Übersicht: Das sind die Free-TV-Spiele bis Mitte Oktober
Die Free-TV-Spiele an den Spieltagen 8 bis 11 stehen fest. Eine Recherche von liga3-online.de zeigt, wie die Sender planen.
Live-Spiele im Free-TV
| Spieltag | Datum | Uhrzeit | Partie | Sender |
|---|---|---|---|---|
| 8 | Samstag, 10. Oktober | 14:00 Uhr | FC Würzburger Kickers - F.C. Hansa Rostock | BR / NDR |
| SC Fortuna Köln - 1. FC Saarbrücken | WDR / SR | |||
| 10 | Samstag, 17. Oktober | 14:00 Uhr | Fortuna Düsseldorf - 1. FC Saarbrücken | WDR / SR |
| Alemannia Aachen - F.C. Hansa Rostock | NDR | |||
| 11 | Samstag, 24. Oktober | 14:00 Uhr | F.C. Hansa Rostock - Fortuna Düsseldorf | NDR |
| FC Ingolstadt - MSV Duisburg | BR / WDR | |||
| Weitere Übertragungen werden in Kürze ergänzt. | ||||
Live-Spiele im Free-TV
| Datum/Partie | Sender |
8. Spieltag |
|
| Samstag, 10. Oktober, 14:00 Uhr | |
| FC Würzburger Kickers - F.C. Hansa Rostock | BR / NDR |
| SC Fortuna Köln - 1. FC Saarbrücken | WDR / SR |
10. Spieltag |
|
| Samstag, 17. Oktober, 14:00 Uhr | |
| Fortuna Düsseldorf - 1. FC Saarbrücken | WDR / SR |
| Alemannia Aachen - F.C. Hansa Rostock | NDR |
11. Spieltag |
|
| Samstag, 24. Oktober, 14:00 Uhr | |
| F.C. Hansa Rostock - Fortuna Düsseldorf | NDR |
| FC Ingolstadt - MSV Duisburg | BR / WDR |
| Weitere Übertragungen werden in Kürze ergänzt. | |
App-Nutzer klicken hier
MSV bislang TV-Meister
TV-Meister ist bislang der MSV Duisburg mit vier Live-Spielen, gefolgt von Ingolstadt und Würzburg mit jeweils drei Übertragungen. Havelse, Großaspach, Saarbrücken, Hoffenheim II, Stuttgart II und Mannheim waren bislang nicht im Free-TV zu sehen. Bei den Sendern liegen der WDR und BR mit jeweils sechs Live-Spielen deutlich vorne, dahinter folgt der NDR (2). Der HR, SWR, RBB, MDR und SR haben bislang noch keine Spiele live übertragen. playerbros.org
World of Warcraft: Forever's first patch will bring back the number one thing seasoned players missed from the MMO's past: storms
If there's one thing that Blizzard nailed with World of Warcraft: Forever, it's the atmosphere. There's nothing quite like walking under the moonlight in Tirisfal Glades listening to distant howls and flapping wings on the way to your next quest. But many players familiar with the era of WoW it's based on felt like it was missing something.
"I miss running through Dun Morogh hearing the iconic music with a massive snowstorm lowering my view distance on my Dwarf hunter, picking up quests from the dwarf next to the fire [and] restoring my inventory," Reddit user Darthbobz wrote in a post pleading Blizzard to bring WoW's old weather effects to WoW: Forever.
It's not that it doesn't rain or snow in WoW: Forever, it's that it doesn't rain and snow enough. People like Darthbobz want to be blinded by the amount of weather on screen, not surrounded by the suggestion of a storm.
Blizzard even says the core pillars of WoW: Forever are that the world is the main character and that the journey is more important than the destination. For the most part that's true: Over half of the experience involves running around forests and deserts rather than flying across them on a mount like you do in the modern version of the MMO. But the diet weather effects in the beta clash with the rest of Blizzard's commitment to adding friction back into the MMO.
It turns out, Blizzard agrees, and will be cranking the weather effects up to 10 in "certain" WoW: Forever beta zones, according to a teaser video for the next patch. The video is an ASMR-style montage of a rainstorm in Elwynn Forest. The screen is so thick with rain and fog it's hard to see past the trees bordering the town of Goldshire. It's a real storm that makes you instinctively want to duck into the inn to stay dry.
The beta's level cap is 20, so when Blizzard says "certain" zones will have the increased weather effects I assume it's because most of the game isn't available yet. It also might mean that snowstorms and sandstorms aren't quite ready to go live, but we won't know until the patch notes are out later this week.
I honestly didn't expect intense weather effects to come back within the first few weeks of the beta. Blizzard's quick turnaround has me curious if we'll see more updates based on player feedback that are more substantial than some balance tweaks and bug fixes. WoW: Forever is already in a really good spot judging from the flood of praise people have given it in the last week. That's promising for a game that's going to be here in just a few months on November 4.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together
Lewis Hamilton erwartet 2026 keine Motorenstrafe mehr
Ferrari hatte zum Heimspiel in Monza seine neue Motorenstufe ADUO 2 gezündet und seine Piloten mit ...Weiterlesen
Halo needed to change, but Activision faces a huge challenge to fix it
Microsoft has given up on Halo Studios, the team it formed and recently renamed for the express purpose of making new Halo games. Another victim of the Xbox Reset, the studio has been slashed down to its bones as part of another (but not final) wave of layoffs, and what's left of Halo Studios will now oversee the franchise in nebulous-sounding ways. Indeed: Halo Studios is no longer making Halo.
Now Activision is in charge, and as both a Halo and Call of Duty fan, the pairing isn't exciting.
Though I've been a vocal critic of Halo Studios' take on Halo over the years ("Halo Studios has no discernably new take on Bungie's landmark FPS" -Me, 2026), Halo Infinite eventually grew into a strong multiplayer FPS that I sunk hundreds of hours into, and Halo: Campaign Evolved was the team's best effort yet to embrace the series' quirky traditions while keeping an eye toward evolution. Ripping that work away from them a few months after shipping a Halo remake is a drastic move.
Let's take a moment to account for Halo Studios' history.

