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ARC Raiders Hands-On Preview: An Extraction Shooter Built for a More Casual Audience

A frantic fight against man and machine, ARC Raiders separates itself from the usual genre fare.

It’s easy to be skeptical about a new extraction shooter in 2025. Escape From Tarkov has locked down the genre in its perpetual closed beta status since 2017, and experimental competitors like The Cycle: Frontier have come and gone in the meantime. That’s not to mention the fact that Bungie’s Marathon is coming out this year, a looming shadow over this hard-core gaming genre.

But Embark Studios’ ARC Raiders is surprisingly accessible to more casual players, and I can see it carving out its own niche within the space. During a 3-hour online preview event where media members were able to get hands-on experience with solo and squad play in the latest beta build, I got a feel for how each run plays out: sneaking around for loot, hiding from or dispatching robot enemies and engaging other players in combat in a mad dash to the remaining exits on the map.

The world of ARC Raiders is perhaps the biggest draw — humanity is overrun by an onslaught of the ARC, a fleet of different mechanized enemies that routinely fall from space. The last remnants of mankind live in the underground city of Speranza, struggling through life and waiting to reclaim the world.

In the meantime, someone has to make the trip up through the tubes to grab crucial supplies left on the surface for the movers and shakers down below. That’s where the raiders come in. Players step into the role of one of a ragtag gang of mercenaries that navigate the arid-but-not-desolate post-post-apocalypse for profit and glory and who are just as likely to gun down the ARC as they are their fellow man to heist a score and bring it back below the surface.

The goals and main progression systems of ARC Raiders are very similar to other extraction shooters in this sense. Whether I was tackling questlines for the vendors in Speranza or building and upgrading workbenches to expand my arsenal, my purpose in each run was to find specific loot (or kill specific bots) to strengthen my character. A persistent skill tree with nodes that increase vitality, mobility and looting speed ensured that I felt like I was getting stronger even when I didn’t make it back underground.

It seems like the end goal is to build up an arsenal strong enough to challenge hulking robotic behemoths — like the ARC Queen seen in the photo above — that are designed as a sort of raid boss that multiple players will need to work together to take down. Even still, there’s a lot to enjoy here for players who never reach this endgame. Unlike my experience with Escape From Tarkov and The Cycle: Frontier, I never had a dull run during my time with ARC Raiders.

High-speed action, changing map conditions and emergent narratives make each run feel unique

Extraction shooters usually encourage slow, methodical gameplay — when you can lose everything in seconds, you carefully calculate every move.

This is less so the case in ARC Raiders. It’s a game where you can crouch, but you can’t go prone, suggesting more of an active play style than hiding for prolonged minutes to avoid making a sound. Instead, you’re encouraged to dodge roll out of danger and take ziplines up and down buildings. Runs are far more entertaining because everyone is constantly being pushed into high-speed player-versus-player-versus-enemy action.

The preview started us in solo runs, bringing in little equipment and setting us loose on each other as we crept in from the edges of the map. From the get-go, I was thrust into combat — the first location I looted in my time with ARC Raiders was a medical facility on the outskirts of a dam. This map has the most flora and color of the three we got to try, and it seems as though it offers the most beginner-friendly experience.

As I rifled through drawers to find fabric, bandages and adrenaline shots, I heard footsteps thudding up the stairway behind me — the game has very strong sound design, and it’ll often clue you into threats before you ever see anything. Footsteps might even be a little too loud in the current build, as you can suss out where someone is crouch-walking if you’re keyed in on a nearby player.

I took up a position behind a computer console, making sure none of my extremities were exposed while preparing an ambush. A flashlight shone across the threshold, scanning the room — a raider clad in black strode in cautiously. I popped out of cover and peppered him with gunfire, but as my bullets struck my opponent, blue sparks emitted from his body. His shield protected him from the brunt of my initial volley, and I began to panic as my magazine ran dry.

Suddenly, alarms blared and the building whirred to life. Our brief exchange had activated the building’s security protocols, and a spherical ARC robot rolled out of a hole in the wall. Flamethrowers extended from pods on its sides, and the new threat lit up the room with wicked plumes of fire as I hightailed it out of there.

When I reached the other side of the building, I held rank in a corner and listened for movement. Thirty seconds passed, then a minute, and I knew I couldn’t stay in one place any longer. Creeping back to where I once fought my fellow man, a low electric thrum indicated that it was a machine that won the day.

