadout, surviving means retaining gear and progression. Replayability: Designed for infinite replay, with procedurally generated objectives and difficulty scaling. Boosting or unlocking rare items beforehand can make Endgame more rewarding — like the Genesis camo or preloaded accounts for quick start here. Tips & Strategies for Every PlayerPlay Co-Op When Possible – Makes hard missions more manageable. Collect Intel – Adds replay value and unlocks extras. Plan Loadouts – Think ahead for Endgame and tougher difficulties. Experiment – Try different roles in co-op; switch between assault, sniper, and tactical support. Pace Yourself – Campaign missions average 20–40 minutes, but exploring and replaying can double that time. For players who enjoy promo rewards, Monster Energy codes can give exclusive in-game items — check Monster Energy codes for extra perks. Why Knowing All Missions HelpsStrategy: Optimize co-op roles and gear. Completionist Goals: Collect all intel, unlock camos, and complete achievements. Endgame Prep: Familiarity with maps, enemies, and objectives gives an edge in extraction runs. Replayability: Knowing each mission’s challenges helps you tackle harder difficulties without frustration. Final ThoughtsBlack Ops 7’s campaign is more than just 11 missions — it’s a blend of tactical combat, story-driven drama, and replayable co-op gameplay, lasting roughly 5–6 hours in co-op. The Endgame mode provides additional depth with 32-player PvE challenges. Play smart, explore thoroughly, and leverage your unlocks and co-op advantages. With preparation, you’ll maximize every mission, unlock rare rewards, and dominate both the campaign and Endgame. View full article
  16. Bamboo Strikes are one of the many types of Activities you'll come across while exploring the open world of Ghost of Yotei, rewarding extra Spirit to use for special abilities. This Ghost of Yotei guide reveals all Bamboo Strikes locations. What Are All Bamboo Strikes Locations in Ghost of Yotei? There are 15 Bamboo Strikes to find in the game. When you discover one, you must work through three stages of increasing difficulty, pressing the buttons in sequence before time runs out. The first round has three buttons, the second has five, and the final challenge has seven. If you complete all three rounds of a Bamboo Strike, you'll increase your Spirit and earn 20 Young Bamboo sticks. The more of them you complete, the more that are required to earn another dose of Spirit. They're marked on the map with three small bamboo sticks, and are only found either through exploring the open world or by buying Traveller's Maps. Below you'll find all Bamboo Strikes locations. We've broken this page up into each of the main regions in the game to make the guide easier to navigate. You'll find the location of each Bamboo Strike along with the required button presses for each round. All Bamboo Strikes in Yotei GrasslandsThere are 4 Bamboo Strikes in the Yotei Grasslands. Below are all their locations on the map and the button presses needed to complete them. Father's Bamboo Strike Images: Push Square This will almost certainly be the first Bamboo Strike you find in the game. When you reach your home, go to the cliff edge to the south overlooking Lake Shikotsu to find it. Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 + Bamboo Strike in The Way of Dual Katana Images: Push Square Working through the Revenge Quest named The Way of Dual Katana will present you with this Bamboo Strike, which gets easier as the days pass Nupur River Bamboo Strike Images: Push Square Directly north of the Crow's Nest Watchtower is a wooded area you can cut through to find a Settler and the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Yotei River Bamboo Strike Images: Push Square In between the White Dye House and Master Hejiro's Garden, just north of the Yotei River Bamboo Strike #1 + Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Ishikari PlainThere are 3 Bamboo Strikes in Ishikari Plain. Below are all their locations on the map and the button presses needed to complete them. Matsumae Encampment Bamboo Strike Images: Push Square When you're making your way to Ishikari Plain in the main story, you can perform Bamboo Strikes in Matsumae Encampment Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Rumoi Bamboo Strike Images: Push Square Just north of the Rumoi River in the middle of the region, look for a rocky area with a man on top already training on the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Urara Bamboo Strike Images: Push Square Along the eastern perimeter of the map, you'll find this Bamboo Strike behind the Oni's Breath Inn in Urara Forest Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Tokachi RangeThere are 3 Bamboo Strikes in Tokachi Range. Below are all their locations on the map and the button presses needed to complete them. Huranui Bamboo Strike Images: Push Square This Bamboo Strike is easy to miss as it's tied to the Huranui Rest Inn and doesn't have its own icon on the map Go to the Huranui Rest Inn, and outside, looking out to the river, you'll find the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Niikappu's Fork Bamboo Strike Images: Push Square Where the Nikkappu River split into two on the eastern side of the region, head east In the forest of yellow trees, you'll find three ronin training on the Bamboo Strike on top of a rock Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Misty Valley Bamboo Strike Images: Push Square Along the southern perimeter of the region, in Yamane Bluffs, look for the Mysterious Gate Head inside to discover the Abandoned Tominaga Estate At this point, take a left into the bamboo forest You'll find the stand for the Bamboo Strike, but there aren't any bamboo sticks attached to it To make them appear, run down the paths around the stand with red flowers on the ground Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Teshio RidgeThere are 3 Bamboo Strikes in Teshio Ridge. Below are all their locations on the map and the button presses needed to complete them. Sakuru Bamboo Strike Images: Push Square On the eastern side of the region in the middle, head north from Kamikawa Trading Post You'll find the Bamboo Strike on top of a large rock you can climb up Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Hakodake Bamboo Strike Images: Push Square This Bamboo Strike is up a part of the Hakodake Mountains, but it's easiest to find if you head south from the Contested Farm near the eastern coast From this location, go south up the slope and look for something you'd normally slide down — you'll be at the bottom of it To the left of the slope will be some rocks and grappling points you can use to reach the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Sarobetsu Bamboo Strike Images: Push Square From the Sarobetsu Lake towards the northwest of the region, head east to where it becomes a frozen river On top of the rock overlooking the frozen lake is the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Oshima CoastThere are 2 Bamboo Strikes in Oshima Coast. Below are all their locations on the map and the button presses needed to complete them. Atago Bamboo Strike Images: Push Square From the northern entrance to this region, head south to a camp in the forest of blossom trees Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Matsumae Bamboo Strike Images: Push Square Fast travel to the entrance of the Matsumae Residences, and enter the fort and turn right Follow this path along until you reach an area with blossom trees The Bamboo Strike will be here Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3
