Will We Ever Live In Bernie Sanders’ America?
Final Fantasy 7 Remake Moogle Medals: What They Are, Where To Get Them, How To Use Them
As you play the early hours of Final Fantasy VII Remake, you’ll likely start to rack up a decent stock of Moogle Medals as you explore the streets and slums of Midgar. There are a whole lot of items that come your way in Final Fantasy VII, many of which are handy in a battle for curing status effects or damaging enemies–but you’ll spend a lot of time carrying Moogle Medals around without having any idea of what they do.
The thing is, Moogle Medals are good and you want to collect as many as you can. Eventually, you’ll be able to use Moogle Medals at a special vendor to buy some cool stuff. Here’s everything you need to know about this weird currency.
How To Get Moogle Medals
You’ll find Moogle Medals in a variety of places, but the vast majority of them will come from Shinra Crates. These are the boxes with Shinra logos on them that you can smash with your sword or other weapons. You’ll also occasionally find them in treasure chests, usually hidden around corners and off the beaten path.
The Evolution of the PlayStation Controller
While we still don’t know when the DualSense will be in our hot little hands, we do know a bunch about PlayStation’s hardware history. From the original PlayStation controller with no analog sticks to the never-released “Boomerang” controller, Sony’s iterated on its designs in successful – and not so successful – ways. In the slideshow and article below, we take a deeper dive into the evolution of the PlayStation controller, including the brand-new DualSense.
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PlayStation Controller
The PlayStation controller was released alongside the original PlayStation in 1994 and was inspired by the controller of the Super Nintendo. Teiyu Goto, designer of the original PlayStation controller, respected the success of Nintendo’s latest console and didn’t want this new controller to be too much of a “radical departure.”
“The Super NES was a huge hit at the time, and naturally we wanted SNES gamers to upgrade to our system,” Goto said. “That’s why the management department didn’t want the controller to be a radical departure — they said it had to be a standard type of design, or gamers wouldn’t accept it.”
Even though Sony wanted to invoke the SNES controller, it did innovate in some areas, like the second pair of shoulder buttons that would help navigate 3D worlds. Since players had to shift their hands from the L1+R1 buttons to the L2+R2 buttons, Sony also decided to add the grip handles to the controller to make for a smoother transition.
The PlayStation controller’s buttons were supposed to represent what actions they stood for. According to Goto, the blue cross (or X?) and the red circle stood for “yes” and “no”, the triangle was for point of view, and square was similar to a piece of paper that would let players know that button was for menus.
This original PlayStation controller would return in the PlayStation Classic console.
(Image courtesy of Wikipedia/Evan-Amos)
PlayStation Dual Analog Controller
PlayStation’s Dual Analog controller was a predecessor to the DualShock and introduced the twin analog sticks for the first time.
It was first released in Japan in 1997 alongside Tobal 2 and Bushido Blade and included a rumble feature that would be initially taken out of the North American and European versions.
“We evaluated all the features and decided, for manufacturing reasons, that what was most important to gamers was the analog feature,” A Sony spokesperson said in regards to its removal, which would not matter much as the DualShock would add it back and replace this controller the following year.
The Dual Analog controller’s twin sticks also had recessed grooves, while the DualShock would adopt textured rubber grips with a more outward-facing stick.
Lastly, the Dual Analog controller had a “Flightstick Mode” that would work with such games as MechWarrior 2, Ace Combat 2, and Colony Wars and was an alternative to the FlightStick Analog Joystick.
(Image courtesy of Wikipedia/Bollinger)
DualShock
The DualShock replaced PlayStation’s Dual Analog controller in 1997 in Japan and in North America and elsewhere in 1998 and beyond.
The DualShock sported a rumble feature, and its name was derived from the two vibration motors that were housed inside the handles of the controller. In 1999, Ape Escape was the first game that required the use of the DualShock.
The PlayStation 2 would be released in 2000, and the original DualShock would be compatible with most games except for those that needed the DualShock 2’s analog buttons.
(Image courtesy of Amazon)
DualShock 2
The DualShock 2 was released alongside the PlayStation 2 in 2000 and was similar to the original DualShock bar a few cosmetic changes, a more square connector, and analog buttons that were pressure sensitive.
Those who didn’t love the standard black color of the DualShock 2 could also purchase various other colors like satin silver, ceramic white, slate grey, ocean blue, and more.