I dumped my magazine into the bot, sending it backward into a wall as circuitry and debris exploded from its metal husk. The physics engine is working overtime in ARC Raiders, and every shot that connects with an ARC enemy is rewarded with satisfying mechanical spasms and crunching machinery.

It was only as the death sphere stopped moving and I closed the distance toward it that I found the body of my human opponent, who had been set aflame as I made my escape. He had been roasted mid-retreat, attempting to backtrack to the building’s entrance. I grabbed everything I could carry before setting off toward the dam.

Every run I embarked on built a different tale, with many ending in tragedy like this one. There were other adventures, though, that coalesced in spontaneous camaraderie.

During one run in the spaceport map, I made contact with two other solo raiders over proximity voice chat, joining them on their scavenging spree. We found a weapons crate and divvied up the loot.

I passed a rifle and crafting materials to my newfound teammates, and in return, they handed me a rare horizontal grip for my submachine gun. At any point, we could have turned on each other and turned the affair into a proper bloodbath, but we chose to work together for the best chance to escape with our spoils.

In another run, a sandstorm obscured my vision, so I waited until someone opened up the extraction tube to run up and gun them down. It was difficult to assess the threat level of my surroundings, so I decided to cut someone else’s escape short by mere seconds.

The encounter weakened me, and a sniper’s shot tore me asunder moments later — yet I was able to crawl to the console and extract before my bleedout timer ran out, saving my precious loot in the 11th hour of the match.

These are pulse-pounding moments that define extraction shooters for many players, and it’s what makes the high-stakes gameplay feel so rewarding.

Squad gameplay is just as riveting — I spent an hour navigating the arid alleyways of ARC Raiders’ Buried City with Paul Greveson, a technical artist from Embark Studios, and CNET’s very own David Lumb. As we negotiated a deserted highway overpass and tight urban corridors, it became clear that careful coordination is the key to success in ARC Raiders.

We looted and shared crafting materials that were required for our questlines back home, and watched each other’s backs as the ARC presence increased across the map. At one point, we had 90 seconds to reach a train station before we lost our only path back to Speranza (extraction zones are only available for limited times from the start of the match, and some shutter sooner than others). As we descended the zipline below ground, a large flying ARC unit — the Snitch — spotted me and called nearby gun-toting Wasps to our location.

They descended into the sinkhole, and my team had to fight aerial units in dark, cramped tunnels before we could escape. For an extraction shooter, it was an intensely cinematic moment — it was a peak of urban warfare that reminded me of The Division in many ways.

In other games like Escape From Tarkov, the downtime between these encounters is excruciatingly long — I can set out on multiple scavenger runs in a row without a moment that defines my gameplay session. In ARC Raiders, I feel like something important and exciting happens in every run.

Even though losing your items when dying midway through a run sucks, giving folks these epic stories to chase every time they set out into the world is the secret sauce for retaining players in an extraction shooter — and I think it’s where ARC Raiders stands head and shoulders above the competition. The game even lets you relive your greatest hits after every run, showing off a detailed map with all the places you looted, the ARC enemies you destroyed and the raiders you wounded (or who wounded you).

Even when you’re losing items, you’re discovering and sharing emergent narratives with the other raiders around you. That is what makes every run feel like time well spent.

ARC Raiders eschews common extraction shooter trappings to embrace a wider playerbase

Speed is key to attracting more gamers, and ARC Raiders seems to have stumbled upon a winning formula. Running and gunning feels just as valuable as perching in a sniper’s nest and watching out for unsuspecting raiders, and I was never taken out in a single shot so long as I had a shield equipped.

Even when I was caught off-guard, every engagement I had with another player felt fair — that’s important when your entire inventory of loot is on the line, and I suspect that this higher feeling of player agency will be a massive draw for players who have been turned away by similar games.

Player parity and fairness seems to be one of the core pillars of ARC Raiders’ design, which is unusual for an extraction shooter. Embark Studios is creating a game that seemingly respects your time, even when you don’t make it back to Speranza alive — and if you don’t play the game for hours each week.

In similar extraction shooter games, hardcore players are able to pull ahead early, assembling high-tier armor that low-tier weapons can’t penetrate. They camouflage themselves and wait in corners for half an hour to obliterate any unsuspecting players who wander into the wrong room. Then, they rifle through their belongings and extract the goods.

