The Division 2 fans have been waiting for the new Battle for Brooklyn DLC for quite some time. While there’ve been plenty of live service seasons and updates to keep players entertained, it’s been just over five years since the first story expansion landed. That’s made the setbacks and delays it experienced particularly painful, but soon, the wait comes to an end. The Division 2 Battle for Brooklyn release date has been locked in.
Battle for Brooklyn has been pushed back a couple of times now – most recently, it was booted out of Ubisoft’s Year 6 roadmap for The Division 2 and pushed into the upcoming slate for Year 7. Taking players back to some new and familiar New York streets, all with an autumnal atmosphere, the co-op game‘s new expansion has been highly anticipated. Now we know much more about it, and while crisp blue skies, cascading brown leaves, and some relatively peaceful residents may make Battle for Brooklyn seem a bit tame at first, it’s anything but.
Those living at the Bridge settlement have done a pretty good job in rebuilding after the hurricane that ravaged New York in the previous expansion. But they’re still in need of protection, and that’s where you (and some notable characters like Theo Parnell, Agent Hoskins, and Dr. Jessica Kandel) come in.
Your main opposition in Battle of Brooklyn are the Cleaners, who have managed to mass-produce a lethal weapon that some endgame grinders will recognize from the Paradise Lost Incursion mission. Now all wielding the power of the Purple Flame, they can dish out lethal, fiery attacks that also stack on a new status effect, corrosion, which gradually lowers your max armor over time. The longer you stay in battle, the less armor capacity you’ll have when it comes to replenishing it.
Smart Cover also returns from The Division 1 as a reworked skill that will let you pick from either a Precision or Fortified variant, giving different benefits to anyone positioned behind the cover points. Precision Smart Cover provides buffs to weapon handling and damage and auto-reloads your guns after swapping, while Fortified Smart Cover grants you extra armor, resistances, and stagger immunity.
In its reveal stream for Battle of Brooklyn, creative director Yannick Banchereau says that the new DLC will give fans around six to ten hours of playtime – so it’s not a monster. However, there still seems to be plenty packed in, with four new Control Points, 12 overworld activities, eight Hunter Riddles, ten bounty locations, and a new collectible bounties set. As mentioned, we now know when this heavily delayed expansion will be launching.
The Division 2 Battle for Brooklyn DLC release date has been locked in for Tuesday, May 27.
The showcase for the new DLC also shared updates on Year 7 of The Division 2, which aims to massively improve the onboarding process for new players, add more depth to the endgame loop, and further expand its seasonal content offerings.
For more, check out some of the best multiplayer games on PC right now. To plan your gaming schedule around the new expansion for The Division 2, head to our upcoming PC games guide.
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If you’re into Phonk, you’ll probably enjoy checking out our list of 50 Phonk Song ID codes for Roblox. It’s one of the most popular genres on the platform right now. Chances are, most players have some kind of Phonk track playing in their favorite games without even knowing it.
Best Roblox Phonk ID Codes List
Here’s a curated list of Phonk tracks in Roblox with influences from different cultures, great for adding atmosphere to your Roblox world. There’s a good mix of sounds, so you’ll find something that fits no matter what vibe you’re aiming for. Out of the 50 songs, Ultimaand Sinistraare my top picks. Their beats are so catchy, I end up looping them without even knowing it.
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Song Title
Song ID Code
Above Phonk
89824897586105
AB4T
17422173467
Alanwaad
17422074849
Assassin’s Ride
73326647630445
Back & Front
14145627474
Bell Pepper
14145626111
Black Seed
14145622615
Blackout Drift
85290495098172
Brazil Fiesta
125498129824026
Cowbell God
16190760005
Dark Phonk Damage
105529482486905
Dionic
15689445424
Down2Kill
16190760285
Drooly
8053389869
End the Soft
93203762220779
Emotional Damage
14145621151
F-Phonk
101326109963284
Gabbermix
18841887539
Ghostblade Phonk
90441404910975
Gigachand Phonk
134366188285514
Heptraxous
8185857772
Hellfire Highway
136757074728111
HR -Eeyuh
16190782181
Infinite
16190784875
Invade Groom
15689453529
Invasion
15689453529
Killer Energy Phonk
100489964626259
Mad Phonk Energy
123636731441495
Metamorphosis
15689451063
Metaverse
17422168798
Monster Bass
14145623658
No Lights
14145623221
Pac Man Phonk
120889371113999
Phonk of Darkness
116896498238234
Phonk Da Rua
104596909675653
Phonk Killaz
86179292245507
Phonk’t Out
14145625743
Pure Phonk Violence
96461852889782
Raven Theme
14145621445
Raw Phonk Energy
135549022646779
Reckless Drift Run
83348506277910
Redemption
16190783774
Robo Phonk
136932193331774
Savage Slay Phonk
71837666565538
Sinistra
15689443663
Soul Crusher’s Ride
120296689321275
Stupid Remix
16662833837
Ultima
16190756998
Uzipack
18841894272
Wassa
17422207260
How to use Song ID Codes in Roblox
In most Roblox games, playing songs or music is something that’s typically part of the premium features. So, what does that actually mean?
