Nintendo Indie World & Partner Direct Announced For Tomorrow, August 27th 2024

Prepare for 40 minutes of news and announcements.

Here we go! Nintendo has announced that an Indie World showcase will be heading our way tomorrow, Tuesday, August 27th, 2024 at 7am PT / 10am ET / 3pm BST / Xpm CEST. Not only that, but it will be immediately followed up by a Partner Direct!

From the announcement, we know the showcase will last roughly 40 minutes, bringing us news and announcements about indie games and third-party titles heading to Switch this year. Nintendo quickly followed up the announcement with clarification that the Nintendo Switch’s “successor” won’t be making an appearance.

Read the full article on nintendolife.com

Star Wars Outlaws Review

As far as Star Wars video games go, we’ve taken countless turns at twirling lightsabers and unleashing flashy Force powers, but Star Wars Outlaws swaggers into the cantina, slinks down into a booth with its holster clip unbuttoned, and argues that those are no match for a good blaster at your side. This open-world – or rather, open-worlds – action game features a level of gunbattles and broken promises befitting the legend that is Chewbacca’s best mate. However, Star Wars Outlaws essentially delivers a Han Solo-like experience in both good and bad ways; it has some handsome looks and a strong sense of adventure, but it’s also somewhat scruffy around the edges and is liable to let you down from time to time.

Of course, given that its rollicking, space western story takes place in between The Empire Strikes Back and Return of the Jedi – the height of Imperial power – the actual Han Solo is literally on ice for the duration of Outlaws. Instead, we step into the battered space boots of Kay Vass, a cunning thief raised amidst the hives of scum and villainy in the gambling capital of Canto Bight. She’s quickly shown to be handy with a hairpin lockpick and has an insatiable appetite for five-finger discounts, though like Dash Rendar and pre-Jedi Kyle Katarn before her, she never really steps out of Han’s shadow and becomes more than a stand-in smuggler with a heart of gold.

However, Kay is accompanied at all times by her adorable, pint-sized pet Nix, who seemingly has six fingers sprouting out of his furry little head and is therefore extremely good at pinching goods himself. After their opening vault job goes pear-shaped, the playful pair are forced to crash-land their stolen ship, the Trailblazer, into the sands of the beautiful yet danger-filled African Savannah-styled planet of Toshara.

What follows is a 20-hour string of reckless rescue missions and shady underworld dealings, as Kay and Nix criss-cross their way around four main planets and the pirate-riddled spaces between, attempting to unite a squad of like-minded criminals with the aim of returning to Canto Bight to settle the failed score and erase the bounty placed on Kay’s head by the crime boss, Sliro. This callous casino owner serves as Outlaws’ primary antagonist and is intimidating enough, but is neither as outright evil as Emperor Palpatine nor as quietly menacing as Grand Admiral Thrawn, and is kept at a distance for the most part and only ever encountered in the occasional cutscene.

Even so, Outlaws’ story is a consistently entertaining quest that takes Kay through some recognisable spaces, such as the impressively recreated dungeons beneath Jabba’s palace on Tatooine, and some new, like the hulking High Republic cruiser wreckage on Toshara, all while cutting deals with countless colourful criminals including the surly Sullustan mobster on Akiva who has the audacity to deal out orders to you while putting his feet up on a desk made out of his own carbonite-encased brother (a practice that had recently been proven safe after testing on Captain Solo).

Although 2018’s Solo: A Star Wars Story treaded similar turf on the big screen to underwhelming effect, Outlaws’ crime story feels like something fresh – at least as far as games go – since it’s almost entirely removed from the godlike battles between light and dark wielders of the Force, and Kay’s profit-driven motives mean it’s mostly only adjacent to the Rebels vs Empire conflict of Andor. Instead, this is a straightforward heist story that just happens to be set in the rich, sci-fi fantasy universe that so many of us grew up with and adore, and it’s as lovingly recreated here as it’s ever been in a game. Outlaws is a bit like a Guy Ritchie caper, only with Pykes in place of Pikeys, and by its end I’d witnessed enough shocking crosses and double crosses that its plot started to resemble the tangle of HDMI cords behind the television I was sat in front of. Outlaws builds to an absolute Rebel rouser of a finale, and Kay’s evolution from self-serving scoundrel to compassionate comrade is completed.

While her end goal may be considerably smaller in scope than, say, blowing up a Death Star, the environments Kay’s entertaining saga unfolds in are surprisingly large. To be clear, this isn’t No Man’s Skywalker or even Starfield Wars, so you don’t have the freedom to circle each planet and land wherever you choose. However, with the exception of the comparatively more compact city setting of Kijimi, Outlaws’ sandboxes stretch out far and wide and contrast with each other nicely, from the iconic arid sands of Tatooine (rough, gets everywhere) to the lush rainforest of Akiva, whose network of rivers is handily transformed into shortcut-making highways once you unlock the upgrade for your speeder bike that allows it to skim across the water’s surface.

