HP has just announced a collaboration with luxury sports car maker Ferrari, right before the Monaco Grand Prix. Does the subject of this collab boast blistering speeds? For the cash? Uhm, not exactly.
Introducing the HP Limited Edition Scuderia Ferrari AI PC, which isn’t just ‘limited’ in name. With only 4,999 units being made, the laptop’s release later this year may be ‘blink, and you’ll miss it’. As per the press release, the small pool of units is intended as a reflection of “Ferrari’s philosophy to sell one less car than the market demands, and [to reinforce] the device’s status as a true collector’s item.” Mind you, I’m not convinced either gear heads or hardware sickos would be getting the best of either world.
To be fair to the HP Limited Edition Scuderia Ferrari AI PC, it is a looker with a very snazzy 3K tandem OLED+ touch display. Beyond that, the rather fetching red chassis “marries carbon fiber and Corning Gorilla Glass construction.” The underside of the laptop is partially see-through too; the cooling system in particular is visible “as a direct nod to Ferrari’s exposed engine bay design”.
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HP’s senior vice president of design and sustainability, Stacy Wolff, bills the notebook as “a product that transcends traditional boundaries of PC design,” though I cannot stress enough it’s little more than a laptop in an eye-catching shiny red colourway.
But my main bone to pick is the fact that this is a $5,999 laptop, and its beating hardware heart is an Intel Core Ultra X7 358H processor with an Arc B390 iGPU. To be fair to Panther Lake chips, they make for some impressive laptop silicon, but it’s important to remember the Arc B390 iGPU is intended as a step up from basic integrated graphics—and while it’s great in that respect, it still isn’t the beefiest gaming powerhouse on the block. For nearly $6,000? I’d want a proper dGPU, thanks.
All of that is to say, its inclusion here makes it obvious that anyone seriously looking to buy this notebook will be paying for style over substance.
If even after all of that you’re still interested in picking up one of the HP’s Limited Edition Scuderia Ferrari AI PCs, you’ve obviously got far deeper pockets than I. In that case, I’ll just tell you that this collaboration laptop will be released on June 12, and then see my way back to the cheap seats.
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RAIDBORN is a first-person fantasy action RPG built for replayability. Explore an endless stream of dungeons and quests, dive into satisfying combat, and loot legendary treasures. Craft powerful gear, upgrade your outpost, and tailor your experience from relaxed adventure to hardcore roguelike. Enough of wasting precious time? Want to get to the fun part quickly? RAIDBORN cures your open-world fatigue, cuts out the filler, and delivers a pure dungeon crawling experience.
EPIC ADVENTURE Build your outpost and hire a crew to support your adventures. Choose from a wide range of skills and become a swordmaster, barbarian, rogue, craftsman, or anything in between.
INTENSE COMBAT Jump into a fast and satisfying combat flow and experiment with a large variety of weapons and abilities. Choose from a diverse arsenal of melee and ranged weapons to crush the hordes of evil.
Satisfying combo system
Quality ragdolls for great weapon feedback
Kick enemies into traps and abysses
Enemies with distinct abilities and fighting styles
John Blanche, a hugely influential illustrator famed for his work on Warhammer 40,000 and other Games Workshop properties, has died. Blanche’s passing was announced on Facebook by artist Trish Carden, who said he’d passed earlier this week.
“John was an inspirational artist, devoted to his family and a good friend to many,” Carden wrote in a message requested by Blanche’s wife Lin. “Always generous with his time and knowledge, he was very well loved by all who knew and worked with him. He’ll be hugely missed.
“The world of Warhammer was brought to life by his vision of the grimdark setting and I know his art meant a lot to so many of you. He leaves behind an enormous legacy that has enriched many people’s lives.”
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That is putting it mildly. Examples of Blanche’s work can be seen (and purchased) in the 40K print shop, and they are utterly iconic representations of the setting. This one, entitled simply Black Templars Art, is classic WH40K:
(Image credit: Games Workshop)
I’d say the same applies to Blood Angel vs. Orks—it is not subtle:
(Image credit: Games Workshop)
The Emperor Sits Upon His Golden Throne conveys a level of creeping horror that I think is sometimes overlooked. I’m not a big follower of the lore so maybe I’m overlooking something, but I feel like if you strip away the howl and stench of “there is only war,” you might find something possibly even worse lying underneath.
(Image credit: Games Workshop)
Blanche also holds credits on a number of videogames, including the original Space Hulk, Warhammer: Shadow of the Horned Rat, and Steve Jackson’s Sorcery! He also earned “special thanks” acknowledgements in Vermintide 2, Mordheim: City of the Damned, and Fire Warrior.
