It was on this day in 2009 that we gathered together to storm the planet of Pandora and take all of the riches in the original Borderlands.
If I’m being honest, I couldn’t care less about Doom’s story. That’s not what drew me in. Instead, I loved Doom for its pitch-perfect controls, inspired level design and well of surprises I didn’t know I could expect from a first-person shooter.
As the last full expansion for Destiny before Destiny 2, and a follow-up to The Taken King, Rise of Iron had big shoes to fill. It’s a shame then that it doesn’t.
On September 25, 2007, players and fans in North America took the final steps in the journey to put an epic end to the original war between Master Chief, humanity, the Flood and the Covenant.
What if you were one of those soldiers that doesn’t have genetic engineering to explain away their practical immortality? That’s the question Halo 3: ODST asked on this day in 2009.
Today in 2010, Bungie hit the world with the weighty story of Halo: Reach and capped off their legacy with the series.
To get up to speed, we caught up to Infinity Ward Senior Producer Lee Ross to chat about the '80s-inspired Zombies in Spaceland mode.
Infinity Ward Multiplayer Project Director Jordan Hirsh was kind enough to sit down with us and answer some of our burning questions about what we’ve seen from Infinite Warfare so far.
After going a few rounds in MW Remastered’s multiplayer, we can safely say that despite the high-sheen gloss, the classic beats were left intact to make this the definitive version of Modern Warfare.
Zombies in Spaceland is absolutely the most cartoonish that Zombie mode has ever gotten in a Call of Duty game and it works out to be one of the most we’ve had with the mode yet as a result.