Preorder The Shining Film Vault Special Edition At Walmart Before It’s Gone

Stanley Kubrick and Stephen King fans can secure a preorder for a highly collectible 4K Blu-ray edition of The Shining at Walmart. Part of The Film Vault collector’s series, The Shining Special Edition Steelbook is available to order for $100 at Walmart ahead of its September 2 release in the US. Along with the steelbook case with new artwork, this limited-edition release comes with cigar box packaging, a double-sided poster, and a bunch of art cards. It looks like the ultimate collector’s version of the legendary horror movie, so snag a copy while you still can. A cheaper edition without the extras releases the same day. The Shining Solus Steelbook Edition is $65 and has sold out at least twice already.

Created by Vice Press in partnership with Warner Bros. UK, The Shining Special Edition is one of two early ’80s horror films in The Film Vault Wave 3. The Shining will launch alongside the 1982 supernatural horror film Poltergeist. Walmart is also taking preorders for Poltergeist’s Special Edition Steelbook and Poltergeist Solus Steelbook. Both editions were in stock at the time of writing. The Shining and Poltergeist Film Vault limited editions come with region-free 4K Blu-ray and 1080p Blu-ray discs.

The Film Vault Wave 3 at Walmart

Note: Both of the Film Vault editions listed on Walmart’s site, along with a couple of other retailer-exclusive versions, sold out months ago in the UK and at specialty Blu-ray shops.

Walmart will almost certainly sell out of both editions before launch. If you missed out on the 2025 Walmart-exclusive Steelbook Edition of The Shining, now’s your chance to grab one that looks much cooler. But you may want to move fast. I wrote an article about Walmart’s The Shining Steelbook when preorders opened last December, and it sold out the following day.

The Film Vault: The Shining Special Edition

The Shining Special Edition Steelbook by Vice Press & Warner Bros. UK

The Film Vault places the movie title and other text on acetate O-rings, allowing fans to choose whether to display the cigar box with or without words and logos. The new artwork by Matt Ferguson and Florey looks beautiful. The cigar box has a large silhouette of Jack Torrance with the fireman’s axe overlooking (sorry) the Overlook Hotel. On the back is Jack’s typewriter, and there are even words on the paper–likely the same sentence over and over again. The artwork on the steelbook case recreates the scene where Jack trudges through the hedge maze.

The steelbook artwork is also featured on the double-sided movie poster. The other side is a retouched version of Saul Bass’ well-known poster that was created for The Shining’s 1980 theatrical release. The eight art cards showcase memorable shots from the film as well as behind-the-scenes production photographs.


If you’re unfamiliar with The Film Vault, it’s a series of collectible editions of classic movies from the Warner Bros. and Universal Pictures film catalogs. The Film Vault was created in 2022 by Vice Press, a UK company specializing in officially licensed movie collectibles and artwork. All of the 4K Blu-rays released by The Film Vault are region-free discs, but as a UK company, these limited-edition versions of all-time classics aren’t regularly found at US retailers. We suspect The Shining is exclusive to Walmart in the US.


The Film Vault: The Shining Steelbook Edition

The Shining Solus Steelbook Edition by Vice Press & Warner Bros. UK

At the time of writing, The Shining Solus Steelbook Limited Edition is sold out–but we’d recommend checking to see if Walmart restocked it. It has already received at least one restock. It was sold out when I first found the store page August 22, but I was able to order a copy on August 23, just a few hours before writing this story.

The above image provides a look at the back cover of the steelbook case and the hedge maze landscape artwork on the inside covers. Just like with the Special Edition, the Solus Steelbook comes with an acetate O-ring with with the title and other text. It is worth noting that the Special Edition’s O-ring is for the cigar box–you won’t get a second O-ring for the steelbook case.


Discontinued Arcade1Up Countercade Randomly Restocked At Amazon

Arcade1Up’s Countercades are great for those who have limited space as well as anyone who doesn’t want to drop $500 on a standing home arcade machine. Unfortunately, Arcade1Up seems like it could be done with its series of compact machines. All of the manufacturer’s Countercades are discontinued. Until this month, we hadn’t seen an Arcade1Up Countercade in stock since last holiday season. So we were surprised to find the Arcade1Up Class of ’81 Countercade in stock at Amazon this week.

