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Vue lecture

Don't uninstall Black Ops 7 until the last minute and get all the 2XP tokens you can for MW4

Call of Duty: Modern Warfare 4 launches on October 23 (though the campaign has an early access period for a week prior to this), and if you're jumping in at launch, then you're going to want to burn through leveling up as fast as possible, right?

Whether you're going down the Classic Prestige route (aka, the proper way) or the other Prestige that doesn't reset your progress and gives fewer rewards, there are a lot of levels to climb through. Then there are the weapons, which, based on the Modern Warfare 4 beta period, will take some time.

What you need to speed this process up is a big stash of 2XP tokens. You've likely already got some if you've been playing Black Ops 7, and they will carry forward to Modern Warfare 4. But you should be at least opening Black Ops 7 every day right now to maximize your gains going into the new game by getting all the free 2XP tokens you can.

Open Black Ops 7 daily, grab the free 2XP tokens and profit

A screenshot of a free 2XP token acquisition in Call of Duty: Black Ops 7

These things are being given out like candy. (Image credit: Windows Central)

Even if you've stopped actively playing Black Ops 7 now (I know I've been putting some time into Modern Warfare 3 Zombies instead), don't uninstall it.

Instead, open it up every day, and go straight to the Store tab. I don't know if it's actually every day, but it sure feels like it right now, but when you open the game after each daily reset, you'll likely see the message "free" at the top of the screen just under where it says Store.

There could be free Gobblegums, but those won't be any use to you in Modern Warfare 4. But what you do need to do is scroll down a little further and look for the "Free Gift" box.

Whatever this is, claim it. It could be a 2XP token, a 2XP Weapon token, or a 2XP Battle Pass token. All three will carry forward into Modern Warfare 4, but it's the first two in particular that you want to be stocking up on.

Just claim it, but be sure not to press the equip button when you do. This way it'll go into your pile, and you can close the game until the next day. Just rinse and repeat and stock up all the way through to October 22.

Finish the Black Ops 7 Season 06 Battle Pass if you can

A screenshot of the Season 06 Battle Pass in Call of Duty: Black Ops 7 showing a 30 minute 2XP token reward.

If you don't mind playing, the Battle Pass also has some tokens you can stash. (Image credit: Windows Central)

None of the weapons or cosmetic items you can get in the Season 06 Battle Pass in Black Ops 7 will be usable in Modern Warfare 4 (though you will be able to use some of these in Warzone).

But the Battle Pass also gives you 2XP and 2XP Weapon tokens, alongside COD Points which also carry forward into Modern Warfare 4.

So, if you can finish the current Battle Pass, you'll get a few more tokens to add into your stash. But obviously for this, you'll have to play the game. I recommend not having auto-redeem turned on so you choose the rewards you claim as you progress.

It'll at least make the process shorter if you're mostly interested in the tokens and the currency since new pages can unlock before you've claimed everything on the current one.

This may all sound a little "duhhhh" to regular players, but it's worth highlighting. Especially as we're in that period where traditionally even those regular players have moved away from the current Call of Duty.

Better still, at least if you have Xbox Game Pass Ultimate, is that you can claim these tokens even if you haven't played a lick of Black Ops 7. Maybe you skipped this year, but you're coming back for Modern Warfare 4. In that case, why not give yourself a little leg up?

It only takes a couple of minutes to fire up the game, grab any free tokens, and close it again. But it'll certainly help your leveling in Modern Warfare 4.

As will doing it the proper way and going Classic Prestige. Using this track will grant improved XP gains, so you'll be getting higher, faster. Make things easy on yourself; it's the smart thing to do.

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The Manchester United Surface Laptop is the greatest laptop of all time

I've been a Manchester United fan for as long as I can remember (going on 37 years now), coming from a family of Manchester United fans. Watching games with my grandad as a young child remains some of my fondest memories.

Sure it's been tough in recent years, but the passion never dies. Imagine my absolute delight when my club crosses over with my job. It's been happening for a couple of years already, since Snapdragon took over shirt sponsorship, and it's gone up another notch this season.