ARC Raiders disincentivizes this behavior in several ways. The third-person camera view and enhanced mobility mean that a corner camper doesn’t have an inherent advantage in a fight, and there don’t seem to be any pieces of armor that small arms can’t pierce. Equippable shields merely offer different health bar extensions, which will help veterans fare better in combat but won’t outright determine how a fight plays out.

Higher-caliber weapons still serve a purpose, though, since you’ll need certain bullet penetration to take out the roaming ARC robots. There were runs where I avoided the quad-rotor flying Wasp drones and only fought tiny pests like the insectoid Ticks because I was carrying only weapons that used light ammunition.

There are tangible benefits to accumulating a bigger arsenal that make continuing to dive into the world of ARC Raiders feel extremely rewarding, and I ended up eager to play «just one more run» as I discovered how to deal with new challenges.

One of the biggest changes from other extraction shooters will also be a boon to the more casual playerbase: Your progression will stay intact over the game’s lifespan, as Embark Studios doesn’t currently plan to periodically wipe players’ stashed loot. The studio told me that it’s working on several other options to prevent the balance of power from skewing too hard toward endgame players hoarding the highest-tier equipment, but ARC Raiders players seemingly won’t have to worry about losing their hard-earned loot — unless they’re eliminated on the field.

When you’re dealing with a player-versus-player experience, there are variables outside of the core gameplay systems to worry about, too. For one, there’s the inherent lack of balance between squad and solo play. The preview event was structured so that there were designated times for both playing alone and in a three-person squad, but this obviously won’t be the case when the game launches.

Embark Studios plans to primarily limit matchmaking so that lobbies separate solo and squad players, but I was told that solo players could end up in squad player lobbies to ensure good matchmaking times in low population areas or during off-peak hours. It doesn’t feel great to run into a coordinated squad and lose all of your items when you’re by yourself, which could become a thorny issue for players in certain regions.

Other extraction shooters have struggled with cheating problems — rampant cheating played a large role in the death of The Cycle: Frontier and it’s still a massive problem in Escape From Tarkov. When you’ve invested 20 to 30 minutes on a run, it’s demoralizing to get wiped by someone using wallhacks to unload on you before you’d ever have a chance to react.

ARC Raiders has a very fair and generous extraction shooter gameplay loop, but post-launch success will also be measured by Embark Studios’ ability to quash a potential cheating epidemic before it begins. For now, the game is shaping up to be an interesting entry into the extraction shooter genre: With no-risk alternatives like free loadout options and ways to loot and extract without fighting, ARC Raiders welcomes even casual players to brave the threats above ground and reap the rewards.

ARC Raiders is set to launch on PC, PlayStation 5 and Xbox Series X/S, though we don’t yet have price or release date information for the game, nor details on its monetization strategy.

Technologies

Apple Watch Series 11 vs. Series 10: Are the Differences Enough to Justify Upgrading?

At first glance, the new Apple Watch Series 11 looks a lot like its previous-year model. We compare the specs to see what’s changed.

If you’re looking at getting an Apple Watch this holiday season, you have a tough choice: Should you buy the latest Apple Watch Series 11, or find a Series 10 that has most of the same features at a lower cost? Apple made incremental changes to its flagship smartwatch, while also introducing significant improvements to the Apple Watch Ultra 3 and Apple Watch SE 3.

There are still enough differences to make you look twice at moving up (especially if you’re coming from an older model). Let’s compare the models side by side and tease out the finer details.


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Pricing the Apple Watch Series 11

The Series 11 has kept the same price as the Series 10. It starts at $399 for the model with an aluminum body or $699 for one made of titanium.

Add $30 for the larger 46mm case size in aluminum, or $50 for titanium. Opting for a model with a cellular radio that connects independently to networks adds $100. And if you choose a band made of something other than rubber or textile — a stainless steel link bracelet, for example — the price climbs further. Unfortunately, you can’t order just the watch case; you have to select a new band, even if it ends up in your drawer in favor of one you already own and prefer.

There’s also a titanium Apple Watch Hermès model available in silver titanium in both sizes that starts at $1,249.

Apple no longer sells the Series 10, since the Series 11 replaces it, but you can still find refurbished Series 10 models for less from Apple, and new models from other retailers while supplies last.

