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Arc Raiders' executive producer was 'a bit skeptical' about adding PvE, but after the successful test the team needs to decide 'what we want to do going forward'

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I enjoyed having the palate cleanser that was Arc Raiders limited-time PvE test for the short week it was here. It provided a chill alternative to the usual chaos and cheater-laden PvP, where I could fight some tough arcs, enjoy the map, and interact with players without the fear of getting ratted. And clearly I'm not the only one who enjoyed it, as Embark confirmed over 30 million PvE sessions were played during the test period.

But running the test was only half the battle, now Embark needs to decide whether it's worth adding a dedicated PvE mode to the game. Previously, the team has confirmed that it'll need some extra time to get its ducks in order ahead of making any concrete decisions, but now executive producer Aleksander Grøndal has given us a little bit more information concerning the decision process.

Arc Raiders To the Skies - Probe

(Image credit: Embark Studios)

"Now that we’ve concluded the PvE matchmaking toggle test, we’re doing a deep dive into what that means," Grøndal says in an interview with MP1st. "Of course, we were a bit skeptical about bringing such a mode to the game for historical reasons, but now we need to discuss what we want to do going forward."

The idea of adding PvE to Arc Raiders has been slightly controversial, with some players arguing it misses the point of the game, may inflate the junk economy, or even take players away from PvP. I certainly don't think PvE should replace PvP, but that was never an option; I do believe, however, as with accessibility options, that giving players more choice is rarely a bad thing.

The PvE test also attempted to solve the issue of loot inflation by offering worse scrap in PvE lobbies. You also can't get the newest high end loot either , so I doubt it'll be a game-breaking issue. The bigger issue in my eyes is interest in Arc Raiders waning again, something that a PvE mode, among other things, could fix.

Arc Raiders Sizing Things Up - Emperor leg

(Image credit: Embark Studios)

"I think the game has an appeal in its nature and that a certain player type wants to play the game without the stress, you know," Grøndal explains. "Perhaps this is more a signal that the game could support more player types, and we need to figure out how to support that. The challenge, of course, is how we do that without undermining the premise of the game itself.

"That is exactly what we need to consider now, but before we get to the content discussion, we need to understand what the need is here. Is it more a chill side mode you can play between more intense PvPvE rounds? Is it more a challenge mode that you can test your skills against AI? Or perhaps it’s a full experience with PvE only? These are some of the questions we need to dig into before we decide how to go forward. All options will have different implications on how we build future game updates."

Adding a permanent PvE mode certainly won't be easy. It'll mean more nuanced balancing and future updates will have to take PvPvE and PvE into account. While I'd certainly like to see it happen I wouldn't hold it against Embark for not wanting to take extra work on, especially since the devs have been so open about combatting crunch and how much work a live service game like Arc Raiders takes to maintain.

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Jagmas
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Microplastics Are Infiltrating Our Bodies. Chemical Companies Saw This Coming Decades Ago

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Industry scientists were aware of the potential risks of microplastics as early as the 1970s, an investigation reveals.

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Putin Calls Elon Musk a ‘Real Genius,’ Says Russia Coordinates With Him on Satellites

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"We are in close contact with our American partners, including Mr. Musk," said the Russian president.

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"We basically rewrote the entire State of Decay game": Undead Labs spent years trying to make State of Decay 3 into a full-blown zombie apocalypse MMO

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State of Decay 3 was announced with a snazzy cinematic trailer all the way back in 2020. The open-world zombie game was due to move to colder climes, where you would face undead deer and survive the frigid elements. We've since learned that the teaser bore very little resemblance to what was actually being worked on, and was pushed out the door to plump up a Microsoft showcase.

However, what the teaser also didn't reveal was that Undead Labs' ideas for the game were much larger in scope than the two survival games that came before. For several years they were trying to make State of Decay 3 into an MMO that captured the scale of a global zombie apocalypse.

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With WoW: Forever days away, its devs give us 7 reasons to get excited: "We don't know what's going to happen"

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There's a new World of Warcraft launching next week, and it's not just another expansion. World of Warcraft: Forever is a new pillar for the universe that proves why the series always remains one of the best MMORPGs in the packed genre. Returning to the culture of collaboration and connection that helped define the earliest years of the epic online RPG, it's built with innovation at its heart to make the old feel new again – new graphics, better UI, an expansion's worth of new content including nine new dungeons, two new raids, new zones, talents, and systems.

The launch is imminent, and the WoW: Forever beta has already racked up huge player numbers as lapsed fans return, vanilla players get a dose of nostalgia, and newcomers are finally tempted to experience the magic. In that wake, I caught up with Holly Longdale, executive producer & vice president for World of Warcraft, and Clay Stone, associate production director, to talk about the response to the beta, community expectations, and adding long-awaited controller support.

"There may never be another time where we're standing up on a BlizzCon stage announcing a brand new World of Warcraft and having a response like this. So, trying to take it all in, it's been amazing," says Stone. Join us below as Longdale and Stone take me through everything we need to know before the big Wow: Forever launch next week.

