The DNA bomb has detonated at Popov Power Plant, releasing powerful mutagens in the Season 4 Reloaded mid-season update for Call of Duty: Modern Warfare III and Call of Duty: Warzone. Deploy across new mutated modes, maps, Unstable Rifts, events, and more, and get your hands on new weapons and Aftermarket Parts to help face the challenges ahead.
Season 4 Reloaded of Call of Duty: Modern Warfare III and Call of Duty: Warzone launches on June 26 on PlayStation 4 and PlayStation 5.
Multiplayer Overview
Three Core 6v6 Maps
Incline (New Core Map): Battle over frozen ground on this small-sized research outpost deep in the Caucasus Mountains of Urzikstan. Fire down from the cable car in the central transit station and prepare for long-ranged encounters along the northern road.
Bitvela (New Variant): Experience Multiplayer like never before in this pixel-art inspired version of Favela appearing in the Bit Party Playlist modifier. Pixelated cars, buildings and trees, jagged clouds, and pixel smoke particles perfectly mimic the original map, without a curved edge in sight. When competing in Bit Party, your Operator’s head will grow after every elimination, making you a bigger target while also granting objective bonuses.
Das Gross (New Variant): A vile infection has enveloped downtown New York City, sending bloody tendrils over the ceiling and walls of Das Haus. An alien planet looms overhead in the night sky. Try to keep your wits about you in this map variant arriving with a new Vortex Playlist.
New Mutation Mode, Havoc, and more
Mutation: Take turns playing as humans and mutants in a moshpit of game modes. Mutants can choose from a variety of classes including the Mutated Leaper, Radioactive Beast, Contaminated Slugger, and Camouflaged Sneaker.
Havoc: In this twist on Team Deathmatch inspired by classic arena shooters, random modifiers activate throughout the match, dramatically altering gameplay in a mode where no two matches are the same!
Plus, perfect your aim in the Headshots Only mode, wield powerful weapon blueprints in Blueprint Gunfight, and flex your parkour skills with the limited release of G3T_H1GH3R.
Zombies Overview
Last week, we asked you to shine a light on Alan Wake 2 and the recent release of its photo mode using #PSshare #PSBlog. Here are this week’s haunting highlights:

arashikages shares Alan standing at the center of black swirling handprint motif splattered on a hotel’s walls

Yuric83 shares Saga moving through a distorted section of forest

jdbolzan shares diner waitress Rose in control during the Night Springs DLC, holding a rifle in front of a banner in town

CamisGui shares the sunlight fading as FBI agent Alex Casey takes in a crime scene