Apple Watch Series 11 vs. Series 10: Outward design

The Series 11 and Series 10 share the same case design and materials. The larger model measures 46mm tall by 39mm wide, while the smaller comes in at 42mm by 36mm. (Kudos to Apple for continuing to offer two sizes to accommodate people with different-sized wrists.) They’re also both 1mm slimmer than the Apple Watch models that came before, at 9.7mm.

Despite being mostly the same in dimensions, the Series 11 is slightly heavier than the Series 10. For example, the 46mm aluminum GPS Series 11 weighs 37.8 grams, up slightly from 36.4 grams for the Series 10. The 42mm versions come in at 30.3 grams and 30.0 grams, respectively.

For colors, the Series 11 adds a space gray aluminum option to go along with rose gold, silver and jet black. Both models are also available in titanium finishes of slate, gold and natural.

The physical controls are unchanged: the dial that Apple calls the Digital Crown and a side button (that Apple cleverly calls the «side button»). Only the Apple Watch Ultra includes a third physical control: the Action button.

Also noteworthy: The titanium Series 11 is made of 100% recycled titanium, up from 95% recycled material in the titanium Series 10. The display glass is made of 40% recycled glass in the Series 11; no amount is listed for the Series 10. And the battery in the Series 11 uses 100% recycled cobalt and 95% recycled lithium. (The Series 10 lists only 100% recycled cobalt.)

Series 11 vs. Series 10 screens

The screens on both the Series 11 and Series 10 watches have a wide-angle LTPO 3 OLED display. That means it’s easier to see the contents from an angle, and the always-on display refreshes once per second, allowing the seconds counter to move even when the watch is in inactive mode.

LTPO3 screens are also more power efficient. The screens reach up to 2,000 nits for clear visibility in sunlight and dim down to just 1 nit in darkness.

The key difference between the Series 11 and Series 10 screens lies in the glass covering. On the Series 11 aluminum models, Apple uses Ion-X glass, which it claims is twice as scratch-resistant as the glass on previous aluminum versions. The titanium Series 11 uses a sapphire crystal display.

Apple Watch processor and chips

Normally we’d highlight how the new processor improves on its predecessor, but for 2025 Apple stuck with the same S10 processor found in the Series 10. That also means the other chips remain the same, too: the W3 Apple Wireless chip, the second-generation Ultra Wideband chip (for precise Find My location tracking), a four-core Neural Engine and 64GB of storage.

Battery power: Series 11 vs. Series 10

Battery life is where the two models get really interesting. Apple doesn’t reveal how large the built-in lithium-ion battery is or its capacity, but it is claiming up to 24 hours for the Series 11 compared to 18 hours for the Series 10. In Low Power Mode, that’s up to 38 hours for the Series 11, up from 36 hours in the Series 10.

It’s not entirely clear where Apple squeezed an extra six hours of battery life out of what appears to be mostly identical hardware. Both phones use the same S10 processor, though there are likely software optimizations in WatchOS 26. CNET lead writer Vanessa Hand Orellana found that, at least initially, Apple may be undercounting the battery performance, writing in her review, «With notifications turned on (heavy Slack-ing and texting), at least one 30- to 45-minute outdoor workout a day, a full night of sleep tracking and some mild flashlight use, I’ve consistently managed to squeeze between 27 and 32 hours per charge.»

As for charging the watches, both the Series 11 and Series 10 can be charged up to 80% in about 30 minutes. Apple says that with a 20W power adapter, 15 minutes of fast charging provides up to 8 hours of regular use, while just five minutes is enough for eight hours of sleep tracking — thanks to the watch’s much lower power demands while you’re asleep. Apple’s comparison information for the Series 10 doesn’t list those last two metrics, but that seems more due to it being a marketing point last year versus a new capability in the Series 11.

Comparing the sensors of the Series 11 and Series 10

The Apple Watch’s sensors power health features that range from heart-rate monitoring to depth sensing to precise location tracking. That said…

They’re identical in the Series 11 and Series 10. No changes here.

Another change: Connectivity in the Series 11 and Series 10

One of the more notable changes in the cellular models of the Series 11 is support for 5G networks, specifically a power-efficient type called 5G Reduced Capacity (or 5G RedCap). That allows it to connect to both 5G and LTE networks without having to go through a connected iPhone, and the 5G speeds should be better. By comparison, the cellular Series 10 supports LTE and UMTS (3G).