Arcade1Up Ms. Pac-Man and Galaga Countercade

The Class of ’81 Countercade is themed around Ms. Pac-Man and Galaga, though it also includes Dig Dug. The cabinet launched last October for $150 and then disappeared before Christmas. It had a peculiarly brief lifecycle, and now it has a fittingly strange restock. The Class of ’81 Countercade is sold and shipped by Amazon, but the price is $167.16. It’s only $17 above the original MSRP, and the $150 MSRP was surprisingly low to begin with–and contributed to it selling out so fast.

Snag the Arcade1Up Class of ’81 Countercade while you can; over on StockX, resellers have it listed for $299. The compact machine is one of only about a dozen Arcade1Up cabinets available on Amazon at the moment.

The previous Pac-Man Countercade retailed for $200. Amazon’s store page makes it seem like $167.16 is MSRP. This sometimes happens when Amazon restocks discontinued products. Amazon sometimes has really random prices for things that have effectively turned into Amazon exclusives.

The Ms. Pac-Man Head-to-Head machine is the only arcade table from Arcade1Up available on Amazon today. Some of Arcade1Up’s traditional standing Deluxe Edition Cabinets are still actively being produced today. Most are priced at $600, though a few such as Pac-Man, NBA Jam, and Mortal Kombat are $500.

Arcade1Up Deluxe Edition Arcade Cabinets (August 2025)


If you’re interested in Namco arcade classics, check out the upcoming Atari 2600+ Pac-Man Edition Console Bundle. This special-edition system plays real Atari 2600 and 7800 cartridges and comes with a yellow wireless joystick and Pac-Man: Double Feature, a cart with a newly developed version of Pac-Man and the original 2600 release. Extra joysticks themed around the Ghost Gang are available to preorder separately, as are three additional Namco classics on cartridge, including Galaga and Dig Dug.


Before KPop Demon Hunters, There Was K/DA

KPop Demon Hunters’ fictional bands have become some of the hottest musical acts on the planet since the Netflix animated film released in June–but before Huntrix and Saja Boys were tearing up the charts, a quartet of League of Legends characters were making waves in virtual K-pop.

Even before KPop Demon Hunters was released, the film’s fictional K-pop band was seeing comparisons to Riot Games’ virtual girl group, K/DA. It’s not a stretch to spot the similarities–two animated girl groups releasing catchy K-pop anthems in between fighting enemies with signature weapons and battle costumes. Even some of the costumes and color schemes feel familiar, and both groups have collaborated with real-world K-pop girl group Twice.

Though it feels likely that the team behind KPop Demon Hunters was inspired by K/DA, it hasn’t commented much on the comparison. One of the only official references to K/DA comes from KPop Demon Hunters’ music supervisor Ian Eisendrath, who confirms that Riot’s virtual band was “one of our many influences” for Huntrix’s musical sound. Eisendrath adds that K/DA was just one of “8-12 references” that was mainly used to “envision what these songs could sound like.”

No matter what level of inspiration K/DA had on KPop Demon Hunters, the Riot K-pop project proved almost seven years ago that fans would get behind a virtual girl group.

Made up of League champions Ahri, Akali, Evelynn, and Kai’sa, each member of K/DA is voiced and performed by a real-world pop artist. American artists Madison Beer and Jaira Burns provide the singing voices for Evelynn and Kai’sa, respectively, while members of K-pop group I-dle (formerly (G)I-dle) Miyeon and Soyeon voice Ahri and Akali, respectively. The group is structured like a classic K-pop girl group, with each member having a performing strength, and they mirror certain K-pop archetypes in personality and style.

K/DA was formed back in 2018 as an opening act for the League of Legends World Championship–and as a vehicle to sell their shiny popstar outfits as skins. The single and music video launched the same day as K/DA’s debut augmented-reality performance in Incheon, South Korea, and quickly took off.