  17. Bamboo Strikes are one of the many types of Activities you'll come across while exploring the open world of Ghost of Yotei, rewarding extra Spirit to use for special abilities. This Ghost of Yotei guide reveals all Bamboo Strikes locations. What Are All Bamboo Strikes Locations in Ghost of Yotei? There are 15 Bamboo Strikes to find in the game. When you discover one, you must work through three stages of increasing difficulty, pressing the buttons in sequence before time runs out. The first round has three buttons, the second has five, and the final challenge has seven. If you complete all three rounds of a Bamboo Strike, you'll increase your Spirit and earn 20 Young Bamboo sticks. The more of them you complete, the more that are required to earn another dose of Spirit. They're marked on the map with three small bamboo sticks, and are only found either through exploring the open world or by buying Traveller's Maps. Below you'll find all Bamboo Strikes locations. We've broken this page up into each of the main regions in the game to make the guide easier to navigate. You'll find the location of each Bamboo Strike along with the required button presses for each round. All Bamboo Strikes in Yotei GrasslandsThere are 4 Bamboo Strikes in the Yotei Grasslands. Below are all their locations on the map and the button presses needed to complete them. Father's Bamboo Strike Images: Push Square This will almost certainly be the first Bamboo Strike you find in the game. When you reach your home, go to the cliff edge to the south overlooking Lake Shikotsu to find it. Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 + Bamboo Strike in The Way of Dual Katana Images: Push Square Working through the Revenge Quest named The Way of Dual Katana will present you with this Bamboo Strike, which gets easier as the days pass Nupur River Bamboo Strike Images: Push Square Directly north of the Crow's Nest Watchtower is a wooded area you can cut through to find a Settler and the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Yotei River Bamboo Strike Images: Push Square In between the White Dye House and Master Hejiro's Garden, just north of the Yotei River Bamboo Strike #1 + Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Ishikari PlainThere are 3 Bamboo Strikes in Ishikari Plain. Below are all their locations on the map and the button presses needed to complete them. Matsumae Encampment Bamboo Strike Images: Push Square When you're making your way to Ishikari Plain in the main story, you can perform Bamboo Strikes in Matsumae Encampment Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Rumoi Bamboo Strike Images: Push Square Just north of the Rumoi River in the middle of the region, look for a rocky area with a man on top already training on the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Urara Bamboo Strike Images: Push Square Along the eastern perimeter of the map, you'll find this Bamboo Strike behind the Oni's Breath Inn in Urara Forest Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Tokachi RangeThere are 3 Bamboo Strikes in Tokachi Range. Below are all their locations on the map and the button presses needed to complete them. Huranui Bamboo Strike Images: Push Square This Bamboo Strike is easy to miss as it's tied to the Huranui Rest Inn and doesn't have its own icon on the map Go to the Huranui Rest Inn, and outside, looking out to the river, you'll find the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Niikappu's Fork Bamboo Strike Images: Push Square Where the Nikkappu River split into two on the eastern side of the region, head east In the forest of yellow trees, you'll find three ronin training on the Bamboo Strike on top of a rock Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Misty Valley Bamboo Strike Images: Push Square Along the southern perimeter of the region, in Yamane Bluffs, look for the Mysterious Gate Head inside to discover the Abandoned Tominaga Estate At this point, take a left into the bamboo forest You'll find the stand for the Bamboo Strike, but there aren't any bamboo sticks attached to it To make them appear, run down the paths around the stand with red flowers on the ground Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Teshio RidgeThere are 3 Bamboo Strikes in Teshio Ridge. Below are all their locations on the map and the button presses needed to complete them. Sakuru Bamboo Strike Images: Push Square On the eastern side of the region in the middle, head north from Kamikawa Trading Post You'll find the Bamboo Strike on top of a large rock you can climb up Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Hakodake Bamboo Strike Images: Push Square This Bamboo Strike is up a part of the Hakodake Mountains, but it's easiest to find if you head south from the Contested Farm near the eastern coast From this location, go south up the slope and look for something you'd normally slide down — you'll be at the bottom of it To the left of the slope will be some rocks and grappling points you can use to reach the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Sarobetsu Bamboo Strike Images: Push Square From the Sarobetsu Lake towards the northwest of the region, head east to where it becomes a frozen river On top of the rock overlooking the frozen lake is the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Oshima CoastThere are 2 Bamboo Strikes in Oshima Coast. Below are all their locations on the map and the button presses needed to complete them. Atago Bamboo Strike Images: Push Square From the northern entrance to this region, head south to a camp in the forest of blossom trees Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Matsumae Bamboo Strike Images: Push Square Fast travel to the entrance of the Matsumae Residences, and enter the fort and turn right Follow this path along until you reach an area with blossom trees The Bamboo Strike will be here Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 View full article
  18. Following the rumours, Xbox has officially announced its Partner Preview showcase. The presentation will take place on Thursday 20th November at 10am PT/1pm ET/6pm GMT. As expected, Xbox Partner Preview will focus on third-party games, meaning this will definitely be worth tuning into regardless of your preferred platform. In the Xbox Wire post, three games are highlighted as part of the show — 007 First Light, Tides of Annihilation, and Reanimal will all be present. The post also teases some "brand new reveals", and that Jennifer English, best known as Baldur's Gate 3's Shadowheart and Maelle in Clair Obscur: Expedition 33, will narrate the show. What are you hoping to see during the Xbox Partner Preview? Tell us in the comments section below. Original Story: It feels a little odd to be talking about a potential Xbox Partner Showcase here on Push Square, but with the company releasing pretty much all its games on PS5 nowadays, it only seems right. Anyway, yes, it sounds as though Microsoft is planning an Xbox presentation in the very near future. That's according to known leaker NateTheHate who, responding to a user on X, says a Partner Showcase is being announced "very soon". NateTheHate doesn't have a perfect track record, but has made accurate predictions and leaked legit information in the past, so there's some precedent here. On top of that, an Xbox Partner Showcase for November was previously reported on at Windows Central, so this hasn't come from totally nowhere. It'll likely be worth PlayStation users paying attention, as these presentations typically focus on games from third-party, multiplatform publishers. Saying that, though, any first-party games that Xbox does mention are likely bound for PS5 as well. We'll keep our eyes peeled for the official announcement.
