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Modern Warfare 4's DMZ is built around a familiar extraction shooter formula: enter the exclusion zone, complete objectives, collect valuable gear, and get out before things go wrong. The catch is that other players are part of the danger. A run focused on missions and AI enemies can quickly turn into a fight against another squad.
That is exactly what some players want to change.
Since DMZ's early access launch, players have been asking whether Infinity Ward will introduce a dedicated PvE-only playlist. They are not necessarily asking the studio to remove PvP. Many simply want the option to explore, complete missions, and extract without having to fight other Operators.
The discussion has gained more attention following ARC Raiders' recent PvE matchmaking test. Embark Studios reported that more than 30 million PvE rounds were played during the seven-day experiment. That does not mean 30 million individual players, but it is a substantial amount of activity for a limited test.
So, could MW4 follow a similar approach? As of October 30, 2026, the answer remains uncertain. DMZ has no public PvE-only mode, and although Infinity Ward has discussed the possibility, the studio has not announced plans to add one.
Does MW4 DMZ Have a PvE-Only Mode?
No. Modern Warfare 4 DMZ currently uses a PvPvE format, meaning players face both AI-controlled enemies and rival human squads during the same deployment.
DMZ opened in Early Access for eligible pre-order players on October 20, ahead of the full game's October 23 launch. Its Hajin exclusion zone combines story missions, dynamic operations, AI threats, player encounters, and persistent progression. Players can choose how to approach a deployment, but they cannot guarantee that another squad will leave them alone.
There is a solo deployment option, but it is important not to confuse it with PvE matchmaking.
Turning off Squad Fill allows a player to enter without random teammates. It does not create an empty lobby or prevent other Operators from joining the match. Infinity Ward has explained that matchmaking may try to place solo players with other solo players, but this is not guaranteed.
In practical terms, you can play MW4 DMZ alone, but you cannot currently choose a public match where hostile human players are completely removed.
For players searching for an MW4 DMZ solo mode, that is the key distinction: solo deployment exists; dedicated solo-only and PvE-only matchmaking do not.
What Happened to the Single Squad Mission Playlist?
The PvE speculation did not come out of nowhere.
Before launch, footage of the DMZ deployment menu showed an option called "Single Squad Mission." Its name led some players to believe Infinity Ward might be preparing private matches or a playlist where one squad could complete objectives without encountering rival teams.
The studio later clarified what the option actually did.
During an October 9 Reddit AMA, the Infinity Ward DMZ team explained that Single Squad Mission was an internal developer playlist. It allowed developers to load into a match alone while testing the game. It was never intended to be available to the public.
That clarification matters because the option was not evidence of a hidden PvE mode or an upcoming feature. It was a development tool that appeared in pre-launch footage.
The confusion also exposed a genuine gap in the available options. Players can deploy without teammates, but those who want to avoid PvP entirely still have no dedicated matchmaking choice.
What Has Infinity Ward Said About a PvE DMZ Mode?
Infinity Ward has acknowledged the possibility of adding PvE content, but it has not committed to doing so.
In an October 20 interview with Destructoid, multiplayer creative director Geoffrey Smith discussed whether a separate PvE experience could come to DMZ. Smith said the team had conversations about the idea, but also explained that Infinity Ward likes the current balance between PvP and PvE.
He pointed to existing systems that let players influence how much combat they encounter. Stealth mechanics, UAV information, and the threat levels of different points of interest can help players decide whether to approach an area, avoid it, or take a fight.
Technical designer Jack Hoppus also explained that players can focus on looting, story missions, and completing orders before engaging in PvP. The team's intention is to make DMZ approachable to different types of players, rather than forcing everyone into constant fights against rival squads.
Smith did leave room for future discussion. If there is genuine demand for PvE content, he said the team would need to consider what would be healthiest for the game.
That is not a promise that a PvE playlist is coming. Infinity Ward has not announced a development timeline, release window, or confirmed feature list. For now, the studio's position is that it likes the existing PvPvE experience while remaining aware of player interest in alternatives.
Why Do Some Players Want PvE-Only DMZ Raids?
For many players, the appeal of DMZ is not necessarily hunting other Operators. It is the extraction loop itself: preparing equipment, entering a dangerous area, completing objectives, finding useful items, and making it back safely.
PvP adds tension to that process, but it can also interrupt it.
A player working through a story mission might spend much of a deployment reaching a location or collecting specific items. Another squad can end that run before the objective is complete. Losing collected equipment makes the setback more frustrating, especially for someone who entered the match to focus on missions rather than player combat.