Alongside Microsoft Surface replacing Copilot+ PC (which it seems is now dead) as the rear shirt sponsor, Qualcomm and Microsoft have collaborated on the greatest laptop ever made: The Manchester United limited edition Surface Laptop.

The only downside is that it's not just going on general sale, because I would probably be first in line to buy one. Just because it's red and it has the Manchester United badge on it.

But here it is in all its glory, thanks to our man Zac Bowden, who's on the ground in Hawaii (this job is really tough at times) at the 2026 edition of the Snapdragon Summit.

Microsoft Surface Laptop 13-inch 2nd Edition with Manchester United and Qualcomm Snapdragon branding on a red chassis, displayed with football imagery
GloryZac Bowden | Windows Central
Microsoft Surface Laptop 13-inch 2nd Edition with Manchester United and Qualcomm Snapdragon branding on a red chassis, displayed with football imagery
GloryZac Bowden | Windows Central
Microsoft Surface Laptop 13-inch 2nd Edition with Manchester United and Qualcomm Snapdragon branding on a red chassis, displayed with football imagery
Man UnitedZac Bowden | Windows Central
Microsoft Surface Laptop 13-inch 2nd Edition with Manchester United and Qualcomm Snapdragon branding on a red chassis, displayed with football imagery
And the RedsZac Bowden | Windows Central
Microsoft Surface Laptop 13-inch 2nd Edition with Manchester United and Qualcomm Snapdragon branding on a red chassis, displayed with football imagery
Go marchingZac Bowden | Windows Central
Microsoft Surface Laptop 13-inch 2nd Edition with Manchester United and Qualcomm Snapdragon branding on a red chassis, displayed with football imagery
On on on!Zac Bowden | Windows Central

I don't see an Arsenal laptop out there, do I? Manchester City? Liverpool? Chelsea? Spurs wouldn't even get a calculator these days.

If I had to criticize it at all, beyond the fact it's not going on general sale, it'd be that I don't think it goes far enough into the Manchester United branding. The badge being there is great, but I think they could have done more.

How about ghosting an image of Old Trafford, the Theatre of Dreams, onto the lid like the 1994-1996 home shirt? 30 years on that would have been incredible.

These are extremely limited, and Manchester United and Snapdragon are currently running a giveaway for fans to get their hands on one. You can find out how to enter here and get yourself in the pot to win something that is, frankly, priceless.

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The Division 2: Echoes of Central Park is going to be dark, terrifying, and brilliant

The Division 2's latest expansion, Echoes of Central Park, has finally been fully revealed, and I've been fortunate enough to have an early play test. I dip in and out of The Division 2 these days, but since launch I'm about 1,000 hours deep, and it's been one of my favorite games to play across the Xbox One and Xbox Series X|S era.

I've written previously in covering the game that it's a testament to its community and the reaction to said community by the developers that The Division 2 is still getting new content to this day. The original plans would have seen it sunset into maintenance mode long ago.

But a reversal brought new modes and experiences, the Battle for Brooklyn DLC, and now, Echoes of Central Park. With this latest expansion, Massive is taking The Division 2 down a path that we've never walked before. Yes, there's a new map and new locations to explore, but there's also a much darker tone.

If you can get darker than a pandemic that brought civilization to its knees, that is.

Echoes of Central Park is introducing horror elements to The Division 2, and while I have played it, I still don't fully understand where that's leading. But it feels different, and I'm here for it.

This article was produced based on an early playtest of The Division 2: Echoes of Central Park on PC provided by Ubisoft. It was a limited selection of the finished content and has been published specifically without content that could be deemed a spoiler. Nobody at Ubisoft had any input nor saw the content of this article prior to publication.

Central Park is a dark and terrifying location

A screenshot from The Division 2 Echoes of Central Park showing a delapidated Christmas Market sign hanging over an entrance to the park.

I mean if that doesn't look spooky enough... (Image credit: Windows Central | Ubisoft)

The premise behind Echoes of Central Park is that once again Division Agents are responding to a distress call. We've been deployed across much of New York City since the start of the first game, but Central Park has always been out of bounds.

I always assumed it would have been used as a mass grave for all the casualties of the Green Poison, and on that front, I seem to have been correct. But there's something else going on in there. Something mysterious and terrifying.