  19. Following the rumours, Xbox has officially announced its Partner Preview showcase. The presentation will take place on Thursday 20th November at 10am PT/1pm ET/6pm GMT. As expected, Xbox Partner Preview will focus on third-party games, meaning this will definitely be worth tuning into regardless of your preferred platform. In the Xbox Wire post, three games are highlighted as part of the show — 007 First Light, Tides of Annihilation, and Reanimal will all be present. The post also teases some "brand new reveals", and that Jennifer English, best known as Baldur's Gate 3's Shadowheart and Maelle in Clair Obscur: Expedition 33, will narrate the show. What are you hoping to see during the Xbox Partner Preview? Tell us in the comments section below. Original Story: It feels a little odd to be talking about a potential Xbox Partner Showcase here on Push Square, but with the company releasing pretty much all its games on PS5 nowadays, it only seems right. Anyway, yes, it sounds as though Microsoft is planning an Xbox presentation in the very near future. That's according to known leaker NateTheHate who, responding to a user on X, says a Partner Showcase is being announced "very soon". NateTheHate doesn't have a perfect track record, but has made accurate predictions and leaked legit information in the past, so there's some precedent here. On top of that, an Xbox Partner Showcase for November was previously reported on at Windows Central, so this hasn't come from totally nowhere. It'll likely be worth PlayStation users paying attention, as these presentations typically focus on games from third-party, multiplatform publishers. Saying that, though, any first-party games that Xbox does mention are likely bound for PS5 as well. We'll keep our eyes peeled for the official announcement. View full article
  20. Hey folks! A few days ago talking with the_digi_law we discovered that you can actually run custom made stuff on Wii (retail and emulator) without the need of the SDK and official Unity addon. This won't be as straight forward as it would be with them but it's better than nothing. This is why I bring this tutorial in case someone wants to make games for Nintendo Wii using Unity. Okay, first let's provide some context (I don't want to bore you to death, so if you don't want to read it or not need it, you can skip ahead to the setup steps below): It's worth mentioning that if we followed the usual workflow back in 2007-2010, it would be exactly as we do now compiling a game for any other platform, albeit with some nuances. The Nintendo Developer Interface (NDI) did not exist back in 2007-2008. That's why the RVL SDK (Revolution SDK, aka the Wii SDK) had to be obtained directly from Nintendo through WarioWorld, the old developer website. It was MANDATORY to have the Developer Kit (the development kit), i.e., the physical machine on which to test the software, in order to obtain the SDK. And this had a price tag of $15,000. Not cheap by today's standards (the Switch version, for example, costs $450)... Once we had the SDK installed on our PC and had a DevKit, we could ask Unity to send us the version of the editor to use with the Wii Addon already installed. Then we could do what we always did: develop the game > compile the WAD (in the case of WiiWare) or ISO (in the case of retail) and with the Unity libraries connected to the SDK, everything would be easy and simple. Unfortunately, none of the possible versions of the add-on have ever been leaked, and until now (with what I'm bringing you), there has never been ANY information on how to make a game made in Unity run on a Wii console or emulator. So... What can we do now if neither Nintendo nor Unity are going to give us the add-on and it was never leaked? Well, while surfing the net, I came across a user named the_digi_law who mentioned that the Wii has PowerPC (PPC) architecture and that's why it used “CodeWarrior” as its compiler. What does that have to do with anything? Well, Unity 2.6.0 and 2.6.1 still exported to MacOS X, which in 2008 was ALSO PPC. And then, chatting about it privately, we said to ourselves... “What if we put the MacOS PPC files into an already compiled Wii game... will it work?” Let's see! It should be noted that this tutorial is for exporting a basic scene that ends up compiling a functional ROM natively on both a retail console and an emulator (e.g. Dolphin Emulator). However, making a complex game will require knowledge of the engine and general programming/coding with C#, JavaScript or UnityScript, as making a game in a large engine has a non-skippable learning curve, especially in such an old version of the engine. This tutorial WON'T share any copyrighted file and everything you do is under your responsability. Step 1. Prepare Unity 2.6.0f7: We'll download Unity 2.6.0f7 directly from the official Unity website. Why this one and not a more modern one that also compiles for Wii? Because it is the latest functional version for MacOS PPC. Unity 3.x only compiled for Macs with Intel processors. You can also use Unity 2.3 to 2.6.1 versions but in my tests, the best results were obtained with 2.6.0f7 due to numerous bugs within the editor... Double-click on the .exe and install it as usual. When you run Unity 2.6.0f7, it will ask you for a license registration. Tell it that you want to activate it online, and it will take you to the official Unity licensing page that was used at the time and is still maintained: https://license.unity3d.com/ If you don't have a Unity account, you will have to create one, as it is required. If you already have one, skip to the next step. Now that you have created your account, if you have a plus or pro license, you can link it here. If not, we can click on Personal License and it will give us a free license (the advantage of 2.6.0 is that it was the first version with a free personal license, which is great!). After accepting, we return to Unity and see that the registration has been completed. We close the installer and can open Unity for a couple more steps later. Step 2 Prepare the Wii game where you want to “inject”: From RVL to ISO Okay, at this point, you probably have an idea of what we're going to do: we're going to replace the files compiled by Unity with those from an existing ROM. To do this, you need to know of a game that uses Unity 2.x and runs on a Wii. Some of these are: Jumpstart Pet Rescue (ISO/RVL) Lead the Merkaats (WiiWare->WAD) Tiger Woods PGA Tour Online (ISO/RVL) El Chavo (ISO/RVL) For our example, we will use Jumpstart Pet Rescue. Since it is irrelevant, we will assume that we have all obtained our game legally and ripped it as a personal backup, rather than downloading it from the seven seas. The fact is that if we already have the game in ISO format, we can continue. The following steps are for if we have the game in RVL format: Download the Wii and GameCube emulator “Dolphin” from its official website. Install or unzip it wherever you want, depending on whether you are using the “archive” version. Open it by double-clicking on the .exe file. Go to Options > Settings > Paths and set the folder where your RVL is currently located. It will appear in the list of games available to run. Right-click on it and select “Convert File.” Make sure it is set to ISO type and accept. A file with the .iso format will be added to the same folder, which will be much larger than the original (since it is not encrypted or compressed). Now we have the game, which we can unzip to extract its files. Step 3 Prepare the Wii game to be “injected”: Unzip the ISO into files To unzip an ISO and extract all its files, we will use one of the best Wii RomHacking tool for ISO: WIT Wimms Tools. Go to the official WIT website and download the Windows version. In this case, version 3.05, which is the latest: https://wit.wiimm.de/download.html#vers-v3.05a Unzip it into a folder that you will remember. In my case, it will be C:\Wit so that the executable we are going to use is in C:\Wit\bin\wit.exe. We don't really need to add it to Environment Variables because in this tutorial we are going to launch everything from the command console (CMD) using global paths, but you can do so if you wish. In any case, open the command console by right-clicking > open terminal here, from Cortana > Command Console or Windows + R > cmd. Use WIT to decompile the ROM using (replace my path with yours) “C:\Wit\bin\wit.exe” extract “path to the ISO” “Path where it is extracted” When you press enter, it will take you to where we have defined the entire decompiled ROM. That will be our “final compilation place.” Remember where it is, as we will recompile the .ISO in the future. Step 4 Prepare the game for injection With Unity opened from Step 1, we are going to make a simple "game": Create a scene with File > New Scene. Add an object with the menu above GameObject > Create Empty (or press Control + Shift + N). Leaving it selected > Components > Rendering > GUITexture. Drag an image from your PC to the “Project” tab. Select the object with GUITexture > drag the newly imported image to the inspector where it says Texture. You will see it in the Game tab. Go to File > Save Scene and save your scene as you would in any Unity project. Open File > Build Settings and click “Add Current” to add it to the list of scenes. Important: in this step, select MacOS PPC (OS X) as the target platform. We click Build and compile the game for MacOS X PPC. The folder will open at the end. Step 5. Copy the files to the Wii ISO Okay, from the folder where we had the ISO, let's go to DATA/files/unity/Data. We can delete EVERYTHING there because we don't need it. The only exception would be “unity default resources” because it already has the shaders ready for Wii. In any case, this is where we are going to copy our files, so leave this folder open in a separate window. Which files do we put? Only those from our game: Go back to where the Mac game has been compiled and go inside .app/Contents and grab the files from: Data: mainData and sharedassets0.assets. If we had several scenes and so on, we would take EVERYTHING from here (Levels, sharedAssets, bundles...). Frameworks/Mono.framework: Boo.Lang.dll, mscorlib.dll, and UnityDomainLoad.exe. Resources: UnityEngine.dll and unity default resources (this is not necessary if we keep the one that was already in the Wii game). Go back to where you had the ISO unzipped into files and copy all the files to PathToIso/DATA/files/unity/Data. You should end up with something like: Our game is now ready to test. Step 6. Encrypt the ROM back to an ISO We are going to use Wit again, but now with “C:\Wit\bin\wit.exe” copy “path where we extracted the ROM” “path where we want the ISO to be placed.” Once this is done, a ROM in .iso format will have been created. This will fail if there was previously an .ISO file with the same name, so make sure to delete it first. Open Dolphin and you will see that it is listed even though it has the name Jumpstart Pet Rescue (you can change this by modifying the opening.bnr files). Run the game and voilà! You have your Unity game on Nintendo Wii! This game is "fully" functional in retail hardware and emulator, so it could already be used for Fangaming or Homebrew. However, you may be wondering: What about the API for Wii-specific features such as Inputs, Saving, Language... those things come in the SDK. You're right! If we use DNSpy or ILSpy to check the C# DLLs of the original game, if we take a look at UnityEngine.dll you can find all the stuff required for those. You can handle them in one single file or separate them. Here's a video of the Inputs working: This way, the workflow would remain the same: make the game in Unity 2.6 > Compile for Mac > Copy the files > Encrypt the ISO > Test. Suffice it to say that no one who still has the official SDK + Addon is going to publish it so for now this is the only and best way to get our Unity games running on Nintendo Wii... And that's it! Special thanks to The_Digi_Law (DigiSpace-Productions) for not only pointing in the right direction but spending time with me reverse engineering all this process! Troubleshooting and limitations I discovered while battling with Unity and Wii: You can't use asset bundles (for now) as they are compiled to .wii and .ures by the SDK. We could make something to manually create them but otherwise, you won't be able to load them. They are limited to Unity Pro so you also need an official serial key in order to handle them. Normals seem completely off. It might be something with how the wii renders stuff: When trying animations imported from an FBX (which also needs to be backported to FBX 2010 with autodesks tools), the model just disappears. No idea why (yet). I would recommend using DAE as it seems to be supported. Audio is not working for me. Probably bc the wii only recognizes DSP or PCM and Unity 2.5 only wav (that can be converted). I backported NGUI 2.7.0 (unity 3.5) to Unity 2.6.0 but it gives more troubles than solutions... So... no useful way to make user interface... =========================== Compiling from Unity 3.5.6f4 for Nintendo Wii and replacing on Big Time Rush game makes it to work as well! ===================== Other games made in Unity you can try and their versions: JumpStart Pet Rescue Wii (Disk) Sept 8 2009 (Unity 2.1) JumpStart Escape from Adventure Island Wii (Disk) Nov 17 2009 (Unity 2.1) Max & the Magic Marker (WiiWare) USA/EU Mar 8 2010 (US) / Mar 5 2010 (EU) (Unity 2.5) Lead the Meerkats (WiiWare) USA Jun 7 2010 (Unity 2.5) JumpStart Get Moving Family Fitness Wii (Disk) Jun 8 2010 (Unity 2.1) JumpStart Crazy Karts Wii (Disk) Apr 19 2011 (Unity 2.1) Retail Santa Claus is Comin’ to Town! Wii (Disk) Nov 8 2011 (Unity 3.2) Nickelodeon Big Time Rush – Dance Party Wii (Disk) Nov 13 2012, (Unity 3.5.6f7) -> latest unity version? El Chavo (Latin America) Wii (Disk) Apr 27 2012 (Unity 3.2) My Animal Centre Wii (Disk) 2009 (Unity 2.1) FroBot (Disk) 2010 (Unity 2.5) Feel free to share your knowledge if you discover more stuff!
