Daily Deals: M2 iPad Pro, Ryzen 9 5900X, Igloo Marine Ultra Cooler, and More

Saturday is officially here, which means it’s time to round up some of the best deals available this weekend! Whether you’re interested in purchasing a new tablet, monitor, or video game, we’ve got you covered with a wide selection of picks that you don’t want to miss. The best deals for Saturday, June 15, include the M2 iPad Pro, Ryzen 9 5900X Processor, GIGABYTE AORUS Radeon RX 6900 XT Xtreme, and more.

M2 iPad Pro for $799

Best Buy currently has the M2 11-inch iPad Pro for only $799. With $300 worth of savings, you can take advantage of one of the most powerful tablets on the market. This iPad is perfect for drawing, rendering, and any task you need to accomplish. Both gray and silver models are available for this deal.

Ryzen 9 5900X for $249

The Ryzen 9 5900X is one of the most powerful processors that you can buy on the market right now. With 12 cores and 24 threads, you can expect top of the line performance in any game, regardless of the demand. Its top speed of 4.8 GHz is excellent for any device. The 5900X features AM4 support, so almost all modern AMD motherboards will support this chip.

Save 44% Off the GIGABYTE AORUS Radeon RX 6900 XT Xtreme WATERFORCE WB 16G Graphics Card

If you have a water-cooled system or are looking to build one, Amazon has an excellent deal on this GIGABYTE AORUS Radeon RX 6900 XT Xtreme that is already prepped for water-cooled systems. The RX 6900 XT Xtreme has comparable performance to the 3080Ti in most instances, with some games even matching the performance of an NVIDIA RTX 3090. With 16GB of GDDR6 memory, you can expect plenty of room for any games or applications you choose to run.

RoboCop Rogue City for $35

Woot has RoboCop Rogue City available for just $34.99 right now. Released in November 2023, Rogue City brings an all-new story to the world of RoboCop that is intertwined with the narrative of the films. Peter Weller even returned for this game, providing an authentic RoboCop experience. In our review, we stated, “RoboCop: Rogue City is the video game equivalent of a B movie in the best way, with the look and over-the-top action to capture the essence of the series.”

Save $28 Off This 100 QT Igloo Cooler

Everyone can use a new cooler, especially in the summertime. Right now at Amazon, you can score this 100-quart Igloo Ultra Marine Cooler for $71.99. The cooler itself is rated for five days of ice retention performance, so your drinks won’t be getting warm inside this item. Whether you spend you summer at the lake, at the beach, or in the backyard, this Igloo cooler is the perfect companion to ensure your beverages stay cold throughout the heat.

WarioWare: Move It! for $30

WarioWare: Move It! is discounted to just $30 at Walmart this weekend. If you’ve yet to pick up the latest title in the series, you can expect to find dozens of fun microgames and shenanigans. This entry utilizes features of the Joy-Con like motion tracking and HD Rumble, which adds new twists and moments to returning and new microgames.

48” UltraGear UHD OLED Monitor for $699.99

This massive 48″ LG 4K OLED gaming monitor is the ultimate display for any gaming setup. Equipped with a 4K OLED anti-glare display, your games will look sharper and more vibrant than ever. There’s no compromise on features either, with a 120Hz panel, HDMI 2.1 support, and G-Sync/FreeSync compatibility. While this monitor is certainly expensive, you’ll be challenged to find a better deal on a gaming OLED monitor. This one normally sits at $1,499.99, which makes this an $800 discount.

Every Atlus Enhanced Edition Ranked, From Persona 5 Royal to Catherine Full Body

Shin Megami Tensei V: Vengeance is finally here! Branded by developer ATLUS as the “definitive” version of the game, it promises to expand on the original with iterated mechanics, new characters, and a new storyline that revolves around the Qadištu faction; which consists of demonic women who, depending on who you ask, are either evil or are wrongfully scorned by society. This game seems to be an expansion at all costs, though, as ATLUS is delisting the original Shin Megami Tensei V from the Nintendo eShop on June 13th. This has left many questioning ATLUS’s penchant for releasing enhanced versions of their games and if they’re always good enough to merit the soft erasure of the original version of the game.

That’s why this article is going to dig into every enhanced version of a game in ATLUS’s discography, and sort them from worst to best for some added fun. ATLUS has a long history of releasing games this way, and there have been both missteps and back steps in crafting rereleases that truly improve upon the base game. By looking at what’s worked and what hasn’t, it’ll become easier to evaluate Shin Megami Tensei V: Vengeance as a new take on the original, rather than assume it’s the new and improved version of the original title.

As a clerical note before kicking this list off, ports from one platform to another do not count as an enhanced edition and will not be included in this list. There has to be a significant material change beyond the device the game runs on for a game to meet the “enhanced” criteria. So the likes of the Etrian Odyssey Origins Collection will not be included here, but the reimaginings of the first two Etrian Odyssey games for the Nintendo 3DS will be discussed.

19. Growlanser (remake)

The Growlanser series of games are a consequence of the Career Soft division of Mayasa Games split away from the Mayasa brand, and partnered with ATLUS to create a spiritual successor to the still ongoing Langrisser franchise. They’re tactical RPGs with a distinctly shojo visual style, and the entire franchise is viewed as a bit of a cult classic by people who are, both, way into anime and tactics games.

The Growlanser enhanced remake for the PSP is at the bottom of this list, though, because it BIZARRELY was never released outside of Japan. Growlanser 2, 3, and 4 were all localized but, in spite of their mixed to favorable reception, the Growlanswer enhanced remake remained a Japan-only title. As there’s no legitimate way to play this title outside of Japan, it can’t be discussed further or evaluated higher.

18. Persona 2: Innocent Sin and Eternal Punishment for the PSP

The Persona 2 duology (treated here as a single entry as this is already a pretty long list) has always been a bit of a black sheep in the Persona series. While segments of the older fanbase love it for its queer themes, catching art direction, and distinct setting; the games never really got

a fair shake outside of Japan.

The original version of the first game, Innocent Sin, was never released outside of Japan; making the second game, Eternal Punishment, the international entry point. This was flipped for the PSP enhanced remakes, though, where the upgraded version of Innocent Sin was available globally but not Eternal Punishment. Honestly, these games are in desperate need of Persona 3: Reload style remakes, and hopefully this lower ranking will encourage that kind of updated release.

17. Etrian Odyssey 2 Untold: The Fafnir Knight

The Etrian Odyssey series is made up of some of the best games around for dungeon crawling sickos. In a similar vein to Square Enix’s Dungeon Encounters, the Etrian Odyssey games heavily prioritize gameplay loops like exploring and mapping dungeons, turn based combat, and managing the economy of running a guild over any kind of narrative. Which is why it’s strange that the enhanced edition of Etrian Odyssey 2 tacks on story mode that detracts from the focus of the original title.