Part of incorporating 5G into the Series 11 models is a redesigned cellular antenna and an algorithm that «simultaneously engages the two system antennas when needed, significantly increasing the signal strength,» according to Apple’s Series 11 press release. That algorithm is exclusive to the Series 11 and Apple Watch Ultra 3, per Apple.

Both Apple Watch models support Wi-Fi 4 (802.11n) at 2.5GHz and 5GHz speeds. (Apple’s comparison page only lists the speeds for the Series 11, but an Apple Watch Wi-Fi support page notes 5GHz has been supported since the Series 6 watches.)

Both watches talk to the iPhone and other peripherals using Bluetooth 5.3.

WatchOS 26 on the Apple Watch Series 11 and Series 10

The new features of WatchOS 26 come to both watch models, including hypertension notifications, Sleep Score and the Blood Oxygen app (making its reappearance in the US amid an ongoing legal dispute). Apple’s comparison page lists the new Wrist Flick gesture for the Series 11 but not the Series 10, but that must be a typo because I can confirm that it works on my Series 10 watch.

Apple Watch Series 11 vs. Apple Watch Series 10

Apple Watch Series 11 Apple Watch Series 10
Design & sizes Rectangular, 42mm, 46mm Rectangular, 42mm, 46mm
Display 42mm: 446 x 374 pixels, LTPO3 OLED Retina display, Wide-angle OLED 46mm: 416 x 496 pixels, LTPO3 OLED Retina display, Wide-angle OLED 446 x 374 ppi, LTPO3 OLED Retina display, Wide-angle OLED
Brightness Between 1 and 2000 nits 2000 nits
Thickness & weight 46mm size: 9.7mm; 37.8g (aluminum), 36.9g (aluminum GPS+Cellular), 43.1g (titanium) 42mm size: 9.7mm; 30.3g (aluminum), 29.7g (aluminum GPS+Cellular), 34.6g (titanium) 9.7mm; 30-41.7g (46mm titanium model)
Material & finish Aluminum: jet black, rose gold or silver finish; titanium: slate, gold or natural finish Aluminum: jet black, rose gold or silver finish; titanium: slate, gold or natural finish
Durability 5ATM Water + IP6X (dust) 5ATM Water + IP6X (dust)
Battery life Up to 24 hours, up to 38 hours Low Power (always-on) + Fast charge: 80% in 30 min, 100% in 60 min 24-30 (always-on) + Fast charge: 80% in 30 min, 100% in 60 min
Sensors ECG, 3rd-gen optical heart sensor, skin temp, depth gauge, SpO2, Noise monitoring, water temperature, compass ECG, heart rate, skin temp, depth gauge, SpO2, Noise monitoring
Emergency features Satellite SOS, Emergency SOS, Fall detection, Crash detection, Check in and Backtrack Emergency SOS, Fall detection, Crash detection, Check in and Backtrack
AI & coaching Siri (voice assistant); Workout Buddy Siri (voice assistant); Workout Buddy
Processor S10 SiP with 64-bit dual-core processor, W3 Apple wireless chip S10 SiP with 64-bit dual-core processor, W3 Apple wireless chip
RAM/Storage 64GB (storage) 64GB (storage)
Payments Apple Pay Apple Pay
Price (US) $399-$750 (titanium) $399-$750 (titanium)

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Technologies

Resident Evil Requiem: Release Date, Leon Kennedy’s Return Confirmed and More

The return to Raccoon City is going to be just as scary as you could have imagined.

The Game Awards on Thursday revealed new games such as Star Wars: Fate of the Old Republic and Control Resonant, but one of the biggest games shown was already revealed earlier in the year. Resident Evil Requiem is the ninth entry in the main Resident Evil series and takes players back to where the games started while seeing the return of a fan-favorite character.

A new trailer for Resident Evil Requiem finally reveals the antagonist of the game and confirms that Leon Kennedy is back, though it’s unclear what he’s been doing since Resident Evil 6. Also shown in the footage was Victor Gideon, a former doctor who looks like he’s been experimenting on people — and himself — as he intimidates the other main character players will control, Grace Ashcroft. 


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Resident Evil Requiem made its debut during the Summer Games Fest in June, and developer Capcom slowly released details about the upcoming horror game. What’s clear from the previously released footage and impressions is that Capcom really wants to terrify players — and it’ll go so far as to put players in Grace’s shoes without weapons. 

When does Resident Evil Requiem come out?