You get a little teaser of it during the introduction mission (and don't worry, this entire article will be spoiler free).

A screenshot from The Division 2 Echoes of Central Park showing a series of warning signs telling the Agent not to enter.

Someone really thinks we should stay out of here. (Image credit: Windows Central | Ubisoft)

It also adds a narrator for the first time, rather than just other members of The Division or from the settlements in your ear. It feels like it's going to play out like some kind of horror story, and it's built very much in that way.

You don't know what you'll be facing at the end, but again, there are teasers to get the brain matter working during your introduction.

But it seems pretty clear that whatever we're building up to fight against is unlike any other foe we've faced yet in any of The Division series.

Lots of familiarity, but some new mechanics to get to grips with

A screenshot from The Division 2 Echoes of Central Park of an Agent standing in the middle of a street in NYC surrounded by chaos, mess, and destruction.

New mission, same old post-Green Poison New York City. What a mess. (Image credit: Windows Central | Ubisoft)

I've played two of the main missions in the Echoes of Central Park DLC and while I'm not allowed to talk about much of the specifics, I can generalize.

On one hand, everything still feels familiar. The same enemy factions are present, and they're still as irritating as ever (looking at you, Black Tusk and your stupid drones) but the core gameplay loop doesn't seem to be changing too much. There is still a new endgame experience that I haven't seen, too.

What I have enjoyed is that during these missions, there are some new challenges. Considering I was playing on Story difficulty, some of the bosses were far more difficult than I expected. Though it should also be said I was playing with a character provided by Ubisoft, not my own, with maximum stats and a stash of gear built to shred. When I play through again, it might be less stressful.

Screenshots of combat from the One Columbus Circle mission in The Division 2 Echoes of Central Park.
The core of the missions is familiar, but there are some new mechanics to grapple with. Windows Central | Ubisoft
Screenshots of combat from the One Columbus Circle mission in The Division 2 Echoes of Central Park.
The core of the missions is familiar, but there are some new mechanics to grapple with. Windows Central | Ubisoft

But there are some mechanics to the boss fights beyond just "this is a seriously tanky enemy" that you need to get your head around. They feel like proper boss fights, which is good. While melting high-level enemies is fun, I want something that's going to test my credentials as a good Division Agent.

You also now, for the first time, have the opportunity to use AI teammates. Your companions have their own respective skillsets that you can also improve upon, but they're also there to deploy alongside you in combat.

Matchmaking has always been pretty good in The Division, and there's rarely been a time when I haven't been able to find a squad to take on more difficult content. But having a little NPC backup certainly doesn't hurt. And I think in Echoes of Central Park we're going to need it.

Echoes of Central Park really does feel like The Division at its very best

A screenshot from The Division 2 Echoes of Central Park exploring the Central Park location and seeing a no entry electronic sign with purple lightning in the background

Purple lightning must mean something, right? (Image credit: Windows Central | Ubisoft)

I can't pass a full judgment yet, because, like everyone else, I haven't seen the whole thing, and I haven't taken this new darker path to its conclusion.

But what I have played has left me in no doubt that this looks like being the best expansion to The Division 2 to date. It feels familiar enough not to try and reinvent the wheel, but it's going down a different path to the narrative up to this point.

I love that you feel like a superhero saving what's left of humanity as an Agent of The Division. But I love even more that Echoes of Central Park makes you feel vulnerable. Something is going on that we haven't experienced before. It's going to be tough, and it's going to be terrifying.

That hooks you from the first moment, and since I played, I've been racking my brains trying to come up with an idea of what's actually going on. I've got nowhere. But I cannot wait until it releases and I can see where this new, darker story is taking us.

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GameSir's Tarantula 8K controller is up there with the best, without the high price

GameSir controllers have been getting quite a bit of attention of late, including the Tarantula 8K. Much of it is unfounded claims of "cheating" when, in truth, a GameSir controller can be customized in much the same way as many competing pro-grade controllers.

But that's not the topic of discussion for today. The focus is firmly on the GameSir Tarantula 8K, a controller that packs the same sort of spec sheet as more established brands with a far more attractive price.