It’s a good thing, too, that Kay’s speeder can be upgraded with that and other additional functions – such as the ability to bunny hop – since it’s the only vehicle she’s able to steer around while navigating each terrain. Despite the fact that in Outlaws’ many bustling settlements you can see landspeeders whizzing by, saddled dewbacks waddling along, and towering AT-STs chicken-walking around, you can’t actually ride or drive any of them. Compared with the decade-old Grand Theft Auto V where if you can see it you can probably steal it, or last year’s The Legend of Zelda: Tears of the Kingdom where if you can think it you can probably build it, Outlaws comes up shorter than Luke Skywalker in a Stormtrooper suit in terms of its list of usable transportation types, which is a bit disappointing for a modern open-world adventure. It’s saved from getting boring by those incremental new abilities, but only just.

Assassin’s Greedo

Outlaws isn’t just about getting from A to B, however: it’s also about breaking into and out of various Imperial bases and crime syndicates’ headquarters at the behest of the various underworld cohorts that Kay conspires with along the way. Each of these facilities typically has a number of different in-points, giving you the choice of locating and clambering through a subterranean air vent or swinging over a high wall with your grappling hook, for example, and you can carefully tag such points of interest with binoculars beforehand – this is very much a Ubisoft game, after all.

Furry friend Nix is vital to Outlaws’ stealth mechanics, as he’s basically a space cat drone who functions like a Watch Dogs phone. You can point him at switches to activate while you remain in cover, or to briefly divert the attention of security cameras to allow you safe passage, or to claw at the faces of guards allowing you to rush in with a somewhat soft-looking but surprisingly effective melee takedown, among several other talents. Nix is certainly a very good and reliably obedient boy, and I didn’t hesitate to treat him to the delightful dinner date minigames at street vendors during my downtime in between each job – especially since, in addition to being fun to experience, these gave me special dishes that further enhanced Nix’s skills.

Furry friend Nix is basically a space cat drone who functions like a Watch Dogs phone.

Kay has her own special set of skills when it comes to sneaking her way into each high-security facility. I wasn’t too keen on the slicing minigame that you need to complete in order to disable cameras and turn sentry turrets against enemies, a la System Shock – this symbol-based challenge effectively feels as intuitive as trying to complete a Wordle puzzle in a foreign language (although you can convert the symbols to numbers if that’s a little easier on your brain). However, I never grew tired of the rhythm-based lockpicking, a surprisingly simple yet effective game of Simon Says that has to be one of the snappiest and most satisfying ways to open locked doors and crates that I’ve enjoyed in a while.

Overall, however, Outlaws’ stealth is somewhat uneven. Sometimes it’s far too easy, like when I was able to do the tried-and-tested Assassin’s Creed distract-and-dispatch routine on multiple enemies, luring one after the other to where I was hiding in the exact same thicket of long grass and stacking up their unconscious bodies like firewood. Yet at other times it was wildly unpredictable, like when I’d somehow trigger an alarm performing a stealth takedown even though it appeared that no one else was around. Instead, more often than I’d like my efforts to remain hidden would evaporate, things would get loud, and a number of other problems would present themselves.

Smuggler’s Run ‘n’ Gun

Outlaws’ combat serves up some solid cover-based shooting with authentic sounds and punchy smoke-and-spark effects with each blaster bolt impact, but precious little in the way of new ideas – it’s less Bad Batch and more basic bitch. It always seemed to be red barrel delivery day in every combat arena that Kay arrives in, and I used these explosive targets in almost every encounter to thin the Stormtrooper and scumbag hordes before picking off the survivors and using an old-school active reload mechanic to manage my blaster’s heat. There’s always the challenge of knowing when to detonate them to take out the most enemies, but that’s the same thing we’ve been doing for decades, so while it’s effective, it doesn’t make Outlaws’ combat stand out.

It always seemed to be red barrel delivery day in every combat arena that Kay arrives in.

These simplistic shootouts can also be brought to a faster conclusion via the use of Kay’s Adrenaline Rush move, which charges up while she’s under attack and allows her to slow time and then mark and execute multiple targets in one rapid hip-firing burst – almost identical to the Dead Eye targeting from the Red Dead Redemption series. It’s useful and satisfying for the most part, although I did find Kay would occasionally pump some stylish, slow-motion blaster rounds directly into the cover in front of her rather than the target I had selected.