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“His style scratches something in my brain (in a good way),” said PC Gamer’s Tim Clark, a long-time fan of Blanche’s work. “I genuinely think he’s one of the all-time grim dark sci fi influences.”
Other tributes to Blanche poured in on social media:
RIP British fantasy and sci-fi illustrator, modeller, and art director John Blanche.
This fantastic artist was especially well-known for his work on Warhammer (including 40K, etc). He retired from work at Games Workshop three years ago only. He was 77.
Hugely sad. We’ve lost John Blanche. It’s hard to know where to begin. He set fire to a generation’s imagination, and those fires show no sign of stopping burning. His work very much illuminated the darkness.
John Blanche has died, I was just informed by his family. I have no words right now, that will have to wait. Farewell, old friend. pic.twitter.com/n1frmeTpaQJune 3, 2026
Blanche retired from Games Workshop just three years ago, in 2023, reportedly amidst health problems. He was 77.
A suspense visual novel replete with life-or-death situations, puzzles and six different endings. Make your own decisions, solve riddles and reach the truth about the disappearance of the world’s leading geneticist – and your best friend.
CONTENT WARNING This game contains scenes with flashing lights, profanity, blood, violence and self-harm. Player discretion is advised. ABOUT World-famous geneticist Dr. Lucien Janus has gone missing inside his own lab. It is up to Brendan Alaster, retired detective and old friend to Janus, to carry out a clandestine investigation and find out the truth in just one night. Inside, Brendan will find two other people who have also heard about the Doctor’s disappearance and are interested in finding him – but can they be trusted? Investigate, solve mind-boggling puzzles and, most importantly, make wise decisions – the lives of all these people are in your hands. Virtual Driving School
We haven’t heard much about Riot’s League of Legends MMO—basically nothing, if you get down to it—but it’s still alive and kicking, and today it kicked again: Brian Holinka, who spent more than a decade at Blizzard, including nearly five years as the lead combat designer on World of Warcraft, has joined the dev team.
“Today is my first official day at Riot on the League of Legends MMO!” Holinka wrote on LinkedIn (via PCGamesN). And, well, that’s the extent of it, except that the page indicates Holinka is now employed as principal game designer on the League of Legends MMO.
Holinka actually left Blizzard in 2023 and joined Fantastic Pixel Castle, the studio founded that same year by former Riot Games vice president Greg Street. Prior to his departure from Riot, Street had been heading up development of the League of Legends MMO, and Fantastic Pixel Castle’s debut project was also meant to be an MMO—but that fell apart when NetEase ended funding in 2025.
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The hiring of Holinka comes less than five months after Riot added former World of Warcraft lead producer Raymond Bartos to its MMO development team, and confirms continued turning-of-the-wheels on the game. Riot has never formally suggested those wheels weren’t turning, to be clear, but the League MMO was revealed in December 2020 and it’s been pretty much dead silence ever since, except that Street—the guy who announced the game in the first place—was leaving. Riot previously added former WoW lead software engineer Orlando Salvatore to its roster in October 2024.
Street, for the record, also apparently has a new gig in the games industry, although he hasn’t yet revealed what it is. He did say on his own LinkedIn page that “it’s not an MMO, at least not yet.”
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STARDUST: Wish of Witch is a single-player SRPG beautifully crafted in pixel art. Follow the secret of the wish-granting star and join the adventure of the girl “Star” and the mage “Yu”.
STARDUST: Wish of Witch is a turn-based single-player pixel SRPG that reimagines the charm of classic strategy RPGs for the modern era. Players traverse battlefields in an adventure centered on stars and fate, growing alongside characters with distinct personalities and stories. A delicately breathing pixel world combined with dramatic presentation delivers a sweeping fantasy journey.
A World of Adventure and the Star That Grants Wishes The secrets bound to the stars, the journey of a boy and a girl—and a story of growth along the way.
The tomboyish warrior “Star” and her childhood friend, the mage “Yu”, set out on an adventure!
What awaits them at the end of the road?
Vivid Pixel Life Brought to the Screen
Full sprite animations paired with cinematic direction Starvester
create a deep sense of immersion, as if you were adventuring in a living world.
Strategic Depth That Carries on the SRPG Tradition
Building on the fundamentals of turn-based tactics, a card system expands combat depth and variables even further.
Experience refined strategy that both SRPG veterans and newcomers can enjoy.