That's not an exaggeration, either. At $70 right now, the GameSir Tarantula 8K is priced in the same ballpark as Microsoft's limited-edition Xbox 25 controller and runs rings around it. There are caveats; for one, this isn't for console, it's a PC controller, and it's wired. But honestly, I opened the box not knowing what to expect, and it didn't take long to be impressed. The GameSir Tarantula 8K is one of the best controllers I've ever used.

GameSir Tarantula 8K specs

Specification

Details

Connectivity

Wired (USB-C)

Polling Rate

Up to 8,000 Hz

Compatibility

PC (Windows 10/11)

Thumbsticks

GameSir Mag-Res TMR sticks Gen 2

Triggers

Dual-mode: Hall Effect analog triggers & hair-trigger micro switches

Face Buttons

Mechanical micro-switch ABXY

D-Pad

Tactile mechanical D-pad

Back & Extra Buttons

9 remappable buttons

Gyroscope

6-axis

Lighting

Customizable RGB strip

Weight

180g

Software Support

GameSir Connect

A PlayStation-esque design packed with the latest tech

A photo of an orange GameSir Tarantula 8K controller being held in front of a white wall.

Don't necessarily be put off by the side-by-side sticks. (Image credit: Windows Central)

Gamers who outright don't like the side-by-side analog stick design will for sure be disappointed to see it here. But try to look beyond that, because it's not the defining feature. The overall form factor is very reminiscent of a Sony DualShock, but I think it works well. Especially for smaller hands such as my own.

For the basics, it ticks all the right boxes. The rear buttons are exactly in the right spot, everything is reachable without ever feeling like you're stretching, and all the main controls feel glorious. I also love that those rear buttons can be locked, so if you physically don't want them to press, they won't. You have support for multiple profiles on the controller, but if you quickly want to disable the rear buttons, you can.

The face buttons have mouse switches beneath them so you get a positive response and a satisfying click. The triggers, too, when the stops are engaged, are also mouse switches. This type of tech isn't new to me; I've been using Razer's controllers that take a similar approach. But, again, this is an affordable controller.

There are also a frankly absurd number of customizable buttons on the Tarantula 8K. Besides the two on the back, there are four on the face of the controller and an additional two extra bumper controls, as well as the black part that says "GameSir".

These are in addition to the dedicated start, menu, and capture buttons and the GameSir logo button, which will launch the Xbox Game Bar quick switcher to jump in and out of games and launchers quickly.

Then we get to the sticks (there's no time to catch your breath). As you'd hope on a pro-grade controller, the sticks are TMR, so stick drift is no concern, and they're good. They're smooth, and the stock thumbcaps are nice. I typically go for a concave design, which these are not, but they feel like a hybrid. The edges are textured and raised above a convex surface, and I think it's my new favorite design.

The GameSir Tarantula 8K controller being held in two hands in front of a keyboard with green glowing backlight

No vibration hardware makes the Tarantula 8K lightweight and very comfortable to use for long periods. (Image credit: Windows Central)

As the name implies, too, the Tarantula 8K supports 8,000 Hz polling, with options to restrict it to 250 Hz, 1,000 Hz, and 4,000 Hz. An 8,000 Hz polling rate is still overkill (at least I think), but it's there. Generally I'm running at 4,000 Hz in Call of Duty (which still seems to be all I play), and overall I've not noticed any difference. But importantly, it feels every bit as fast and responsive as my Razer Wolverine V3 Pro 8K, which is about the best controller I've ever used. High praise for the Tarantula 8K.

Testing that 8,000 Hz claim also bears fruit using the Gamepadla Polling tool to test. It has no problem hitting or getting very close to that magic number connected to a USB 3.2 port on my motherboard.

As when I tested the Razer Wolverine V3 Pro 8K, it's advisable if you have a desktop PC to connect it directly to the motherboard if you're chasing the highest performance. The USB ports on the front of my PC case may say they're USB 3.2, but once again, the controller doesn't report quite the same polling rates connected to these.

A word on the weight, too. It's very light at just 180 g, and that's largely down to an absence of any haptics or rumble motors. If you want vibrations, you have no option at all, but the benefit is that it's an extremely lightweight controller.