There’s a reason that ATLUS decided to use the base versions of the first two Etrian Odyssey games for the recent Etrian Odyssey Origins Collection, and it’s because the “enhanced” part of Etrian Odyssey 2 Untold: The Fafnir Knight feels more like an ancillary add-on than something that builds upon the game’s strong points.

16. Etrian Odyssey Untold: The Millennium Girl

Everything about the enhanced version of Etrian Odyssey 2 is applicable for the enhanced version of Etrian Odyssey Untold: The Millennium Girl, which also focuses on story content. So, go re-read that first paragraph and a half if you want a quick rundown of why this title is also fairly low on this list.

The Millennium Girl beatus out The Fafnir Knight, though, because this 3DS enhanced edition actually scored a few Metacritic points higher than its original version. Whether this is a statistical quirk or an indication of genuine improvement is unclear, but that’s enough of a reason to rank The Millennium Girl one slot higher than its sequel.

15. Catherine: Full Body

The Catherine series is a bit of a minefield. On the one hand, it’s action-puzzler gameplay, adult cast of characters, and supernatural murder mystery plot make it feel like it was tailor made for older Persona 4 fans. On the other hand, many objected to the casual bigotry levied towards trans characters in the original release, and trans and gender nonconforming characters in the Full Body enhanced edition.

In fairness, plenty of people did find the gender expression of the marginalized characters in both versions of Catherine to be inspiring too. However, this game is also a prime example of ATLUS’s on-again, off-again, “more is better” enhanced edition philosophy; where over-encumbering a game with more story and levels is treated as a superior experience. Bigger, of course, does not always equate to better and this added material detracts from the tighter experience of the original Catherine.

14. Tokyo Mirage Sessions ♯FE Encore

As a crossover between Fire Emblem and Shin Megami Tensei games with a focus on idol culture, Tokyo Mirage Sessions ♯FE is a game made for very specific segment of the gaming audience. Tokyo Mirage Sessions ♯FE Encore does a solid job building upon the original, even if piled on characters and story content can feel like it’s putting a hat on top of a hat.

The US and Japanese release of this game were mired in a bit of controversy, though, which knocks it down a few ranks on this list. Tokyo Mirage Sessions is the source of the infamous “vagina bones” meme, which is both hilarious out of context and still potent shorthand for localization changes around the sexualization of characters. Additionally, all versions of Encore were based on the Western version of the original game, meaning that the more risque content of the Japanese version of the original did not appear in any version of the enhanced edition.

While that content is definitely a weird thing to be left on the cutting room floor, removing material whole cloth definitely works against the idea of an “enhanced” edition of a game.

13. Shin Megami Tensei: Devil Survivor Overclocked

Shin Megami Tensei: Devil Survivor is a tactics based spin-off of the Shin Megami Tensei franchise for the Nintendo DS. Think Persona 5 Tactica, but with an original cast of characters. Shin Megami Tensei: Devil Survivor Overclocked is an enhanced port for the Nintendo 3DS, that adds the compendium mechanic featured in most mainline games, and even adds voice acting!

While these more deliberate and mechanically focused add ons are in the spirit of what make enhanced versions of games worthwhile, they don’t quite work cohesively in Shin Megami Tensei: Devil Survivor Overclocked. In fact, the enhanced version of this title actually has an aggregate review score that’s a few points lower than the original version of the game, so it falls to the bottom half of this list.

12. Shin Megami Tensei: Devil Survivor 2 Record Breaker

The sequel to Devil Survivor, aptly named Devil Survivor 2, also got an enhanced edition in the form of Shin Megami Tensei: Devil Survivor 2 Record Breaker. While this 3DS enhanced edition did mostly boil down to additional content after the original game’s ending, this enhanced edition was reviewed more favorably than its base version. Between this higher critical reception, and the fact that characters from the Durarara!! anime inexplicably appeared as DLC characters in the enhanced edition, Record Breaker narrowly beats out Overclocked on this list.

11. Persona 5: Royal

For as much as Persona 5: Royal is seen as the definitive version of the game that brought mainstream acclaim to the long running series, it actually exacerbates some of the original’s biggest issues. While it’s great to spend more time with Akechi after he outs himself as a lil freak, and Sumire’s storyline is certainly moving; Royal tacks on at least fifteen hours of gameplay to a title that already bridged into a triple digit runtime.

While both Persona 5 and Royal are great games, the pacing and repetitive writing are low points and Royal’s tacked on third semester can make the game feel like even more of a slog. While more of a great video game sounds ideal on paper, it’s not as appealing when most of the additional content doesn’t address underlying issues. I’ve said it before, but when it comes to Shin Megami Tensei games, there’s a difference between “more” and “enhanced” and that’s why Royal is in the middle of the pack in this ranking.

10. Shin Megami Tensei: Strange Journey Redux

Shin Megami Tensei: Strange Journey Redux is a pretty standard enhanced edition as far as ATLUS games go. There are some new demons, quality of life changes, an additional dungeon, and a new character that also brings some new endings. What makes Redux a better than average ATLUS enhanced edition is the timing of its release more than its content, though.

SMT: Strange Journey Redux came to the 3DS a little over a year after the original version of Persona 5, and about seven months after the release of the Nintendo Switch. So not only did it capitalize on the growing interest in the broader SMT franchise, but it also breathed a last bit of life into a sunsetting console. It’s important to remember that “enhanced editions” of games are, on some level, marketing tactics; and Redux deserves props for releasing as interest was peaking and on a ubiquitous piece of hardware about to fall into irrelevancy.

9. Maken Shao: Demon Sword

Maken X is a hack and slash game for the Dreamcast and was also the directorial debut of Katsura Hashino, who would go on to direct Persona 3, 4, and 5. The game also received a manga adaptation by Q Hayashida, the famed mangaka behind series like Dorohedoro and Dai Dark.

While Maken X received a mixed at best reception, the Maken Shao: Demon Sword enhanced edition earns a higher spot on this list by transforming the first person action game into a third person action game. While the enhanced edition doesn’t quite come together cohesively, this change had to be a massive undertaking and offers the kind of refreshed experience that makes enhanced editions worthwhile.

8. Shin Megami Tensei III: Nocturne Maniax

Did you know that the version of Shin Megami Tensei III: Nocturne that most people outside of Japan are familiar with is actually an enhanced version of the game? Dubbed the Maniax edition and often referred to as a Director’s Cut, and included the famed cameo of Dante from the Devil May Cry series. This version of the game also featured the enhanced difficulty that the title, and future SMT games, would become known for.

Is it a little weird to include an enhanced edition that most people know as the default version of the game so high up on this list? Yes, but also Shin Megami Tensei III: Nocturne Maniax got the ball rolling for the slowing growing popularity of the SMT and Persona franchises, so Maniax deserves this recognition and praise.

7. Persona 3: FES

Persona 3: FES is the first enhanced edition of Persona 3, and is the first time a Persona title got this kind of upgrade. Today it can more or less be viewed as the template from which later enhanced editions of their games would draw upon. FES adds story content beyond the ending of the original game, and cleans up a lot of backend technical issues.