If you want to play songs or sometimes even just hear them in certain games, you’ll usually need a Boombox or a Radio Pass, which you can get by spending some Robux.
Also, you need to ensure that the game you’re in offers those kinds of Gamepasses if you want to play music there, and players usually buy them with Robux.
Right now, a few popular games like Fisch, Murder Mystery 2, GPO, and A Dusty Trip let players play music after they get the passes offered by the game’s developers.
After you’ve got the passes, you can either equip them from your inventory or use the in-game menu. There, you can copy and paste the music codes to start listening. Simply click the ‘Play!’ button after pasting the code to start the party.
That is all for our Top 50 Phonk Song ID Codes list. Check out our other Roblox Articles to learn more and see what the newest updates are.
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Note: All of the images depicting game components in this article show early concept or playtest art.
A Time to Plant.
It was 18(!!) years ago that Chad and I started talking about designing a Combat Commander: Vietnam game together. Of course, Chad was the master crafter of Combat Commander and knew the CC design a bazillion times better than I did, but he didn’t really know anything about Vietnam. I probably know more about that war/period than I know about any other in military history, and I love Combat Commander, so a co-design with Chad and myself seemed like a good fit. But we both were really busy with other projects, so we decided to work on CC: Vietnam in the margins, not caring if it took even a decade to get to our game tables in finished form.
So we went slowly but had a ton of great conversations as we crafted the project—and I learned even MORE about the genius of Chad Jensen when he sent me his master CC spreadsheets to adapt for CC: Vietnam. Wow. Over time, we honed the design document, unit spreadsheets, and scenario scope, and I finally put together a very ugly test CC: Vietnam map that we used to maneuver and “fight” our imaginary battles. Here you can see both that original map and Chad’s enormously better version of that map at right, which depicts mountainous jungle terrain that we envisioned as a base map for an “Assault on a US Fire Base” scenario, Marine defenses of a hilltop position, and US assaults (mini-Hamburger Hills) on dug in NVA/PLF forces.
Gene’s playtest map (left) vs. Chad’s playtest map (right). Yeah, I know… 😊
As most of you know, Chad’s design plate was continually busy during those years. There wasn’t a time I can remember when Chad didn’t have a couple games on our P500 list and a few more in his head. Here’s an ad we did back around 2015 that showed just a few of the Family Games that Chad had completed or in the works:
So Chad was busy. And starting around 2014, I got into serious development and testing on the game I’d wanted to do forever, Mr. President. So both of our design time for CC: Vietnam was minimal, but we kept honing the design document and both thought it was coming together and that we’d do it “someday.”
A Time to Weep.
Sadly, we were wrong. Even 5 ½ years later, I still have trouble thinking and talking about that incredibly heart-wrenching period of Chad’s sickness and passing. I lost a good friend, Kai lost the love of her life, and the gaming world lost an absolute rock star designer. So gaming-wise inside GMT, everything Chad-related just stopped while we all grieved his passing.
A Time to Build Up.
Probably a year later, allowing some time to pass and the hard edges of grief to soften a bit so we could get through a phone conversation without crying, Kai and I began to talk about finishing Chad’s unfinished or unpublished designs. And he had a bunch of them. Honestly, I didn’t think at that point that CC: Vietnam would be one of them because, frankly, I didn’t want to design it without Chad (and there was STILL Mr. President dominating my design time). And so we did other games instead—games that either Kai or I had a team in place or recruited to finish. Of all those games we talked about and have worked on, I’m especially happy that John Butterfield volunteered to finish Downfall with Kai. And it won the CSR Game of the Year last year! What a tribute to Chad, and to John, a forever friend to Chad and Kai.