It felt a bit limiting that Kay can only permanently carry her blaster and grenades in her inventory, but weapons dropped by enemies – like A300 blaster rifles and the shield-equipped Z-6 rotary cannon – can be picked up, used, and discarded once they’re out of ammo. In a neat touch, Nix can be sent out to collect these weapons for you like it’s a game of firearm fetch. However, what really irks me about Outlaws’ approach to secondary weapons is how much it goes out of its way to make you drop them. Do a melee attack, drop your weapon. Crawl into a vent, drop your weapon. Climb a wall or a ladder, drop your weapon. Who programmed this, RoboCop?

If I pick up a sniper rifle, it doesn’t seem unreasonable to expect that I should be able to carry it with me up to a high enough vantage point to best put it to use. It’s especially annoying given how often I was hit and killed instantly while behind cover by enemy snipers in elevated positions. How come those Imperial jerks get advanced carry-weapon-up-ladder technology and I don’t?

Simple and reheated as it generally is, I definitely warmed to the combat a bit more as time went on, particularly once I was able to upgrade my blaster with alternative shot modes like Ion to turn droids into spark showers and temporarily disable enemy shields, and the Power mode to unleash charged-up blasts to blow up the heavily armored Gamorrean guards. That effectively gives you three weapons to swap between, even if they’re all coming out of the same barrel.

I also appreciated that Outlaws’ use of in-game challenges to evolve Kay’s ability set – used in favour of a traditional skill tree – added some rewarding bonus objectives to complete, such as performing a certain number of melee kills to unlock a useful False Surrender move to surprise enemies who are already aware of you. Still, at no point did this combat system ever feel as flexible or as fun as the best games in Ubisoft’s own Far Cry series, and fights started to feel pretty repetitive outside of the rare encounter with probe droids or the one-off scrap with a rancor – which changes things up slightly by incorporating even larger red barrels.

Speeder bike combat is even more restrictive, although it does serve as the best source of unintentional comedy that you can find in Outlaws. Annoyingly, you have no option to free-aim while in the saddle; instead, you have to try and dodge the blaster bolts of any attackers in hot pursuit while your adrenaline meter charges until you can finally unleash a slow-motion blast to bring their chase to a fiery halt. The problem is, because you’re usually firing at enemies behind you, oftentimes the camera would take too long to swing back around to face forward and I’d come out of one of these takedowns and crash straight into a rock that I couldn’t see coming, just like one of those Scouttroopers chasing Luke on Endor’s forest moon face-planting into trees. By that same token, I got plenty of laughs from speeding headlong towards cliff faces, pumping the brakes at the last second, and watching my pursuers blaze right by me and smear themselves against the escarpment. So at least speeder combat seemed as perilous for them as it did for me.

Since this is Star Wars, Outlaws also features space combat and rarely could I ever emerge from a lightspeed jump in Kay’s Trailblazer ship and not crash headlong into a dogfight that felt authentic to the films. Slinking off to bully some TIE fighters did offer a nice way to blow off steam every once in a while as a break from all the face-to-face skullduggery down on each planet’s surface, although I didn’t invest too much in ship modifications outside of the addition of an auto-turret and a rapid fire cannon since the modest challenge presented by my orbital opponents didn’t ever seem to increase. In fact, I didn’t spend a great deal of time exploring space in general, since although there are resources to be found floating amongst the various chunks of debris, my scoundrel pants pockets were always overflowing with quadanium and courseweave fabrics that I’d swiped from almost every flat surface in each enemy base I entered, so it didn’t seem worth the effort to ever go canvassing the cosmos for more. (On that note, Outlaws doesn’t have any limitations on what you can carry – besides weapons and health-replenishing bacta vials – and I was relieved to be able to just pick up every resource I found without ever having to worry about becoming bogged down in inventory management like in Starfield or Resident Evil.)

I Like Big Hutts and I Cannot Lie

A lot of that you’ve probably seen in a Star Wars game before, but one of Outlaws’ most interesting and novel features is its syndicate system, which reminded me of the reputation system used in The Outer Worlds. Basically, you can’t really complete a quest over the course of the campaign without pissing off one of the four main crime families in order to please another. Cosying up with one cartel might get you cheaper prices at a merchant you’re onside with, but it’ll also rob you of the ability to move about freely within the headquarters of another gang you’ve slighted, inadvertently or otherwise. It’s a clever system that makes picking which quests to embark on feel like a choice that’s more meaningful than just ticking objectives off a list before inevitably doing the rest, as carefully deciding which clan to offload your stolen goods to can have substantial benefits to your progression. At one point my standing with one syndicate was so high that I was able to just ruthlessly pressure one of its affiliated store owners into giving me a rare item for free, in exchange for a promised favour that I had no intention of delivering on because I was of course already planning to doublecross them.

You can’t really complete a quest over the course of the campaign without pissing off one of the four main crime families in order to please another.