While FES is a rock solid foundation from which ATLUS has developed their enhanced game identity, there are better versions of Persona 3 that you can play right now and therefore this game falls a bit short of the top five on this list.

6. Persona 3: Reload

Persona 3: Reload has enough graphical changes and quality of life improvements to make it as much of an enhanced edition as it is a remake of the original game. Also, with ‘The Answer’ content from FES on the horizon as DLC, it’s starting to feel more like a refresh of the enhanced edition than just a remake of the original game. This version of Persona 3 is far and away the easiest way for fans to experience the title that would influence the franchise for more than a decade to come.

That being said, some of the changes in Reload work against the intent of the original game. Reload borrowers the peppier visuals of Persona 5, which undermine the melancholic tone and themes of the original game. This enhanced version makes the game more approachable, but less distinct, and an enhanced version of a game should build a title up rather than squeeze it into a popular mold.

5. Radiant Historia: Perfect Chronology

Radiant Historia was a rock solid turn based role playing game that had the misfortune of releasing internationally in 2011, when global interest in those kinds of games was at an all time low. This means that, despite resoundingly positive reviews, not many played the title; making it a prime candidate for an enhanced edition that could give it another chance to shine.

Perfect Chronology for the 3DS does just that while also adding animation from the famed A-1 Pictures studio, voice acting, and quality of life changes that sped up gameplay. Sure, the new story content felt a bit tacked on, but it’s difficult to pick up on that if you aren’t familiar with the original release. Ultimately, Perfect Chronology does exactly what an enhanced version of a game should; which is to further polish what worked in the original and build upon the momentum of the previous release to take a title to even greater heights.

4. Persona 4: Golden

Persona 4: Golden is one of the best enhanced editions of a game ATLUS has ever made because I can’t think of a single reason why someone should play the base version over this edition. Does the added story content pad out the runtime? Yes, but the game can still be beaten in around 80 hours, which is the sweet spot for these kinds of sprawling RPGs. Golden also adds new cutscenes and character interactions, which is more than welcome for a game that thrives on the quality of its character writing.

Chances are, though, that you already knew that Persona 4: Golden was one of the best enhanced games in ATLUS’s catalog. Even as the Persona 5 games have become the new hotness and many people’s gateway into the franchise, Golden remains the gold standard in which all other ATLUS games are measured.

3. Shin Megami Tensei: Persona for the PSP

The PSP remake of the original Persona game, titled Revelations: Persona on the PS1, is definitely a strange pick for one of ATLUS’s best enhanced editions, but it’s here for good reason. Did you know that only half of the original Persona game was ever released in the US? No, this isn’t a Persona 2 situation where a sequel/prequel was left unlocalized; half of the story in the first Persona game was removed in the Western release!

Dubbed the Snow Queen route, this storyline leans into the urban legends elements that would go on to make the Persona franchise so endearing. With this content restored in the PSP enhanced edition of Persona, the game is made complete and becomes even more of a gem that new fans should check out. The game’s more grounded, biblical apocalypse setting still feels novel today and this version of the game enhances the base game more than any other title on this list.

2. Odin Sphere: Leifthrasir

What happens when one of the best games made by ATLUS and Vanillawear gets an enhanced edition? It becomes arguably the best game to come out of either studio. Odin Sphere was a cult classic that was deeply influential to all who played it, as evident by American folk band sensation The Mountain Goat’s hidden track, “Enoch 18:14” on The Life of the World to Come album. Leifthrasir brought the action RPG to a broader audience as the best version of itself.

In a departure from most other enhanced editions on this list, Leifthrasir makes no story changes to the base game and instead focuses on graphical improvements and refining gameplay systems. In perfectly recognizing what worked and the base game and what could be refined, Leifthrasir is the ideal of what an enhanced edition of a game should be, and is only by an enhanced edition that goes well above and beyond what is reasonable for this kind of release.

1. Persona 3: Portable

Persona 3: Portable lets you play as a girl and date the male cast characters present in the game. While that might sound like a small change, it’s actually a fairly large undertaking from a writing and coding perspective and is probably the reason enhanced editions of later Persona games haven’t had that feature. However, this change indicates that the team behind it knew exactly what was appealing about the original Persona 3, and enhances that experience without any form of detraction.

The main appeal of Persona 3, or any of the modern Persona titles, are the characters. In playing the game you get to experience some of the best character writing in the games medium, and you’re left wanting more time and new experiences with these characters by the end of it. P3P does just that, as giving the player the option to play the game with a character of a different gender identity, lets you see new sides of established characters and connect to them in different ways.

Between this brilliant recontextualization of the game and some battle mechanic updates to make it play more similarly to Person 4, Persona 3 Portable is the best enhanced edition that ATLUS has ever put out. While it would be a phenomenal undertaking for ATLUS to iterate upon other games to this degree for future enhanced editions, no game better encapsulates everything associated with that kind of release than Persona 3 Portable.

Be sure to check out IGN’s review of Shin Megami Tensei 5: Vengeance for our take on the most recent Atlus expanded re-release. We’ll include it in this list once we figure out where it belongs in Atlus’ pantheon of re-releases.

Lucas DeRuyter is a freelance writer for IGN.

Image Credits: Atlus, Sega, Nintendo.

Shin Megami Tensei V: Vengeance Review

Demons and angels locked in a post-apocalyptic, generation-spanning blood feud to the backing of a hard synth-metal soundtrack… but make it a tough-as-nails RPG – that’s the Shin Megami Tensei experience. I sang the praises of Shin Megami Tensei V back in 2021 because of the way it embodied the series’ ethos in modern form, and as per usual with developer Atlus, we now have a more definitive version a few years later in Shin Megami Tensei V: Vengeance. Although it doesn’t fundamentally change what already made the original great, its new separate storyline and quality of life improvements are reason enough to play (or revisit) this masterclass in turn-based combat and demonic atmosphere.

The very first thing you do is choose whether to play the original route or go down the Path of Vengeance, which is an alternate path that remixes events with new plot threads, new characters, and some wild new battles. There are no tricky decisions to make or specific choices required to see this content this time. Hell, you don’t even have to consider siding with competing ideologies at any point, as had been SMT tradition – you just pick the Vengeance route and follow it to the end. Since I already spent 80 hours getting 100% completion in the original game, I solely focused on the Vengeance-specific campaign. It took me about 60 hours to finish since I was already familiar with a majority of its challenges and mostly sought out the new sidequests, of which there are a lot. While I do like it more overall, it’s not exactly a significant leap over what was already there.

The story starts off the same in that you’re a high school kid in Tokyo who stumbles into being the chosen one, or a Nahobino – a human who can possess supernatural powers and transform into a demigod. Tokyo as you know it begins to fall apart as you travel to and from a post-apocalyptic future in a battle to determine the world’s fate. For roughly one-third of the runtime, events play out fairly similarly in Vengeance, except for two major points: the presence of both a new villainous group of demons known as the Qadistu and a new ally named Yoko Hiromine. All of these additional characters sport wonderful designs that bring out the best in SMT’s art style and they provide better context for this particular story’s events.