Different players also approach DMZ with different priorities:
| Player type | What they want from DMZ | What can frustrate them |
|---|---|---|
| Solo and casual players | Explore, loot, complete missions, extract | Being attacked by full squads while playing alone |
| Progression-focused players | Complete orders, unlock equipment, advance their Operators | Losing collected gear and having to repeat parts of a run |
| Cooperative PvE players | Fight AI enemies and complete objectives with friends | Rival squads interrupting planned activities |
| PvP-focused players | Hunt other Operators and compete for valuable loot | Reduced matchmaking activity if players split into separate queues |
These groups do not necessarily want different games. They may simply want different ways to experience the same extraction mechanics.
There is also a reason Infinity Ward has not rushed to separate them. The developers have described DMZ as a sandbox where players can choose how they approach the world. Some want to push into dangerous locations and fight high-tier enemies or rival Operators. Others prefer to loot, explore, and complete missions first.
That flexibility is part of the current design. The unresolved question is whether it gives PvE-focused players enough control over the experience.
ARC Raiders' 30 Million PvE Rounds Put the Debate in Focus
The timing of the MW4 discussion is interesting because ARC Raiders has just tested a more direct alternative.
Embark Studios ran a limited PvE matchmaking toggle test from October 13 to October 20, 2026. Players could choose between the standard PvPvE experience and a PvE option focused on cooperative encounters against ARC machines.
The test changed more than player damage. PvE sessions had no player-to-player damage, and solo, duo, and trio players could enter the same sessions. Some higher-tension map conditions, including Night Raids, Hidden Bunker, Locked Gate, and Frigate, were excluded. Loot value was also lower than in the standard PvPvE experience.
When the test ended, Embark reported that players had completed more than 30 million PvE rounds.
The figure shows considerable participation, but it should not be treated as a count of unique players or proof that most of the community prefers PvE. Embark described the feedback as polarizing and said it needed time to review gameplay data and player responses. The studio also planned to send a survey to a representative sample of players beginning October 22.
Embark expects to share further information in November. Until then, there is no confirmed decision on whether the PvE toggle will return permanently.
For Infinity Ward, ARC Raiders offers an example of how a separate PvE experience can be tested without immediately replacing the original mode. It is not a blueprint that Call of Duty can simply copy. The two games have different progression systems, economies, and player expectations.
Still, the test gives developers a useful question to consider: can a PvE option attract players who enjoy extraction mechanics but do not want every deployment to involve rival Operators?
MW4 DMZ vs. ARC Raiders: Current PvE Options
The two games are at different stages of this discussion.
| Feature | ARC Raiders | Modern Warfare 4 DMZ |
|---|---|---|
| PvE-only matchmaking | Available during a limited test | No public option |
| Test period | October 13–20, 2026 | No equivalent public test announced |
| Player-to-player damage | Disabled during the PvE test | PvP remains part of DMZ |
| Loot balance | Lower loot value in PvE | No separate PvE reward structure |
| Current status | Test ended; results under review | Existing PvPvE format remains |
| Developer update | Further information expected in November | No confirmed PvE release plan |
ARC Raiders has already let players experience a separate PvE queue, although only temporarily. MW4 DMZ has not offered that choice.
The comparison is useful because it highlights two different approaches to the same design question. Embark chose to test a separate matchmaking option and collect data. Infinity Ward has so far focused on making its existing PvPvE sandbox more approachable through in-game systems.
Neither approach has a confirmed long-term outcome yet.
Could Infinity Ward Add PvE Without Changing DMZ's Core Mode?
A separate PvE playlist could give players more choice, but it would also create several balancing questions.
The biggest is progression. Would players earn the same equipment and rewards in PvE as they do in PvPvE? If the rewards were identical, some players might use the lower-risk playlist for most of their progression. If the rewards were reduced too much, PvE could feel like a less rewarding version of DMZ.
Matchmaking is another concern. Splitting players between two playlists could affect queue times, especially during quieter hours or in less populated regions.
Mission design would also need attention. Some objectives work naturally against AI enemies, while others may rely on encounters with rival Operators. Infinity Ward would need to decide whether PvE players could complete the same objectives and whether their progress would carry over between modes.
These are potential design challenges, not confirmed plans from the studio. They help explain why adding PvE matchmaking would involve more than simply switching off damage between players.
A separate playlist could allow both audiences to coexist, but it would need its own rules for rewards, progression, and matchmaking.
How Do Bot Lobbies Fit Into the Discussion?
Searches for CoD: Modern Warfare 4 Bot Lobbies reflect a related interest in more controlled ways to practice, work on weapon challenges, or spend time in less competitive matches.
However, bot lobbies and a dedicated DMZ PvE mode are not interchangeable. A bot-focused multiplayer environment does not automatically provide DMZ's extraction mechanics, mission progression, loot rules, or PvP-free matchmaking.
Players specifically asking for PvE-only DMZ raids want an official option that removes hostile human squads from their deployments. Infinity Ward has not announced that feature.