  21. Hey folks! A few days ago talking with the_digi_law we discovered that you can actually run custom made stuff on Wii (retail and emulator) without the need of the SDK and official Unity addon. This won't be as straight forward as it would be with them but it's better than nothing. This is why I bring this tutorial in case someone wants to make games for Nintendo Wii using Unity. Okay, first let's provide some context (I don't want to bore you to death, so if you don't want to read it or not need it, you can skip ahead to the setup steps below): It's worth mentioning that if we followed the usual workflow back in 2007-2010, it would be exactly as we do now compiling a game for any other platform, albeit with some nuances. The Nintendo Developer Interface (NDI) did not exist back in 2007-2008. That's why the RVL SDK (Revolution SDK, aka the Wii SDK) had to be obtained directly from Nintendo through WarioWorld, the old developer website. It was MANDATORY to have the Developer Kit (the development kit), i.e., the physical machine on which to test the software, in order to obtain the SDK. And this had a price tag of $15,000. Not cheap by today's standards (the Switch version, for example, costs $450)... Once we had the SDK installed on our PC and had a DevKit, we could ask Unity to send us the version of the editor to use with the Wii Addon already installed. Then we could do what we always did: develop the game > compile the WAD (in the case of WiiWare) or ISO (in the case of retail) and with the Unity libraries connected to the SDK, everything would be easy and simple. Unfortunately, none of the possible versions of the add-on have ever been leaked, and until now (with what I'm bringing you), there has never been ANY information on how to make a game made in Unity run on a Wii console or emulator. So... What can we do now if neither Nintendo nor Unity are going to give us the add-on and it was never leaked? Well, while surfing the net, I came across a user named the_digi_law who mentioned that the Wii has PowerPC (PPC) architecture and that's why it used “CodeWarrior” as its compiler. What does that have to do with anything? Well, Unity 2.6.0 and 2.6.1 still exported to MacOS X, which in 2008 was ALSO PPC. And then, chatting about it privately, we said to ourselves... “What if we put the MacOS PPC files into an already compiled Wii game... will it work?” Let's see! It should be noted that this tutorial is for exporting a basic scene that ends up compiling a functional ROM natively on both a retail console and an emulator (e.g. Dolphin Emulator). However, making a complex game will require knowledge of the engine and general programming/coding with C#, JavaScript or UnityScript, as making a game in a large engine has a non-skippable learning curve, especially in such an old version of the engine. This tutorial WON'T share any copyrighted file and everything you do is under your responsability. Step 1. Prepare Unity 2.6.0f7: We'll download Unity 2.6.0f7 directly from the official Unity website. Why this one and not a more modern one that also compiles for Wii? Because it is the latest functional version for MacOS PPC. Unity 3.x only compiled for Macs with Intel processors. You can also use Unity 2.3 to 2.6.1 versions but in my tests, the best results were obtained with 2.6.0f7 due to numerous bugs within the editor... Double-click on the .exe and install it as usual. When you run Unity 2.6.0f7, it will ask you for a license registration. Tell it that you want to activate it online, and it will take you to the official Unity licensing page that was used at the time and is still maintained: https://license.unity3d.com/ If you don't have a Unity account, you will have to create one, as it is required. If you already have one, skip to the next step. Now that you have created your account, if you have a plus or pro license, you can link it here. If not, we can click on Personal License and it will give us a free license (the advantage of 2.6.0 is that it was the first version with a free personal license, which is great!). After accepting, we return to Unity and see that the registration has been completed. We close the installer and can open Unity for a couple more steps later. Step 2 Prepare the Wii game where you want to “inject”: From RVL to ISO Okay, at this point, you probably have an idea of what we're going to do: we're going to replace the files compiled by Unity with those from an existing ROM. To do this, you need to know of a game that uses Unity 2.x and runs on a Wii. Some of these are: Jumpstart Pet Rescue (ISO/RVL) Lead the Merkaats (WiiWare->WAD) Tiger Woods PGA Tour Online (ISO/RVL) El Chavo (ISO/RVL) For our example, we will use Jumpstart Pet Rescue. Since it is irrelevant, we will assume that we have all obtained our game legally and ripped it as a personal backup, rather than downloading it from the seven seas. The fact is that if we already have the game in ISO format, we can continue. The following steps are for if we have the game in RVL format: Download the Wii and GameCube emulator “Dolphin” from its official website. Install or unzip it wherever you want, depending on whether you are using the “archive” version. Open it by double-clicking on the .exe file. Go to Options > Settings > Paths and set the folder where your RVL is currently located. It will appear in the list of games available to run. Right-click on it and select “Convert File.” Make sure it is set to ISO type and accept. A file with the .iso format will be added to the same folder, which will be much larger than the original (since it is not encrypted or compressed). Now we have the game, which we can unzip to extract its files. Step 3 Prepare the Wii game to be “injected”: Unzip the ISO into files To unzip an ISO and extract all its files, we will use one of the best Wii RomHacking tool for ISO: WIT Wimms Tools. Go to the official WIT website and download the Windows version. In this case, version 3.05, which is the latest: https://wit.wiimm.de/download.html#vers-v3.05a Unzip it into a folder that you will remember. In my case, it will be C:\Wit so that the executable we are going to use is in C:\Wit\bin\wit.exe. We don't really need to add it to Environment Variables because in this tutorial we are going to launch everything from the command console (CMD) using global paths, but you can do so if you wish. In any case, open the command console by right-clicking > open terminal here, from Cortana > Command Console or Windows + R > cmd. Use WIT to decompile the ROM using (replace my path with yours) “C:\Wit\bin\wit.exe” extract “path to the ISO” “Path where it is extracted” When you press enter, it will take you to where we have defined the entire decompiled ROM. That will be our “final compilation place.” Remember where it is, as we will recompile the .ISO in the future. Step 4 Prepare the game for injection With Unity opened from Step 1, we are going to make a simple "game": Create a scene with File > New Scene. Add an object with the menu above GameObject > Create Empty (or press Control + Shift + N). Leaving it selected > Components > Rendering > GUITexture. Drag an image from your PC to the “Project” tab. Select the object with GUITexture > drag the newly imported image to the inspector where it says Texture. You will see it in the Game tab. Go to File > Save Scene and save your scene as you would in any Unity project. Open File > Build Settings and click “Add Current” to add it to the list of scenes. Important: in this step, select MacOS PPC (OS X) as the target platform. We click Build and compile the game for MacOS X PPC. The folder will open at the end. Step 5. Copy the files to the Wii ISO Okay, from the folder where we had the ISO, let's go to DATA/files/unity/Data. We can delete EVERYTHING there because we don't need it. The only exception would be “unity default resources” because it already has the shaders ready for Wii. In any case, this is where we are going to copy our files, so leave this folder open in a separate window. Which files do we put? Only those from our game: Go back to where the Mac game has been compiled and go inside .app/Contents and grab the files from: Data: mainData and sharedassets0.assets. If we had several scenes and so on, we would take EVERYTHING from here (Levels, sharedAssets, bundles...). Frameworks/Mono.framework: Boo.Lang.dll, mscorlib.dll, and UnityDomainLoad.exe. Resources: UnityEngine.dll and unity default resources (this is not necessary if we keep the one that was already in the Wii game). Go back to where you had the ISO unzipped into files and copy all the files to PathToIso/DATA/files/unity/Data. You should end up with something like: Our game is now ready to test. Step 6. Encrypt the ROM back to an ISO We are going to use Wit again, but now with “C:\Wit\bin\wit.exe” copy “path where we extracted the ROM” “path where we want the ISO to be placed.” Once this is done, a ROM in .iso format will have been created. This will fail if there was previously an .ISO file with the same name, so make sure to delete it first. Open Dolphin and you will see