The thing I appreciate most is that the Vengeance path puts more emphasis on its human characters and gets them more directly involved. Yoko is available as a playable party member for a large chunk of the story and often feels like an integral part of it rather than tacked on since she is very much a focus of this route. Existing characters like Tao have a more prominent role as well, joining the party early on and having a bigger focus throughout. While the four members of the Qadistu are more of a mechanism to deliver new plot points rather than fully formed characters, they at least provide an adversarial dynamic that wasn’t previously there.

There’s something special about the attitude of an SMT game that I can simply describe as badass.

Where Vengeance takes a hard turn is in the third region, which is completely replaced by a new one that’s built to encompass the shift in certain story beats. This also leads to a change in the mid-game dungeon that has its own unique aesthetic and set of gimmicks, although you can tell it borrows a lot of design principles from what it replaced. Things eventually merge back onto the original path, so the new mainline Vengeance content isn’t necessarily “in-addition-to,” but rather a detour to better fit the story events. And by the time you reach the finale, it will have treated you to some of SMTV’s best moments, Vengeance or otherwise.

Its larger theme of revenge doesn’t exactly take center stage, though, and the trope of destroying the world to start anew doesn’t get some kind of meaningful examination since it’s missing the connective tissue necessary to make it all work. So as it tries harder to deliver more story, it opens itself up to a few pitfalls along the way. In its grand moments, the philosophical platitudes are what drive its events and that’s kind of the SMT way. Regardless, I can at least appreciate the effort that Vengeance puts into better contextualizing your exploration of Tokyo’s demonic wasteland and the hard-fought battles you’ll overcome there.

SMT has always staked its claim on unforgiving turn-based combat, and there are moments in which Vengeance doubles down on that principle. You’re still honing in on the elemental affinities of your enemies and building a roster of demons who can exploit those weaknesses. But in this version, I got “SMT’d” more often – meaning I’d get absolutely wiped by an enemy in one turn and there wasn’t anything I could really do about it. Of course, in the most tense battles where I needed to carefully think steps ahead to plan buffing spells, hit weaknesses to earn extra turns, or strategically substitute different demons in my party based on elemental affinities, I was reminded that SMT’s combat system has some of the best turn-based mechanics around, even if it can be as punishing as it is rewarding.

You’re still negotiating with demons to capture them, having them fight in your party, and fusing them to create more powerful demons, and the typical flow of building your roster remains one of SMTV’s strengths. There are a handful of new unlockable perks to help you in battle and some of the new demons I earned through fusion are ones that came in clutch in the late-game. It’s that satisfying Pokemon-like nature of cycling through increasingly powerful monsters and staying on top of covering your bases as you level up your main character, and making good use of them in critical moments.

The thing I appreciate most is that the Vengeance path puts more emphasis on its human characters.

Having played on normal difficulty, being at the same level as the bosses alone is not enough to get through them, and you will be tested on your mastery of the system as a whole. Even when you come prepared and think tactically about all the support skills, items, and elements available, your party is going to be fragile. There comes a point where mainlining the story isn’t enough to keep pace, either, essentially encouraging you to seek out sidequests and level up that way. And boy howdy, does Vengeance lay on a thick serving of sidequests.

As far as I can tell, all of the original ones remain in the Vengeance route, and the aforementioned new region is jam packed with its own set of sidequests. Some of them rope you into tough minibosses, require you to find items out in the world, or spin off into short minigames. Big and small, sidequests all feed into painting a more detailed world as you develop a better understanding of the relationship dynamics of the demons in SMT’s mythological multiverse. There’s a humanizing aspect to some of these little stories, so to skip out on sidequests would also be to miss a bit of SMTV’s charm – particularly in Vengeance, where it can get as silly as it is challenging.

There’s something special about the attitude of an SMT game that I can simply describe as badass – much of which comes through in its atmosphere and art direction. From the deranged demon designs that have evolved over the years to the sinister vibe of a Tokyo destroyed by the hand of godly powers, SMTV manages to evoke a unique sense of dread that lingers over its world. It knows it’s cool and doesn’t care too much about being pleasant or palatable; even when Vengeance appeals to our humanity more so than the original, it still maintains a certain darkness the series is known for.

It’s also a credit to its soundtrack, which effortlessly pumps you up for specific battles or sets an unmistakable mood in its overworld, bouncing between synth-infused metal and eerily catchy ambient tunes. The new battle theme is an improvement over what was already a great track, and sometimes I’d sit there mid-battle not doing anything just to listen to it loop multiple times. SMT soundtracks get into thrash-style rock as often as it gets experimental with its instrumentation to create some haunting melodies and harmonies, and Vengeance still carries that tradition.

New music was one of the things I looked forward to most with Vengeance, but on the more technical side it was lovely to replay SMTV as a much better visual experience. If you play on PC, PlayStation 5, or Xbox Series X|S, you’re treated to significantly higher resolutions and frame rates along with better draw distances to let SMTV’s world pop in a way it simply couldn’t when it was a Nintendo Switch exclusive. Vengeance is still available on Switch with all the essential features, of course, but I do think you’d be missing out on one of the best parts of this rerelease playing it there, especially considering how the original struggled in terms of technical performance.

Quality of life improvements don’t end on the technical side either. New mechanics also make the experience smoother without sacrificing the challenging nature of SMTV. For example, the Demon Haunt is a hub area you can visit at save points and talk to demons in your roster, who will then sometimes offer items or get a boost in stats. As you progress in the story, you’ll be able to get free bonus stat points to boost the main character’s attributes in the Demon Haunt as well. Exploration in the overworlds was quite tedious in SMTV (and still kind of is) but now you can pull up a bird’s eye view at any point to get both a lay of the land and a better idea of how to get to hard-to-reach areas. This coincides with the addition of Magatsu Rails which are shortcuts sprinkled throughout the open regions that you skate on to get across the map faster or reach secret areas. And being able to save anywhere now is so much more convenient, because no one wants to lose chunks of progress because they got unfairly “SMT’d” in between save points.

Assassin’s Creed Shadows Yasuke Helmet Replica Up for Pre-Order at IGN Store

If you’re gearing up for the launch of Assassin’s Creed Shadows, IGN Store has the ultimate collector’s item for you from manufacturer PureArts. Starting today, you can pre-order the Assassin’s Creed Yasuke 1/1 Scale Helmet Replica at IGN Store. While designed for display, this helmet can be worn and acts as a true replica of the legendary Yasuke’s Samurai helmet.

Pre-Order the Assassin’s Creed Yasuke 1/1 Scale Helmet Replica Today!

This life-size replica is made with polyresin and fabric to create a premium look and feel. The helmet itself features a removable face plate and Kabuto-style cords and sits approximately 20 inches tall. Of course, this helmet is completely accurate to the model used in Assassin’s Creed Shadows, from the removable face plate to the finish and accents. It’s officially licensed by Ubisoft and limited to 2,000 units worldwide. Right now, the Early Bird Special will save you 10% off this highly valuable item. This deal will last through June 27.