Will MW4 DMZ Get a PvE Mode?
It remains possible, but there is no confirmed plan or release date.
Infinity Ward has acknowledged conversations about PvE content and explained why it currently values the mix of player encounters and AI threats. Its existing systems give players ways to approach DMZ more carefully, but they do not provide a completely PvP-free experience.
ARC Raiders has taken a more direct route by testing a separate PvE matchmaking option. More than 30 million rounds were played during the test, although Embark is still reviewing the results and has not confirmed what comes next.
The two games do not need to make the same decision. Some players enjoy the uncertainty of running into rival squads; others would rather focus on missions, AI combat, and extraction. A separate PvE playlist could serve the second group without necessarily taking the existing experience away from the first.
For now, MW4 DMZ remains PvPvE. Players hoping for PvE-only raids will have to wait for Infinity Ward's next announcement.
Aion 2 Halloween Trick or Treat event is entering its final stages. With the event's end date fast approaching, your priority has shifted from What should I earn? to What must I spend before the event ends?
This guide focuses on what's most important for players in Aion 2 Halloween Trick or Treat event right now: key deadlines, must-have items, and final sprint collection.
Real Deadline
The event on North American servers will end before the scheduled maintenance on November 3, 2026 (Pacific Standard Time), and the event on European servers will end before the scheduled maintenance on November 4, 2026 (Central European Time).
This is crucial: there is no grace period after maintenance begins. Any unused Halloween Pumpkin Coins, untransformed fragments, or unopened candy you have during server maintenance will be lost.
Don't think you can wait until 11:59 PM on the last day; we recommend completing all event-related spending at least 24 hours before maintenance begins in your region.
With Halloween event over, now is a good time to check your overall development resources. If you need to upgrade equipment or develop other characters later, you can also directly buy Aion 2 Kina.
Halloween Pumpkin Coins Usage Guide
There are two ways to obtain Halloween Pumpkin Coins. The first is through daily check-ins. Accumulating 14 days of check-ins will reward you with 35 coins, with an additional 100 coins on 7th and 14th days.
The second way is through weekly event quests. These ten quests complement the regular gameplay. Completing all ten quests in a week will reward you with 235 coins. Theoretically, over three consecutive weeks, you can earn over 1300 coins through check-ins and quests, enough to clear out your most important inventory.
Coin Merchant NPC will appear in specific towns for each faction. The most important item to obtain in Aion 2 Halloween Trick or Treat event is Special Halloween Chest, which costs 250 coins, and only one can be obtained per server.
After obtaining the chest, consider some useful consumables. Instant Clear Tickets (3 coins, limited to 7 per week) and Nightmare Dungeon Challenge Tickets (7 coins, limited to 3 per week) can save time on daily quests.
Resurrection Spiritstones (2 coins, limited to 10 per week) are a cheap safety net for dungeon adventures. If you have remaining coins, you can spend 15 coins to get a Skin Chest (10 times), which has a chance to obtain additional cosmetic items, but its priority is lower than that of practical items.
Candy Key System
In addition to the coin shop, Aion 2 has a parallel reward system, but it requires completing specific dungeons. After completing Expedition and Transcendence dungeons, you can obtain Candy Key Fragments in Odyle Energy chests at the end of the dungeon.
These fragments are transformed into red, yellow, or blue candy keys with a 100% success rate through the matter transformation system. Each key can be used to open corresponding candies in town, rewarding items such as Abyss Points, Life Crystals, or Odyle Energy, as detailed below:
- Red Key: 20 Growth Pet Chests, 10 Battle Enhance Scrolls (best for pet progression)
- Yellow Key: 10,000 Abyss Points, 10 Life Crystals (best for Abyss ranking)
- Blue Key: 4 Odyle Energy, 10 Resurrections
Items That Disappear on Day One of Maintenance
Some event items will be deleted immediately after the event ends. Please check your inventory and use or convert these items as soon as possible:
- Halloween Candy (the stat-buff food)
- Halloween Cookie (the stat-buff food)
- Candy Key Fragment (Event)
- Red, Yellow, and Blue Candy Keys (Event)
Candy and cookies provide short-term buffs (Candy: Attack +25, Defense +250; Cookie: Max Health +500, Max Mana +250). If you have these items in your inventory, use them in the remaining dungeons or Abyss challenges; don't let them sit idle. The buffs last for five minutes, so there's no need to hoard them now.
Candy Key Fragments: If you have 60 or more, immediately combine them into a key and open the corresponding candy in town. If you have less than 60, you cannot combine them into a key. Each excess fragment can be converted into 10 Superior Power Shards via the Material Transformation menu; this conversion has no weekly limit.