The DualShock 2 could be used on the original PlayStation and would work on the PlayStation 3 with third-party accessories, although certain games that used Sixaxis functionality would not always work with it properly.
(Image courtesy of Wikipedia/Evan-Amos)
Honorable Mention: The Boomerang
While the PlayStation 3 “Boomerang” controller was never released, it took the world by storm with its radical design that looks like…well…a boomerang.
It was shown at E3 2005 during the reveal of the PlayStation 3, but curiously, wasn’t highlighted or focused on during the main presentation. It was simply sitting in display cases on the show floor.
The Sixaxis would go on to replace this wild design, but the Legend of the Boomerang would live on for many more years to come.
Sony did eventually comment on the controller, saying it was a design mock-up that it wanted to have ready for the PS3’s reveal. Following its first showing, the design team took to heart the feedback and decided to go with the much more familiar DualShock-style of controller.
Sixaxis
The Sixaxis was included with the PlayStation 3 when it launched in 2006 . It was Sony’s first official wireless controller, and was capable of detecting motion with “six degrees of freedom,” yet it did not have a rumble feature.
Games such as Warhawk and Lair were designed around the Sixaxis, which was a much lighter controller due to the lack of rumble.
The DualShock 3 was set to be released with the PlayStation 3, but a lawsuit in 2004 by Immersion caused Sony to remove the rumble capabilities while it was in the appeal process and go with this version for a short while.
Immersion sued both Sony and Microsoft for patent infringement regarding the rumble functionality. Microsoft ended up settling, but Sony decided to continue the fight in court. Sony ended up losing and the verdict would have Sony pay $90.7 million to Immersion and halt sales of the controllers in question. Sony immediately appealed, which meant it could continue to sell the controllers during the process, but lost. In 2007, Sony and Immersion agreed to end litigation and would work together to “explore the inclusion of Immersion technology in PlayStation format products.”
This would finally allow Sony to release the DualShock 3 as was originally intended in 2007.
(Image courtesy of Wikipedia/Evan-Amos)
DualShock 3
In 2007, a year after the launch of the PlayStation 3 and the Sixaxis controller, Sony announced the DualShock 3 at the Tokyo Game Show. It would end up replacing the Sixaxis and would finally bring back the much-requested haptic feedback.
Besides that, the DualShock 3 was not much different than the Sixaxis, even though it did weigh about 40% more because of the new vibration motors.
The Sixaxis would be discontinued in 2008, making the DualShock 3 the standard controller for the PlayStation 3.
PlayStation Move
The PlayStation Move controllers were originally released in 2009 for use with the PlayStation 3 and were available during the motion renaissance that also featured the Nintendo Wii Remote and Microsoft Kinect.
The PlayStation Move controller (or wand) had inertial sensors that could detect motion and a big orb the top that could change colors and was used for tracking by the PlayStation Eye or PlayStation Camera.
In our review of the PlayStation Move, we said it had “the potential to be the best motion control system on the current crop of consoles; but unfortunately, the games offered at the moment just don’t do the technology justice.”
Following its launch, Move support was included in such big titles as Killzone 3, Dead Space: Extraction, Gran Turismo 5, and more. Many of these utilized various other accessories like the Navigation controller that would add another analog stick, the PlayStation Move Sharp Shooter that was a gun controller with a slot for the Move, and the PlayStation Move Racing Wheel.
The PlayStation Move Wand would continue to work with the PlayStation 4, and it came back as a controller option for PlayStation VR.
DualShock 4
The DualShock 4 was released alongside the PlayStation 4 in 2013 and featured not only a capacitive front touchpad and motion detection but also a light bar on the top of the controller that could illuminate in many different colors.
The light bar, while it would flash red and blue when the cops were chasing you in GTA V or would mimic Alien Isolation’s motion tracker, was also designed with PlayStation VR in mind. This caused issues before launch of PlayStation’s VR headset because no one really understood why this light bar was needed and Sony wasn’t willing to reveal all its secrets quite yet.
“The tracking light… it was our department that said we need that on,” said SCEE senior designer Jed Ashforth. “It was for tracking for VR, and when all these things were coming out six months ago and everyone was going ‘it’s reflecting in my TV,’ we were going ‘oh no’ because we couldn’t tell anyone what it was for.”
The START and SELECT buttons seen in all previous PlayStation controllers were replaced by the OPTIONS and SHARE buttons, respectively. The SHARE button allows players to quickly upload screenshots, videos, and more.