that it is listed even though it has the name Jumpstart Pet Rescue (you can change this by modifying the opening.bnr files). Run the game and voilà! You have your Unity game on Nintendo Wii! This game is "fully" functional in retail hardware and emulator, so it could already be used for Fangaming or Homebrew. However, you may be wondering: What about the API for Wii-specific features such as Inputs, Saving, Language... those things come in the SDK. You're right! If we use DNSpy or ILSpy to check the C# DLLs of the original game, if we take a look at UnityEngine.dll you can find all the stuff required for those. You can handle them in one single file or separate them. Here's a video of the Inputs working: This way, the workflow would remain the same: make the game in Unity 2.6 > Compile for Mac > Copy the files > Encrypt the ISO > Test. Suffice it to say that no one who still has the official SDK + Addon is going to publish it so for now this is the only and best way to get our Unity games running on Nintendo Wii... And that's it! Special thanks to The_Digi_Law (DigiSpace-Productions) for not only pointing in the right direction but spending time with me reverse engineering all this process! Troubleshooting and limitations I discovered while battling with Unity and Wii: You can't use asset bundles (for now) as they are compiled to .wii and .ures by the SDK. We could make something to manually create them but otherwise, you won't be able to load them. They are limited to Unity Pro so you also need an official serial key in order to handle them. Normals seem completely off. It might be something with how the wii renders stuff: When trying animations imported from an FBX (which also needs to be backported to FBX 2010 with autodesks tools), the model just disappears. No idea why (yet). I would recommend using DAE as it seems to be supported. Audio is not working for me. Probably bc the wii only recognizes DSP or PCM and Unity 2.5 only wav (that can be converted). I backported NGUI 2.7.0 (unity 3.5) to Unity 2.6.0 but it gives more troubles than solutions... So... no useful way to make user interface... =========================== Compiling from Unity 3.5.6f4 for Nintendo Wii and replacing on Big Time Rush game makes it to work as well! ===================== Other games made in Unity you can try and their versions: JumpStart Pet Rescue Wii (Disk) Sept 8 2009 (Unity 2.1) JumpStart Escape from Adventure Island Wii (Disk) Nov 17 2009 (Unity 2.1) Max & the Magic Marker (WiiWare) USA/EU Mar 8 2010 (US) / Mar 5 2010 (EU) (Unity 2.5) Lead the Meerkats (WiiWare) USA Jun 7 2010 (Unity 2.5) JumpStart Get Moving Family Fitness Wii (Disk) Jun 8 2010 (Unity 2.1) JumpStart Crazy Karts Wii (Disk) Apr 19 2011 (Unity 2.1) Retail Santa Claus is Comin’ to Town! Wii (Disk) Nov 8 2011 (Unity 3.2) Nickelodeon Big Time Rush – Dance Party Wii (Disk) Nov 13 2012, (Unity 3.5.6f7) -> latest unity version? El Chavo (Latin America) Wii (Disk) Apr 27 2012 (Unity 3.2) My Animal Centre Wii (Disk) 2009 (Unity 2.1) FroBot (Disk) 2010 (Unity 2.5) Feel free to share your knowledge if you discover more stuff! View full article
  22. Mobapad are a peripheral manufacturing company that began life in 2018. Since then, they have been building accessories for a number of platforms, including Nintendo Switch, PC, and Android, to name but a few. The £79.99 Huben2 is technically the sequel item to the 2022 Huben M9 mechanical HD controller, and the first of its kind to offer third-party HD rumble a la the Nintendo Switch. Mobapad's 2025 upgrade, the Huben 2, is designed with the Switch 2 in mind, and aims to bring its transferable features to a multitude of other platforms too. Modest Packaging, Marvelous FeaturesFrom the second you begin unboxing the controller, you get the sense that Mobapad means business. The Huben 2's packaging is somewhat of a wolf in sheep's clothing, as the cardboard facade is extremely bland and unassuming, however, the contents are anything but. The controller comes lovingly swaddled in a protective case, a feature that most controllers, even OEM official ones always neglect to include, and it has ample space for your glistening, spangly new controller, as well as it's accompanying parts, such as the USB play/charge cable, dongle, and swappable D-pad/octagonal gated thumbstick accent ring. Compatible with Windows, iOS, Android, Switch and Switch 2, the Huben 2 comes packed with a USB-A dongle for wireless connectivity as well as Bluetooth integrated for maximum compatibility. It's USP here is that while in use on the Switch 2, you can actually use this controller to wake you NS2 from its slumber, where the majority of third-party pads cannot. Smooth and Silky, A Performant PeripheralWalking around the controller, you instantly feel the sheen of the glossy plates and the tactile grips on the rear. The controller looks and feels, ergonomically, identical to that of an current Xbox controller, weighing a similar 285 grams, and it even has the same button layout. Notably, the Nintendo Switch and Switch 2 have similar button layouts, but the A and B buttons are swapped, so initially I thought this might be troublesome, but it's very easy to remap this pad in the NS2 settings app (Note: you need v0.50 firmware minimum to use this one the NS2). Across the top you have the four shoulder buttons, comprising of two bumpers and two triggers per side. The triggers have a surprisingly smooth action when depressed through their gate, and when flipped into "lockout" mode they become akin to a mouse click which is incredibly haptic and ramps up the luxury feel of this product. You also have a USB-C socket for playing and or charging, on the top, and the face of the controller has the LED glowing logo emblazoned between the four central buttons. You can alter this logo colour and brightness in the companion app. (Note: the companion app is available for Windows/iOS and Android). The two sticks stand prominent and proud, adorned with grip-lined edges which come in clutch when you have sweaty hands in the middle of a bout of frantic gaming. The action of the sticks are as smooth as you can imagine with equally slick and smooth precision rings encircling them. They feel incredible throughout usage, and they click delightfully too when performing their L3 and R3 functionality. The main buttons use Omron switches so they're wonderfully clicky and feel superb and have a decent grip to their glossy finish. The d-pad also has an excellent motion to it, and it clicks satisfyingly. With the octagonal accessory, I really enjoyed using this on Ultra Street Fighter 2. There aren't enough octagonal accessories to save us avid d-pad users' thumbs on the Nintendo Switch when playing this game. Finally, on the rear you find your 4 mappable "M" buttons (use the companion app), your wireless selector switch, and the trigger mode buttons. I appreciated the wrapping of the prongs in a grippy texture, whoever this didn't prove bulletproof. It still felt a little grip-less in practice. Once you get sweaty palms the textures don't add much in the way of purchase. Recommendable, Difficult to Put DownPairing the controller is child's play, just put it in the correct mode on the rear and tap then hold the home button for 3 seconds to get into pairing. I noted that on iOS at least, the controller shows up twice in the Bluetooth settings, once as the Mobapad ML35 and then, spookily, again as a generic Xbox controller. Pro tip: you need to select Xbox controller to pair it, selecting ML35 will constantly fail In game, the Huben 2 is superb. I honestly felt the quality and effort that has gone into this peripheral shining through, and testing this controller on the NS2, Windows and iOS predominantly, I feel like this is a great controller overall, with stunning rumble, exquisite buttons and sticks, and fantastic compatibility, but it isn't without two glaring yet small quibbles. The first would be that the controller doesn't have the battery life that the Nintendo Switch 2 Pro controller does. Just 15 hours of battery is a mere fraction of the NS2's stellar 40 hour god-like capacity, which is a shame. While this doesn't ruin the experience whatsoever, it's just one of those small things that makes you wish that Mobapad had at least attempted to equal it. Understandably, the controller uses less power in BT mode than in 2.4G, but regardless, 15-20 hours might seem like enough, but it's at least 50% less than Nintendo's official offering, and that means you'll be charging it twice as often. The second is that the triggers have a notable dead zone. Mobapad address this one their site stating "The dead zone in the trigger is due to the physical structure design. There is a certain distance between the trigger's contact point and the microswitch on the circuit board, which is bridged by a metal spring to enhance tactile feedback. Therefore, the "large dead zone" is a result of the hardware design, not a software-related issue." Personally, it's not a huge deal breaker for me, but I can see this being an issue for some gamers based on muscle memory preference.