It’s worth pointing out that this isn’t Mass Effect: none of the numerous decisions I made in Outlaws seemed to make a significant difference to the overall outcome of the story, but they did effectively make me feel like a truly dirty rotten scoundrel as I continually reevaluated my allegiances in each deal I made so that it would best suit whatever my motives were at the time. For example, before I started exploring the surface of Tatooine I made sure that I’d wormed my way into the good graces of the Hutt syndicate, since Jabba’s goons control large swathes of its map and I wanted to ensure that I could explore it thoroughly without drawing too much unwanted heat.

Being able to explore unimpeded is paramount because Outlaws does such a great job teasing you with secrets to find or opportunities to pursue in an extremely organic way as you move through its four main worlds. Almost every cantina conversation I eavesdropped on or discarded datapad I read pointed me towards some new treasure to seek out or gambling tip to take advantage of, and it always felt like I was gleaning some elicit information rather than just being spoon-fed chores to complete, as is the case in so many other open-world adventures.

Outlaws does have its fair share of bloat and busywork side activities, with uninspired checkpoint races and delivery quests to undertake, but it also has plenty of interesting side missions like trying to pair holographic images with specific landmarks (not unlike those on Link’s Sheikah Slate) in order to track down lucrative hidden caches full of credits and gear that can be used to customise Kay’s clothes and vehicles.

Where Outlaws’ quest design really excels, though, is in taking seemingly innocuous side objectives and spinning them out into exciting, multi-staged adventures that regularly took me by surprise. One memorable example of this is the quest that sends you to find an upgrade part, but one thing leads to another – and another and another and another – and suddenly you’re emerging from a sarlacc’s maw and straight into an exciting escape from a huge sandworm. It’s the lively, left-turn stretches like these where Outlaws really shines by stringing together countless Star Wars references and Uncharted-style moments of spectacular action and adventure, and there are plenty of quests like this that I’ve undertaken so far. Given how I passed by plenty of sidequest opportunities that looked just as innocuous as this one at first glance, there are likely many more that I haven’t found yet, too.

However, in order to enjoy moments such as these you’ve got to take the rough with the smooth, especially since, as of launch, the PS5 version of Star Wars Outlaws that I played is plagued by more irritating bugs than a Dagobah camping ground. Over the course of the journey I saw NPC’s guns dropping out of their hands and coming back up like a yo-yo, guards either getting stuck on the environment or walking through the environment, speeder bikes crashing to a halt trying to go off a ramp, a persistent control quirk where if you tap the crouch button to go into a stealth walk after climbing a ledge Kay will immediately drop back down it, weird black screen glitches during transitions into orbit, climbing button prompts that fail to respond, confused waypoint markers, crucial mission prompts not appearing forcing checkpoint restarts, having my speeder bike suddenly teleport to a different spot on the map while I was riding it, and countless occasions where the dialogue audio just dropped out completely. Rest assured, it’s very hard to eavesdrop on conversations when the person speaking is suddenly Tatooine’s least talented mime. Yes, I’m tired of hearing this too, but: if issues like those sound like they’d Force-pull you out of the Star Wars universe, it might be best to let Ubisoft blast them off Outlaws’ hull like a bunch of cable-chewing mynocks.

Techland Removing Dying Light 2 Ultimate Edition From Sale After Saying Dying Light: The Beast Comes Free With It

Techland is removing the Dying Light 2: Stay Human Ultimate Edition from sale in September 2024 after promising anyone who owns it will gain access to Dying Light: The Beast for free.

In a post on X/Twitter, Techland revealed the Ultimate Edition will be removed from sale on September 30, 2024. Anyone who owns it already or buys or upgrades to it before this date will retain all features and benefits, including a free version of The Beast.

This is an upcoming four player cooperative entry that acts more as a first person shooter than a survival horror game and was originally developed as the long awaited “Story DLC 2” from Dying Light 2 before becoming a standalone project.

The $99.99 Ultimate Edition of Dying Light 2 was set to include this Story DLC 2, but as this extra content has become a full game, they’ll therefore receive it for free instead.

“Dying Light: The Beast is a full standalone adventure that started life as DLC 2,” Techland said on X/Twitter. “As such, it will be available to all owners of Dying Light 2: Stay Human Ultimate Edition at no extra cost. Thank you for your patience and we hope you like what we’re cooking up.”

The offer is seemingly intended for those who originally purchased the Ultimate Edition looking forward to the second Story DLC, however, and not just a freebie for any fan of the franchise.

Dying Light: The Beast is a full standalone adventure that started life as DLC 2

It’s unclear how much The Beast will cost, though a press release from Techland originally said it would be $39.99 before it followed up to say that information was incorrect. The Ultimate Edition Upgrade, meanwhile, costs $35.

In our review of the last game, IGN said: “Dying Light 2 Stay Human is an ambitious zombie action adventure that’s packed with top-notch parkour, an awesome open world, and every painful bug in the book.” This was before Techland released myriad patches.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Quirky Puzzler ‘Can Of Wormholes’ Wriggles Onto Switch This Week

Can open, worms everywhere.