Thrilling Turn-Based Battles Forged by Counters and Combos
Read your opponent’s moves and turn the tide with counters and combos.
Every decision can decide victory or defeat—tense moments await.
Welcome to Disk Cleanup, our regular weekend feature delving into the PCs of PC gaming luminaries. Come back every weekend to read a new interview, digging into the important questions, like “How tidy is your desktop?” and “What game will you never uninstall?”
Publishers of the ’90s loved a boxed video game collection, which is why Nina Freeman’s earliest PC gaming memory is playing Rodent’s Revenge. Released in 1991 as part of Microsoft Entertainment Pack 2 Rodent’s Revenge was about a mouse pushing blocks around to trap cats. “I didn’t have a computer until I was 10, so I think I played this on my friend’s computer, or at school or the library,” says Freeman, a freelance game developer who has worked with developers like Fullbright and Don’t Nod Montreal. “I don’t remember how it works, but I remember playing it … it was sort of like a puzzle horror game, if you will.”
Freeman gained prominence in the games industry for her autobiographical video games such as Cibele and Last Call, exploring subjects like relationships and sexuality. She has also worked as a level designer on the first-person narrative adventures Tacoma and Open Roads, and was a writer and principal narrative designer on Lost Records: Bloom & Rage. Freeman is currently working on a new, unannounced project with Don’t Nod, as well as on an indie horror game called Size Zero with her husband and fellow game designer Jake Jeffries. “Progress is slow as a snail, but technically I have that on the back burner,” she says.
Freeman took a break from narrative design to guide me through the branching pathways of her PC and Steam Deck. Prepare yourself for a tale of deadly rollercoasters, forbidden Steam games, and one of the most ambitious visual novels in existence.
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What game are you currently playing?
(Image credit: Analgesic Productions)
I am playing Angeline Era. It was one of the grand prize finalists at the IGF this year. I will say, disclaimer, the devs are friends of mine from way back. We started in the industry around the same time and knew each other when I lived in New York City. Melos and Marina, they’re amazing and I’ve actually worked with both of them.
I always get excited when they release a new game, because I feel like they’re some of the most prolific indie game developers out there. They’ve made so many games, and the scope of these games is big. They are really ambitious.
Melos and Marina have their own unique voice as game developers, and yet their games are often drawing on and inspired by mechanics you’re familiar with. Anodyne, their first game, felt like this Zelda-like game. You’re playing it and feeling that, but then it blossoms into its own thing … they take them in wild directions to the point where you can see the influence, but there’s so much more to it than that it’s mind-blowing.
And I’m saying that mechanically. Narratively, also, their stories are always really profound and interesting. You don’t get spoon fed the story. You have to work for it in a way that’s satisfying. They’re good at telling stories that are subtle and end up feeling profound and human, while often being in a fantasy setting.
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What was the previous game you played, and is it still installed?
(Image credit: Black Tabby Games)
So I’ve been playing Angeline Era on Steam Deck, and it’s beautiful on Steam Deck … the last game I finished on the Steam Deck was Scarlet Hollow, and it is still installed. It’s a visual novel by Black Tabby Games, the incredible devs behind Slay the Princess.
I have to say that Scarlet Hollow is a masterpiece, and as a narrative designer, it’s the kind of game that I feel very nerdy about because it definitely has the most complex branching structure I’ve maybe ever played in a game. I honestly can’t think of anything that compares to it, except for maybe Christine Love’s work.
[It’s] the kind of game where you’re playing and there’s branching stuff, and you can tell when your choices are going to make a branch. But then there’s also a lot of variation that maybe you don’t notice the first time you play, in little lines and little scenes that varies up the moment to moment of the game, which I really appreciate. We tried to do as much of that as we could in Lost Records. There’s a lot of work that I put into subtle branching throughout scenes, where you might not notice it until a second playthrough.
Silent Hill F does a lot of this as well, which is another game I’m loving. Not on PC, but I’m just bringing it up as I feel this kind of branching narrative design with lots of subtle differences using all the player choices is becoming more of a thing.
What is the oldest game (by release date) currently installed on your PC?
I’m actually glad it’s this game, because I did play a lot of Rollercoaster Tycoon as a kid, and I think that’s probably why I picked it up as an adult in a sale or something, because I was feeling nostalgic.
As a kid, I built never ending rollercoasters. Rollercoaster Tycoon reminds me of The Sims in a way, where it tempts you to put the characters in danger, where you make really dangerous coasters just to see what happens. I remember doing that and just being very amused as a kid, similar to how I would play The Sims, and you would make a pool and delete the staircase to leave. I know I’m not the only little freak that did that.