Items That Survive Longer
The following items will remain in your inventory until December 15, 2026 (Pacific Standard Time) / December 16, 2026 (Central European Time):
- Resurrection Spiritstone (Bound)
- Instant Clear Ticket: Daily Dungeon (Bound)
- Nightmare Dungeon Challenge Ticket (Bound)
- Shugo Festival Reward Key (Bound)
- Odyle Energy (Bound)
While these items will not disappear when the event ends, there is no benefit to keeping them. Use your dungeon tickets before the reset, use Odyle Energy on your gear, and claim the reward Shugo Festival keys during Guardian Festival event. The longer you keep them, the more likely you are to completely forget they exist.
Aion 2 Halloween Trick or Treat event is ending soon, so now is the perfect time to make the most of your remaining Pumpkin Coins and event rewards. Prioritize claiming Special Halloween Chest, use any remaining coins to acquire necessary consumables, and exchange them for other items before Candy Key Fragments disappear.
Most importantly, don't wait until the final maintenance window to clear your inventory. Do a quick check now to make sure you don't lose valuable rewards, progress materials, or time-limited bonuses due to time constraints.
The PvE toggle is gone, but the debate around it is far from over.
ARC Raiders ran a limited PvE matchmaking test from October 13 to October 20, giving players a chance to fight ARC machines without having to worry about other Raiders attacking them. The experiment attracted more than 30 million PvE rounds, according to Embark Studios. That is a substantial amount of activity, but it does not automatically mean a permanent PvE mode is on the way.
Embark has since confirmed that it is reviewing the results and player feedback. In a recent interview, executive producer Aleksander Grøndal outlined three possible directions: a relaxed side mode, a more demanding PvE challenge, or a full PvE experience.
Those options sound quite different from one another. More importantly, each would change how the studio develops and supports the game. The question is no longer simply whether players want PvE. Embark needs to work out what kind of PvE belongs in ARC Raiders without taking away what makes its existing PvPvE raids worth playing.
More Than 30 Million PvE Rounds, but What Did the Test Actually Prove?
The October test gave Embark a much larger pool of gameplay data than a simple community poll could provide. Players could choose between the familiar PvPvE experience and a separate PvE matchmaking option, then return to standard raids whenever they wanted.
By the time the test ended on October 20, players had completed more than 30 million PvE rounds. Embark described the response as polarizing, however, and said it needed time to study both the numbers and the feedback before deciding what to do next. The studio also planned to send a survey to a representative sample of players beginning October 22.
There is an important distinction here: 30 million rounds does not mean 30 million individual players. It shows how frequently the mode was played, not how many unique people tried it or how many want it to become permanent.
That difference matters because participation alone cannot explain why people chose PvE. Some Raiders may have used it to complete quests, explore maps, collect resources or play with friends without the threat of hostile players. Others may have tried it out of curiosity before returning to PvPvE.
Embark needs to understand those different motivations. A mode that players enjoy occasionally between tense raids may need a very different design from one that a large group expects to play as their main experience.
Why Is Embark Considering a Permanent PvE Mode?
The interest in PvE did not appear out of nowhere. In its September announcement, Embark shared data showing that the ARC Raiders community includes several distinct playstyles.
| Player preference | Share of the surveyed population |
|---|---|
| Friendly co-op players | 37% |
| Mixed players | 27% |
| Pure PvP players | 34% |
Embark also reported that more than 70% of friendly players and 40% of PvP players wanted fewer hostile encounters. In the same announcement, 51% of the surveyed playerbase expressed interest in a dedicated PvE option.
These figures help explain why the studio decided to test a separate matchmaking option. Not everyone enters the Rust Belt for the same reason. Some players enjoy the uncertainty of meeting another Raider and deciding whether to cooperate or fight. Others would rather focus on ARC threats, scavenging and playing alongside friends.
That diversity is particularly interesting given the game's development history. Embark originally envisioned ARC Raiders as a cooperative PvE looter with raid-based gameplay. The studio eventually changed direction and rebuilt the concept around the high-tension PvPvE extraction experience that players know today.
The recent test does not mean Embark is reversing that decision. It does show that the studio is willing to consider whether the game can support more than one way to play.
What Changed During the October PvE Test?
For players who missed the event, the PvE toggle was more than a setting that simply made other Raiders friendly. Embark adjusted several parts of matchmaking and gameplay to make the separate experience work.
