Shadows Die Twice Free Update to Bring Gauntlets, Remnants on October 29

Remnants – Recordings for Recovery

Whether you are a new player ready to experience Sekiro for the first time or are gearing up to face past challenges once more, expect a brand-new player movement and text recording system that could aid you and your fellow wolves on your journey.

Remnants are recordings of what a player does in-game for up to 30 seconds at a time and are available for use after the game’s tutorial. After a player records their Remnant – whether it is an epic takedown of an enemy or a flawless demonstration of a tricky movement technique – it can be uploaded along with a written message so that other community members can play it back. Through these Remnants, one could hope that they or others may gain the knowledge and further insight to overcome their current obstacle. For those seeking ultimate guidance on traversing treacherous areas, or seeking hidden alcoves or curious cubby-holes, these records may prove a blessing from the gods.

If a community member watches and then rates a Remnant, the owner of it will have their HP recover for free, allowing them to get back into the fight quicker without the use of a Sculptor’s Idol, or consumable items such as Healing Gourds.

All the above will be available as part of the October 29 free update.

If you don’t have Sekiro already, buy it here for the platform of your choosing – the PlayStation®4, PlayStation®4 Pro; Xbox One X (and other Xbox One devices); and PC via Steam –  or play it on Stadia starting on October 29.

For almost 600 pages of finely-detailed tactics for this game, be sure to obtain the Sekiro: Shadows Die Twice Official Game Guide, available now.

Take Revenge. Restore your Honor. Kill Ingeniously.


For further details about Sekiro: Shadows Die Twice, check out the Sekiro: Shadows Die Twice website, and follow @sekirothegame on TwitterFacebook, and Instagram.

Shadows Die Twice – The Game of the Year Free Update is Here!

“Hesitation is defeat.” — Isshin, The Sword Saint.

The One-armed Wolf gains new opportunities to hone his craft.

Today, FromSoftware delivered a free update to Sekiro: Shadows Die Twice that includes new challenges, new unlockable outfits and new ways of interacting with the community. Read more about them here.

After downloading and installing this update, any of the Sculptor’s Idols can be used to rematch against defeated bosses in Reflection of Strength or begin a single-life trial boss rush via the Gauntlet of Strength mode.

It is here you should prepare to reach a new state of mind…

Genichiro Ashina, Father Owl and Sword Saint Isshin appear as bosses to face in the Gauntlet, but sporting different attack patterns from the main game. While they seem deceptively familiar, these battles will prove tricky for even the most skilled players.

The Gauntlet provides a fresh challenge, so prepare well, and see how long you can last.

Solo Tours, New Decks and Create-a-Skater Crash Swag Highlight Tony Hawk’s™ Pro Skater™ 1 and 2 November Update Dropping Tomorrow, November 6

Challenge and Tuning Updates

On top of all this new content, Vicarious Visions added in over 100 new Challenges across 10 new Challenge Sets. Expect to find new objectives around the new Solo Tour mode, Multiplayer, Classic Park Challenges that involve hitting new high scores, Create-a-Park Combo Challenges, and Combo Practice Challenges, a set of challenges designed for skaters to practice combos and critical skating skills needed to shred in Tours or Multiplayer.

Those Challenges come with plenty of XP and Cash, which Vicarious Visions tuned on an overall level that should help you reach Level 100! All skaters will find themselves a bit less strapped for Cash to spend at the Skate Shop, while skilled skaters will earn XP at a higher rate in line with their epic abilities!

The other major tuning pass applies to Multiplayer playlists; both Jams and Competitive will better randomize Parks and Scores, adding a bit more variety for your next online session.

With all these new additions and updates to Tony Hawk’s Pro Skater 1 and 2, there’s no better time to drop back in.

If you haven’t already grabbed a copy, Tony Hawk’s Pro Skater 1 and 2 can still be purchased through the game’s official website, with the regular edition available for $39.99 (MSRP) and a digital deluxe version, which includes unique content and in-game gear, available for $49.99 (MSRP).

Welcome to the Season Two Reloaded Update


Sniper Rifle Balance

On Thursday, March 10th, we got a little too excited and announced that a significant balance pass for Sniper Rifles was live. Unfortunately, these changes would not be made available until the Season Two Reloaded update. Well, now they’re here! Let us know what you think.

Missed the early announcement? Here are our goals for this balance pass…

Given your feedback and our metrics, we recognized that Sniper Rifles were underperforming across the board.  Because of this, we wanted to focus on the strengths and weaknesses of each weapon in this class.

  • Type 99

    • This one is for all of your Quickscopers out there. Faster ADS time and less sway while walking makes it ideal for high-risk, high-reward sniping. But watch out for return fire – you’re fast but not invincible!

  • 3-Line Rifle

  • Kar98K

Let us know what you think of these changes. Your feedback will play a critical part of future weapon balance passes. We look forward to sharing more in the near future!