7. The beta was a monumental success…

A zombie-like enemy patrols the Lordaeron dungeon exterior in World of Warcraft: Forever, surrounded by deep, green fog

(Image credit: Blizzard Entertainment)
Big Preview

A party of Alliance adventurers in World of Warcraft: Forever gaze out across the GamesRadar+ branding for The Big Preview, with bold white text across a textured orange background

(Image credit: Blizzard Entertainment)

We set out for Azeroth in our World of Warcraft: Forever Big Preview this month, but not quite as we know it. With dev access and hands-on play, we dig into this third game that will sit besides vanilla and Classic.

Holly Longdale tells me that World of Warcraft: Forever had been under consideration for "quite some time." The community spent years asking for 'Classic Plus' and all that time Blizzard was quietly listening, gathering the data and insights it needed to turn a wild idea into a reality. Longdale says the development teams working across World of Warcraft knew that there was a "clear opportunity here", but nothing could have prepared them for such a rapturous response to the beta.

"With every single day that passed, we thought, 'OK, it'll calm down now – it'll be fine.' And then it just kept getting bigger. I'll call it a spark, but I'm not going to call it a lightning strike – just so I don't jinx anything," she laughs. "It was only a beta, but people were treating it like it's live. So we've been kind of hanging on by our fingernails to make sure that we do everything that we can to keep moving things in the right direction in preparation for launch."

Longdale adds: "This is one of those times where, when you've found a spark, you follow it through and see what lights up – and then you adjust afterwards."

6. …but Blizzard is still ready for anything come November 4

Customizing a Skyborne character in World of Warcraft: Forever, a tall race with blue skin
Blizzard Entertainment
Enemies gather at the Krol Dok Stronghold dungeon in World of Warcraft: Forever, a mountainous camp
Blizzard Entertainment
A character rides a horse by a large statues in the Riverglades zone in World of Warcraft: Forever's Camelot
Blizzard Entertainment
World of Warcraft: Forever
Blizzard Entertainment

"I'm not sure we can fully predict in either direction what launch will be like. It's an interesting time, and we have our heads on a swivel!" says Longdale, speaking to whether a popular beta guarantees a successful launch. Still, multiple increases to the population cap of the beta servers (as well as a public stress test) have given Blizzard a lot of data and feedback to work with in the final days before release.

"From a live-ops management standpoint, you obviously hope that players will treat a beta like a full launch – but you don't even dream that something like that is actually possible. But our players did do that, and they've been playing it in a way that reflects that as well, which is super exciting," says Clay Stone. "Seeing the data and the response… we are just trying to take it all in as much as possible."

Blizzard is preparing final tweaks; tinkering with the balance of the 1-60 leveling journey, and trying to meet the community in the middle on controversial changes to Racial Abilities and Traits. The question now is whether it can get those servers ready for an onslaught of new players wanting to see what all the fuss is about and returning adventurers looking to recapture some of that vanilla nostalgia.

5. Forever complements the existing WoW offering

You'd think that Blizzard had seen it all through 22 years of supporting World of Warcraft, but the franchise has arrived at an unfamiliar crossroads. The WorldSoul Saga was announced in 2023, a multi-expansion effort for retail that delivered more content, faster than ever before, and is set to resolve in 2027 following the release of The Last Titan. WoW Classic reached divisive territory following the decision to push beyond Wrath of the Lich King and into Cataclysm and Mists of Pandaria. And then there's Forever. Is there a risk that the playerbase could fracture?

"We don't know what's going to happen," says Clay Stone, "but we're excited to see how players move around. We expect that some players love their homes where they are, and that some players will find their way to Forever. It's going to be an interesting journey for us, for sure."

That's certainly one way of putting it, although Stone is emphatic with his belief that World of Warcraft remains flexible enough to thrive under changing tides of player behaviour and interests. "Forever is a powerful new pillar within our ongoing World of Warcraft ecosystem," he adds.

World of Warcraft: Forever

(Image credit: Blizzard Entertainment)

4. Year one, forever

Speaking of that ecosystem, it's good for you to understand what's available if you're thinking of returning to World of Warcraft right now. Let's start with the 'retail' experience, which Clay describes as continuing to "chart a course as [a] best-in-class modern MMO." Then there's Classic, which has seen Blizzard "revisit classic experiences as players remember them." Where, then, does Forever fit?

"We think that it'll fit perfectly within the ecosystem, alongside Classic and the modern game, by providing something for players that we are otherwise not providing. And that's this forever home in a vanilla-inspired space that'll chart its own course in the future with new content being added over time as we exist in essentially this year one of World of Warcraft, forever," says Stone. "Or at least as long as players want to go on this journey with us."

Holly Longdale adds: "We have modeled out every possible scenario we can think of about what will happen to our retail audience, what happens to our Classic audience, and what the Forever audience will be."