The first game I actually bought on Steam was Magicka. That’s a throwback … I must have been a freshman in college, and that was the first time in my life I ever discovered what an indie game was, and I remember playing Flower and Magicka and a couple of other games.
It was one of those games I played because I had some friends that were also playing it, and they wanted to play co-op together. So I’ve definitely, my whole career, had a love for local or remote co-op games.
What is the highest number of hours you have in any given game, according to Steam?
(Image credit: Valve)
This is the first one I wanted to look up, because I’m sure everyone’s like “What’s my embarrassing [number]?”. Well, maybe not everyone has this reaction. I’m having this reaction because my most played game is Dota 2 by magnitudes.
I’ll tell you my number. Hours played, 2,101. My second-place game is Divinity: Original Sin 2, at only 241. I will say, though, that I played a lot of Overwatch before it was on Steam. And Final Fantasy 11, when I was a teenager, I was a seriously hardcore player of that game.
I started playing [Dota 2] in my early relationship with my now-husband, who also loves Dota 2. When he and I met, I was starting to fall off Overwatch, which I really loved, and I was looking for a new game to fill that competitive space in my free time. And Jake, also a game developer who I make games with, he was like, ‘Oh, I’ll teach you how to play Dota 2 if you’re curious.’
So Jake and I, as a couple, have played a lot of Dota 2. It’s almost been a date night game for a really long time until I had a kid, and now we don’t have any time to play it.
It has the most insane mechanical depth of maybe any game I’ve ever played, and I just love that aspect of it, like that complexity and how it all works together. Also side note, I think of Dota almost as like a folk game within digital games, because it came from a player-made space, and then obviously Valve took over and made it what it is now. But it has this almost folk game history, so I am just fascinated by Dota and its whole lifespan.
The backstory is what people always say first, but before I say it, it is one of my probably top five favourite games of all time. One of the best horror games ever made, in my opinion. It’s a game about a father, a family unit with a focus on the father and his relationship with his daughter, who is ill, and the family struggle that happens around this situation and his relationship to religion.
It’s so good, but the big-real life story of this game is that, when it came out, it was swiftly banned on Steam because there was a meme in it, that evidently was shipped by mistake, about the Chinese president, so it was very quickly banned. And it’s tragic because everyone should play this game.
So I’ll never remove it from my Steam library, because I’m probably one of the few people that even has it in their Steam library.
What’s a piece of non-gaming software installed on your PC that you simply couldn’t live without?
(Image credit: Future)
I’m not much of an apps user, but I do heavily rely on OBS because I am a game developer, but I also stream on Twitch, so I think probably OBS is the thing I use the most outside of my work stuff …. I use [it] a ton because of my stream, recording gameplay footage and whatnot. It’s a big part of my setup.
How tidy is your desktop screen?
It’s pretty tidy. I keep it clean. I have a two-monitor set up. I have my Sticky Note on one side, with my wallpaper of Auron from Final Fantasy 10. My main monitor is a wallpaper of one of my dogs, and I only have three columns of shortcuts. I regularly move stuff to one of my external hard drives, so I think I’m pretty organised, but I will say my external hard drives are a mess.
I have to keep my desktop clean because I stream, and sometimes my desktop will shop up on stream if I’m trying to show people something, so I can’t have private NDA stuff on my desktop ever. That’s a big deal. So I have to keep it clean for that reason.
Turn your balcony into your very own birdwatching spot, and await the arrival of new avian friends! Enjoy a cozy idle game — place a tiny postcard on the corner of your screen, keeping you company with pleasant scenes and visiting birds. Oh, and don’t forget your camera! Cheap Car Repair
Unlock a variety of birding spots! The docks, beaches, deserts, even rainforests. Each place has its own unique scenery, and new bird species to discover. Your Birding Area can be freely manipulated. Zoom, move, and arrange your favourite birding spot however you like the birds will keep you company while you work. The Blueprint System is now live. You can save your builds, share them, and quickly switch between different designs. Sparrows aren’t the only birds that want to hang out. There are dozens of other bird species, too. They have their own preferred times to visit maybe you can capture something wonderful
Welcome back to FOV 90, the best and only FPS column at PC Gamer. I’ve been busy preparing for the summer announcements season, which last week included a trip down to Infinity Ward to see and play Call of Duty: Modern Warfare 4. You can read my impressions of 6v6 multiplayer after a handful of matches, but the gist is that Infinity Ward still makes the best-playing games in the series, apex attachments are cool, and the maps I saw were bland.