Aim Assist

In Vanguard Season One, we saw reports from players who suggested that the Aim Assist system was not always functioning as it should. Today, we are optimistic we have fixed a bug that caused Aim Assist to intermittently deactivate while engaging an enemy player.

First, we want to thank everyone who shared clips of this problem. This bug was very difficult to reproduce and the video clips were critical to the QA investigation which helped our Engineering team diagnose and solve the issue.

When functioning properly, the Aim Assist system analyzes every frame of the game to determine if it should activate, based on whether an enemy is currently in sight. We call this a “player visibility check”. The Aim Assist bug was the result of the system not waiting for the “player visibility check” before running an action. In certain scenarios, the Aim Assist system was left to assume that no player was visible, which meant that Aim Assist could potentially deactivate multiple times in a single engagement. With today’s fix, the Aim Assist system will ensure that a result from that “player visibility check” is received before continuing and we are confident based on testing that it should behave as intended.

Please note that although we have tested this fix extensively with our team, the real test is in the live game environment with all of you. Please let us know if you are still encountering problems with Aim Assist while playing Vanguard.

Multiplayer Patch Notes

Stability & Performance

  • Stability improvements should result in better connectivity and lower rates of server disconnect errors.

  • Scrolling through a large friends list will no longer kick the player out of the Social menu.

  • Resolved a bug resulting in Dev Error 604, which was caused by being revived while a melee weapon and tactical equipment are equipped.

  • Resolved a bug resulting in Dev Error 5573 when using the “Ace Casual” and “Decorated” Operator Skins for Wade and Daniel.

  • Resolved a bug resulting in Dev Error 7272 when using the “Tooled Up” Operator Skin for Lucas.


  • Aim Assist

  • Destruction

  • Progression


In this update, we paid special attention to improving the overall quality of our Multiplayer maps. We have made efforts to improve spawn logic in difficult scenarios, namely high-intensity Combat Pacing selections and objective-based modes. Several improvements have been made to the environment to prevent players from taking advantage of exploits, such as spawning in a player’s line of sight. We’ve also improved pathing for objective points for certain Modes on several maps.

Please note that these spawn changes are fixes and improvements to situational exploits and there is no sweeping change to spawn logic. However, we will continue to iterate on our spawn logic in the coming updates and look forward to sharing more soon.

  • Berlin

  • Bocage

  • Casablanca

  • Castle

  • Desert Siege

    • Addressed exploits that allowed players to reach unintended locations near the Destroyed House, Train Station, and Courtyard.

    • Improved collision to prevent players from obstructing the view of their character near the Trench, Ammo Dump, and Destroyed House.

    • Improved collision to prevent an unintended line of sight near the Train Station.

  • Dome

  • Gavutu

  • Gondola

    • Corrected lighting that caused a blue tint to be applied to the environment in certain locations.

    • Adjusted the capture point in Control to prevent players from capturing it from an unintended location near the Fire Watch Tower.

  • Oasis

  • Paradise

    • Improved spawn logic to avoid spawning players near enemies in Team Deathmatch.

    • Players will no longer spawn in the sight of enemies on the Cliff Path.

    • Improved collision in several locations to prevent players from obstructing the view of their character.

    • Improved the pathing of the capture point in Patrol.

  • Radar

  • Sub Pens

    • Addressed an issue that caused players to spawn out of bounds near the Utility Room in Team Deathmatch.

    • Addressed an exploit that allowed players to reach unintended locations near the Dry Docks.



  • Thomas (Yeti)

  • Halima (Hellhounds)


  • NEW: Armaguerra 43 (Submachine Gun)

  • Sten (Submachine Gun)

  • Welgun (Submachine Gun)

  • KG M40 (Assault Rifle)

  • Type 99 (Sniper Rifle)

  • 3-Line Rifle (Sniper Rifle)

  • Kar98k (Sniper Rifle)

  • Sniper Rifles and Marksman Rifles


While evaluating the performance of the BAR Assault Rifle, we found that it was far too powerful when equipped with the .50 BMG Mags. The goal of these changes is to transition some of the Chariot 18″ Rapid Barrel penalties to the .50 BMG Mags. Players should find that the .50 BMG BAR is now more challenging, while the Barrel Attachment is a viable option on a wider variety of loadouts.


User Interface & Experience

  • Bug Fixes

    • Barracks

    • Accessibility

    • Social

    • After Action Report

    • Customization

      • Completionist camos will now properly display current progress.

      • Calling Card Frames, Titles, and Killcam Themes can now be unequipped.

Bundles & Cosmetic Fixes

  • Blueprints

    • The “Shootout” and “Pawn Shop Special” Top Break Blueprints will now use the correct models for barrel, trigger action, magazine, and optic attachments.

    • The “Imperator” and “Run It Back” BAR Blueprints will now use the correct models for the CGC 27” 2B and Chariot 18” Rapid barrel attachment.

    • Adjusted the positioning of the ZF4 3.5X Rifle Scope on the “Ymir Curse” Volkssturmgewehr Blueprint.