Solo developer and published Munted Fingers is bringing the well-received puzzler Can of Wormholes to Nintendo Switch, and it’s launching this week on 29th August 2024.

You play as a sentient tin can but will be partaking in a wade variety of intriguing puzzles that will have you manipulating wriggly worms to fit certain spaces, use them to push and pull objects, and even act as makeshift screwdrivers to turn objects on an axis.

Read the full article on nintendolife.com

Does Metal Gear Solid need a new Kojima? Konami have “many people” in mind, but it’s “difficult”

Almost a decade after his acrimonious departure from Konami, the shadow of Hideo Kojima still looms over Metal Gear Solid. He’s there, barely camouflaged, in the undergrowth of Metal Gear Solid Delta: Snake Eater – a remake of the fifth MGS game, originally released in 2004, which tells the tale of a lone US special operator hunting superweapons and old mentors in the jungles of the southern Soviet Union.

I say “remake” but this feels more like a re-release, in spirit. True, it now runs on Unreal Engine, with the option of a manual, third-person perspective and cover-shooter controls in addition to the old top-down viewpoints. Yes, it boasts new flourishes, such as wounds now leaving scars, and clothes picking up stray leaves. Yes, there’s a new interface with floating in-world menus, which makes shuffling between the layers a bit less awkward. It’s the product of much labour, with development split between Konami and external support partner Virtuos. But where Konami’s other big restoration project, Bloober’s Silent Hill 2 remake, is a creative dialogue with the original game, Delta seems consumed by faithfulness to Kojima’s original design.

Read more

Metal Gear Solid Delta: Snake Eater – hands-on report

When Konami announced Metal Gear Solid Delta: Snake Eater on PlayStation 5, you could almost hear the iconic “!” alert ring across the gaming world’s collective ears. A remake of the stealth genre classic Metal Gear Solid 3: Snake Eater – originally on PlayStation 2 – coming our way? With a wealth of updates and enhancements? There’s no place for Snake to hide – the entire planet is watching…

I got to play a short demo of MGS Delta, as well as talk with the game’s producer, Noriaki Okamura, on how the game is shaping up to be much more than simply solid.

The right team for the job

It’s no small feat to remake a revered classic like MGS3. Which is exactly why Komani and Virtuos Studios’ combined development team has a mixture of talent new and familiar to the original, combining fresh eyes and safe hands.

“We had to sift out some old dev documents, but thanks to the expertise of some of the veterans who worked on Snake Eater we didn’t have to spend too much time figuring out preparation,” says Okamura. “We’re also aware that there’s an entire generation who have never played a single Metal Gear Solid game before.”

Revamped controls with traditional options

Keeping with the vital but tricky philosophy of ensuring Delta appeals to all, a strong focus has been on the controls. Traditionalists to MGS3 will feel right at home, but there’s also an option that will feel natural to modern audiences. So if you prefer to play with a third-person camera on the right stick while being able to move and fire simultaneously via an over the shoulder viewpoint, you’ve got it.

“Initially our goal was to keep things as close to the original as possible,” explains Okamura. “But obviously over the course of 20 years, the way people play games has evolved and changed. So we looked at modern action games to ensure Delta was on par with some of those, so it doesn’t detract from the experience.”

This definitely had a desired effect on my playthrough of the demo, where the changes to Delta created a satisfying illusion of how I remembered MGS3 controlled even though it wasn’t. The transition felt natural, smooth and fun.

Accessibility considerations 

The number of quality-of-life improvements also extend to a modernized menu design and a variety of accessibility options that will invaluably make the game better to play for a wider audience. This includes the ability to tweak how you ready and use your weapons/equipment, removing the need to hold down a button when grabbing enemies, and the chance to change visual elements such as color correction and the center dot display.

Utilizing Unreal Engine 5

Of course, the general presentation doesn’t fall short of upgrades, either. Unreal Engine 5 gives Delta an incredible visual punch. “We didn’t want new players coming to the game feeling that it’s old or retro,” says Okamura.

It’s an impressive feat. All the directorial flourishes remain, whether it’s taking in the deep detail and staggering background distance of the Tselinoyarsk jungle, or using the camera during a real time cutscene to zoom close enough to see the pores on Snake’s skin. 

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Visually blending the old with the new

Just like any Snake mission, however, such improvements don’t come easy. “Initially we thought we could just change the basic outside skeleton of the models,” laughs Okamura. “But once we saw them move around in the game with the old character movements, we noticed they didn’t quite blend that well anymore. So we had to tweak them – it was important to keep the player in the experience but also as close to the original way the characters moved and breathed, and still make it seamless.”