hazelgreen_vp shares a portrait of FBI agent Alex Casey sipping on coffee

denisjurison shares a black and white portrait of Alan staring out the lake house window
Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Summer
SUBMIT BY: 11:59 PM PT on June 26, 2024
Next week, we’re celebrating the warmth and sun of summer. Share moments from your favorite game filled with summer vibes using #PSshare #PSBlog for a chance to be featured.
Rise, Tarnished. Your time has come again.
After a long wait, Elden Ring Shadow of the Erdtree launches tomorrow on PS5 and PS4. With a massive new world to explore, weapons to be found, skills to master and, of course, bosses to face, FromSoftware’s latest expansion could seem like a daunting undertaking. But fear not, Tarnished, as our tips – spoiler-free and covering the first few hours – will help set you on the right path. To begin, a crucial step: what’s required to enter the Shadow Realm.
Entering the Shadow Realm
If you’ve ever played a FromSoftware expansion, you’ll know that gaining access is never a straightforward process. Shadow of the Erdtree continues this tradition. In order to enter the Shadow Realm, you’ll need to complete a few tasks in the base game.
On your journey through the Lands Between, you’ll firstly need to have defeated Starscourge Radahn, a notoriously challenging boss. To face him, traverse Redmane Castle in Caelid during the Radahn Festival and take the elevator down to fight him on the beach.
You’ll also have to have bested Mohg, Lord of Blood. He can be found at Mohgwyn Palace, reached by following Varré’s questline or using a Waygate hidden in the Consecrated Snowfield. Mohg is known for being a particularly tough fight, but other Tarnished have been setting up summon spots next to the battle to help shepherd fighters through and open the DLC.
At the back of the Mohg boss arena you’ll discover Miquella’s cocoon. If both foes have been conquered (and expansion downloaded) a new interaction option will appear when you stand by the cocoon. Accept, and you’ll enter the Shadow Realm and begin your journey into the Shadow of the Erdtree.
Navigating the world
If you put dozens of hours into Elden Ring’s base game, it’s easy to forget that you originally had to collect map fragments in order to build up a picture of the world around you. In Shadow of the Erdtree, this feature returns, meaning when you first enter the Shadow Realm, your map will be blacked out, with one exception; a single bright spot somewhere in the darkness.
One of your first objectives should be to navigate to this point, where you will find a map fragment beneath a tall obelisk. Collecting this will reveal the region’s map, but be warned — Shadow of the Erdtree’s world design uses verticality on a scale unlike almost anything seen in the Lands Between, meaning there is still so much more to be discovered – both above and below – what the map can show you.
This world is dense with secrets, so be sure to explore every nook and cranny. You’ll no doubt be rewarded with weapons, spells and items for your effort.
Making friends and enemies
The starting area of the Shadow Realm is full of friendly (and not-so-friendly) characters who can help fill you in on the story, point you in the direction of hidden areas, send you on missions or challenge you to a duel.
You’ll come meet warriors, tribesmen, worshipers and devotees among others within your first hour or so of gameplay. Speaking to them, bringing them items they require, or taking the correct act
Rusted Moss is an action-exploration game developed by solo individuals (not part of any development studios) that revolves around its unusual method of traversal: an absurdly bouncy grappling hook. We won’t lie: the physics-based grappling will bring you both great pain and great joy. But the triumph once you master it — you’ll practically fly through the game while blasting enemies with your arsenal of guns when Rusted Moss comes to PS5 on June 20.
In this melancholic world, humans prepare for an invasion by capricious fairies from another realm. You play as Fern, a changeling determined to put an end to the war. As you uncover the story behind the world, you’ll eventually choose a side: fae or human?
With the PS5 release, we are also adding in seven to eight hours of additional content — approximately as much content as the base game itself. This includes new zones (ranging from moderate to very difficult), a boss rush, and an additional playable character.
A unique grappling hook
During a show-and-tell with indie developers, Emlise (the main dev) showed a grappling hook that worked like a bungee rope or rubber band. She performed incredible, crazy maneuvers that made traditional platformer abilities like double jumps and dashes seem so limited. I had never seen anything like that — grappling hooks in most games either just pull you to the anchor point or swing the player in static arcs.
It looked so polished that I was sure she would develop it into a full game. But she had no plans to. She saw it as a programming exercise to learn about verlet integration (a numerical equation used to calculate trajectories).
“Players would find it too difficult. It takes some time to get used to,” says Emlise.
Each of us then carried out our duty as friends and peer-pressured her into continuing development. My sister and I also joined her, forming our 3-person development team. It was strange because we had no intention of making a game together before that moment.
Rusted Moss was made to bring this mechanic to life, not for the sake of making a game or to go full-time on indie dev (my sister and I work day jobs outside the game industry).
I think its origin gave a purity to Rusted Moss’ foundation because there was no doubt as to what kind of game it could become. Everything would revolve around just one core mechanic — the grappling hook.
Please break our game
Synergy with the grappling hook became the focus of Rusted Moss’ game design. The abilities you gain all enhance the physics-based traversal — whether it’s a charge jump that lets you fall further, or the kickback from your guns.
This maximizes the opportunity for player expression and creativity. Progression is not based on a simple lock-and-key solution, which is a design pattern often found in other action exploration games.<