The debut single, Pop/Stars, charted at number one on the K-pop music charts and number five on the overall pop charts for Apple Music in the US, as well as topping Billboard’s World Digital Song Sales chart. The music video went viral on YouTube, reaching over 100 million views in its first month. Despite being a fake band, K/DA made history by becoming the first K-pop girl group to have a single certified platinum with Pop/Stars.

Viranda Tantula, the creative lead on the opening ceremony performance, explained in an interview that Pop/Stars’ success was all about commitment to the “fantasy of the champs being in the real world.” In order to sell this fantasy, Tantula explained, they had to create a pop song that stands up against real-world pop music and a performance that competes with real-world stadium-level pop.

Despite how much went into K/DA’s debut, it initially wasn’t intended to be any more than the one single. “We really went into it wanting to make the singular moment as dope as possible and intentionally weren’t thinking much further into the future than that,” Tantula said in the same interview. When Pop/Stars started taking off, far eclipsing anything the Riot music team had released previously, Tantula says the team started “chatting about where this could go.”

K/DA was quiet for a while after their debut, though they remained popular with fans who created art, cosplay, and dance covers for Pop/Stars–and spent plenty of cash on K/DA skins. After two years of speculation, the group finally returned with a bang in 2020, releasing the five-song EP All Out and once again gracing the Worlds opening ceremony with an augmented-reality performance of lead single More.

While none of the All Out tracks reached the viral peak that Pop/Stars saw, the EP performed well as a musical release in its own right–with play counts on Spotify comparable to Huntrix’s discography at the time of writing.

Riot hasn’t revisited K/DA since the All Out release–though it did experiment with a boy band, Heartsteel, and an Akali-led side project, True Damage, all of which exist in the same alternate universe of League of Legends lore. The rise of KPop Demon Hunters seems to have brought fans back to K/DA, however: The Pop/Stars YouTube comments are full of people who say they’re watching because of KPop Demon Hunters, while the K/DA subreddit is full of Huntrix/K/DA mashups and fan art.

Some fans who were introduced to K-pop by the Netflix film even appear to be jumping to K/DA for their next fictional K-pop fix. Though this could just be because both bands have a similar sound, there’s an argument to be made that virtual acts may be less intimidating for first-time fans who aren’t ready for the complexity of real-world K-pop fan culture. No matter the reason, both K/DA and Huntrix have proven themselves successful gateway artists for fans who have never engaged with K-pop before.

The similarities between K/DA and Huntrix may be undeniable, but there’s one major element that sets the two groups apart: K/DA is a virtual K-pop group, while Huntrix doesn’t exist outside of the narrative of KPop Demon Hunters–for now. The difference is the conceit that K/DA is a band that really exists in our world–they’ve performed stadium shows, filmed music videos, and even held interviews and addressed fans directly via social media.

Riot’s handling of K/DA as a virtual band provides a template that Netflix could very well follow with KPop Demon Hunters. In a Reddit AMA with members of the KPop Demon Hunters team, a fan asked if Huntrix and Saja Boys could become bona fide virtual bands, and music supervisor Ian Eisendrath replied, “I would love that.”

Just like K/DA before them, both Huntrix and Saja Boys are blowing up the charts right now–going head to head with some of the most popular real K-pop groups. Huntrix surpassed Blackpink as the highest-charting K-pop girl group when it hit number two on the US Spotify charts, while Saja Boys surpassed the likes of BTS and Stray Kids to become the highest-charting K-pop boy group. There’s no word yet on Netflix’s plans for either fictional group, but it’s not hard to picture them selling out stadiums.

Battlefield 6’s Movement Changes Are “Not Drastic,” Says Dev

If you’ve been using the jump button a little too often in the Battlefield 6 beta, then you’re going to notice some changes upon launch. DICE has announced that there’s now a penalty for making consecutive jumps that lowers the jump height. Momentum carried from a slide into a jump has also been tweaked to reduce its speed. Nevertheless, Battlefield 6 principal game designer Florian “DRUNKKZ3” Le Bihan wants players to know that the movement changes “are not drastic.”