In 2022, Kai and I began to seriously discuss the Combat Commander series and agreed to create an Anniversary Edition of the CC: Europe/CC: Med. games which was packaged as Chad originally intended, in one big box. And we had designers ask us about taking the CC game to other theatres and periods. But no movement for CC: Vietnam. Until there WAS!!!
A Time to Seek.
Two of our newer GMT designers whose work I’m really excited about are Non-Breaking Space (NB) and Stephen Rangazas. NB created Cross Bronx Expressway(nearing heading to the printer now) and Stephen designed The British Way. Both have other designs on P500 now and also on the design table. Well, in the fall of 2023, NB came to our Weekend at the Warehouse and showed a couple games to Jason, Kai, Rachel, Mike Bertucelli, and me. I liked his games, but more importantly, I liked HIM. After the weekend, we were all excited about working with NB—I heard several “he fits with us” comments (and he DOES!)—on various projects. And Stephen’s The British Way and The Guerrilla Generation demonstrated both his design skill and the depth of research that he puts into game design. I was particularly impressed with the way he engages with customers online: he communicates clearly and humbly and is open to feedback and other interpretations while being committed to making the best product that he can.
So, at that warehouse meeting, being really impressed with NB, I mentioned in passing that I’d really love to find a team to get the Combat Commander: Vietnam project moving forward. NB surprised us with “I need to make a phone call.” That call was to Stephen (they often work together in a design partnership). NB has since told me that it was Stephen’s background in Vietnam research that prompted the call. Stephen’s design of Sovereign of Discord, the expansion to our hit COIN game Fire in the Lake, already benefited from his depth of knowledge (and I would note here that your work has to be pretty impressive to get Mark and Volko to sign off on doing an expansion for one of their best-selling games!). After the call, NB told us something along the lines of “We’re interested, but it’s a divergence from the path we are on right now. So we need to take some time to think about it and discuss it in depth before we give you an answer.”
Fast forward to January of 2024. NB contacted me and Jason and let us know that he and Stephen were definitely interested in working on a Combat Commander: Vietnam game! We had an online meeting a week later where they walked us through a slide show of how they intended to move forward with the design, assuming we approved it. Here are a few of the slides from that meeting:
Stephen and NB’s scoping of the Factions that they proposed including in the game.NB and Stephen’s early overview of Faction Deck Force Composition and Timelines
It was a really good meeting. We had a lot of questions, and NB and Stephen answered them with skill, honesty, and transparency and were not shy to share what their research showed. I liked that when they hadn’t figured something out yet, they said so. It was clear to me that they had the chops to research, design, and deliver a new Combat Commander: Vietnam that aligned with Chad’s and my vision for the game but was not limited by it. I left that meeting IMPRESSED. And we gave them the go ahead to push forward into the “create the physical game” stage, which they proposed to have to show us by the Fall 2024 Weekend at the Warehouse.
A Time to Dance.
We didn’t hear much from Stephen and NB from January to September. We just left them alone, knowing that what they were creating was a huge task. Occasionally they’d have a question, but mostly they just worked away on their own, sculpting what we all hoped would become a masterpiece.
Then, just before the Weekend at the Warehouse, NB sent us the image below and told us he’d have the playtest kit ready for the Weekend. We were so excited!
At the Weekend, we were all really happy about where the design was and ready to move forward to getting it ready for P500. I was thinking it might be ready to go on the P500 list in a year. Then NB said, “Please give us a deadline. We work better that way.” So I said, “April 2025.” NB didn’t blink, so that was our target date.
Then, in January, Stephen and NB informed us that they had EIGHT maps (pictured below) they were now testing on and anticipated they’d double that within a month.
They also included a Map of Vietnam with a Scenario and Reference guide for all the planned Battles (below).
And then they COMPLETELY blew me away. They built a campaign system! WHAT??!!??
Campaign Scenario Generator (left) and the CC: V scenario it generated (right)
They then noted that they thought they’d be ready for a MARCH P500 addition instead of April. Looking at the quality and completeness of their work (I’ve shown just a fraction here), I had no problem giving them the March slot. So here we are, with Combat Commander: Vietnam hitting the P500 list with this week’s customer newsletter. I hope you’ll order yours now!
I hope this article gives you all some insight into how Combat Commander: Vietnam has come to exist. What a long journey this has been. I am HUGELY excited about what NB and Stephen have created and how they’ve taken Chad’s system and our vision and combined it with their own research and added so much that we probably wouldn’t ever have thought of. I still can’t believe we’re going to have a Campaign System for CC: Vietnam!!!!!!