Here are the main changes:
| Test feature | How it worked |
|---|---|
| Player damage | Raiders could not damage one another |
| Throwable items | Stun and fire throwables did not affect other players |
| Squad matchmaking | Solo, Duo and Trio groups could appear in the same sessions |
| PvPvE rating | PvE sessions did not affect PvPvE matchmaking rating |
| Loot value | Overall loot value was reduced in PvE sessions |
| Map conditions | Night Raid, Hidden Bunker, Locked Gate, Frigate and Redirection were excluded |
| ARC behavior | Downed players had an eight-second grace period before ARC enemies could reacquire them based on movement |
The last point is worth highlighting. PvE did not mean that Raiders could ignore the machines around them. After being downed, players received an eight-second grace period. Once that period ended, moving could cause ARC enemies to reacquire them as targets. Staying still was the safer option under the test rules.
Embark also made clear that the experiment was not designed to introduce a harder PvE progression system or test a completely new approach to quests. It was primarily an alternative to hostile encounters, allowing players to scavenge, explore and complete quests with less risk from other Raiders.
That distinction is important when considering what a permanent version might look like. The October setup was a limited experiment, not necessarily a preview of the final mode.
The Three PvE Directions Embark Is Considering
In an interview with MP1st, executive producer Aleksander Grøndal described three possibilities the studio is discussing. He did not announce a final plan or confirm that any of these options will be added. Instead, they represent different ways Embark could respond to what it learned from the test.
1. A Relaxed Side Mode Between PvPvE Raids
The first possibility is a more casual PvE option that players can enter between intense PvPvE sessions.
This would be the closest continuation of the October test. Raiders could spend time exploring, collecting materials, working through quests or playing with friends without having to anticipate attacks from other players.
Its appeal is easy to understand. Extraction shooters can be demanding, particularly when a player has valuable equipment or resources to lose. A less hostile alternative could give players more control over how much pressure they want in a particular session.
The challenge would be making sure this option complements the main game rather than becoming the obvious choice for every activity that involves collecting valuable resources.
2. A PvE Challenge Mode Focused on ARC Enemies
The second direction is almost the opposite. Rather than making PvE a more relaxed experience, Embark could create a mode where players test their skills against AI opponents.
This would give the ARC threat a more central role. Instead of treating machines primarily as environmental dangers during a raid, the mode could put more emphasis on surviving and overcoming them.
However, this would require more than simply disabling player damage. Enemy difficulty, encounter design and the rewards for completing challenges would all need careful consideration.
Embark has not confirmed new bosses, special missions or additional progression systems for such a mode. Those are possible design questions, not announced features.
3. A Full PvE-Only Experience
The third option is the biggest change: a dedicated PvE experience rather than a secondary mode alongside the existing extraction gameplay.
This could appeal to players who enjoy the world, equipment, quests and cooperative combat but have little interest in fighting other Raiders. It would also give Embark more room to shape the experience around PvE from the beginning.
But a full PvE experience would raise the largest development questions. It would need a clear identity of its own, and the studio would have to decide how its content, rewards and progression relate to the existing PvPvE game.
Grøndal specifically noted that all three possibilities would have different implications for how future game updates are built. That makes this more than a matchmaking decision.
Why Can't Embark Just Make PvE Permanent?
The October test showed that a separate PvE queue can attract substantial activity. It did not answer every question needed to support that option over the long term.
Three issues stand out.
Matchmaking and queue times
Splitting players between PvE and PvPvE can affect how quickly each mode fills a lobby. This may be less noticeable in busy regions and peak hours, but low-population regions and quieter periods could be more vulnerable.
Embark already identified matchmaking times and the quality of PvPvE sessions as things it would monitor during the test. If a permanent mode reduces the number of available players in standard raids, the studio will need to decide how to prevent that from damaging the existing experience.
The balance between risk and rewards
PvPvE is built around uncertainty. Another Raider can become a threat, an unexpected encounter can change a raid, and extracting with valuable equipment is part of the appeal.
A PvE mode removes one major source of danger, but that also changes how much risk players face when collecting loot. If both modes offered identical rewards, players might have little reason to accept the additional danger of PvPvE. If PvE rewards were reduced too heavily, however, players who prefer cooperative gameplay could feel that their time was worth less.
Embark already addressed this during the test by lowering overall loot value in PvE sessions and giving PvPvE sessions slightly higher baseline loot values. The studio also explained that friendly players and PvE sessions had higher extraction rates and more value earned.
The future content pipeline
This may be the most complicated issue of all.
A relaxed side mode could potentially share much of the existing game's content. A dedicated challenge mode might require more attention to enemy encounters and difficulty. A full PvE experience could demand a much broader approach to missions, progression and updates.
The more distinct the two experiences become, the harder it may be to maintain both without stretching development resources. Grøndal's comments make clear that Embark wants to understand what players actually need before committing to a particular direction.
Could Permanent PvE Change ARC Raiders Items and Loot?
For players interested in collecting equipment, completing quests and improving their loadouts, the loot question is just as important as the matchmaking decision.