Showing off the battle damage system

Creating new looks that also feel familiar isn’t just around cosmetics, either. Konami has already highlighted that any wounds Snake picks up over his missions will be visible throughout the game, which led me to seeing how bloody Snake could get after being discovered by some guards. The answer? Well, let’s just say Snake was practically crimson by the time I was finished.

While cagey about how much this extends to the gameplay, Okamura confirmed that this will noticeably affect Snake, accentuating the original’s battle damage system. Want to keep Snake sharp? Better treat his breaks and fractures…

Playing in the Camo Index dirt

And then there’s the ever-intricate Camouflage Index System. Different uniforms, face paints and disguises help improve Snake’s chances of remaining unseen during his mission, but this is given a new dimension with the improved visuals. Roll around in dirt and mud and Snake will get convincingly covered in it, increasing his camouflage.

To test its enhanced faithfulness to the original MGS3, I dunked Snake into the Dremuchij Swampland mud, fully enveloping him (admittedly, this was after accidentally drowning him in an earlier attempt). His entire face and body became dripping wet brown, his hair sludgy and slicked… and his Camo Index maxed out, rendering him practically invisible to nearby crocodiles.

Fighting expectations old and new

If there was one final thing that was just as clear as some of Metal Gear Solid Delta’s improvements, it’s how seriously Okamura and the team take the task of reviving Snake Eater. “There’s only pressure all the time, every day,” he says.

“We have a lot of veteran staff at hand but they’re also aging out as well, so it might be the last chance for some of the critical members to work on these titles while they’re still at the company. But it’s our duty to make sure these games are still playable – not only to current players but future generations as well.”

Although the demo finished all too quickly at the fabled Boss bridge scene, it was enough to ensure to me that Metal Gear Solid Delta: Snake Eater is going to do justice to its original and the lofty expectations placed on it. You’ll be able to experience it for yourself on PS5, with a release date to be revealed later this year.

Metal Gear Solid Delta: Snake Eater – The First Preview

Few games truly deserve the remake treatment as much as Metal Gear Solid 3: Snake Eater. Arguably the best stealth-action game of its generation, back in 2004 it pushed the PlayStation 2 to its very limits – so much so that the hardware occasionally weighed down its ambitions. Twenty years later, a complete remake from Konami using the power of modern consoles has the potential to unlock the full, uncompromised vision of the game’s original creators. Instead, this new, Kojima-less Metal Gear Solid Delta seems more like a very shiny HD remaster than the elegant remake it could have been. It’s an admittedly beautiful nostalgia trip, but almost faithful to a fault.

In a recent hands-on demonstration I was able to play through Metal Gear Solid Delta’s Virtuous Mission; a complete recreation of MGS3’s prologue built in Unreal Engine 5. It looks every bit as fantastic as you’d hope, particularly when it comes to character models – faces and clothing are a real highlight. The jungle is the true star of the show, though, with modern lighting techniques helping showcase the graphical overhaul to every blade of grass, every pool of mud, and every writhing python.

If you’re a Metal Gear veteran, you’ll know that the roughly 90-minute duration of the Virtuous Mission is dominated by cutscenes and codec calls. It’s not the ideal section to test drive any changes Konami has made (visuals aside) particularly since Delta uses the same dialogue audio as the original Snake Eater and thus all cinematics are frame-for-frame and line-for-line identical. But, if this slice is anything to go by, any gameplay changes are minimal. Delta appears to be a painstaking recreation of Metal Gear Solid 3 down to the millimetre. Trees stand exactly where they originally stood. The same enemies patrol the same routes. And frustratingly frequent load screens once again divide the jungle into small, self-contained maps.

This structure, perfectly preserved from the 2004 original, makes Metal Gear Solid Delta feel so much older than its new high-definition visuals. The jungle is small and claustrophobic, not because of its imposing canopy but because of its limited playspaces. The loading screens act as hard barriers, meaning what happens in one zone doesn’t impact another – alerted guards can’t chase you into a different map, for instance. This lack of continuity between each segment limits your creativity; there’s seemingly no way to cause distractions that fool enemies into investigating beyond a loading screen boundary, or line up a perfect shot across the stitching between zones.

Frustratingly frequent load screens once again divide the jungle into small, self-contained maps.

All of this, of course, was not just forgivable back in 2004 but expected. The PS2 simply couldn’t render an entire seamless playspace this detailed. But in 2024 the freedom of Metal Gear Solid 5’s sprawling maps, which would be perfectly at home retrofitted into Snake Eater’s Soviet wilderness, is sorely missing here. I’m reminded of Capcom’s Resident Evil 2 remake, which eliminated the original game’s iconic door-opening loading screens in favour of a more immersive, completely seamless police station. Without a similar approach, I worry that the overall play experience of MGS Delta won’t be significantly different enough from the Snake Eater HD remaster available as part of last year’s Master Collection Vol. 1 – a game with a much lower price point and packaged with two other truly excellent games.