I believe (and hope) that the Combat Commander community will be blown away by how cool this game is and by the amount of value they’re going to get in this big box of Combat Commander love. And I know Chad would be SO happy to see this game that we planted the seeds for finally come to fruition. As with everything in the Combat Commander world, every time I play this, I’ll be thinking of Chad. And I’ll always be thankful that NB and Stephen took up this challenge and have honored Chad with the care, attention to detail, and general awesomeness that they’ve created for us to enjoy as we play Combat Commander: Vietnam.
More than a decade ago, Assassin’s Creed 3 came out, serving as the follow-up to a trio of well-received games featuring fan favorite character Ezio Auditore da Firenze. Set during the American Revolution and featuring a more stoic protagonist, far removed from the previous games’ roguish Ezio, AC3 garnered a reputation among many players for being a series misstep. Approached with fresh eyes and many years of hindsight, though, it’s easier to see that Assassin’s Creed 3 is perhaps the strongest AC to date thanks to its unique world design and strong story. Now, anyone looking for a cheaper alternative to the more recent Assassin’s Creed Shadows is in luck as AC3 is currently available at a steep discount.
Assassin’s Creed 3 takes the series’ stealth game design out of the European cities of the AC2 trilogy and into the forests, waters, and less densely constructed settlements of North America. Because of this choice, players spend as much time clambering between tree limbs as they do scaling towers, and, in one of the smartest expansions to the AC formula, take part in naval battles.
Aside from the change in setting, Assassin’s Creed 3 stands out for an engaging exploration of its time period, which follows the birth of the United States from the perspective of a protagonist whose parents are Mohawk and British and whose personal journey across the game reflects the chaos of the era. The ‘present day’ plot line is as drab as most of the series and the game is still plagued by the repetition and bloat of many Assassin’s Creed entries, but, for those willing to overlook its flaws, there’s plenty to appreciate.
Assassin’s Creed 3 Remastered is currently available with a 75% discount, bringing its price down to $9.99 USD / £8.49. Grab a copy on Steam right here.
You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers
With both sides vulnerable, partner opened one spade in second seat.
After the intervening opponent doubled (takeout) I jumped in a minor (clubs) with ♠ K3 ♡93 ♢Q4 ♣ KJ87632. We are playing 2 over 1 (game forcing), so this hand is too weak for two clubs. We are also playing inverted minors so three of a minor after one of the same minor means 6-9 points and a six card suit (partner may have only two clubs for a one club bid). I would have opened three clubs if first to speak except in fourth position.
Give me a third spade and I would raise spades. Replace the king of spades with a spot card and I would definitely bid three clubs. Take away the queen of diamonds instead, and I would probably bid three clubs. In any event, I felt I was bidding a single purpose hand that couldn’t play in either red suit, and could play well opposite a singleton spot club (which she had). It could make game in spades, but only if partner had heavy “extras,” say 17 points with a good five card suit, or 15 points with a six bagger. It might also make game in no trumps if partner had stoppers in the red suits AND “transportation” to my hand.
I felt I was too strong to pass, but too weak to make an encouraging bid. I had a “standalone” hand that could make four or five tricks by itself but only if clubs were trump, and nine tricks if partner came through the with four or so tricks promised by an opening hand. On the other hand, I felt that my long but weak clubs were useless opposite partner’s presumed singleton and that my five high card points and two trumps (outside my clubs) did not constitute enough support to raise to two spades.
Was mine a good response or was there a better bid, perhaps 1NT, that would have been less descriptive but imposed fewer limitations on partner?
2025 is, to my delight, the year of Oblivion. Not only is the long-rumored Oblivion remaster seemingly just days away, but the equally impressive Skyblivion mod – which brings all of Cyrodiil into Skyrim – is out this year as well. With two versions of Bethesda’s 2006 classic at our fingertips, it’s natural to assume that they might come into competition with each other. Skyblivion’s project lead doesn’t feel that way, though, making it clear that an imminent official remaster “changes nothing” for them.
Rumors of an official The Elder Scrolls Oblivion remaster have reached a fever pitch recently. After weeks of insiders claiming it’s real, several screenshots and promotional images of the project have leaked from the website of developer Virtuos, suggesting it’s been working with Bethesda for some time. There’s still no launch date for Oblivion Remastered, but reputable sources say it will be very soon.