“Movement is also getting more responsive in general in places that have felt a bit clunky before. so there is a lot more that is getting quality improvements [and] polish in this same area,” wrote Le Bihan on X. “Adding diminishing returns to jumping is what we’re actually doing, an initial slide or an initial jumps will not be affected. We’re still trying to retain depth to movement with some skill curve to it, just making sure it doesn’t become insane.”

The Battlefield 6 devs also recently defended the changes to Rush mode in the beta, including smaller lobbies of 24 players for 12v12 matches. According to the programing team, Rush mode doesn’t work as well with more than 24 players at a time.

Another upcoming change change before for launch is the nerfing of the M87A1 shotgun, which was overpowered in the beta. Now, the shotgun will “[require] more pellets to secure a kill.”

According EA, the recent play test was the biggest beta in Battlefield’s history in terms of players. Research firm Oppenheimer estimated that the beta reached more than 20 million people.

Battlefield 6 launches on October 10 for Xbox Series X|S, PlayStation 5, and PC.

Peak Is Now Steam Deck Verified And The Cannon Glitch Is Fixed

Steam darling Peak’s latest patch changes the game for Steam Deck players and speedrunners who love nothing more than a good glitch.

Peak version 1.25.a makes a few major changes and a bunch of minor ones. The biggest alteration is that the game is now Steam Deck Verified.

“Finally…..the game is good on Steam Deck,” the team wrote in the patch notes. “Deck players will know it’s been good for a while! The Mesa Update added the last of controller support needed and with this patch we’ve added some text adjustments needed to get the Verified badge.”

There are a whole bunch of fixes and adjustments as well. Most prominently, it’s much harder to glitch your way to the top of the mountain than it has been over the last couple of weeks.

“Made fog walls taller so you can’t shoot over them to win the game in a minute with the Scout Cannon exploit,” Team Peak wrote. “A lot of you asked us not to change the Scout Cannon but no promises were made about the map.”

Previously, players could use the Scout Cannon to blast themselves so high that they were able to clear all five of the game’s biomes and reach the goal at the peak. With the fog wall change, cannons can still send players ridiculously far under the right circumstances, but they’re now much more likely to smack into the wall of shifting fog that separates each biome and fall to their deaths. That said, we did manage to use the cannon to clear at least a couple of biomes before crashing back to earth when testing the update, so ridiculous cannon stunts remain possible.

Interestingly, this patch also added the ability to toggle off The Looker, a character who could randomly appear behind certain rocks, and who would disappear if you got too close or looked at them for too long. Even if you do leave the feature enabled, the character’s appearance will be more rare moving forward.

One issue many Peak players have run into is that a bunch of the game’s merit badges, tied to its Steam achievements, don’t seem to unlock, even after doing everything required to earn them. Those issues have been resolved for the Cool Cucumber, Plunderer, Clutch, and First Aid badges.

Other issues addressed in this patch include problems with beehives (insect phobia textures work now, and you can’t put beehives into your backpack anymore), alongside several balance changes (hot rocks in the Kiln now damage players correctly, the Cure-All item can cure some thorns in the Mesa biome, and the Magic Beanstalk is faster to climb).

Peak is the latest and one of the best examples of the genre that gamers have began to lovingly (or not-so-lovingly) as “friendslop”–relatively simple co-op-first games that include an element of humor, such as R.E.P.O. and Lethal Company. Getting to the top of Peak’s mountain requires skill and knowledge, but things like exploding spores, the fact that you can lose consciousness and fall off the mountain, and lots of other hazards, are undeniably meant to cause laughter.

Peak has sold over 10 million copies on Steam according to Geoff Keighley, and has recently added features like a Mesa biome, cannibalism, and more.

Save $40 On Silent Hill 2’s PlayStation 5 Remake For A Limited Time

Silent Hill 2’s excellent remake is discounted to only $30 (was $70) for PS5 at Amazon and Walmart. This limited-time offer matches the lowest price ever for the PS5 and PC survival horror game. PC players can get a Steam key from Fanatical for $37.79.