A limited edition box featured key art of Yasuke from Assassin’s Creed Shadows, which is perfect for displaying alongside the helmet. This product is set to ship out in Q4 2024 currently, so be sure to get your pre-order in before the Assassin’s Creed Yasuke Helmet Replica leaves IGN Store!

About IGN Store

IGN Store sells high-quality merch, collectibles and shirts for everything you’re into. It’s a shop built with fans in mind; for all the geek culture and fandom you love most. So, whether you’re into comics, movies, anime, games, retro gaming or just want some cute plushies (who doesn’t?); this store is for you!

Star Citizen Exploit Crackdown Leads to Over 600 Account Bans

Star Citizen developer Cloud Imperium Games (CIG) has announced that it has suspended more than 600 in-game accounts following widespread complaints of cheating.

The developer revealed the move in a post on its Robert Space Industries website, saying that it has suspended accounts that participated in exploitative behavior following an investigation. Affected players are said to have manipulated Star Citizen’s systems to duplicate items and gain more of its in-game currency, Alpha United Earth Credits (aUEC). All aUEC gained using these methods have been removed from the ecosystem.

CIG thanks Star Citizen players for raising awareness about these issues, explaining that in-game exploits like the ones being squashed now “undermine the integrity of our game and the efforts of our dedicated backers who help us build Star Citizen.” The developer promises to continue addressing cheating players as issues arise.

“At this stage of development, exploits and issues like these are likely to arise, which is one of the benefits of open development and working closely with our community,” CIG said. “Identifying, testing, and reporting exploits is acceptable and encouraged. We’ve gained valuable insights through your issue council reports, and we thank you for that. However, once an exploit is identified and confirmed, continued abuse for personal gain will not be tolerated and will result in action on our part.”

Other Star Citizen players suspect the 600 suspensions are tied to players who were selling their unauthorized credits for real-world cash. Specifically, users called out those who have taken to third-party bidding websites like eBay, where millions of aUEC is sold for anywhere from one dollar to hundreds of dollars.

“Yup, I noticed a peculiar amount of posts here recently both defending and supporting third-party aUEC sales, which is very odd to me, as gold selling/buying is an almost universally reviled practice in most MMOs,” one Reddit user said. “I wouldn’t even be slightly surprised if it was the exploiters themselves encouraging that BS to make a quick shady buck.”

IGN has reached out to CIG for comment.

Star Citizen is CIG’s long-in-development sci-fi game. It’s been sold as an ambitious MMO that allows players to immerse themselves within an enormous space sim experience, but despite being announced in 2012, its launch build has never actually been released. Last month, we reported that Star Citizen managed to raise more than $700 million in the 12 years since its reveal.

Star Citizen’s drawn-out development has turned it into one of the most controversial games ever, but CIG has recently started to openly talk about a 1.0 launch. Regardless, it seems we are still far off from hearing a release date. While you continue to wait, you can read more about CIG’s $48,000 ship bundle. You can also learn more about its single-player story, Squadron 42, which includes big names like Mark Hamill and Gary Oldman, here.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

EA Sports Details Boom Tech, the One Big Gameplay Feature Debuting in Madden NFL 25.

Madden NFL 25’s cover athlete was revealed earlier this week, and today, EA has provided new details on what fans can expect from this year’s Madden, including Boom Tech, this year’s one big feature.

In a press release, EA revealed that Boom Tech is a new “dynamic physics-based” tackling system and the newest iteration of Maddens FieldSense technology that “unlocks the re-engineered Hit Stick” and should provide better ball carrier control. With Christian McCaffrey as this year’s cover athlete, the description of Boom Tech aligns with EA’s theme of trying to pick cover athletes that best fit the new editions coming to Madden in a given year.

Additional upgrades to FieldSense, thanks to Boom Tech, are needed to “deliver increased authenticity” in offense, defense, and special teams. This includes a reloaded hit stick that will now be a skill-based mechanic, with playing ratings influencing the impact of the hit stick.

To increase offensive immersion, EA notes that Ball Carrier will introduce new jukes, spins, and hesi releases. The new NFL kickoff rules will be added when the game is released this August. In addition to new branching catches, there will be new pass block strategy mechanics.

“It’s been incredibly rewarding to grow with the Maden NFL experience alongside our players the past two years, and we’re excited to deliver even more of the control, depth, and immersion they’re looking for in Madden NFL 25,” Madden NFL Senior Production Director Mike Mahar wrote in a press release. “Boom Tech has been multiple years in the making and represents the most impactful FieldSense improvement yet, and combined with a new audio and visual experience across the game, plus deepened modes and increased customization, Madden NFL 25 will look, feel, and sound different.”

Madden NFL 25 is out on August 16th and is now available for pre-order. Those who buy the $100 Deluxe Edition get access to Madden NFL 25 three days early. Those planning to buy Madden NFL 25 and College Football 25 could also buy the MVP Bundle, which retails for $150 and includes the Deluxe Editions for both games.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

The Alters: Branching Narrative Explained – IGN First

We are our choices. It may be a cliche, but it’s true. Our choices define us: where we go, what we do, who we meet, how we handle problems, and why we are, ultimately, who we are. Imagine all the key decisions of your life laid out before you. How many would have to change to turn you into a different person? Two? Three? Or just one, in the right place, at the right time? What choice would that be for you? And who would you have become if you’d chosen differently?

Those are the questions at the core of The Alters, a narrative survival game from 11 bit Studios, the team behind This War of Mine. In The Alters, you take on the role of Jan Dolski, a simple worker on a mining mission gone horribly wrong. Stranded and alone on a strange planet after his ship crashes, Jan must figure out a way home. But he can’t do it by himself. He’ll need the help of alters, alternative versions of himself who made different choices in life and have the skills and expertise Jan needs. But alters aren’t just another body and set of skills; they’re entirely different people with unique personalities, hopes, dreams, traumas, and ambitions. To get home, Jan will need to not only get along with his alters, but make some hard choices – and come to terms with some of the choices he made in the past.

To better understand The Alters and how this unique set-up affects the many branching story paths you’ll encounter as you play, we sat down with game director Tomasz Kisilewicz and lead designer Rafał Włosek. The interview that follows has been lightly edited and condensed for clarity.

IGN: One of the most interesting things about The Alters is, well, the alters themselves, and the branching narratives that are going to come out of the possible lives of Jan Dolski, but to understand the branches, I think we have to start with the tree. Can you tell us a little about Jan, and this predicament he finds himself in?

Tomasz Kisilewicz: So Jan, the main character of our game, he’s got many regrets in his life, and he tends to ask himself this question, “what if?” “What if I’d made some different choices in the past? Where would I be right now?” So he’s using this space mining mission that he’s on as a chance to put his life on a different track, but unfortunately, things go south and he ends up all alone on this distant, desolate planet where, in order to survive and go back home, he needs to face even more tough choices, including the creation of the alters. But from that point on, the decisions he will have to make are entirely up to the players.