Resident Evil Requiem will be released on Feb. 27, 2026, for PC, PS5 and Xbox Series consoles.

When does Resident Evil Requiem take place? 

Resident Evil Requiem takes place 30 years after the events of Resident Evil 3: Nemesis, which was when Raccoon City was destroyed. 

How will Resident Evil Requiem play?

After the trailer was shown, Game Awards host Geoff Keighley said Leon would bring «action-heavy gameplay» and that the game would offer two different experiences. This could mean that a good chunk of the game will be played as Grace, who will provide more of a survival-horror experience with fewer weapons and tools, while a portion of the game will be focused on Leon and his more chainsaw-wielding, kicking-in-the-face style of gameplay. 

Read more: I Played Resident Evil 9 Requiem at Summer Game Fest, and It’s Extremely Messed Up

Who is Grace Ashcroft? 

Grace Ashcroft is an FBI analyst who has a connection with Raccoon City. Her mother, Alyssa, was a survivor of the destruction of Raccoon City and was a playable character in the online game Resident Evil Outbreak, released on the PS2 in 2003. The elder Ashcroft was a reporter who told the story of what happened to the zombie-infested city, but was killed by a masked assailant in 2018.

Her murder spurred Grace to join the FBI. In Requiem, a mysterious infection is spreading, and deaths are mounting. Grace is assigned to investigate the Wrenwood Hotel, the place where the latest fatality has occurred, and which was the site of her mother’s murder. It’s from here that she’ll make her way to Raccoon City. 

Where has Leon Kennedy been? 

Leon was last seen in the series with Resident Evil 6, but he’s been active in the Resident Evil animated movies and series, including Resident Evil: Degeneration, Resident Evil: Damnation, Resident Evil: Vendetta, Resident Evil: Infinite Darkness and Resident Evil: Death Island. Leon is currently an agent for the Division of Security Operations and is deployed worldwide to investigate instances of bioweapons causing havoc, which often leads to reunions with other Resident Evil survivors, such as Jill Valentine, Chris Redfield and Rebecca Chambers. 

Are there any other characters set to be revealed? 

A GameStop listing for Resident Evil Requiem listed the Expansion Pass for the game and the additional scenarios, according to a report from Videogame Chronicles on Tuesday. One scenario referred to a Shadow Walker Costume Pack, which includes outfits for Rosemary Winters, the daughter of Resident Evil 7 and Resident Evil Village hero Ethan Winters. Rosemary was the main character of Shadows of Rose, a postrelease content scenario for Resident Evil Village. 

There could be additional characters revealed in the coming days as Resident Evil Requiem’s release date nears. 

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Technologies

Today’s NYT Connections: Sports Edition Hints and Answers for Dec. 13, #446

Here are hints and the answers for the NYT Connections: Sports Edition puzzle for Dec. 13, No. 446.

Looking for the most recent regular Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle and Strands puzzles.


Today’s Connections: Sports Edition is a tough one. The purple category wants you to look inside of different words and see if you recognize other related words. If you’re struggling with today’s puzzle but still want to solve it, read on for hints and the answers.

Connections: Sports Edition is published by The Athletic, the subscription-based sports journalism site owned by The Times. It doesn’t appear in the NYT Games app, but it does in The Athletic’s own app. Or you can play it for free online.

Read more: NYT Connections: Sports Edition Puzzle Comes Out of Beta

Hints for today’s Connections: Sports Edition groups

Here are four hints for the groupings in today’s Connections: Sports Edition puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.

Yellow group hint: Get your racket.

Green group hint: Football, February to September.

Blue group hint: College gridiron stars.

Purple group hint: Look for hidden teams.

Answers for today’s Connections: Sports Edition groups

Yellow group: Scoring in tennis.

Green group: NFL offseason events.

Blue group: Heisman Trophy finalists.

Purple group: Starts with an NFL team in singular form.

Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words

What are today’s Connections: Sports Edition answers?

The yellow words in today’s Connections

The theme is scoring in tennis. The four answers are 15, 30, 40 and deuce.

The green words in today’s Connections

The theme is NFL offseason events. The four answers are combine, draft, OTAs and training camp.

The blue words in today’s Connections

The theme is Heisman Trophy finalists. The four answers are Love, Mendoza, Pavia and Sayin.

The purple words in today’s Connections

The theme is starts with an NFL team in singular form. The four answers are beard, billboard, brownie and jettison.


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