3. Reasons to explore again

An airship hovers above the Darkspear Islands in World of Warcraft: Forever

(Image credit: Blizzard Entertainment)

World of Warcraft: Forever strikes a wondrous balance between celebrating the legacy of the past and innovating just enough to make the MMO feel fresh for 2026 and beyond. As someone who was there for vanilla (and who has dipped into every expansion since) it's fun to see Blizzard embrace some of the friction that was inherent to the game in its early years.

Players are coming in and discovering this slower-paced game [...] they are responding positively to that.

Clay Stone, associate production director

Forever is far slower and more contemplative than the contemporary version of WoW. Clay Stone says that the team has gone to great lengths to "preserve meaningful friction" wherever possible as it returns the focus to discovery, exploration, and social connection. "Players are coming in and discovering this slower-paced game, where they have to run places and party up with other players to see all the content. They are responding positively to that, so I think it speaks to this desire in players – whether they are old or new to WoW – for this style of game again."

One interesting example of this is how stripping flying mounts (first introduced in the Burning Crusade expansion) out of the game will alter your relationship with the world itself. "We say that Azeroth is the main character. And when you're flying over it, essentially bypassing the progression of content across the world itself, it loses something," says Holly Longdale, who adds that getting players back out into Azeroth and discovering its mysteries (both old and new) together is a big part of the Forever appeal. "The audience that Forever is focused on, the players who will go into the corners of the world, look behind every rock, and into every cave, we want to encourage that!"

2. Evolving a timeless world

World of Warcraft: Forever

(Image credit: Blizzard Entertainment)

World of Warcraft: Forever may be firmly rooted in the 2004-2006 era of the MMO's history, but there's a spirit of innovation inherent to its design that surprised me. New races and class combinations, the introduction of campsites to encourage social connection, and revamped visual fidelity are some of the highlights – although the real efforts to evolve a timeless world focused fully on how Blizzard is building beyond the content that was present in vanilla.

"Part of the design ethos for Forever, and the community's desire for 'Classic Plus', is that we never went through the Dark Portal. I'm not saying that this couldn't ever happen, but we do place these boundaries on what it is that we're building because it provides us with structure around what this game is versus what it's not," says Clay Stone. "When we think about Azeroth, and we think about all the places we haven't gone in the world, there is so much for us to play with."

Blizzard is pursuing 'horizontal-progression' in Forever. There's a fixed level 60 cap, so the focus will instead be on world and system growth. How Azeroth develops is all part of the fun. "I think there are other places in Azeroth, besides Kalimdor and the Eastern Kingdoms, that we could potentially go one day, and there's so much excitement about that," he says. "There's ways for us to build the world out – think back to the vanilla version of the continents, there's a lot of unused space that was never filled in."

1. World of Warcraft on Xbox? Gamepad support goes "beyond consoles"

Players gather around a campfire in World of Warcraft: Forever in a forest location
Blizzard Entertainment
The player is silhouetted as they stand at the entrance of a dense urban environment
Blizzard Entertainment
Players gather around a campfire in World of Warcraft: Forever in a desert location
Blizzard Entertainment
Customizing a Skyborne character in World of Warcraft: Forever, a tall race with blue skin
Blizzard Entertainment
An airship flies by Mulgore's plateaus in World of Warcraft: Forever, within Camelot
Blizzard Entertainment
World of Warcraft: Forever Skyborne
Blizzard Entertainment

One of the biggest surprises of the World of Warcraft: Forever beta was the introduction of native-support for controllers. WoW has always been designed with mouse and keyboard being the primary points of interaction with the world of Azeroth, so it was pretty surprising to discover that controller mapping not only works but is actually a pretty wonderful way to experience Warcraft. As is (it must be said) playing Forever in bed on a ROG XBOX Ally X.

Having an entire playerbase start from scratch – levelling from one to 60, together and forever – is an exceptionally rare occurrence in the realm of MMORPGs, and one that can never be repeated. So I put it to Holly Longdale: Is World of Warcraft: Forever launching as a PC-exclusive a missed opportunity?

Play it wherever you want and, at some point, on whatever you want.

Holly Longdale, executive producer & vice president for World of Warcraft

"What you just described is really what we're after. Play it wherever you want and, at some point, on whatever you want. But the first leg of that journey is getting gamepads working really well with World of Warcraft, and we thought Forever was the perfect place to start. Looking at where things are going when we hear about Project Helix et cetera, I think platforms will be a bit more ubiquitous," says Longdale. "Honestly, we just want to be able to play it anywhere. We've seen people getting it working on the ROG Ally X…"

"Someone modded a Nintendo DS!" Stone adds.

"I think just doing some of the work we're doing on gamepad [support] is going to give players a lot of flexibility that I think goes beyond consoles," says Longdale.

There's a whole gaming world out there (some involving war). Check out our best open world games and best RPGs rankings for more to play now, and keep an eye on our upcoming RPGs calendar for what's on the horizon!



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Valve Knows Steam Has An AI Slop Problem And Has A ‘Significant Number Of People’ Working On It

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However, as usual, the company puts the onus to solve it on the developers who are getting screwed

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