What Halo Studios got right, in my eyes
- Core Halo multiplayer was in tact: 4v4 arena modes and Big Team Battle
- Art: By Infinite, the studio had found a striking art direction for Halo, and Spartans looked amazing.
- Gunplay: Especially in Infinite, Halo Studios raised the bar for the series
- Maps: Halo maps remained strange, asymmetrical battlegrounds suited for floaty physics
- Forge: Halo's level creator was so powerful enough by Infinite that the community was making minigames and maps good enough to enter the official rotation

And where Halo Studios often got it wrong
- Campaigns: We spent two games shooting at Prometheans, which were like Covenant but worse
- Story: They took Master Chief way too seriously and turned him into a hero of destiny, and somehow made him uncool
- Unpopular experiments: Halo became a testbed for every multiplayer trend of the last decade-plus (create-a-class, loot boxes, battle passes, even MOBA-like modes), which gave every new game an identity crisis
- Timing: Halo Studios struggled to make Halo with regularity. There was a six-year gap between Halo 5 and Infinite, then another five years before Halo: Campaign Evolved.
You can see why Microsoft thinks Activision is suited to fix some of those mistakes—Call of Duty can still produce a decent campaign. While the industry struggles with longer development cycles, Activision has maintained a steady pace.
That pace has come with real compromise—like never knowing if this year's CoD will be embarrassingly bad or merely good enough—and that's why I question if it'll be a worthy steward for what was once among the most celebrated and unique shooters in history. Despite its shortcomings, Halo Infinite stood out by doing things differently than Call of Duty with a slower pace, hipfiring guns, mirrored loadouts, power weapons, and vertical maps that had more in common with classic arena shooters than the 'boots on the ground' generation that Modern Warfare created.
I don't think that the outcome of this is going to be Halo becoming more Call of Duty-like, but I don't trust the Call of Duty machine to be a good influence on Halo, especially as Activision juggles two titanic franchises simultaneously.


No doubt that Activision is eager to put Halo back on the map, but I hope they'll be able to match the attention to detail of the Halo Studios staffers that Microsoft just fired. Say what you will of their final products, but they were massive fans of Halo: This is the studio that didn't stop improving The Master Chief Collection until it was a gold standard of preservation; the studio that allowed community members to rummage through the records and publish an unfinished Halo 2 E3 demo on Steam Workshop; that cared enough about the minutiae of Halo's jump physics and grenade bounces to literally run 15-year-old Halo Reach code under the hood of Campaign Evolved.
Activision will be put in a very challenging creative position: presumably to put some new spin on Halo that will work better than the last few releases, but also to earn fans' trust by preserving whatever aspects of the franchise it deems sacred. How will that play out? Call of Duty is famous for changing up its setting, tone, characters, and gameplay as it bounces from studio to studio. Fans have adapted to the whiplash over the years, but the series' inconsistent identity is a tradeoff that Activision either accepts as part of cranking out annual releases or has chosen to embrace. I don't want something similar to happen to Halo as its makers seek to restore its relevance.
Because honestly, the things I love most about Halo—its streamlined weapon sandbox, emphasis on vehicles, uncomplicated modes, social lobbies, and community-driven custom games—aren't in vogue anymore. If the goal is to transform Halo into one of the most-played multiplayer shooters in the world, I'm just not sure how a studio achieves that while simultaneously preserving what makes Halo great, 25 years later.