  23. Mobapad are a peripheral manufacturing company that began life in 2018. Since then, they have been building accessories for a number of platforms, including Nintendo Switch, PC, and Android, to name but a few. The £79.99 Huben2 is technically the sequel item to the 2022 Huben M9 mechanical HD controller, and the first of its kind to offer third-party HD rumble a la the Nintendo Switch. Mobapad's 2025 upgrade, the Huben 2, is designed with the Switch 2 in mind, and aims to bring its transferable features to a multitude of other platforms too. Modest Packaging, Marvelous FeaturesFrom the second you begin unboxing the controller, you get the sense that Mobapad means business. The Huben 2's packaging is somewhat of a wolf in sheep's clothing, as the cardboard facade is extremely bland and unassuming, however, the contents are anything but. The controller comes lovingly swaddled in a protective case, a feature that most controllers, even OEM official ones always neglect to include, and it has ample space for your glistening, spangly new controller, as well as it's accompanying parts, such as the USB play/charge cable, dongle, and swappable D-pad/octagonal gated thumbstick accent ring. Compatible with Windows, iOS, Android, Switch and Switch 2, the Huben 2 comes packed with a USB-A dongle for wireless connectivity as well as Bluetooth integrated for maximum compatibility. It's USP here is that while in use on the Switch 2, you can actually use this controller to wake you NS2 from its slumber, where the majority of third-party pads cannot. Smooth and Silky, A Performant PeripheralWalking around the controller, you instantly feel the sheen of the glossy plates and the tactile grips on the rear. The controller looks and feels, ergonomically, identical to that of an current Xbox controller, weighing a similar 285 grams, and it even has the same button layout. Notably, the Nintendo Switch and Switch 2 have similar button layouts, but the A and B buttons are swapped, so initially I thought this might be troublesome, but it's very easy to remap this pad in the NS2 settings app (Note: you need v0.50 firmware minimum to use this one the NS2). Across the top you have the four shoulder buttons, comprising of two bumpers and two triggers per side. The triggers have a surprisingly smooth action when depressed through their gate, and when flipped into "lockout" mode they become akin to a mouse click which is incredibly haptic and ramps up the luxury feel of this product. You also have a USB-C socket for playing and or charging, on the top, and the face of the controller has the LED glowing logo emblazoned between the four central buttons. You can alter this logo colour and brightness in the companion app. (Note: the companion app is available for Windows/iOS and Android). The two sticks stand prominent and proud, adorned with grip-lined edges which come in clutch when you have sweaty hands in the middle of a bout of frantic gaming. The action of the sticks are as smooth as you can imagine with equally slick and smooth precision rings encircling them. They feel incredible throughout usage, and they click delightfully too when performing their L3 and R3 functionality. The main buttons use Omron switches so they're wonderfully clicky and feel superb and have a decent grip to their glossy finish. The d-pad also has an excellent motion to it, and it clicks satisfyingly. With the octagonal accessory, I really enjoyed using this on Ultra Street Fighter 2. There aren't enough octagonal accessories to save us avid d-pad users' thumbs on the Nintendo Switch when playing this game. Finally, on the rear you find your 4 mappable "M" buttons (use the companion app), your wireless selector switch, and the trigger mode buttons. I appreciated the wrapping of the prongs in a grippy texture, whoever this didn't prove bulletproof. It still felt a little grip-less in practice. Once you get sweaty palms the textures don't add much in the way of purchase. Recommendable, Difficult to Put DownPairing the controller is child's play, just put it in the correct mode on the rear and tap then hold the home button for 3 seconds to get into pairing. I noted that on iOS at least, the controller shows up twice in the Bluetooth settings, once as the Mobapad ML35 and then, spookily, again as a generic Xbox controller. Pro tip: you need to select Xbox controller to pair it, selecting ML35 will constantly fail In game, the Huben 2 is superb. I honestly felt the quality and effort that has gone into this peripheral shining through, and testing this controller on the NS2, Windows and iOS predominantly, I feel like this is a great controller overall, with stunning rumble, exquisite buttons and sticks, and fantastic compatibility, but it isn't without two glaring yet small quibbles. The first would be that the controller doesn't have the battery life that the Nintendo Switch 2 Pro controller does. Just 15 hours of battery is a mere fraction of the NS2's stellar 40 hour god-like capacity, which is a shame. While this doesn't ruin the experience whatsoever, it's just one of those small things that makes you wish that Mobapad had at least attempted to equal it. Understandably, the controller uses less power in BT mode than in 2.4G, but regardless, 15-20 hours might seem like enough, but it's at least 50% less than Nintendo's official offering, and that means you'll be charging it twice as often. The second is that the triggers have a notable dead zone. Mobapad address this one their site stating "The dead zone in the trigger is due to the physical structure design. There is a certain distance between the trigger's contact point and the microswitch on the circuit board, which is bridged by a metal spring to enhance tactile feedback. Therefore, the "large dead zone" is a result of the hardware design, not a software-related issue." Personally, it's not a huge deal breaker for me, but I can see this being an issue for some gamers based on muscle memory preference. View full article
  24. Yesterday's morning came alongside a couple of interesting reveals, with one huge reveal being the "Super Mario Galaxy Movie" trailer, and another huge reveal that came as a surprise to many, was a brand new video announcement from Valve unveiling a handful of new hardware that they have planned for release in early 2026. This new announcement came with 3 new hardware reveals by Valve, with the Steam Controller, the Steam Frame and the Steam Machine joining Valve's lineup in the hardware space. To start off, the new Steam Controller is based on what the Steam Deck's controller scheme is, featuring the following: Usual 4 face buttons (A,B,Y,X) Two analog L2/R2 triggers alongside the digital L1/R1 triggers Two analog sticks with L3/R3 buttons with next generation magnetic thumbsticks and capacitive touch sensors 4 additional buttons similar to those from the Steam Deck, with two functioning as Start/Select, and the other two being the Steam button, and the 3-dot Quick Access button for opening the SteamOS menu. Four grip buttons, similar to the L4/R4/L5/R5 