As it's targeted at competitive players that typically won't have vibration turned on anyway, I don't see this as a drawback, but if you also dabble in, say, racing games, be aware you won't have any feedback.

Plenty of customization through an easy-to-use app

A screenshot of the GameSir Connect app showing customizations for the Tarantula 8K controller.

The GameSir Connect app is simple to use, and once you're done it gets right out of the way. (Image credit: Windows Central)

The software is where the recent talk of "built-in cheats" started coming from, and I've addressed that already in a post. There was a feature originally that interfered with rotational aim assist in Apex Legends, and that has since been removed. And yes, you can get really in the weeds, customize your curves, and extract every last drop of performance from this controller.

But for us average players, it's just nice to have these features, to have customizable profiles, and things we can tweak in an app that doesn't take a degree in computing to understand.

The app is where you set up your customized keybindings; you can tweak how you want the triggers to respond, the lighting, all that jazz. Additionally, if, somehow, there aren't enough buttons on the Tarantula 8K for you, you can use the Shift Layer to add even more.

Importantly, you don't need the app. Once you've set everything up, you can save it to the controller and then use the M button on the rear in conjunction with a direction on the right stick to cycle between your profiles. If you don't want to change anything, you don't ever have to open it once; it'll work right out of the box.

But without using the app, you'll be locked to a 250 Hz polling rate, and you won't be able to update the firmware. So it's worth getting, but it doesn't sit there running in the background or anything. Open it up, make your changes, close it, and go play your games. That simple.

Is there anything not to like about the GameSir Tarantula 8K

A photo of the rear of the GameSir Tarantula 8K controller showing thee rear buttons and four locking switches

The grip is barely there, barely grippy, but it certainly gets grubby. (Image credit: Windows Central)

The Tarantula 8K is worthy of high praise, but there are still a couple of bits that I'm not so keen on. The first is the grip, because it's not very grippy. It's ever so slightly textured plastic, and it's just enough to get grubby the more you use it, but it doesn't actually feel like it really helps me grip the controller better.

The same applies to the triggers and bumpers. There's the slightest texture, and I don't dislike it, but it also seems like it just gets grubby over providing any real benefit in use.

The extra bumper buttons are also very close to the traditional bumpers. As in close enough to just avoid touching. If you don't want to use these, then you won't see a problem, but for the purposes of testing, I remapped the X button (reload in Call of Duty).

It's a button I typically map to the rear, but since there are only two buttons to use here, I tried the extra right-hand bumper instead. And when I tell you that I've accidentally thrown a grenade instead of reloading my weapon on several occasions, you'll understand why I think they're a little close together.

It's just too easy to press one over the other in the heat of gameplay. Likewise, when I want to throw a grenade, I have on occasion reloaded my weapon instead.

I'd also like an option that isn't orange to choose from for the color. But that's just personal preference.

The GameSir Tarantula 8K puts the industry on notice

A photo of the GameSir Tarantula 8K next to the Razer Wolverine V3 Pro 8K

One of these costs a lot less than the other while offering similar performance. (Image credit: Windows Central)

When you look at the package GameSir has put together here for $70 it's pretty mindblowing and should put the industry on notice. I'm particularly looking at Xbox here, too, because the standard Xbox controller still sells for a price that is now no longer acceptable for the hardware inside it.

It's inexcusable in 2026 not to at least have Hall Effect sticks in a time when a company like GameSir is pushing out a fully capable professional-grade controller with 8,000 Hz, TMR sticks, mouse switches, and all this goodness, and Xbox is still phoning it in with ancient tech.

I've used GameSir controllers over the years, and the G7 SE was my most recent, and I very much enjoyed it. Once again it was a budget price controller with not-budget specs. The Tarantula 8K is the same story. Right now, there's really nothing more I could expect inside a high-end controller, yet this one is priced like a budget model.

If you're on Xbox, there is a dedicated version of the Tarantula, albeit not exactly the same, and it tops out at 1,000 Hz on PC. Additionally, if you prefer the Xbox-style layout but still want an 8K-capable controller, GameSir has the G7 Pro for you.