After playing the demo I had the chance to talk with producer Noriaki Okamura and I asked why the team didn’t opt to bring MGS3’s map design up to date. “We did debate about this internally,” he told me. “Maybe we should reskin the game into the current open-world type map? But after thinking about this, we would definitely have to basically remake the game from scratch, and by doing so it could alter other things about the game, and we decided that’s not the direction we really wanted to take.”

While the playspace of the Virtuous Mission is exactly what you remember, Konami has made some smart changes that incontestably make Delta more comfortable to play than its parent. The most important is a modernised control scheme that works in tandem with over-the-shoulder aiming, a feature pulled from the 3DS version of MGS3. This setup is practically revolutionary. The original Snake Eater used inputs that had their roots in the comparatively basic MGS1, but the increasingly complex and ambitious boss battles demanded a level of fine control that the scheme simply couldn’t keep up with. Thankfully the old, fiddly aim mechanics are now gone, replaced with contemporary trigger-based gun control that allows for easy, precise headshots. There’s nothing in the Virtuous Mission that really challenged my marksmanship, but I’m really looking forward to battling The Fury; a boss whose speed and attack patterns were an uncomfortable fit for the original game’s clunky controls.

Other welcome enhancements are a quick-dial system for your codec, allowing you to access vital functions like saving the game by tapping down on the d-pad, while the up button opens a quick-select for your camouflage. The two remaining d-pad buttons cycle through your equipment, which is a minor but solid improvement over the original scheme.

More essential is the fact that Snake can now crouch walk (another feature first included in the 3DS version), which practically feels like a necessity in a stealth game. Combined with the refreshed aiming system and modern 3D camera, Snake Eater now plays much more intuitively. However, I will caveat that by saying it does still feel like a game from a prior generation; Snake unfortunately does not move with the fluidity of his MGS5 counterpart. Again, it feels like Konami has missed a clear opportunity to bring modern enhancements to MGS Delta.

There are smart changes that incontestably make Delta more comfortable to play than its parent.

Provided the entire game follows suit with this demo, I think your feelings on Delta are going to depend on just how faithful you want this remake to be. If you’re a purist, then you’re in luck: the new MGS team at Konami clearly sees the original Snake Eater as something of a religious text. But it means Delta’s creative vision is held prisoner by the early 2000s. Even the cutscenes feature the same fade-to-black loading between scenes as the original – something surely cinephile Kojima would have exorcised if only he’d had access to SSDs back in the day.

Beyond the updated graphics and controls, there’s nothing surprising, refreshing, or dare I say exciting about MGS Delta, at least in this demo. The only significant change we did find was that shooting Ocelot did not trigger the time paradox game over screen. It’s not clear if this omission is simply because the demo is not pulled from the final version of the game, but such a famous Kojima-ism being missing from the first press showing of Delta did raise a concerned eyebrow. Hopefully it makes it into the full release.

Okamura told me that he “wanted to avoid a situation where this series will be forgotten in time,” and that the goal of Delta was to “make sure we deliver the game as faithfully as possible so it doesn’t take away from the nostalgic aspect.” That’s a noble goal, but I can’t help but feel that was the job of the Master Collection. I had hoped Delta would have seen the team upgrade and enhance Snake Eater with ideas from The Phantom Pain and beyond, offering the same story and objectives but in a more modern, more flexible, and more reactive stealth hunting ground. That could have made it the remake to topple Resident Evil 2 from its perch. Instead, Metal Gear Solid Delta is shaping up to be little more than a prettier, more intuitive version of 2004’s most essential stealth game.

Matt Purslow is IGN’s Senior Features Editor.

Daily Deals: Apple iPad, Octopath Traveler II, Razer Wolverine V2, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Sunday, August 25, below:

2021 9th Gen Apple iPad 10.2″ 64GB for $199

Amazon is offering the 9th gen (2021) Apple iPad 10.2″ Wi-Fi 64GB tablet for only $199. This is the best price we’ve ever seen for this particular model, and right now, it’s $100 cheaper than the newest 10th gen model. This is the most affordable iPad model you can get brand new with a warranty.

LEGO Star Wars Luke Skywalker’s Landspeeder UCS Set for $150.49

LEGO fans, this deal is one you do not want to miss. You can save $90 off the Ultimate Collector’s Series set of Luke’s Landspeeder. This iconic vehicle from A New Hope is recreated with brimming accuracy, with Luke and C-3PO minifigures included.

Arcade1Up Pong Head-to-Head Arcade Table for $299.99

If you’re looking to build out your game room or add a new device to your home, the Arcade 1Up Head-to-Head machine is perfect for you. 12 different games are included, with classic Atari classics like Pong, Destroyer, and more available. This 57% discount is the lowest we’ve seen any of the Head-to-Head Arcade1Up machines.