IGN: The idea of basing The Alters on different outcomes of decisions Jan regrets is really interesting. Can you talk about where that idea came from, a few of those decisions, and the alters they lead to? Are there any decisions Jan doesn’t regret that become an integral part of the game’s story?

Kisilewicz: When we were creating the life path of Jan and designing different decisions that shaped him into who he is in the game, we really wanted this to feel relatable. So we were gathering our own experiences internally in the team, asking ourselves, what is your what-if question, what is the thing maybe you regret in your life? And they can come from different places. It can be career-related or maybe relationship-related. Things like, “what if I didn’t leave my hometown? Or what if I fought harder to save this relationship I had,” things like that. In the end, we really want every player to find something relatable to them. At least one of the choices that Jan had in his past, I hope will be something the players can relate to.

“We were gathering our own experiences internally in the team, asking ourselves, what is your what-if question, what is the thing maybe you regret in your life?”

IGN: Creating alternate versions of yourself to get more manpower and access to different skillsets is a neat idea, but these are also different people with different hopes, dreams, fears, and regrets. Can you talk about how those things affect these different versions of Jan, and how they might behave as a result?

Kisilewicz: We are bringing new alters to the base in order to solve the problems that Jan, the main Jan, wouldn’t be able to solve on his own. So for example, we can bring the scientist Jan, who will be able to conduct research and create a technology that will allow us to move our base, and run away from the sun. And he solves our problem. But at the same time, we are bringing a new person to the crew with an entirely new personality. Jan’s scientist is a very career-driven, ambitious alter. Soon he might start undermining our decisions as a leader. So while solving one problem, we are creating new ones. And in order to effectively manage our crew and find solutions for everything, we have to really understand who they are, what is their personality, what affects them, and successfully manage them.

IGN: Jan is obviously going to have to manage the relationships between himself and his alters, and probably going to have to intervene when problems arise. Can you talk about what that looks like? What are some of the things we’re going to have to manage here, and how do those decisions affect the outcome of the narrative?

Rafał Włosek: In order to get along with the alters well, we’ll have to understand the emotions that they have and what people they become because of their life decisions. And the emotions are handled by a pretty sophisticated emotional system that is more complex than just they’re feeling good or bad, and a single bar. And because of that, we can have emotions like frustration or rebellion. They may be amused by something or maybe stressed by something or saddened by something. And all those different emotions allow us to create different alters who act differently in different situations because then those emotions translate to the things they do. So they may rebel against the player or may help the player somehow, or maybe boost the morale of the crew. Or on the other hand, they may be so sad that they don’t want to work anymore.

IGN: Clearly, keeping all of these different versions of Jan happy is going to be a big challenge. What happens when some of the alters aren’t happy or don’t have a good relationship with our Jan or the other alters? Can you talk about how that affects the narrative? What about when they are happy, or we’ve managed to build a productive relationship?

Włosek: If the alters are not happy, they’re angry, sad, afraid, or they’re in conflict with Jan or the other alters, they may influence the game on many different levels. They may try to rebel against the player. They will lower their efficiency. They will not want to work for the mission, but they will also influence the story of themselves, of their own storylines or the stories of the other alters.

Also, there’s a lot of things going on on the emergent storytelling level. So if they’re in a bad shape, they may start some narrative bits that will create a different gameplay experience. But let’s not forget about the fact that if the alters are in good shape and they’re happy and highly motivated, they will on the other hand help the player. They will help him in achieving his goals. It’ll be easier for them to fix their problems, but they can also help the other alters with fixing their problems and dealing with their past and decisions.

IGN: One of the things that fascinates me about The Alters is the base itself, and it seems the decisions you make regarding how it is managed have the potential to have just as much impact on what can happen in the story as the other Jans do. Can you talk about that, and maybe give us some examples of how the base itself plays into what happens in the story?

Włosek: Base management is very important for many aspects of the game. First, it influences the economy part. Of course, this is pretty obvious, but also has to be maintained. If you don’t maintain your base well, it’ll deteriorate. There will be accidents. Those accidents will create emergent stories and will influence the general alter storylines or the main story. And finally, the bigger the base is, the more rapidly we can bring back home. And this is very important for Jan, for the people back on earth. So this is another way you can influence the narrative.

Base management is very important for many aspects of the game.

IGN: The root of any good story is conflict, and there are a lot of conflicts in The Alters. We’ve got to manage our relationships with the other Jans and we have to manage the base, but it also seems like we’re in a race against time because of how the star that the planet we’re on orbits. Does the amount of time we spend on this world affect the ways the narrative can play out? If we progress very quickly, do we get access to branches in the story we wouldn’t otherwise see? If we’re struggling and taking a long time to make progress, do certain paths become closed to us?

Kisilewicz: We want to spend time with our Alters. We need to invest time in our relationship because only then we will be able to uncover their stories and understand them fully, and with this crew that we understand, and that we know how to manage, we will be able to succeed in the mission.

Time is a very important resource in our game. Everything we do requires some time, whether it’s excavating the resources, or crafting stuff, or conducting the research, all of the tasks require some time. And that’s why we need the alters on board, because Jan won’t be able to make everything in time. He’s being chased by a giant rising star, so he’s got this ticking clock behind his back, but at the same time, we don’t want to rush things too much.

IGN: In the past, you’ve said that The Alters is “using a mix of classic and emergent” narrative and reflects how splitting the life of the main character opens up new paths for the story. Can you talk more about what that means, and how we’ll see that mix in the game specifically?

Kisilewicz: From the very beginning, we wanted to tell the story of Jan in a classic manner, but also create a game that is more open-ended and allows players more freedom in creating their own stories. So the narrative structure in our game consists of different layers. On top, we have this more classic narrative structure, which is a branching story of Jan landing on the planet and finding his way home. And it is a branching story with multiple different endings.

But underneath there is this second layer of the alter storylines, and it’s up to the players what alters they create. It’s not possible to have all the alters in a single playthrough. So when you replay the game, you will be able to create different alters and also within their storylines make different choices to shape their story in your own way. And underneath all of this, we have this giant layer of the emergent narrative that comes from the decisions you make. Economical decisions, strategic decisions, the way you handle your base, the way you treat your alters. It all affects them and can result in some unexpected outcomes, different reactions, different events, different mini-scenarios that can happen. In the end, we hope it all adds up to this unique experience of each player having their own unique playthrough.

IGN: You’ve talked about how The Alters is a spiritual successor to This War of Mine, which is really interesting given the drastic change in setting and genre. Can you talk about what you learned from This War of Mine, and the impact that had on The Alters in how the story plays out, or anywhere else?