During the October test, Embark reduced overall loot value in PvE sessions to account for the relative safety of playing without hostile Raiders. PvPvE sessions received slightly higher baseline loot values to reflect the different extraction rates and value earned across the two experiences.
That approach makes sense as a starting point. If players can gather resources without worrying about other Raiders, the rewards may need to reflect the lower level of risk.
But a permanent mode could require a more detailed system. Embark would need to consider whether the same loot tables should apply to both modes, whether certain activities should offer different rewards, and how players move between PvE and PvPvE without creating an imbalance.
This matters for the long-term value of ARC Raiders Items and the overall progression economy. Players who prefer PvE should still have meaningful reasons to explore and collect equipment, while PvPvE players should not feel that the risk of hostile encounters is being rewarded less generously.
For now, there is no confirmed announcement of permanent loot changes, separate item pools or a new progression system. The October test's reward adjustments should not be treated as proof of what a future version will use.
When Will ARC Raiders PvE Return?
There is currently no confirmed date for the return of the PvE toggle, and Embark has not announced that a permanent PvE mode is coming.
The studio said on October 20 that it needed time to review the test data and player feedback. It also confirmed that the response had been polarizing and that its decision would prioritize the overall health and enjoyability of the game. Embark expected to provide further information in November 2026.
That November update should be understood as an expected follow-up, not a confirmed release window. Even if Embark decides to bring PvE back, the final version could look very different from the October experiment.
For now, Raiders should not assume that the old toggle will simply return with the same rules and rewards.
ARC Raiders PvE Mode: Frequently Asked Questions
Does ARC Raiders have a permanent PvE mode?
No. The limited PvE matchmaking test ran from October 13 to October 20, 2026, and the toggle was removed when the test ended. Embark has not confirmed a permanent PvE mode.
How many rounds were played during the ARC Raiders PvE test?
Embark reported that players completed more than 30 million PvE rounds during the test. This figure refers to rounds played, not 30 million unique players.
Is ARC Raiders getting a permanent PvE mode?
It is being considered, but no final decision has been announced. Embark is reviewing player feedback and gameplay data before deciding what comes next.
What are the three PvE modes Embark is considering?
Executive producer Aleksander Grøndal discussed three possible directions: a relaxed side mode between PvPvE raids, a challenge mode focused on fighting AI enemies, and a full PvE-only experience. These are options under consideration, not confirmed features.
Did the PvE test affect PvPvE matchmaking rating?
No. Embark stated that playing PvE sessions would not affect a player's PvPvE matchmaking rating during the test.
Was loot reduced in ARC Raiders PvE?
Yes. Embark lowered overall loot value in PvE sessions to account for the relative safety of the mode. PvPvE sessions received slightly higher baseline loot values during the test.
When will Embark announce its PvE decision?
Embark said it expected to share further information in November 2026. It has not confirmed an exact announcement date or a date for the return of PvE.
The Next Decision Could Shape ARC Raiders' Future
The October experiment gave Embark something it could not get from player discussions alone: a large amount of real gameplay data from a separate PvE matchmaking option. More than 30 million rounds show that players were willing to spend time in the mode, but the studio still has to understand what they wanted from it and how it affected the rest of the game.
A relaxed side mode, an AI-focused challenge and a full PvE experience would each serve a different audience. Choosing between them is not simply a matter of adding another toggle. It means deciding how much space PvE should occupy in a game whose identity was built around the tension between Raiders and the ARC threat.
For now, the PvE toggle remains unavailable. The next meaningful update will be what Embark says after reviewing the results, and whether it can find a way to support different playstyles without weakening the experience that brought Raiders to the Rust Belt in the first place.
Grand Theft Auto VI (GTA 6) will officially launch on November 19, 2026. With only three weeks until release, the official team has unveiled its mysteries in the most detailed way to date - Edge magazine published a 16-page cover story.
This feature includes 14 images provided by the studio, 12 of which are brand new, along with numerous gameplay details that further refine previously only briefly mentioned systems. In addition, there is a 90-minute non-playable demo. In the demo, the studio, together with the magazine's head, played the current version.
This article provides a detailed analysis of the new gameplay in Grand Theft Auto VI, helping you gain a deeper understanding of the game.
A Larger Map and Richer Content
The newly released screenshots deliberately avoid focusing solely on the neon-lit streets of Vice City, showcasing scenes far beyond the city limits, aiming to encourage players to explore areas beyond the skyscrapers.
Currently, the studio has confirmed that the land area of Leonidas in GTA 6 is roughly equivalent to the combined playable areas of GTA IV, GTA V, and Red Dead Redemption 2.
In addition, the number of indoor scenes in this game is an order of magnitude greater than in any previous installment in the series. Houses are furnished with photos, personal items, and everyday details, making them feel truly inhabited.