I also sat down with two senior Infinity Ward devs—multiplayer creative director Joe Cecot and design lead Jacky Reynolds—to talk Modern Warfare 4 and all things Call of Duty. What follows is a transcript of our 30-minute chat, edited for length and clarity.
Topics covered include:
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The friendly competition between Infinity Ward, Treyarch, and Sledgehammer
Skill-based matchmaking
How weird Modern Warfare 3 was
Why Infinity Ward gets more time to make games
“Ripped from the headlines” campaigns
Apex attachments
Aaaand “update requires restart.”
PC Gamer: Thanks for making the time guys. To start, I’ll say I play every Call of Duty, some more than others. I approach Modern Warfare 4 having a strong preference with Call of Duty. I always like the Infinity Ward games more. That’s what I want to ask about: You guys recently said that Infinity Ward games “hit different.” What does that mean? How would you quantify that feeling?
JOE CECOT, MULIPLAYER CREATIVE DIRECTOR: What I want to make sure we say is that this is not in any way to put down the other Call of Duty studios or anything. We have a history of really pushing ourselves on quality, and I think with [Modern Warfare 2019] we pushed really hard to reinvigorate the franchise. To go back to our roots and say “What is a modernized Modern Warfare for today?” And that’s what we do with every game. It’s something that permeates the whole studio in every department.
This is a little in the weeds of game development, but sometimes you have certain departments that are service departments, and others that are creative departments. At Infinity Ward, every department owns their stuff and is responsible for the quality of their stuff. So our gameplay programmers care, like you would not believe, about how good our gameplay feels. Our animators send out these sizzle reels each month that are like, “Here’s the cool fucking shit we’ve done this week,” and everyone gets pumped. We play the game every Friday, and we have these matches where we’re screaming and having fun. We’re very critical and measured that if we’re not having fun playing our game, then we’re not doing it right.
Do you think that philosophy has made Infinity Ward sort of the “tastemakers” of Call of Duty?
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CECOT: What I would say is: With Black Ops, they have a flavor and they do it really well. And what we talk about in the studio is that it’s actually really healthy for the franchise if the different lead studios are able to differentiate, so that you don’t get the same game each year. So I think for us, we’re always trying to level up ourselves, and I guarantee at Treyarch, they’re also trying to level up—they’re trying to one-up us, and it’s a friendly competition. We’re all trying to create the coolest, best first-person shooter each go-around, and I think you can feel it in Modern Warfare 4. We had a little bit of extra time with this one too, with the way the developments lined up, and so we were able to take bigger swings with weapon feel and hipfire accuracy and mobility.
JACKY REYNOLDS, MULTIPLAYER DESIGN LEAD: Yeah, and to elaborate as well, I like to think of Treyarch and Sledgehammer as different flavors of ice cream. There’s strawberry, vanilla, and chocolate. They’re all good, and they all taste a little different, and I think we’re very interested in our taste and maximizing flavor.
It feels like Infinity Ward, in preferring its own flavor, doesn’t tend to take aspects of the other series into its games. Like there’s no ominimovement in Modern Warfare 4, no wall bounce. Infinity Ward tends to pare things down, right?
CECOT: We like that we have swim lanes. And again, it’s what’s right for Modern Warfare, right? We take it really seriously when we say we’re a Modern Warfare game. Whenever I talk to audio or animation, we talk about how we’re a fun game, but when you shoot someone, well I just took somebody’s life. I just hurt someone. We want that authenticity and that feel. Everything’s meant to be set in this setting, and because we do that, I think it makes the game feel more cohesive.
Those little touches are often my favorite parts of the Modern Warfare games, to the point that sometimes I feel like I’m playing a different game from some of the hardcore corners of the community. When Modern Warfare 2 came out, I remember that first beta where everyone was talking about red pings on minimap and nametags and muzzle smoke. You guys have clearly taken steps to mitigate some of those things that add flair, but aren’t competitive. Is that a new philosophy for the team?
Of course we care about community and feedback, but we also want to take it further than just giving them what they want.
Joe Cecot
REYNOLDS: With every approach we try to learn lessons and move forward, and I think what we had pushed on [with Modern Warfare 2] was to make the game feel more tactical, but I think it came at the cost of the feel and some of the fun. So what we tried to do when building Modern Warfare 4 from the ground up was tackle these points of friction that make the game feel off or feel more sluggish. How do we improve on them? Rebuild them from the ground up so that you get that fluidity and that feel back, while also making sure that we maintain the kind of grit, groundness, and tactical play that we’re known for. We really want to fire on all cylinders.