    • Addressed an issue that caused the iron sights to be obstructed when the optic attachment was removed from the “Wasp” RATT Blueprint.

    • Fire Tracers will now be properly displayed when using the “Helm of Darkness” and “Blacksmith” Blueprints.

    • The Welgun Submachine Gun is now unlocked upon purchase of the “Heliox” Blueprint.

  • Other Items

    • Padmavati will no longer be invisible during her Highlight Intro when using the “Astrakhan” Operator Skin.

    • Addressed an issue that caused the camera to go out of bounds when using the “Trifecta” Highlight Intro.

    • Corrected the audio that is played when using the “Quicker They Fall”, “Asshole”, and “Badass” Operator Quips.

    • Several issues with Watches have been resolved including placement, invisibility, and animation.

    • Fixed the alignment of several Weapon Charms.

    • Corrected the alignment of Thomas’ cigar when previewing the “Smoked Out” Highlight Intro.

    • Corrected the alignment of Halima’s bottle when previewing the “Nice Shot” Highlight Intro.

The Path to Season 02: DMZ Update

Future seasons will bring more changes and new content to DMZ. While DMZ is still in Beta, our hope is to continue getting feedback to shape future iterations of the game. We do not intend to apply a mission refresh every season. Instead, we’re excited to try different approaches each season to continually improve the DMZ experience. More to come on this in the future.

We’re excited for you to jump into Season 02 on February 15! Stay up to date on all things #ModernWarfareII and #Warzone2 by following the Infinity Ward and Call of Duty channels.

And most importantly…


Stay frosty.


Development for Call of Duty: Modern Warfare II, as well as Call of Duty: Warzone 2.0, is led by Infinity Ward with additional development support provided (in alphabetical order) by Activision Central Design, Activision Localization Dublin, Activision QA, Activision Shanghai, Beenox, Demonware, High Moon Studios, Raven Software, Sledgehammer Games, Team Ricochet, Toys for Bob, and Treyarch.


For regular updates about Call of Duty®: Modern Warfare II, follow @InfinityWard.

For regular updates about live issues, patch notes, and more on Call of Duty®: Warzone™ 2.0, follow @RavenSoftware.

For updates about Call of Duty®: Black Ops Cold War, Vanguard Zombies, and Ranked Multiplayer Modes, follow @Treyarch.

For regular updates about Call of Duty®: Vanguard, follow @SHGames.

For updates about Call of Duty® PC platform discussions, follow @BeenoxCODPC.

For all sorts of other franchise content, check out our Call of Duty® blog.


Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.

RICOCHET Anti-Cheat™ Progress Report – Season 04 Update

#TeamRICOCHET uses a variety of systems that are consistently tuned and updated to identify and capture cheaters. These updates happen for a variety of reasons: we have new methods to detect cheaters, cheat developers update their processes to circumvent identification, we’re launching new tricks. There are many reasons.

This is the cat-and-mouse nature of anti-cheat development. We make a move, they counter; we fix a problem, they create new issues.

One thing we wanted to clarify is that the security team’s efforts run alongside the game itself and therefore, in the instance of something like mitigations, these processes cannot trigger without reason. 

Think of the security layer from #TeamRICOCHET as a connected but separate pipeline from the active game. The game on your machine and our servers exchange information to operate a multiplayer match. As part of that process, info from that machine/server exchange splits off and feeds into the security pipeline in real-time for detection and investigation. The security team only steps in if we detect an abnormality.

Mitigation triggers do not consider you having the best game of your life as an abnormality. Similarly, if a wave of people submits malicious in-game reports about you, those reports can’t activate mitigations without additional corroboration. These processes do not function together in that way – and there’s a long list of ways we detect cheaters in real-time.

In short, if two people are in a gunfight and neither is cheating, there’s no way for our in-game mitigations to get in the way of the result.


Third-Party Hardware Device Detection Update

In our previous Progress Report, we detailed a new detection for the malicious use of third-party hardware devices. Today, we want to examine the results we saw within the first two weeks of the detection being live.

As a reminder, third-party hardware devices used to provide a player with an unfair advantage are against our Security and Enforcement Policy. Players found to be using these devices will be served warnings and account penalties.

Within the first two weeks of launching this detection we saw a 59% drop in any use of these devices across Modern Warfare II and Warzone – inclusive of MWII Ranked Play (Warzone Ranked had not launched within this window). Of those users, 57% of them did not utilize the device again, whereas 43% once again attempted to circumvent the policy.

Repeat offenders and those continuing to use these devices without pause have been penalized. Malicious use of these devices may result in account suspensions – up to permanent account bans.

Like all anti-cheat systems, the moment we announced our detections, cheat makers and cheaters worked to find new ways to play unfairly. Our detection methods and systems for this detection (and others) have seen consistent updates and we have multiple methods of approach to identify the use of these devices. These, like all detections, will continue to evolve and update to combat cheating.

In-Game Reporting Update