Now’s a great time to play Silent Hill 2, as the next entry in the franchise releases September 25. Silent Hill f is a standalone spin-off set in the 1960s. Unlike Silent Hill 2’s remake, the spin-off isn’t exclusive to PlayStation on consoles. Silent Hill f is available to preorder for $70 on PS5, Xbox Series X, and PC. Console players should check out Amazon’s exclusive Day One Edition that includes a double-sided poster.


PC players can save 25% on Steam key preorders at Fanatical. The standard edition is only $52.49, and the Digital Deluxe is $60 (was $80). The Digital Deluxe Edition comes with multiple in-game items and outfits as well as early access starting September 23.

With the latter, you’re saving a full $20 and will get multiple in-game items as well as early access starting September 23.

Silent Hill Steam Game Deals


Disclosure: GameSpot and Fanatical are both owned by Fandom.

Why Did Silksong Take So Long? It’s Not What You Might Think

Team Cherry’s Hollow Knight sequel, Hollow Knight: Silksong, is finally releasing on September 4 after years of development and fears from the community that the game may never see the light of day. But Silksong is real, we’ve played it, and the upcoming launch is looming so large that multiple game studios have delayed their upcoming projects to get out of the way. But why did Silksong take so long to make?

Team Cherry founders Ari Gibson and William Pellen said Silksong was not stuck in development hell or anything like that. The enormous success of the 2017 game–it’s sold more than 15 million copies–allowed the Australia-based developers to develop the follow-up at their own pace.

“It was never stuck or anything,” Gibson told Bloomberg. “It was always progressing. It’s just the case that we’re a small team, and games take a lot of time. There wasn’t any big controversial moment behind it.”

Silksong was originally envisioned as an expansion to Hollow Knight, but it became a big enough project to shift to a full, standalone release. That’s one of the reasons why it didn’t come out sooner.

As for why Team Cherry went quiet and didn’t discuss development updates with fans over the years, Gibson said the team opted not to because, “All we could really say is, ‘We’re still working on it.'”

Pellen added: “Instead of popping up and bugging people for the sake of it, it felt like our actual responsibility was just to work on the game.”

At one point, Silksong was officially scheduled to launch before June 2023, and Pellen said the team did “genuinely believe” the game would make it out then. But that didn’t happen, of course.

The wait could have been even longer. Gibson said Team Cherry has a development structure that allows its members to “see results fasts,” with ideas turning into real elements of the game “almost immediately.” That was a fun way to work, Gibson said, but it also presented challenges.

“I remember at some point I just had to stop sketching,” Gibson said. “Because I went, ‘Everything I’m drawing here has to end up in the game. That’s a cool idea, that’s in. That’s a cool idea, tha’ts in.’ You realize, ‘If I don’t stop drawing, this is going to take 15 years to finish.'”

Silksong will release on September 4 for console and PC, and you’ll be able to play it at launch via Game Pass.

“Hollow Knight: Silksong appears to be exactly what we all should have expected: a strong, well-designed, visually lovely game that carries forward the aesthetic and design philosophies of the original with thoughtful, if not earth-shattering, updates,” Steve Watts wrote after going hands-on with Silksong at Gamescom this week.

Kirby Air Riders Brings Sakurai’s Smash Experience To A Switch 2 Racing Game

When I watch a great pro match of a fighting game like Marvel vs. Capcom 2 or Super Smash Bros. Ultimate, my reaction is equal parts awe and bafflement. The sheer speed and hyper-kinetic action flies by so quickly that I can only make sense of a percentage of what I’m seeing, and the people who have mastered the chaos must be a different species. Kirby Air Riders is like that: a bubblegum colorful confection of speed, agility, and action that feels overwhelming, but still fun to play.

My hands-on experience at Gamescom started with some tutorials showing the ropes of handling your ride. The ride accelerates automatically, which may seem like it suggests simplicity, but there’s still a lot of finesse and fine control to handling your ride. Nailing a drift around a corner takes precise timing, and when you take a jump you can get a speed boost with a clean landing–which means tilting your racer slightly to land parallel if you’re coming up on a hill. Those mechanics felt approachable and easy to grasp during the limited time of a demo, but had enough depth that the skill ceiling looks high.