Of course we care about community and feedback, but we also want to take it further than just giving them what they want. When they complain about something, we ask what they are really talking about underneath, and how do we approach that problem and build it in a way that surpasses their expectations as well as our own.
CECOT: I think what I’ve been saying is with Modern Warfare 2, we made some changes that were maybe healthier for the game, the way it played, but created friction and removed fun for some players. So whenever we make changes in this game, the changes need to do both. They need to make the game healthier, but also make sure the game still feels fun, still feels responsive.
Can we take a moment to also reflect on Modern Warfare 3? Because that was a strange moment for the series. It was a subsequent sequel. It wasn’t primarily an Infinity Ward game. The campaign was weird, and it also directly reversed several Infinity Ward decisions just a year earlier. How did the studio react to that when going into Modern Warfare 4?
CECOT: I think some of the changes that Modern Warfare 3 made actually felt good. And so we took a step back, we looked at our game, where we’d gone from MW2019 to MW2. We really want to make mantle feel good, not just faster. That’s when we rewrote the mantle system and we made sure that one: it now maintains your momentum, two: you can now strafe in it, and three: you can mantle right into a slide.
Instead of just tweaking some numbers, we pushed hard into making it feel like an extension of movement, like you never lost control. For us it was a learning thing and it was also about taking the time. The nice thing is we identified it early, right at the beginning of the project, and said we want to do this.
You mentioned that you guys had extra time with this game. That’s something that fans always wonder about: Does Infinity Ward just get to take more time with Call of Duty?
CECOT: It just worked out that way, given the strategy of launching multiple [Modern Warfares and Black Ops] in a row. So we looked at it as an opportunity. We said, “Okay, what are the big swings we’re going to take to really improve the game?” And that’s where the mobility stuff came from, that’s where Kill Block came from, and the hip fire and all the fidelity changes.
One of the big swings from last year’s game was limited skill-based matchmaking. Is that something that Infinity Ward is also interested in, based on how well it was received?
CECOT: We’re always interested in matchmaking. We don’t have any specifics today to talk about. What I can tell you is we are working with Demonware. They are heavily looking at and working on Black Ops 7 and reviewing how matchmaking is working there. There will be future communications coming out about matchmaking before launch.
[Activision PR chimed in here to let me know that Demonware, one of the many studios that collaborate on Call of Duty each year, handles all things networking for the series. That includes the inner workings of matchmaking.]
I also wanted to ask about maps. I like how it looks to climb pipes in Modern Warfare 4—it’s very fluid, it’s easy. Though in the few maps I saw today, it seems like where there was a pipe, there could have just been a ladder. I really like that shooting course you guys showed off because it had a bunch of verticality and dynamic angles. It was also a parkour map. Are there maps that feel more like that in Modern Warfare 4?
CECOT: There’s no map that plays like the mobility course, because the mobility course is meant to just stress test movement. Our core multiplayer maps do have a variety of looks and feels. We have a map called Coal that I don’t think you played that does have more verticality.
The pipe climb is a really interesting traversal mechanic that we use in our maps and feels like it makes sense in our world, and it’s fun and fluid to use. But with core multiplayer maps, the most important thing for us is mostly the gunplay. It’s not meant to be all parkour.
Modern Warfare has always had this “ripped from the headlines” attitude with its campaigns. I’m curious: As people, does this stuff get harder when the real world and actual headlines are almost as horrifying as the ones you guys write in campaigns? Has that affected how Infinity Ward makes a Modern Warfare story?
CECOT: We’re an entertainment product, you know, and so even though the world is rough, there’s still really great movies that deal with that content, and they provide an experience, and so we look at it through that lens. We’re no different, right? I play games like World of Tanks, Arc Raiders, I bounce around all these different games where I get to roleplay as a different person, a different thing, a different place. So for us that’s the modern military tier one operation, or the grunts.
When people see this campaign from the outside looking in, one thing they’re going to say is that this is Call of Duty choosing a combination of countries that are not currently in the headlines, experiencing something horrific, because it’s safer that way. As opposed to depicting the fake Middle East, for instance. Is that a conscious choice?
CECOT: Jacky and I aren’t the best people to talk through campaign, but I would say: Korea was really interesting to us. When we look at these games, we do want to be “ripped from the headlines,” we want to be hitting on pop culture and what’s popular, and we want to be globetrotting, so we appeal to a wide audience. Whether it’s Americans, Europeans, Koreans—all of that stuff goes into it.