Włosek: And there’s also the topic of emergent gameplay. This is also something that showed up in our games for the first time in This War of Mine. In The Alters, we do the same thing. We use a lot of emergent narration, but in this game, we also connect that with a more classic approach to the narration, where we have a single storyline that is branching and we enforce this storyline with those emergent systems that make this story richer.

IGN: Is there any aspect of The Alters that players can’t see or isn’t immediately obvious that you’re particularly proud of, and hope players get something out of?

Włosek: There are a couple of mechanics in-game that I am proud of, but they’re not easily visible at first glance. One of them is the emotional mechanic, which is pretty complicated. It consists of many different variables, and we don’t show them as values or numbers, but more like adjectives that are floating around the alters. They have different sizes and those variables connect into even more sophisticated emotions.

And all of this makes it very hard for our analytical brain to process. But it’s quite easy if you try to use your empathy to process. So the idea behind making this so complicated is not only to create different personalities for the alters that are very nuanced, but also to make the player use this proper part of the brain when they’re trying to cope with alters.

The other thing would be the way we use the exploration. Of course, it is a tool to get a gameplay loop. You’re going to go explore, look for the resources, go back to base, and face the problems with the alters, and so on. But it is quite important that we also wanted to use this exploration part to create a special environment for the player to actually think about all those decisions that the alters made and ultimately maybe create a space for them to think about their own decisions.

IGN: What are you most excited for players to experience in The Alters? Is there anything we haven’t covered that you’d like folks to know about?

Kisilewicz: We can’t wait for the players to meet the alters, learn their different stories, and, understand what made them who they are. In the end, we just hope that everyone will find something, and learn something about themselves through the alters.

Wishlist The Alters on Steam if you’re interested to learn more.

Prepare For Shadow of the Erdtree With Our Elden Ring Interactive Map

IGN’s Elden Ring map is here to help you prepare for Shadow of the Erdtree on June 21, 2024! Our interactive map tracks collectibles and locations across the Lands Between, so you know exactly where to go to clean up before the Elden Ring DLC.

Before you can access Shadow of the Erdtree in your game, you must defeat Mohg, Lord of Blood and Starscourge Radahn. It’s not as simple as just finding them on the map and beating them, though – there are several things you must do first before you can get to them. Our How to Prepare for the Shadow of the Erdtree DLC guide lists everything you need, which you can then cross-reference with our Elden Ring interactive map so you can get to where you need to go with ease.

Elden Ring Interactive Map

Our Elden Ring interactive map filters include:

  • Locations, including all Site of Grace locations, Dungeons, Imp Seal Statues, and Portals.
  • Key Items, such as Bell Bearings, Map Fragments, and Cracked Pots.
  • Items, including Golden Seeds, Larval Tears, and Deathroot.
  • Equipment, such as Armor and Weapon locations so you know exactly where to go to kit out the build you want.
  • Enemies, including Invasions and Bosses (such as Mohg, Lord of Blood and Starscourge Radahn, who you must defeat to access the Shadow of the Erdtree DLC).
  • Other noteable map markers, such as quests, materials, and NPC locations.

Preparing Your Elden Ring Character

Before you jump into Shadow of the Erdtree, there are several things you can do to prep your Elden Ring character. We highly recommend collecting Golden Seeds to upgrade your HP and FP Flask charges so that you can last as long as possible before dying. Our Elden Ring interactive map includes every single Golden Seed location so you can farm them in no time.

Sacred Tears are also vital, as they increase the potency of your Flasks – AKA how much your Flasks will replenish your HP and FP. Again, our Elden Ring interactive map includes all Sacred Tear locations so you know exactly where to go. Don’t forget to check off your progress as you go!

Outside of your Flasks, we’d advise equipping different Talismans, as they give you powerful buffs that will help you survive on your journey across the Lands Between. Every Talisman location can be found on our interactive map – here’s a handful we recommend grabbing:

Meg Koepp is a Guides Editor on the IGN Guides Team, with a focus on trends. When playing Elden Ring, she spends hours exploring the map and grabbing every possible collectible.

Why Metal Gear Solid 3 is the Best Prequel Ever Made

Warning: This article contains spoilers for Metal Gear Solid 3 and Metal Gear Solid 4.

It’s been a long time coming but Metal Gear fans finally have something concrete to look forward to. Although series creator Hideo Kojima has moved on to other projects, his long-beloved stealth action franchise is making a grand return to the forefront of gaming with Metal Gear Solid Delta: Snake Eater. Now that we have our first look at Delta’s gameplay from the new trailer shown at the Xbox Games Showcase, we’re even more excited to get our hands on it. But for now, we want to take a look back at the original Metal Gear Solid 3, which will celebrate its 20th anniversary this year on November 17th, 2004.

Specifically, we’re going to talk about how MGS3 tells a more vital prequel narrative than most other franchises can match. What was at the time seen as a course correction from Metal Gear Solid 2’s lack of Solid Snake playtime and perhaps even a delaying action of paying off 2’s narrative threads to the eventual Metal Gear Solid 4, the benefit of hindsight has shown that MGS3 is a critical installment in the series’ mythology. Sure, it received great reviews on release, but why does the story not really work if you just played MGS1, 2 and 4 as a trilogy when they happen in chronological order? Let’s take a look at what makes MGS3 so essential.

A New Mission

After two games set in a “few years in the future” sci-fi setting, Kojima went in an entirely new direction with Metal Gear Solid 3. The mechanics and systems he used to create such iconic stealth action gameplay in MGS1 and 2 could have been iterated on to even greater success, but 3 made the bold leap of developing new ways to engage with the genre. From the camo index system where players had to adjust their disguise to match their surroundings, needing to hunt for food in the wild to keep up stamina, curing serious injuries in the field, and depriving players of many of the futuristic gadgets that were so helpful in previous games, MGS3 forced fans to rethink their strategies as they explored the Soviet jungle in pursuit of objectives.

The mission took players through a variety of exotic locations and exciting sequences, with the Shagohod chase in particular being one of the best action set pieces on the PlayStation 2. Yet if the Metal Gear franchise is known for anything gameplay wise besides stealth, it’s a penchant for creative boss fights against bizarre villains, and MGS3 has one of the best rogue’s galleries in the franchise. The Cobra Unit were incredibly expressive both in visual design and how they let the ways they fought give players an insight into their personalities instead of each one telling an elaborate backstory as they died. The bosses interacted with the new gameplay systems, such being able to use camo to hide from The Fury, or tricky players giving The Fear food poisoning using rotten food to quickly drain his stamina. The crown jewel of the Cobra fights was The End, which used a massive environment and all the game’s stealth mechanics to create a proper sniper’s duel that for some players went on for over an hour.

Kojima’s talent for merging story and gameplay reaches its peak in the game’s final encounter: the battle between Snake and The Boss. With only 10 minutes before the arena is bombed to smithereens, all of the skills players developed over the course of the journey, especially in regards to sneaking and CQC, are tested as they try to defeat Snake’s old mentor. The white flowers and trees of the arena matching The Boss’ outfit, the slow build up of the Snake Eater theme song as the timer winds down, and forcing the player to push the button to deliver the final shot during what appears to be a cutscene all coalesce to form one of the most artistically resonant final battles in game history. The design template Kojima used in previous games is expanded and refined into its purest form in MGS3, making the game a fitting prequel not just in story, but also in gameplay.