The twin joysticks were adjusted and, like the Dual Analog controller, have recessed grooves. The L2 and R2 buttons were more curved and outward-facing than the Dualshock 3’s style.
Around the time the PlayStation 4 Pro was launched in 2016, Sony released an upgraded version of the DualShock 4 that allowed for play while connected to a USB cable (THANK you!) and the ability to see the light bar on the top of the touchpad.
DualSense
The PlayStation 5 controller has been revealed, and its called the DualSense. It is said to “bring a sense of touch to PS5 gameplay,” and will keep many of the DualShock 4 features while adding new functionality and a refined design.
The DualSense will have much more advanced haptic feedback and adaptive triggers for the L2 and R2 buttons.
The haptic feedback will add “a variety of powerful sensations you’ll feel when you play, such as the slow grittiness of driving a car through mud.” The Adaptive triggers, meanwhile, will help you “feel the tension of your actions, like when drawing a bow to shoot an arrow.”
Additionally, the SHARE button from the DualShock 4 will be replaced by the CREATE button, although Sony isn’t ready to fully detail what this change will mean.
The DualSense also features a two-toned design, a departure from previous controllers. The light bar will also now be found on either side of the touchpad.
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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Doogie Howser MD Reboot In The Works At Disney Plus With A Twist – Report
Doogie Howser, MD launched the career of Neil Patrick Harris during its four seasons between 1989 and 1993. The series followed a teenage genius as he became a doctor. While the series was often pretty dramatic, as many medical shows are, there was also a fair dose of humor. After all, watching a kid diagnose and treat an adult can be pretty funny–especially given the series begins with Doogie taking his driver’s license test.
Now, it looks like a new generation will have their own Doogie Howser. Variety is reporting that a reboot of the show is in development for the Disney+ streaming service. This new take comes with a twist, though. According to Variety, the series will follow a “16-year-old half-Asian, half-white female” who is working as a doctor in Hawaii. It’s being developed under the title Doogie Kealoha, MD.
Kourtney Kang (How I Met Your Mother, Fresh Off the Boat) is the writer/executive producer behind the reported reboot. Also involved as executive producers are Jake Kasdan (Fresh Off the Boat), Melvin Mar (Fresh Off the Boat), Dayna Bochco (Raising the Bar), and Jesse Bochco (Murder in the First). The Bochcos are also the wife and son of Steven Bochco, who co-created the original series.
Mario Games We Want Ported To Nintendo Switch
More Mario On The Switch
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Online gaming discourse went into overdrive with the rumblings of Nintendo potentially re-releasing some past Mario games to the Nintendo Switch. With the possibility that Super Mario Galaxy and Super Mario 64 are coming to the Nintendo Switch, fans of the series have been excited with the prospect of revisiting Mario’s finest adventures. However, while these games are fantastic, it did call to mind other noteworthy games from the platforming franchise that could potentially release on Nintendo’s platform as well.
In honor of the franchise’s 35th anniversary this year, the team at GameSpot have decided to pull together a list of games from the acrobatic plumber’s past that would be great for a release on the Switch. Since the handheld’s debut in 2017, the Switch has proven itself to be a remarkable platform for re-releases, which includes many games from Mario’s past like New Super Mario Bros. U Deluxe and the fantastic Nintendo Online library that includes the classics from the NES and SNES eras. Still, there’s plenty more games from the Mario franchise that could see another release, so here’s a quick rundown of our ideal picks for Switch re-releases.
Super Mario Sunshine | Steve Watts, Associate Editor

The often-maligned Mario game isn’t as groundbreaking as Super Mario 64 or as inventive as Super Mario Galaxy, but it deserves its place in the canon. Super Mario Sunshine’s stepchild status has made it the butt of jokes, but it’s also a crucial part of Mario history.
After all, it’s the game that introduced us to Bowser Jr.–and by extension, sanded off Bowser’s rough edges by making him a sympathetic single dad. Its bonus stages built on the foundation of Mario 64’s Bowser stages and started the refinement that eventually led to some of the series’ best level design in Super Mario 3D Land and World. It helped define Mario’s modern 3D look much more clearly than Mario 64’s polygonal origami-esque appearance.