from the Steam Deck. Two trackpads below the sticks similar to those found on the Steam Deck. Motion controls High definition rumble Grip-enabled gyro Rechargeable lithium ion battery with up to 35 hours of playtime Each Steam Controller will include a "Pluck", which is a wireless magnetic charger for the controller. Second, we have the new next generation VR headset by Valve, the Steam Frame, which features the following: Stream VR and non-VR games Wireless 6Ghz adapter for plug-and-play streaming of games into the headset Foveated streaming, which focuses details on parts where the eyes are focusing Camera-based tracking Special Steam Frame controllers, which can be split up and include almost every feature from the Steam Controller, like the magnetic thumbsticks, motion sensors, and works with the user's normal Steam library High-fidelity audio with dual stereo speakers 2160x2160 optic lenses, one-per eye Steam Frame is basically a PC, with it also running SteamOS, so users can play without a host PC Expandable storage with microSD. Lastly, and without a doubt the most attractive part of the presentation, was the reveal of the brand new Steam Machine, which will serve as a main gaming PC running Steam OS with much higher specs than the Steam Deck, with Valve claiming it's about 6 times more powerful than the Steam Deck. The Steam Machine features the following specifications: Runs SteamOS 3 with KDE Plasma, games marked as verified for Steam Deck will be automatically verified for Steam Machine as well. However, the Steam Machine will include an exclusive verification system to let players know if a game is fully compatible with the Machine or not. Up to 4k 60 fps gaming with FSR. Customizable LED strip Small-form factor, with the whole hardware fitting into a 6inch cube, that some labeling it the "GabeCube", with 2.6kg in weight. Several peripherals: 1 Gigabit ethernet port DisplayPort 1.4 HDMI 2.0 Two USB-A 3.2 Gen 1 ports in the front Two USB-A 2.0 High speed ports in the back One USB-C 3.2 Gen 2 port in the back One high-speed microSD card slot. 2x2 Wi-Fi 6E, plus Bluetooth 5.3 with a dedicated antenna. Available in two storage options, 512GB and 2TB, both being NVMe SSDs. Steam Machine's power supply is built right into the console. Full hardware specifications are as follows: CPU: Semi-custom AMD Zen 4 6C / 12T, up to 4.8 GHz, 30W TDP GPU: Semi-Custom AMD RDNA3 28CUs, 2.45GHz max sustained clock, 110W TDP 16GB DDR5 RAM + 8GB GDDR6 VRAM Without a doubt the most interesting part is Valve's entry into a main gaming console, or PC as some would like to see it, and most importantly, the operating system featured in the device will also be SteamOS, the same as the Steam Deck, giving users complete freedom over the device to install programs, emulators, or even bring their own PC/ROM/ISO library and play at their hearts content. What new hardware from Valve are you most interested in? Let us know in the comments below! Source
  25. Yesterday's morning came alongside a couple of interesting reveals, with one huge reveal being the "Super Mario Galaxy Movie" trailer, and another huge reveal that came as a surprise to many, was a brand new video announcement from Valve unveiling a handful of new hardware that they have planned for release in early 2026. This new announcement came with 3 new hardware reveals by Valve, with the Steam Controller, the Steam Frame and the Steam Machine joining Valve's lineup in the hardware space. To start off, the new Steam Controller is based on what the Steam Deck's controller scheme is, featuring the following: Usual 4 face buttons (A,B,Y,X) Two analog L2/R2 triggers alongside the digital L1/R1 triggers Two analog sticks with L3/R3 buttons with next generation magnetic thumbsticks and capacitive touch sensors 4 additional buttons similar to those from the Steam Deck, with two functioning as Start/Select, and the other two being the Steam button, and the 3-dot Quick Access button for opening the SteamOS menu. Four grip buttons, similar to the L4/R4/L5/R5 from the Steam Deck. Two trackpads below the sticks similar to those found on the Steam Deck. Motion controls High definition rumble Grip-enabled gyro Rechargeable lithium ion battery with up to 35 hours of playtime Each Steam Controller will include a "Pluck", which is a wireless magnetic charger for the controller. Second, we have the new next generation VR headset by Valve, the Steam Frame, which features the following: Stream VR and non-VR games Wireless 6Ghz adapter for plug-and-play streaming of games into the headset Foveated streaming, which focuses details on parts where the eyes are focusing Camera-based tracking Special Steam Frame controllers, which can be split up and include almost every feature from the Steam Controller, like the magnetic thumbsticks, motion sensors, and works with the user's normal Steam library High-fidelity audio with dual stereo speakers 2160x2160 optic lenses, one-per eye Steam Frame is basically a PC, with it also running SteamOS, so users can play without a host PC Expandable storage with microSD. Lastly, and without a doubt the most attractive part of the presentation, was the reveal of the brand new Steam Machine, which will serve as a main gaming PC running Steam OS with much higher specs than the Steam Deck, with Valve claiming it's about 6 times more powerful than the Steam Deck. The Steam Machine features the following specifications: Runs SteamOS 3 with KDE Plasma, games marked as verified for Steam Deck will be automatically verified for Steam Machine as well. However, the Steam Machine will include an exclusive verification system to let players know if a game is fully compatible with the Machine or not. Up to 4k 60 fps gaming with FSR. Customizable LED strip Small-form factor, with the whole hardware fitting into a 6inch cube, that some labeling it the "GabeCube", with 2.6kg in weight. Several peripherals: 1 Gigabit ethernet port DisplayPort 1.4 HDMI 2.0 Two USB-A 3.2 Gen 1 ports in the front Two USB-A 2.0 High speed ports in the back One USB-C 3.2 Gen 2 port in the back One high-speed microSD card slot. 2x2 Wi-Fi 6E, plus Bluetooth 5.3 with a dedicated antenna. Available in two storage options, 512GB and 2TB, both being NVMe SSDs. Steam Machine's power supply is built right into the console. Full hardware specifications are as follows: CPU: Semi-custom AMD Zen 4 6C / 12T, up to 4.8 GHz, 30W TDP GPU: Semi-Custom AMD RDNA3 28CUs, 2.45GHz max sustained clock, 110W TDP 16GB DDR5 RAM + 8GB GDDR6 VRAM Without a doubt the most interesting part is Valve's entry into a main gaming console, or PC as some would like to see it, and most importantly, the operating system featured in the device will also be SteamOS, the same as the Steam Deck, giving users complete freedom over the device to install programs, emulators, or even bring their own PC/ROM/ISO library and play at their hearts content. What new hardware from Valve are you most interested in? Let us know in the comments below! Source View full article

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