Where does Bethesda’s official remaster leave Skyblivion, then? According to an update from the modding team back in January, we should be playing its own take on Cyrodiil sometime this year. There’s still work to be done and the team needs help, but the finish line is close.
Now, with the Virtuos leak of Oblivion Remastered, Skyblivion’s project lead ‘Rebelzize’ is weighing in on how the two versions can co-exist. After initially replying “uh-oh” to news of the game, they clarified their position:
“To be clear this changes nothing for me. This always was a passion project and still is until the end. For the community it’s a win-win as you get twice the amount of Oblivion this year. All love and no hate towards the people who made the official remaster.”
With so much Oblivion on the way, we’re about to be spoilt for choice. Bethesda and Virtuos’ version is likely coming out in April, and the Skyblivion modding team still has plans for launch sometime in 2025.
If you just can’t wait to dive into any new version of Oblivion, we’ve got all the best games like Skyrim you can check out today. Otherwise, dive into the best open-world games out now.
You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.
You can use Trickbind with Flubs or Song of Creation to make it very difficult for your opponent to stop you from winning with Laboratory Maniac.
Once Laboratory Maniac resolves, any card draw instruction allows you to win the game. If you have Flubs, the Fool or Song of Creation and you cast Trickbind or another spell with Split Second, the card draw triggered ability will trigger from casting that spell, and go on top of the stack over the Trickbind. That means that it will resolve while Trickbind is still on the stack, so it will be protected from all of the types of interaction that Trickbind prevents.
Depending on what exactly you cast the Trickbind in response to, the opponent may have the chance to cast a spell before you cast the Trickbind. But that doesn’t help your opponent, because you can just cast the Trickbind in response to their spell and win while their spell is still on the stack. If they have their own Split Second
removal spell and a chance to cast it, you would have a problem.
I said this makes it “difficult” for your opponent to stop you, not “impossible”, because Split Second does allow for some interaction. Split Second does not prevent players from activating mana abilities or taking special actions, and doing that can in turn trigger abilities that may be able to interfere with the combo. For example, your opponent could sacrifice Perilous Myr to activate Ashnod’s Altar‘s abiltiy, and have Perilous Myr’s triggered ability deal 2 damage to Laboratory Maniac.
I also want to address a common misconception with using Split Second to protect combos like this: you cannot use Split Second to protect spells and abilities that are already on the stack. Spells and abilities on the stack resolve one at a time. After the top spell or ability on the stack resolves, each player has an opportunity to play spells or activate abilities before the next object on the stack resolves. This means that if you try to use Trickbind to stop an opponent from interacting with a spell or ability that would win the game that is already on the stack, the opponent can simply wait for Trickbind to resolve before using their interaction.
There’s even been some spamming of ‘DROP THE PRICE’ by fans in Treehouse livestream chats and some subtweeting by Reggie Fils-Aimé about the Welcome Tour not being free. It’s ok though, it’s not like if you get the Switch 2 edition of Zelda: Breath of the Wild, you’ll have to buy the DLC/expansion pass separately. Oh no, hang on, you do.
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Nintendo has confirmed as much in a statement to IGN, saying: “The Legend of Zelda: Breath of the Wild – Nintendo Switch 2 Edition does not include The Legend of Zelda: Breath of the Wild Expansion Pass DLC. That DLC is available as a separate purchase.”
Very to the point, but what it’ll mean for you depends on your current Breath of the Wild ownership status. If you already own the game on OG Switch as well as all its DLC, and opt to buy the $10 “upgrade pack” that turns it into the Switch 2 edition on that console, you’ll not need to buy the DLC again.
However, if you don’t already own the DLC, just upgrading isn’t gonna hand it to you for free. The main folks affected by this are people who don’t own the game at all, and buy the Switch 2 edition, which will costs $70. Since it’s not included, they’ll end up paying $90 in total for Switch 2 Breath of the Wild plus DLC, since the game’s expansion pass costs $20.
Is it that egregious a decision on its own? Not really, even if it’s kinda taking p**s with a game from 2017. However, when taken alongside all the other stuff I mentioned earlier, it does seem like Nintando kinda bumbling into kicking itself in the dick again from a PR perspective.
Are you currently staring at your bank account wondering how you’re going to send half of your lide savings to Nintendo and still afford unimportant things like rent and food? Let us know below!