I noticed we didn’t talk at all about Warzone today.
CECOT: Yes. We want to talk about Warzone, but we’re not ready to. Outside of that, it’s very important to us. We worked on the original Warzone and directed that, so we’re excited to share more about that. We just can’t right now.
Part of me was hoping that Modern Warfare 4 would be a clean split from the Modern Warfare/Warzone marriage, because people have a lot of thoughts about what happens when those guns have to cross into other games, and if that actually works out.
CECOT: We have those thoughts too. We can’t share any specifics.
So, apex attachments. If you’ve ever read one of my Call of Duty reviews, I always talk about how Gunsmith is cool, but everyone wants to make the same laser beam.
CECOT: Yeah.
REYNOLDS: Totally.
The only thing I really loved about Modern Warfare 3 were the aftermarket attachments, because they meaningfully changed a gun’s behavior—defined its role. Does that also represent how Infinity Ward sees guns in Modern Warfare 4? Not just tuning sliders up and down?
REYNOLDS: I think it came from going all the way back to Modern Warfare 2 (2009) and CoDs from that era. You would look at a gun in the killcam, and it had a heartbeat sense and a silencer and was blinged out. You would go, “Damn, I want that.”
I think that gaming tastes have changed, and the way building a weapon has changed over the course of the franchise, and apex attachments is really a culmination of that. We give you a new way to play with a weapon that you already know and love. And the idea is not to not make it more OP, necessarily, but to have a new toy to play with.
CECOT: It allows you to find new reasons to love the weapon you already have, and define your playstyle and your class even further than we have before. We wanted something at the end of the gun leveling process that says “this was worth it.”
One of the best things as designers is if you make something where players think they’re circumventing your system, or they’re cheating or whatever. It’s that kind of reward loop that we wanted, so that hopefully players want to get all guns to max level and have all the apex attachments.
I also like that having an apex attachment makes guns feel closer to a classic shooter, where you’d have a primary and secondary fire.
CECOT: Oh yeah, like Unreal. With the flak cannon and stuff like that. We’ve definitely leaned into that, right? Our underbarrel system has gone nuts.
I’m glad you guys said you’re working on “update requires restart,” because I was going to come in here and ask why Call of Duty is the only game that still makes me do this.
CECOT: Yeah, it’s true. We hate it too. It is something that is being worked on. We want to kill it. This project, I think the only question is can we do it on the Switch 2 or not? But it is something we’re absolutely trying to get rid of. We hate it too.
If you have ever seen a strange pop-up, noticed your computer running unusually slow, or received a scary message demanding payment to unlock your files, you have likely encountered some form of malicious software. But do you know what type it was? Understanding the difference between a virus, malware, spyware, and ransomware is not just a tech trivia exercise. It is the first step toward protecting your personal information, your finances, and your devices.
At PC Geeks, we have been serving the Frisco, TX community and Collin County for years, delivering honest, expert computer repair and cybersecurity services to homeowners, students, and small business owners alike. Our team stays current on the latest threats so that you do not have to. Whether you are in Frisco, McKinney, Plano, or anywhere across Collin County, we are here to keep your digital life running safely and smoothly. This guide breaks down four of the most common threats in plain language so you can spot trouble early and know exactly where to turn for help.
What Is Malware? (And Why It Is the Term That Covers Everything Else)
“Malware” is short for malicious software, and it serves as the umbrella term for any program designed to harm, exploit, or gain unauthorized access to your device. Viruses, spyware, ransomware, adware, trojans, and worms are all forms of malware. Think of malware as the category, and the others as specific types within it.
The scale of the problem is staggering. Security researchers now detect more than 450,000 new malware samples every single day, and the total library of known malware has surpassed 1.5 billion distinct samples. In 2024, roughly 59% of organizations reported experiencing some form of malware attack. While large corporations make the headlines, small businesses and individual users are targeted just as frequently. Cybercriminals know that everyday people are often less prepared than enterprise IT departments, which makes residents and small businesses in growing communities like Frisco and McKinney valuable targets.
The most common ways malware finds its way onto your device include clicking a suspicious link in an email, downloading software from an untrusted website, connecting an infected USB drive, or visiting a compromised webpage. Awareness is your first line of defense.
What Is a Computer Virus and How Is It Different?
A computer virus is a specific type of malware that attaches itself to a legitimate file or program and replicates when that file is opened or executed. Much like a biological virus, it spreads by “infecting” other files on your computer and can even jump to other devices on your network or through shared storage.