Granted, not all of its experimental elements work as well. FLUDD, in particular, is an awkward gameplay element, which makes it doubly baffling why it served as Sunshine’s centerpiece. But even missteps can be enlightening to understand the progression of a long-running series. And unlike many other games in the Mario canon, Sunshine isn’t easy to find or play since it hasn’t been ported to other platforms. A remastered version would give it new life, warts and all.
Super Mario RPG: Legend Of The Seven Star | Alessandro Fillari, Editor

One of my favorite RPGs from my childhood, which also happened to be my gateway into the genre, was the SNES’s Super Mario RPG: Legend of the Seven Stars. When my parents purchased the game, they had planned to play it with the rest of the family, just like we did with Super Mario World and Yoshi’s Island. However, once we booted up the game and saw that platforming levels were replaced with turn-based battles, we almost immediately turned it off. It was a jarring experience, and we all ended up making jokes at the expense of the game. My folks planned on returning it to the store but never got around to it. I was thankful that it didn’t happen because a couple of years later, I found the game collecting dust in our closet and booted it up, and I fell in love with Nintendo and Square’s collaborative RPG.
Even now, I still think of the game as a remarkable experience. It’s got an incredibly humorous story, and the turn-based battle system not only feels unique, but it still possesses many of the elements of a true Mario game. Even though it’s a bit of a long-shot, given how strange the licensing issues are with this game, I would like to see Nintendo and Square-Enix come together to get this game on the Switch. More people need to know how the equally amazing Mario & Luigi RPG series got its start and why original characters like Mallow and Geno are so well-loved even more than 20 years after their debut.
Paper Mario: The Thousand-Year Door | Kevin Knezevic, Associate Editor

Mario may be a platforming icon, but he’s also starred in some fantastic RPGs over the years, and the pinnacle of his role-playing exploits remains Paper Mario: The Thousand-Year Door. Released on the GameCube back in 2004, The Thousand-Year Door was a charming, light-hearted adventure that featured some of the most endearing characters to ever appear in the Mario series, and it’s long overdue for a re-release.
Like the first Paper Mario game for the Nintendo 64, TTYD was a unique hybrid of a platformer with an RPG, mixing light platforming elements with turn-based battles against some of the franchise’s most common enemies. While the fundamentals of the battle system remained unchanged, developer Intelligent Systems embellished it with some clever touches. This time, each battle unfolded in front of an audience. If you timed your attacks well, the audience would throw you helpful items and fill your star meter, which in turn allowed you to pull off special moves. Conversely, if you whiffed your timing often enough, the audience would pelt you, making every encounter fun.
But what solidified TTYD as an instant classic was its hilarious story. The plot whisked Mario through a variety of outlandish scenarios, from a WWE-like fighting promotion (where he was given the ring name “The Great Gonzales” because ‘Mario’ wasn’t marketable enough) to a twilit town whose residents would transform into pigs every time the bell tolled. After TTYD, the Paper Mario series would head in a more platform-oriented direction, shedding many of the elements that made the first two entries so beloved. Whatever you think of the more recent games, there’s no denying the series has yet to match the heights of The Thousand-Year Door, and it would be wonderful to be able to replay it again on Switch.
Super Mario Land | Tony Wilson, Video Producer

When I was a kid, a family friend had an original gray Game Boy and just a single game: Super Mario Land. Any time we’d visit, my only goal was to get as much hands-on time as possible with it. At the time, I only knew Mario from the Super Mario Bros. games on the Nintendo Entertainment System, so seeing him in a monochrome world with more distinct settings, power-ups, and unique enemies both baffled and excited me. Today, I want to revisit the land of Sarasaland so badly.
What is the Nintendo Switch, if not the current evolution of Nintendo’s handheld line? The Super Mario Land series never had a home console-specific release, but it’s clear people have nostalgia for the classic spin-off series. I was so stoked when Mario Maker 2 brought back the Super Flower from Super Mario Land, and now it feels only right for the series to see another comeback.
I leave you with this mic drop: the best Mario tune in the entire franchise is the theme for Chai Kingdom. Fight me.
Super Mario Land 2: 6 Golden Coins | Dave Klein, Video Producer

While Super Mario Land served as a great proof of concept that Mario could work on the modest power of the Game Boy, Super Mario Land 2 improved upon that formula–and in such style! It brought with it a Super Mario World style world map, with Mario being able to travel to various zones in any order the player chooses. These different settings were imaginative, with one even involving Mario climbing through the insides of a giant Lego-Mario in the Macro Zone.