GameSir deserves a seat at the table with the likes of Razer and Scuf. The Tarantula 8K is that good, and you should absolutely buy one if you're looking for a competitive controller for PC.

A product shot of the orange GameSir Tarantula 8K controller.

GameSir
Tarantula 8K

"8000hz Polling Rate, Gen-2 TMR Sticks, Hall Effect Triggers, 9 Remappable Macro Buttons, Six-Axis Gyroscope, RGB Lighting"

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Mythic Achievement details surface in the latest version of the Xbox app

Xbox players have long wanted an answer to PlayStation's Platinum Trophy, something to chase that rewards achievement hunters for getting them all.

We're finally getting that, and thanks to some poking around in the latest version of the Xbox app on Windows 11, we've got some new information to go on.

For one, the badge and the sound that plays when it unlocks have now been seen (and heard) for the first time.

A new update for the Xbox PC App reveals: Xbox Mythic Achievement; plus symbol and unlock sound.The Xbox Mythic Achievement is expected to be a 100% Gamerscore game completion reward. pic.twitter.com/STLisa4ubzSeptember 22, 2026

I think it looks pretty good. I mean, it's just a little icon, after all, but I think the design is certainly a little fancier than PlayStation's equivalent, which is just a trophy.

Xbox hasn't publicly detailed anything as yet around the Mythic Achievement and its requirements, but it was always assumed we'd be getting something that rewards for completing all the achievements attached to a game.

The folks at XCT.live have been poking around inside the bits of the app we mere mortals never see and appear to have extracted some key bits of information on how the new Mythic Achievement will work. Crucially, it doesn't look to be a fully 100% requirement, isolating any achievements linked to DLC outside of the Mythic unlock process:

"The Xbox app works out Mythic from a group of achievements that it calls BaseGame. The unlock toast says “Unlocked all N achievements in the original game”. The game page has a “Required for Mythic achievement” filter, and it labels every achievement outside the group as “Add-on”. DLC achievements are not in the BaseGame group, so they do not count. The app counts achievements, not Gamerscore. It is not a “100% Gamerscore” reward."

Code in the app indicates that it is not a 100% Gamerscore requirement, either. It counts achievements within the BaseGame group, not the associated Gamerscore. So it sounds like if you start a game that had more achievements added over time, you'll still be able to get the Mythic Achievement by hitting all the original ones, not having to get all of the new ones as well.

Hopefully it's also retroactively applied to games that you've already completed the requirements for. Either way, it looks like it's beginning to gather steam, and hopefully we'll see it for ourselves sooner rather than later.

What's the first game you'll be trying to get the Mythic Achievement for? It's got to be here in time for GTA 6, hasn't it?

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Call of Duty needs to be broken up for the good of everyone

The echo chamber on the internet would have you believe that Call of Duty: Black Ops 7 was a horrible game. After many hundreds of hours playing, I don't agree with that, at least not entirely. Like most games, it has its good points and its bad points.

But as we're approaching yet another yearly cycle with Modern Warfare 4 arriving next month, once again it's time for opinions to be voiced around how the franchise should become "good" again.

For many, it's a return to the glory days of multiplayer. There are those who believe that Warzone should be completely split off as its own thing, too, and not tied to the yearly release. And plenty more besides.

But on the Warzone front, I agree, and a video I watched by dkdynamite on YouTube takes this idea and applies it to Zombies. There are so many different experiences under Call of Duty these days, but I'm not so sure this approach of making one game to suit everyone is working.

I think it's time that parties from Microsoft/Xbox and Activision get their respective heads together and think long and hard about what the road ahead looks like. I think that road should be a break up of Call of Duty.

Break up Call of Duty? What do you mean?

Completing the steps for the Memories Operator Order in Call of Duty: Warzone Black Ops Royale

The less Warzone I have to play, the better. (Image credit: Windows Central)

The traditional core of Call of Duty is the campaign and the multiplayer. As the years have passed, though, Zombies has grown to be a huge part of the game's audience, and of course, there's Warzone. The free-to-play battle royale mode that I personally think has infected too much of the main game.