Monster Hunter Stories Collection for $39.99

The recently released Monster Hunter Stories Collection includes both Monster Hunter Stories and Monster Hunter Stories 2: Wings of Ruin. This marks the first time that players can experience the first game with the Japan-exclusive Title Updates, in addition to full voice acting. Jump into the world of Monster Hunter in a new light with this collection!

Razer Wolverine V2 Controller for $54.99

This Razer Wolverine V2 Wired Controller is an excellent choice if you’re in the market for a new Xbox or PC controller. The device has remappable front-facing buttons, allowing for an immense amount of customization, regardless of game. Additionally, a Hair Trigger mode is available, which reduces the travel distance for a quick rate of fire.

SteelSeries Arctis Nova 7P Gaming Headset for $109.99

Best Buy has heavily discounted the SteelSeries Arctis Nova 7 FaZe Clan Limited Edition wireless gaming headset for PlayStation 5 and PC. Right now you can grab it for only $109.99 after a hefty $80 instant discount. That’s 43% off and the best price we’ve seen for an Arctis Nova 7 series headset so far this year. We deemed the Arctis Nova 7P as the best wireless PS5 gaming headset of 2024. Do note that this headset is only compatible with Nintendo Switch, PlayStation 4, PlayStation 5, and PC. Xbox users will need to look elsewhere.

Arcade 1Up PAC-MAN Arcade Game Projector for $189.99

Right now, you can save 29% off this neat Arcade1Up PAC-MAN Arcade Projector. This device allows you to take the all-time classic arcade game with you anywhere you go! As long as you have a wall, you can play anywhere. The projector has a light capacity of 21,000 Lumens, and you can easily swap the control decks to play different games. In total, 12 games are included with this system.

ASUS ROG 65W Charger Dock for $29.99

Best Buy currently has the ROG 65W Charger Dock available for $29.99. This device is the perfect accessory if you’re looking to play with your handheld PC on the big screen. With its minimal size, you can easily pack it in a bag with no issues. This device works with both the ROG Ally and the Steam Deck, as it just requires a USB-C port to pass through both power and display.

iBUYPOWER PC (AMD Ryzen 7 7700, 32GB RAM, RTX 4060 Ti) for $979.99

Best Buy currently has this great iBUYPOWER PC bundle for $979.99. Included with this build is an AMD Ryzen 7 7700, 32GB of DDR5 RAM, and an RTX 4060 Ti. You’ll have no problem running any of the latest games with excellent performance.

Save 48% Off the be quiet! Pure Base 500DX ATX Midi Tower PC case

If you’re in the market for a new PC case, this be quiet! Case might be perfect for you. be quiet! is best known for its high airflow but low noise designs. The front and top of the case feature a mesh design to allow for maximum airflow. Additionally, both the front and the inside of the case even feature ARGB LEDs.

Borderlands 3 Ultimate Edition for $18.99

The Nintendo Switch version of Borderlands 3 Ultimate Edition is available right now on Amazon for just $18.99. There is easily over 100 hours of content in this package, with plenty of mayhem to be had with friends. The game itself runs quite well on the Switch, with only occasional FPS drops in high-volume areas. If you haven’t yet played Borderlands 3, this is the perfect time to do so.

What’s on your bookshelf?: Supermassive and Niantic narrative designer Anastasia Dukakis

Hello reader who is also a reader, and welcome back to Booked For The Week – our regular Sunday chat with a selection of cool industry folks about books! As is customary, I must jam my new cat into every article. I’ve tried to offer her several books, but she’s failed to turn even a single page so far. What a big dumbo. The best dumbo. The sweetest, smartest dumbo in the world, yes she is. Ahem. This week, it’s Supermassive, Niantic, and Sensible Object narrative designer and Limit Break mentor, Anastasia Dukakis! Cheers Ana! Mind if we have a nose at your bookshelf?

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Review: WitchSpring R (Switch) – A Tasty Slice Of Whimsical RPG With Some Sour Notes

The longest journey for a slice of strawberry pie.

Would you battle fearsome monsters for a homemade strawberry pie? If so, you’re in good company. WitchSpring R is a whimsical, story-driven RPG that follows the story of Pieberry, a talented young witch who’s grown up in the woods by herself.

As the name might suggest, Pieberry is a big fan of pies. And strawberries. The story starts off calmly enough, with Pieberry attempting to leave her magical forest home to track down a strawberry pie like the one she ate as a child, all while trying to understand why she was seemingly abandoned by her parents. It spirals from there, with a vast world and vibrant roster of characters, ranging from pudding monsters and lightning lions to witch hunters and celestial beings. It’s a narrative-driven experience, but the gameplay switches from turn-based combat to fun puzzles quickly.

Read the full article on nintendolife.com