For many years, this was my go-to game when my family would travel on road-trips. There are secrets abound in the game, giving the levels some incredible replayability. And, lest we forget, this was the game that introduced Wario to the franchise! Instead of Bowser, Wario served as the big bad, an evil version of Mario, and he was such a strong villain that he’s now a series mainstay. Super Mario Land 1 was a good game, but Super Mario Land 2 was even better, and it should see a return to newer platforms.
Wario Land: Super Mario Land 3 | Dave Klein, Video Producer

Okay, I know I just gushed about how great Super Mario Land 2: 6 Golden Coins was on the Gameboy, but you know what was even better? Wario Land: Super Mario Land 3! As a longtime Mario fan, I almost felt like a traitor preferring this game as a kid over the mainline games, but Wario Land’s gameplay, letting you play as Wario for the first time, made it so exciting to play.
While Mario’s core ability is jumping on enemies, Wario’s skills focus on his ability to bash into enemies. He can strike them, pick them up, and toss them around. You’ll also find various hats that add new abilities to Wario, opening up new gameplay possibilities, as well as plenty of secrets! The game has you exploring a map of replayable levels, and the more treasure you find, the better ending you get. That means secrets and exploration abound! With gameplay that really differentiates itself from the previous games, and with such a fun central character, Wario Land holds the crown amongst the Super Mario Land game boy games in my view. This game is a classic, and I truly hope it will come to the Switch someday for new players to enjoy!
Mario Super Sluggers | Steven Petite, Associate Commerce Editor

Mario Tennis Aces was a fun, if slightly shallow game, but after three years, the Nintendo Switch needs another Mario sports game. We’re certainly overdue for a new one, and while the upcoming Mario vs. Sonic at the Olympic Games Tokyo 2020–if it releases this year–may scratch that same itch, it doesn’t reach the level of other games like Mario Golf or the original Mario Tennis. There is one game in the Mario sports back catalog, however, that would be perfect for Switch, and it’s Mario Super Sluggers.
Originally appearing on the Wii in 2008, Mario Super Sluggers would translate to the Switch with ease. Not nearly enough games take advantage of the Joy-Con motion controls, and Super Sluggers was designed for motion controls from the beginning. It offers an arcadey, lighthearted spin on baseball, giving Mushroom Kingdom denizens over-the-top pitches, swings, and large stadiums filled with zany obstacles.
Like all other Mario sports games, Super Sluggers has a throwaway story, but the plot set in the Baseball Kingdom holds a bevy of fun challenges that gradually teach you the ropes of Mario-style baseball. Super Sluggers’ real legs came from multiplayer with friends, which was reserved for local play on Wii. If Nintendo added online multiplayer and public tournaments, I’d play Super Sluggers throughout the baseball season, and beyond.
Mario & Luigi: Superstar Saga | Dave Klein, Video Producer

Paper Mario generally gets all of the praise amongst Mario RPG enthusiasts, and with good reason considering the masterpiece that is The Thousand-Year Door! Unfortunately, the Mario & Luigi series has been swept under the rug a bit by fans. While The Thousand-Year Door remains my personal favorite Mario RPG, and I only stubbornly accepted Paper Mario right after that, I was amongst those who weren’t sure how to feel about the latest step away from a formula that truly worked.
And, here I stand completely mistaken, writing away about how fantastic Mario & Luigi: Superstar Saga (in particular) is! The game has it all; from charming visuals to fantastic writing, fun puzzles, and some exceptional gameplay that has the unique twist of controlling both Mario and Luigi together, simultaneously. This element comes in during exploration/puzzle segments and the fantastic turn-based combat, which I honestly love. I also can’t stress enough how clever the writing is. I truly feel everyone should have a chance to experience Mario & Luigi: Super Star Saga and its fantastic successor Mario & Luigi: Partners in Time. A re-release on the Nintendo Switch would be a great way for new fans to see what made these games so special.
Super Mario 3D Land | Alessandro Fillari, Editor

When people think of 3D Mario games, the ones that are likely to come to mind are Super Mario 64 or Super Mario Galaxy. However, there is another 3D Mario game that seldom gets the recognition it deserves. Super Mario 3D Land was one of the first 3D Mario games designed from the ground up for the 3DS. Focusing on bite-sized levels that offered a ton of complexity and thrills in its platforming challenges, it turned out to be a simple, yet still, pure Mario game that offered many inventive levels to power through. With rumors of Nintendo revisiting some of Mario’s previous adventures, I think it’s time that this stellar 3D platformer got another shot in the spotlight.