K9 Unit Is Not Here to Play
The most striking aspect is its relation to the law enforcement system. In the demo, Jason and Lucia attempt a robbery, resulting in a motorcycle crash and forcing them to flee on foot. What follows is not the familiar slow-paced police chase.
The police dog unit is deployed, and a German Shepherd - described in magazines as an Alsatian - pounces on Jason, pinning him to the ground. This is part of a complete overhaul of the wanted system.
The police no longer rely solely on visual location. Surveillance cameras can spot Jason and Lucia, and the game will notify the player when they are captured on camera, allowing the player to choose to destroy evidence.
The police will also remember what the two were wearing at the time, meaning they may need to change clothes to evade capture. Vehicle trackers and public tip-offs have further expanded the search area, making escape no longer solely a matter of speed, but also requiring strategy.
Public Transit That Actually Works
For a game series that has for decades treated buses as obstacles to hijacking and trains as scenery, the fact that Leonidas's bus and rail network is actually functioning is undoubtedly a subtle innovation. Players can ride buses and trains as passengers, and both operate on fixed timetables.
The practical benefits go far beyond immersion. Using public transportation avoids the need to worry about fuel and engine status as is currently required when owning a vehicle. It also provides an easy way to observe changes in the weather system, allowing players to watch the clouds change in real time based on humidity, wind, and season.
While it remains to be seen whether players can act as bus drivers in GTA 6, the foundation for a vibrant transportation network is clearly in place.
A Weather System Built for Scale
The seasonal and atmospheric systems described in previous reports now have a clearer context. The studio's VP of Lighting and Rendering explained that they redesigned the weather system to be more localized and persistent, featuring dynamic clouds covering the entire map.
This means that one area might be raining while another remains dry, and the aftereffects of a distant storm - rainbows, slippery surfaces, puddles - can linger long after the rain stops.
Currently, confirmed weather types in GTA 6 include sunny, rainy, cloudy, tropical storm, and hurricane. Wind physics have also been updated; offshore winds after sunset, updrafts, and building obstructions will affect everything from hair and debris on rooftops to ripples on water and swaying grass in swamps.
Relationship and Criminal Profile
Beyond the world-building mechanics, Edge reveals how Jason and Lucia's partnership is tracked. Their relationship is measured on a four-tier scale and improves with shared activities, with players able to influence its intimacy.
The developers declined to comment on whether the two can marry, unsurprisingly fueling player speculation. Furthermore, a criminal profile ranging from Professional to Irredeemable tracks their actions and influences the story's progression.
The gameplay is also more detailed. Some story missions require players to first accumulate GTA 6 money, such as robbing gas stations, jewelry stores, and stealing vehicles for resellers. Players' weapon inventory is stored in the trunk of their vehicles, which can be summoned via an in-game service called Scooter Bros. Vehicles now track fuel and engine status.
NPCs With Memory and Attitude
It's said that GTA 6 studio established a dedicated studio in Los Angeles specifically for creating NPCs, ultimately producing approximately 600,000 animations.
Therefore, each NPC in the game possesses pre-defined personality traits - temperament, aggression, location, what they've witnessed, and how players treat them - these traits determine their reactions. Staring at someone for an extended period can be considered provocative.
In one demo, Jason stares at a man walking a dog; the man unleashes the dog, and the dog chases after Jason. Weapon visibility is also important: a shoulder-mounted shotgun is less likely to attract attention than a hand-held shotgun, and some pedestrians will choose to confront it head-on rather than run away.
The studio has also designed a reaction system for unpleasant environments. If Jason enters a house where a dog has been left alone for too long, he will noticeably back away. This mechanic was initially designed for a specific scenario but was later extended to the entire game.
This concludes our analysis of the new gameplay mechanics in GTA 6. There were previous rumors that the game would be delayed until March 2027, but based on the current situation, a delay is highly unlikely, so players can rest assured.
This new title has been polished for several years and is sure to bring players a brand new gaming experience. Let's look forward to it!
Ultimate Scream Team 2 will arrive on FC 27 on October 30, 2026, adding new content to Halloween event. The second batch of players, led by Lionel Messi, Michael Olise, and Khvicha Kvaratskhelia, will be released at 6 PM GMT / 11 AM PT, replacing the first team in card packs.
The cards will receive a limited-time 99-point boost to one side of their stats and will have full position chemistry consistent with November's Beaver Full Moon event.
This article will provide a detailed analysis of FUT 27 Ultimate Scream Team 2 to help you better understand the game.
Team 2 Player Preview
Team 2 reportedly boasts a roster of 17 players, including world-class stars and league-exclusive players, designed to meet diverse roster building needs. If you're interested in this event, start stocking up on FC 27 coins now, so you don't get caught off guard later.