Common signs of a virus include unexpected crashes, programs opening or closing on their own, files being duplicated or corrupted, and a noticeable slowdown in performance. Viruses were among the earliest forms of digital threats and remain common today, often delivered through email attachments, infected downloads, or shared drives.
A key distinction: not all malware is a virus, but every virus is malware. Many people use the terms interchangeably, which can lead to confusion when diagnosing an issue. If your machine is acting strangely, it may not be a virus at all. It could be spyware, a trojan, or something else entirely. That is where professional diagnosis makes a real difference.
What Is Spyware and Why Is It So Dangerous?
Spyware is malware designed to secretly monitor your activity without your knowledge or consent. It can log your keystrokes, capture screenshots, record what websites you visit, and even harvest passwords, credit card numbers, and banking credentials. The danger with spyware is that it operates silently. Your computer may appear to function normally while your private information is being siphoned off in the background.
Spyware is frequently bundled with free software downloads or installed through deceptive browser extensions. It is especially concerning for people who bank online, shop frequently, or use their devices for work. For small business owners in Collin County, spyware that captures employee login credentials or client data can lead to serious legal and financial consequences.
Signs of spyware can include your browser redirecting to unfamiliar websites, new toolbars appearing without your permission, a dramatic increase in pop-up advertisements, or noticeably slower internet speeds. If you notice any of these warning signs on a home or work computer, it is worth having a professional take a look before the situation worsens.
What Is Ransomware and Why Is It Considered the Most Destructive Threat?
Ransomware is arguably the most devastating form of malware in circulation today. It works by encrypting your files, essentially locking you out of your own data, and then demanding a ransom payment in exchange for the decryption key. Victims are often given a deadline to pay, with threats that their files will be permanently deleted or their data publicly leaked if they do not comply.
The numbers are alarming. The average ransom demand reached $220,000 in 2024, and the average cost of recovering from a ransomware attack climbed to $2.73 million. A ransomware attack now strikes a business somewhere in the world every 11 seconds. Even small companies with less than $10 million in revenue were hit in nearly half of reported cases. Most chillingly, 93% of victims who paid the ransom still had their data stolen regardless of payment.
Ransomware is commonly delivered through phishing emails that trick users into opening a malicious attachment, through unpatched software vulnerabilities, or through compromised credentials. For families and small businesses in Frisco and throughout Collin County, a ransomware infection can mean losing irreplaceable photos, financial records, client files, and years of work. Backups and proactive protection are not optional. They are essential.
How PC Geeks Protects Frisco and Collin County from These Threats
At PC Geeks, our approach to malware removal and cybersecurity goes well beyond running a basic scan. When you bring your device to us, here is what you can expect.
We begin with a thorough diagnostic to identify exactly what type of threat you are dealing with, whether that is a virus, spyware, ransomware, or another form of malware. From there, we isolate the threat and remove it completely using professional-grade tools that go far deeper than consumer antivirus software. We also inspect your system for secondary infections, since many attacks deliver multiple types of malware at once.
After the removal process, we advise you on the best steps to protect your device going forward. This includes recommendations for reputable security software, guidance on safe browsing habits, and tips on recognizing phishing attempts before they cause damage. For business clients across Collin County, we can also discuss backup solutions and network security options tailored to your specific needs.
Our shop is conveniently located to serve the Frisco, TX area, and we are proud to be the go-to tech resource for a community that has grown as fast as ours has. Whether you are a longtime resident near Stonebriar Centre or a newcomer to one of Frisco’s many growing neighborhoods, our team treats every customer with the same care and respect we would offer a neighbor.
Practical Tips to Avoid Malware in the First Place
Prevention is always better than a cure. Here are a few straightforward habits that go a long way toward keeping your devices clean.
Never click links or download attachments from emails you were not expecting, even if the sender appears familiar. Keep your operating system and all software updated, since patches frequently close the security vulnerabilities that malware exploits. Use strong, unique passwords for every account and consider a password manager to keep track of them. Install reputable antivirus software and keep it updated. Back up your important files regularly to an external drive or a trusted cloud service so that even a ransomware attack cannot hold your data hostage permanently.
These habits are simple but they significantly reduce your exposure to every type of threat covered in this article.
Ready to protect your devices from viruses, malware, spyware, and ransomware?
The team at PC Geeks is here to help Frisco, TX and all of Collin County stay one step ahead of the latest threats. Whether your computer is already showing warning signs or you simply want a professional security checkup, we are ready to help. Contact us today to schedule your appointment and get the expert care your devices deserve.