What made Super Mario 3D Land so special was its incredible approach to perspective. Throughout many stages, the camera would shift between 2D and 3D planes, making certain level’s platforming sections feel like challenging puzzles in their own right. On the surface, this setup seems like a gimmick to make familiar Mario platforming more interesting, especially when coupled with the 3DS’ unique autostereoscopic 3D visuals. Yet 3D Land turned out to be a fantastic Mario game because of its focus on pacing and precision that worked in tandem with the inventive level designs. Many fans seem to have more attachment for its co-op oriented sequel 3D World, but 3D Land is a game I look back on fondly, especially in how it focuses on giving Mario’s brother Luigi his due. It took advantage of the 3D space in some inventive ways, and a remaster for the Nintendo Switch would be an excellent way for people to revisit one of Mario’s forgotten adventures.
Hotel Mario, Mario Clash, and the other lost Mario games | Dave Klein, Video Producer

If you’re like me, you never had access to a Phillips CD-i or a Virtual Boy, and never had a way to experience games like Hotel Mario, or the oddity of Mario Clash. Most folks have never even heard of them, but that’s precisely why I’d love to see them ported onto the Nintendo Switch! I want to see all of Mario’s juicy history on this device, for better or worse. And when it comes to games like Hotel Mario and Mario Is Missing, that’s definitely for the worse.
For posterity, it’s time for some of Mario’s lesser-known appearances to get another shot. Most of us never had the chance to experience Mario at his worst, and that’s an absolute shame. I want to see horrible Mario games, and I want to see them on the Switch! That being said, the Virtual Boy’s Mario Clash–a 3D reimagining of the original Mario Bros. game might actually be decent to play. For the sake of Mario’s history, and the greater purpose of games preservation, these lesser-known games should see another release, and the Switch would be a great way to experience some of Mario’s more bizarre detours.
Americans Will Get Stimulus Paychecks Soon. Undocumented Workers Get Nothing.
Grab 59 Classic Sega Games For Only $9 On PC
If you’re in the mood to play some retro games, there are two great PC games bundles on sale celebrating Sega’s heyday. The Sega Mega Drive and Genesis Classics Bundle includes a whopping 59 games for only $9, while the Dreamcast Collection features a much smaller compilation of six games for just $4.49 at Fanatical. If you purchase them at Fanatical, you’ll receive codes that can be redeemed on Steam. The sale runs until tomorrow, April 9 at 4 PM PT / 7 PM ET.
The Sega Mega Drive and Genesis Classics Bundle is normally $30, and the PC version features several more games than console versions, including Sonic 3 & Knuckles, Ecco the Dolphin, and Eternal Champions.
The Dreamcast Collection is more focused with only six games. It also regularly sells for $30, so it’s 85% off right now. It comes with the following games:
CoD: Warzone Season Three Adds Quads, Dog, and a New Operator
The Warzone update is now available on all platforms and allows players to form squads of four instead of the initial trio approach. This gives the game a full set of varied squad sizes up to four, following on from the solo queue update which landed in mid-March.
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As well as the new Quads mode, you can expect new playlists, weapons and blueprints (including silenced and non-silenced gun variants) on the ground in Warzone, as well as vehicle skins so you can kit out your quad bikes and trucks in-game.
Riley the German Shepherd, the resident good boy from Call of Duty: Ghosts will also make an appearance as a unique finishing move in-game, proving his bite is just as bad as his bark.
Outside of Warzone, Season Three introduces a few new maps including a remaster of the original Call of Duty 4’s Backlot map and a few new game modes arriving later in the season, including Gun Game Reloaded and Reinfected Ground War.
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The Season Three mascot is none other than Alex, a new operator who you’ll be acquainted with if you’ve played Modern Warfare’s campaign mode. His model features a few post-narrative aesthetic tweaks, but no spoilers here!
Later in the season, two more operators will arrive in the shape of Ronin and Iskra, available through store bundles. If you’re new to the game, Activision has also revealed the Modern Warfare Battle Pass edition, which gives you the full game and 3000 CP, as well as a suite of skins. This means you can unlock the season three battle pass straight away and jump into the action.
You can check out the patch notes over on Modern Warfare developer Infinity Ward’s website, which detail all of the new content coming to the game with this bumper update.
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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.