Core Top Players
Michael Olise
Michael Olise is the highest-rated player on the roster, boasting an OVR of 92. His primary positions are attacking midfielder or right winger. The core value of this card lies in his top-tier dribbling and passing abilities: dribbling at 92, short passing at 90, and ball control exceeding 91, allowing him to maintain stable possession and make accurate passes in tight spaces.
For players looking to create attacking opportunities from the center, Olise will be the most reliable choice among second-team player cards.
Lionel Messi
Lionel Messi has an OVR of 90 and primarily plays as a CAM or RW. His attributes demonstrate exceptional technical prowess: dribbling is approximately 91, passing is approximately 90, and shooting is approximately 88. However, his speed and physicality are relatively low.
This card is best used as a consistent playmaker in the attacking third: receiving the ball with his back to goal, using dribbling to get past the first defender, and then delivering a precise through ball or a long-range shot.
For players who excel at positional play and short passing combinations, Messi can still single-handedly influence the course of a game. However, players should consciously avoid exposing his shortcomings in speed and physicality when building a team.
Khvicha Kvaratskhelia
Khvicha Kvaratskhelia has an OVR of 90 and primarily plays as a LW or ST. His style is quite different from the previous two players: he is an attacking player who excels at creating threats through dribbling and ball control.
Kvaratskhelia boasts 92 in dribbling, 90 in ball control, 85 in acceleration, 86 in sprint speed, and 91 in long-range shooting. This allows him to create space through individual skill during transitions between attack and defense.
Heroes Value
The addition of Hero players brings a touch of nostalgia to FIFA 27 Team 2, complementing the current roster of players.
David Ginola
David Ginola has the highest rating of 90 among Hero cards, positioned as an LM. His attributes are very well-balanced: approximately 91 in speed, 89 in shooting, 88 in passing, 92 in dribbling, and 85 in physical attributes. This combination means he is not just a speed-based player or a pure finisher, but can play multiple roles.
Simone Laudehr
Simone Laudehr primarily plays as a midfielder. She is a versatile, high-energy midfielder with outstanding defensive stats: 82 in defensive ability, 85 in interception, 84 in standing tackles, and 88 in sliding tackles. She also boasts 92 in aggression and 91 in stamina.
Ricardo Quaresma
Quaresma plays as a RW or CAM. His card design revolves around one core trait: dribbling. He possesses 89 in dribbling, 90 in ball control, 88 in agility, and 93 in curve, designed for players who value ball control, skillful movement, and the ability to create shooting opportunities from seemingly impossible angles.
Other Players
In addition to the players mentioned above, FUT 27 Ultimate Scream Team 2 will also feature 11 other players. The specific lineup is as follows:
- Federico Valverde
- Scott McTominay
- Pathé Ciss
- Mohamed Amoura
- Ana-Maria Crnogorčević
- Sveindís Jane Jónsdóttir
- Laura Pérez
- Matheus Cunha
- Ivan Perišić
- Julian Ryerson
- Jeppe Tverskov
Beaver Moon Upgrade Window
Ultimate Scream event differs from the regular positional change event in that it includes a limited-time upgrade starting November 24, 2026. This coincides with November's Beaver Full Moon, during which all Ultimate Scream Player cards will receive a face stat boost to 99 and full positional chemistry for one week.
This means that even cards with slightly awkward positions - such as Valverde at RB, Perišić at CDM, or Ryerson at CB - can immediately fit into any lineup during the upgrade window.
Token Store and Evolutions
Beyond card pack draws, the game's content ecosystem encompasses much more. Ultimate Scream Token Store will remain open for an extra week after the event ends, giving players more time to redeem tokens earned through objectives for rewards including hero items, card packs, and evolutions.
Token Store offers two evolutions: one that improves defensive attributes, and another that grants PlayStyle+ trait to wing players. Cosmetic evolutions will also return, including retro Ultimate Scream shells from FUT 17, FUT 19, and FUT 20.
What Comes After Ultimate Scream?
Following FC 27 Ultimate Scream, the confirmed Season 2 events are UEFA Road to the Knockouts, Hall of FUT Unleashed, and Black Friday Thunderstruck, launching on November 6th, November 20th, and November 27th respectively.
Season 3 will follow immediately, with Winter Wildcards event being the main event of that season. For players planning long-term resource allocation, this means a steady stream of content updates almost weekly after FUT 27 Ultimate Scream Team 2 event ends, rather than a period of inactivity.
That concludes our overview of FUT 27 Ultimate Scream Team 2. In summary, this event combines elite attackers, versatile heroes, and limited-time upgrades, all of which can significantly alter players' team-building strategies.
Following this, with Beaver Full Moon upgrade launching on November 24th, players should consider which cards best suit their preferred team compositions and how to fully utilize the limited-time 99 rating boost.