In Love and (Cold) War

Set in 1964, Metal Gear Solid 3: Snake Eater is, at first glance, a back to basics take on the Metal Gear series. Snake is back in the lead role, albeit technically not the same one as previous games, with the protagonist instead being the original Snake, aka Big Boss, whose DNA was used to create the clones Solid, Liquid and Solidus. The setup is essentially classic MGS action but in the jungle, and with a 007-style spy thriller/romance angle added on top. The complicated philosophical concepts and labyrinthine bad guy plans from MGS2 are dropped for a more straightforward Cold War story about Snake trying to stop a nuclear war from breaking out, while also dealing with his relationships with his apparently traitorous mentor, The Boss, and his budding maybe-maybe-not romance with his spy companion EVA.

What some likely took as an artistic retreat from Kojima into less controversial territory has instead revealed itself over the years to be a conscious addition of key emotional context to what had become a sprawling multi-decade saga. Trying to connect all the various threads of MGS lore and the political machinations of dozens of characters and factions can be a dizzying prospect, but MGS3 cuts through the chaff and reminds the audience that these are stories not just about nations and lofty ideas but about characters, ones who MGS3’s script mines for a surprising amount of depth. At the center of it all is Snake, a man and soldier still holding onto the last of his ideals, only to lose all of it as he “succeeds” in the mission that would break both him and his hope in his country.

His battles with The Boss, who is revealed to not be a traitor but instead a patriot allowing her reputation to be destroyed in order to preserve world peace, shatter Snake’s faith in everything he’d ever been led to believe in. Meanwhile, his romance with EVA turning out to be a ruse to pilfer him of the Philosopher’s Legacy ruins his ability to put trust in anyone besides his fellow soldiers. These two relationships crumbling not only gives an answer as to why he eventually becomes Big Boss, the villain of the original two Metal Gear games on the MSX2, but also establishes that the recurring theme of soldiers being betrayed by their governments and wanting to build nations of their own that had been one of the central running motifs of the series, has a foundation that goes beyond the conflict fans were already familiar with. Even before Solid Snake was born, this was just a fact of this world, and cementing that world is what makes MGS3 so crucial to its immediate successor.

A Solid Circle

Besides telling its own story, MGS3 also adds important definition to the world of Metal Gear that helps solidify (hah) the plot threads that MGS4 would conclude. Sure, in timeline order, MGS4 is technically a sequel to MGS2. But when looking at the actual meat of plot and world-building, MGS3 is the game that most informs MGS4. We’re talking about more than basic stuff like learning about the Shagohod, which was the genesis from which Metal Gear technology would later develop, or introducing the character of Big Boss to series fans who never played the original two MSX games (which, let’s be honest, is most of them). MGS4 only works as an ending to the saga because of how it builds off of MGS3’s themes and characters.

Nothing that happens in MGS3 is a “bonus”; it is the beating heart of a saga Kojima had been telling across numerous games since 1987

The idea that the conflicts between soldiers and their governments that led Big Boss and other Metal Gear villains into wanting to establish some version of Outer Heaven are cyclical across history only sells if we’ve actually seen that conflict, well, across history. The reveal that EVA is the one who gave birth to Solid and Liquid and truly did love Big Boss despite her betrayal would come out of nowhere without us becoming invested in her in MGS3. And without getting to know them when they were young and charismatic, the twist that the Patriots, the ultimate villains of the entire Metal Gear saga, were in fact the mission support team who helped the original Snake (and by extension, the player) in the 1960s wouldn’t register as such a tragic gut-punch.

Sure, there are worthwhile prequels that fill in lore gaps or recontextualize aspects of plot or character: Rogue One, Andor, Better Call Saul, House of the Dragon, and Furiosa to name a recent few. But what makes MGS3 stand out from the pack is that in most other cases, later stories in the timeline work perfectly well on their own without the prequel material. Metal Gear stories set after MGS3, such as MGS4, MGS5 or Peace Walker, don’t really function dramatically without knowing the story from MGS3. Nothing that happens in MGS3 is a “bonus”; it is the beating heart of a saga Kojima had been telling across numerous games since 1987. It is the connective tissue that brings the original MSX games, the early Solid series, and the final entries together into a single whole. That it’s also an excellent title on its own terms, full of some of the series’ most exciting action set pieces and strongest character work, only further cements its status as the greatest prequel ever made.

Carlos Morales writes novels, articles and Mass Effect essays. You can follow his fixations on Twitter.

Elden Ring: Shadow of the Erdtree Collector’s Edition Gets a Significant Discount in the UK

Scalpers can get in the bin, as Elden Ring’s Shadow of the Erdtree Collector’s Edition is back in stock and on sale right now at trusted UK retailer The Game Collection. These are still incredibly popular, meaning this is extremely time-sensitive as they could sell out. but we couldn’t just sit by and not shout about it. The Collector’s Edition is down to £203.96 at the moment for PS5 and Xbox using code DAYLIGHT15. This is the best preorder deal in the UK right now, and over £26 off the list price of £229.99.

This promo code is applicable across the whole of eBay, but preorders for one of the most anticipated DLC expansions of all time certainly caught our eye, especially as it’s for the Collector’s Edition. But, the DAYLIGHT15 code will expire by June 17 at 11:59 PM, so there’s a limited time left to secure this offer. If they are out of stock by the time you’re reading this again, make sure you’re following @IGNUKDeals on Twitter/X for immediate updates for when they come back.

So what’s included? Elden Ring Shadow of the Erdtree (base game not included), a Figurine of Mesmer the Impaler (46cm), an exclusive hardcover artbook (English), and a Digital Soundtrack. This sounds perfect for any big fans or collectors out there, so there’s no like the present to get your order in. Plus, we likely won’t see a better deal than this before the release on June 21.

In case you slept on this game when it first came out, we liked it rather a lot. In our review, the first ever 10 we’ve given a FromSoftware game, we said: “Throughout it all, while the fundamentals of combat haven’t changed much from what we’ve seen before, the enormous variety of viciously designed enemies and the brutal but surmountable bosses have brought its battles to a new level. Even with all the threads I didn’t manage to tug on my first playthrough (of what I’m sure will be several), what I was treated to can easily be held amongst the best open-world games I’ve ever played.”

It was also recently announced that Elden Ring has sold 25 million units ahead of Shadow of the Erdtree. In a post on X/Twitter, the colossal 25 million units sold milestone was revealed alongside a thank you to fans who have purchased the game. Elden Ring publisher Bandai Namco announced the game crossed 23 million units sold in March 2024, meaning it’s grown another two million in less than three months. This all comes ahead of what will likely be another sales boost for the game too when its only expansion Shadow of the Erdtree launches.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.