This is a sequel to Kirby’s Air Ride, but the shift to Air Riders is a significant one. There’s a particular emphasis on the characters themselves and their unique powers, and this is where I could most keenly sense Masahiro Sakurai’s experience with the Smash Bros. series. It feels like an evolution of that, and bringing that spirit of balancing different power sets into a new racing context.

After the tutorial featured, I played as two different characters: Magalor, the antagonist of Kirby’s Return to Dreamland; and Starman, a recurring Kirby enemy. The riders seem to handle slightly differently, but the major difference is their special moves. Magalor activates a massive beam that shoots behind him, hitting any opponents that are coming up on your tail. By contrast, Starman’s special was not an offensive tool at all. Instead, he could fly into the air on command using your regular spin attack while the special was activated. This seems primarily suited to help reach high places, though in a pinch you could also use it to dodge, at the expense of some speed.

The demo mostly focused on the City Trials mode, which is separated into two parts. First you explore the wide-open hub area gathering power-ups and switching your weak starter vehicle for a better one. There’s a layer of strategy here, as various icons that you collect give you increased defense, weight, boost, and so on. You can use these to compensate for any of your racer’s weaknesses, or make a naturally strong aspect even stronger. Once the first phase is over, everyone’s total power-ups get tallied up and your build gets taken into the second phase. I could imagine that, as players grow more familiar with the game, serious competitive players will start to optimize combinations of racers and air rides with which types of icons they should prioritize for collection.

Kirby Air Riders

The build you craft during this first phase has a huge bearing on how competitive you’ll be in the second one. Once all the players tally up their powers, they’re able to choose one of four game types, and the game will recommend one that’s optimized for your build. Some are more combat-focused while others are centered more on racing. I chose the recommended mode in my first game, a combat/racing fusion with Magalor and held my own decently well. For my second game, I picked one of the modes that was not recommended (mainly in order to stay grouped with the other human players in our closed session) and my unoptimized build showed on the almost pure racing track. Plus, Starman’s vertical-focused power just isn’t the best for a regular race around an oval track, but maybe I just need to get good.

Both phases feel extremely fast, so while one is about prepping a build, they both reward skilled play. And it’s easy to see, even from my limited experience, how choosing your rider, finding your ride, and gathering power-ups could lead to a fierce Kirby Air Riders meta, as advanced Air Riders players explore different options to optimize their competitive edge.

For casual players like myself, Kirby Air Riders looks to be a sweet experience to play with friends, especially in couch co-op, fueling a rowdy party atmosphere. But I suspect that there’s going to be a whole other layer of the game, with the speed and skill of a fighting game, and that one seems destined for the competitive stage.

Retired Donkey Kong Lego Sets In Stock And Discounted At Amazon

Donkey Kong Bananza fans who want to spend even more time with DK and his crew should check out the retired Lego Super Mario: Donkey Kong building sets at Amazon while you can. The Donkey Kong franchise was the first non-Mario IP Lego added to its series of Nintendo playsets. Released in 2023, the four Donkey Kong builds feature DK, Diddy, Dixie, Cranky, and Funky Kong. Unfortunately, these builds were officially retired late last year and disappeared from nearly all storefronts. But a couple months back, Amazon restocked all four retired Donkey Kong Lego sets, including the hard-to-find Donkey Kong Tree House. At this point, you could consider these builds exclusive to Amazon.

Retired Lego Donkey Kong and Super Mario Playsets at Amazon

Here’s the list of retired Donkey Kong Lego sets. We also included a trio of newly retired Super Mario playsets with discounts at Amazon.

The Donkey Kong sets have sold out a couple times since they reappeared on Amazon in June, but as of August 21, all four are in stock for retail price or less. Amazon also has a deal on Donkey Kong’s Lego Mario Kart set, the only DK playset in print today. The 387-piece Donkey Kong and DK Jumbo Lego set is on sale for $29.49 (was $35).