Using Black Ops 7 as an example, there has been a ridiculous amount of content to play. Beyond the core campaign and multiplayer, there's an extensive Zombies mode, there's Endgame, and there have been limited-time modes and special events across all three, and Warzone is there on the side with its own batch of content.

There are players who will dive into each mode, but it's impossible to do so fully in a year. For many of us, the camo grind and calling card challenges draw us in long enough to complete them, and then we'll go back to our preferred mode.

Zombies players are the best example right now, because after five consecutive Call of Duty releases with Zombies (of some form), Modern Warfare 4 is arriving without. So what's attracting those players to Modern Warfare 4 for the next year? Aside from the campaign, there's a grand total of zero content (at least confirmed for now) of a PvE nature in Modern Warfare 4. DMZ has PvP, with no sign so far of a dedicated PvE mode.

This is why I think it's time to stop the cycle and start breaking apart the various aspects of Call of Duty. Does that mean a standalone Zombies game that runs alongside but is separated from a yearly release or multiple yearly releases? Does that mean Warzone is just Warzone and does its own thing? DMZ getting more than a year of live support and continuing into 2028 or beyond?

Yes to all. I sure wish Black Ops 7 Endgame was getting a second year.

Trying to please everyone pleases no one

A screenshot from the Transit 213 map in the Call of Duty: Modern Warfare 4 beta.

The critics are already out before MW4 even releases. (Image credit: Windows Central)

Sure, it would require a significant shift and some reorganization, but Call of Duty is owned by Microsoft, one of the biggest companies on the planet.

But the current yearly cycle isn't pleasing anyone. Warzone players are peeved that every year their game gets changed based on whatever that year's main release is. Zombies players now have nothing new until at least next year, or 2028, when Treyarch returns. Multiplayer fans are constantly aggravated by something.

There are so many plates spinning.

There's no way that the yearly release cycle will end, no matter how many of us think it should. The money has to keep rolling in. But I argue that happy players are players who spend money on a game, whatever form that takes.

Call of Duty is big enough that it could be a collection of games, not just one. Give us a new multiplayer every year and a new campaign. But how about a standalone PvE game based on Zombies that lives for multiple years alongside it?

The problem is I feel, and I'm sure I'm not alone, that the cycle and every game is built with the top priority being monetization, not getting people to play and enjoy playing. We saw it with the price increase to Game Pass post-Black Ops 6 and when that didn't work out, the subsequent removal of Call of Duty from being a day-one Game Pass release.

The revenue took a dive because people were jumping in on Game Pass, not paying $80 whether they played it for a week or a year, on top of any additional microtransactions. So it's off Game Pass.

Would it not be better to have more dedicated experiences for players to enjoy for longer? Give teams a focus, time to breathe, and time to work their magic and focus on making and supporting games that players want to play, rather than keep tolerating.

Older Call of Duty games prove this could work

A screenshot from Call of Duty: Modern Warfare 3 Zombies showing a Raid Stash contract in progress with a tier 1 Pack-a-Punch weapon.

MW3 Zombies is still a great time in 2026 and still full of people playing it. (Image credit: Windows Central)

People will stick around. They will keep playing older Call of Duty games. I recently tried Modern Warfare 3 Zombies for the first time in my life, and it's still stacked with players.

Black Ops Cold War is now on Game Pass, which has brought a lot of us back in, but there are plenty who never stopped.

Lest we forget the recent Black Ops and Black Ops 2 ports on PS5. How popular they have been despite their issues.

The point is that a good experience lasts, and players will stick around playing it. So instead of getting to a point where everyone's tired of the current game and goes back to the older ones, how about we just build longer-lasting experiences to begin with? I think part of why the older games still hold up is because we don't really appreciate them until they're in the rearview mirror and we have more time to take it all in.

Don't expect Warzone players to play multiplayer or Zombies. Don't expect either of those two types of players to want to play Warzone. Hell, if casual mode didn't exist, I wouldn't have done the mastery camo. Even then it was 65 hours of misery because I just don't like Warzone. But give each type of player their own bespoke experience.

Give each mode the space, and importantly, the time, to breathe. From the creation to post-launch support.

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