Donkey Kong’s Tree House (555 pieces)

All five Donkey Kong Lego sets are listed below alongside deals on the Interactive Lego Super Mario Starter Sets. Each set includes an electronic figure that interacts with the Action Tags included in the Donkey Kong playsets. If you tap an Action Tag with Mario, Luigi, or Peach, you’ll hear Donkey Kong sound effects and in-game music. The figures also react visually thanks to built-in screens for eyes and a display on their chests.

Donkey Kong Lego Sets at Amazon

Kong family Lego figures

Take a closer look at each Donkey Kong Lego set below. And if you’re interested in more retired Nintendo Lego sets, check out our roundup featuring three newly discontinued Lego Super Mario playsets, including Bowser’s Muscle Car. The popular 458-piece King Koopa set was restocked at Amazon earlier this week for $24 (was $30).

Donkey Kong Amiibo Figures

Nintendo released its first new Donkey Kong Amiibo figure in years alongside Bananza last month. The Donkey Kong and Pauline Amiibo is available for $30 at Amazon. Amiibo collectors can also preorder the upcoming reprint of King K. Rool’s Amiibo for $20 at Best Buy.



Donkey Kong Plushies, Toys, and More

Donkey Kong Little Buddy Plush | Donkey Kong articulated action figure

We’ve put together a list of additional budget-friendly Donkey Kong merch below, including plushies, action figures, old Amiibo, Hot Wheels, officially licensed sweatshirts, and more.

Best Delta Force Settings To Use

Delta Force, the PC and mobile free-to-play shooter, is also now on Xbox Series X|S and PlayStation 5. The game does feature full controller support, but the aiming and movement can feel a bit weird on console. Here, we recommend the best settings to help you improve your aim, sensitivity, and movement when playing Delta Force on console and with a controller. Audio and graphics recommendations are also included.

Delta Force also features cross-play, but this is limited depending on which platform you play one. Make sure to check out our full Delta Force cross-play guide on how to play the game with friends on other platforms.

Currently, the game features a roster of 11 class-based operators, and here’s how to unlock and use all operators in Delta Force.

Controller settings

Delta Force started out as a PC and mobile game before being released on console. If you’re coming from another popular shooter like a Call of Duty or Battlefield game, you might find Delta Force’s controls on console to feel a bit awkward and stiff when it comes to movement and aiming.

A lot of game settings you likely won’t need to tweak, but you’ll definitely want to adjust some of the controller sensitivity settings. Settings are often personal preference, so you might want more or less sensitivity when hip firing or aiming, but for the most part, these settings will help you better refine your movement and aiming.

You’ll likely want to adjust the sensitivity when using ground vehicles and tanks as well. Try boosting these sensitivity levels to around the same vertical and horizontal sensitivities you use for your operator. Personally, I only use ground vehicles and never fly the aircraft, but I assume those will need similar adjustments.

Controller sensitivity

Controller sensitivity

Controller Deadzone

Right Stick Center Deadzone – 10

Right Stick Maximum Input – 80

Left Stick Center Deadzone – 10

Right Stick Maximum Input – 80

Input Sensitivity

Stick Response Curve – Standard

Sensitivity Preset – Custom

  • Hip Fire Horizontal Sensitivity – 450
  • Hip Fire Vertical Sensitivity – 300
  • Hip Fire Horizontal Outer Deadzone Acceleration – 50
  • Hip Fire Vertical Outer Deadzone Acceleration – 50
  • Hip Fire Turning Activation Time – 30
  • Hip Fire Turn Delay – 0
  • ADS Horizontal Sensitivity – 200
  • ADS Vertical Sensitivity – 150
  • ADS Horizontal Outer Deadzone Acceleration – 20
  • ADS Vertical Outer Deadzone Acceleration – 20
  • ADS Turning Activation Time – 50
  • ADS Turn Delay – 0

Set Sensitivity Per Zoom – Off (You can turn this on and manually set different zooms for all your scope types, but the default setting works fine here.)

Sensitivity Transition Mode – ADS Transition

Scope Magnification Adapts Automatically – On

Invert All Vertical Input – Off

Invert All Infantry Vertical Input – Off

Invert All Ground Vehicle Driver Vertical Input – Off

Invert All Aircraft Vertical Input – Off

Invert All Gunner Vertical Input – Off

Turret Locked While Vehicle Turning – Off

Controller Vibration – Off

Adaptive Triggers (PS5) – Off

Adaptive Trigger effect is something you definitely want to turn off for PS5. The immersion might feel cool, but for more precise aiming, you want to have this effect turned off.

Ground Vehicle Sensitivity

First-Person Horizontal Sensitivity – 400

First-Person Vertical Sensitivity – 300

Third-Person Horizontal Sensitivity – 300

Third-Person Vertical Sensitivity – 250

Set Sensitivity Per Zoom – Off

Aircraft Sensitivity

First-Person Horizontal Sensitivity – 400

First-Person Vertical Sensitivity – 300

Third-Person Horizontal Sensitivity – 300

Third-Person Vertical Sensitivity – 250

Set Sensitivity Per Zoom – Off

Gunner Sensitivity

First-Person Horizontal Sensitivity – 400

First-Person Vertical Sensitivity – 250

Set Sensitivity Per Zoom – Off

Aim Assist Switch

This is your aim assist, and you definitely want to keep this on while playing with a controller.

Controller layout

Controller Controls

Controller layout and combat sections

This section is mostly personal preference. You can use these settings to adjust whether or not you want to use the bottom triggers or the top bumpers for shooting. You can also choose to swap your crouch and melee buttons, to allow you to crouch, dive, and go prone faster with the right thumbstick.

Movement

Auto Run / Tactical Sprint – Close or Auto Run

Run /Tactical Sprint Control – Toggle

Tactical Sprint Activation – Press While Sprinting

Slide/ Dive Activation – Press to Slide/ Hold to Dive

The only change needed here is the Auto Run / Tactical Sprint setting. This will be based on personal preference. Keep it on Auto Run if you’re someone who is always looking to charge toward the fight. Change this to “Close” if you want to use the thumbstick to adjust your speed. This means that slight pressure will let you walk, and you’ll start running with more pressure applied. This is preferred if you’re someone who wants to walk around and be more stealthy and tactical about your movements.

Controls And Combat

Leave this section all default unless you want to remap various movement controls.

Aim

Leave this section all default unless you want to remap various aiming controls.

Vehicle

Leave this section all default unless you want to remap various vehicle controls.

Screen Settings

Screen settings

General

Show Performance Parameters – On

Operations

Show Detailed Item Pickup Tips – On

Close Backpack /Pick up Tab When Being Attacked – On

Close Backpack / Pick up Tab When Sprinting – Off

Warfare

Minimap

Rotating Perspective – Off (This is personal preference and can be turned on if preferred)

Infantry View Distance – 100

Ground Vehicle View Distance – 150

Aircraft View Distance – 240

Minimap Icon Scale – 100%

Language

Text – English by default, but set this to whatever your preferred language is

Graphics

Graphics settings

Display

Brightness – Default

V-Sync – Off

Performance Mode – Frame Rate

Turning off V-Sync and prioritizing frame rates over graphics will be most beneficial in this game, as well as most online multiplayer shooters.

Combat Perspective

Default (field of view) FOV – Set this somewhere around 100 to 120.

Audio

Audio settings

Audio is generally a personal preference as well. For me, the game audio is way too loud, and it becomes difficult to hear friends in a party chat. I’ve dropped my Master Volume setting to 60, but you might want to adjust yours more or less. I also turn the music volume down really low to prioritize important in-game audio and chat, but maybe you want to rock out with it.

Another setting to highlight is the streamer setting that allows you to remove the copyrighted music playback. If you’re not streaming, you can just leave this on for the music.

Master Volume

Master Volume – 60

Audio Output mode – Speakers or Headphones

HRTF – Default

Mute When Minimized – On

Individual Volume

Music Volume – 25

Sound Effects Volume – 100

UI Volume – 100

Voice Volume – 100

Copyrighted Music Playback – On by default

Voice*

Chat Channel – Squad

  • Mic Mode Switch – Choose between Always On, Push to Talk, or Off
  • Mic Volume – 100

Channel – All

Voice – English or your preferred language

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