Silent Hill 2 Is Utterly Miserable (and That’s Why It’s Great)

Warning: this article contains mild thematic and environment spoilers for Silent Hill 2.

The Silent Hill 2 remake is the most miserable experience I’ve had with a game in recent memory.

With an opening sentence like that, you’re probably expecting to read a very negative critique of developer Bloober Team’s recreation of Konami and Team Silent’s survival horror classic. But, in this very rare occurrence, complete and unrelenting misery is actually a positive. The original Silent Hill 2 is perhaps the bleakest, most sombre game ever made and Bloober Team has successfully preserved its miserable magic, ensuring this remake is a deeply effective descent into genuinely uncomfortable terror.

That journey begins with sound and vision. The thick, opaque fog that conceals the town of Silent Hill is part of the story’s instantly recognisable iconography, and the remake’s impressive modern volumetric effects mean it feels thicker and more isolating than ever. Moving away from the monster-infested streets should feel like an escape, but instead you’re forced to find shelter in some of the dankest, most depressingly disgusting residences you’ve ever seen. Much of Silent Hill 2 is themed around a descent, and there’s a clear gradient in the visual texture of each area that communicates that downward spiral. Locations initially feel unkempt and abandoned, such as apartment blocks with peeling wallpaper and empty cupboards. But push onwards and the architecture becomes increasingly oppressive. Recognisable shapes and textures are replaced with rougher, broken alternatives, and eventually the entire area becomes a rusting, decayed husk. What starts as unnerving transforms into truly nightmarish the further you dare to press on.

Contributing to all this, as horror tradition demands, is minimal lighting. You are locked inside dark buildings for the majority of the game’s lengthy runtime (anything from 12 to 18 hours, depending on your playstyle). This becomes increasingly distressing, particularly during exploration of Toluca Prison – the facility’s lights can only be turned on for a few seconds at a time, forcing you to sprint between breaker switches in a mostly doomed attempt to hold back the darkness. Being starved of the sun for such long stretches means that the mere sight of daylight is like gasping for air after spending what feels like days beneath water. It’s deeply, unpleasantly effective.

That visual palette is accompanied not so much by a musical score, but by the most oppressive collection of noises your ears have ever suffered, provided once again by original Silent Hill 2 composer Akira Yamaoka. It’s particularly effective in the late game, when what sounds like an approaching beast is dynamically woven into the orchestration during times of high tension. It makes you second guess every sound you hear, and over time it grinds away at your sense of reality. It’s not easy to simulate insanity, but this soundscape is as close as you can (un)comfortably get.

The most impressive, unsettling achievement is inflicting empathy through gameplay design.

Effective art and sound design has been the flagship feature of many horror games, but these disciplines are the surface of the experience. I don’t mean that disparagingly – the surface is vital – but it’s what’s beneath that truly cements the terror. Games like Resident Evil 4 and Dead Space are, in reality, action games with horror masks, and so are rarely ever truly scary. Silent Hill 2, on the other hand, is a horror game right down to its nerve endings and bone marrow. Its environment and objective design pull on similar threads to the art and sound, constantly seeking new ways to unnerve you. Each location visited is an obtuse puzzle to be solved. You’re forced to walk circuits of each floor, backtracking to find keys or hidden entrances to rooms that will once again send you backwards to progress. This almost spiral-shaped route through the apartments, hospital, hotel and more forces you to endure increasing mental exhaustion.

This fatigue, combined with the seemingly relentless length of each area, robs you of hope. It’s particularly horrible in the final third, when you’re forced to navigate the prison and the subsequent labyrinth back-to-back with absolutely no respite. These locations feature long stretches of near-impenetrable darkness, thematically grim puzzle work, and the most aggressive, grotesque enemies in the entire game. The resulting emotional toll effectively communicates the mental space that the protagonist James Sunderland finds himself in. And that’s Bloober’s, and by extension Team Silent’s, most impressive, unsettling achievement: the ability to inflict empathy through gameplay design.

The miserable tone of Silent Hill 2 is maintained through a number of other gameplay tricks. As mentioned earlier, the story revolves around James’ descent into horror, and that’s represented both metaphorically through the visual design, and literally through a frequent need to jump into pitch-black holes. Each leap requires you to press the action button a couple of times, replicating his hesitancy and reluctance to leap into the unknown.

As the atmosphere becomes increasingly unbearable, there’s nothing built into the campaign to offer any levity or security. In the Resident Evil series, for instance, you gradually collect an increasingly powerful arsenal, allowing the late-game to be an exciting, explosive romp through blood and guts. It also toys with its dialogue and monster design, often opting for goofy characterisation that secures the series its beloved ‘cheesy horror’ credentials. Last year’s Alan Wake 2, despite clearly being inspired by Team Silent’s work, features absurdist humour and Lynchian direction to lean into the weird instead of horrifying, allowing for laughs to cut through the tension. Silent Hill 2, though, has none of this. For the most part your weapons are a broken pipe and a pistol, and even when you do get access to something a little more hard-hitting it’s nothing more than a simple shotgun or rifle with a long reload time and limited ammo. Alongside a difficulty curve that sees familiar enemies become erratic, wall-crawling freaks, Silent Hill 2’s atmosphere consistently finds ways to suffocate you.

Silent Hill 2 isn’t about having fun, it’s about exploring parts of the human experience we traditionally avoid.

It’s not usual for an assessment to use terms like ‘suffocate,’ ‘oppressive,’ and ‘miserable’ as positives, but horror is not a usual genre. It’s one of only two entertainment categories built around eliciting an uncontrollable response from the audience (the other being comedy). Horror is an emotion-manipulating machine, and the genre’s most effective stories can force us to experience feelings we typically don’t encounter in our everyday lives. Horror films spend their entire runtimes exerting different levels of pressure in order to achieve that manipulation, and the most effective etch images in our mind that continually reappear when the lights go out.

Video games are a very different medium, though, and their experiential nature enables them to manipulate us in more intense ways. Rather than ask us to observe, they demand that we interact, typically for four, five, sometimes even 10 times longer than an average scary movie. This can force us to experience a very different reality. While there’s a frequent insistence from some parts of the player community that games are only about fun or escapist entertainment, that’s often not the goal of many developers. Sometimes that goal is communicating uncomfortable ideas, and the path to that is through exposing us to a reality that’s deeply unpleasant. Silent Hill 2 isn’t about having fun, it’s about exploring grief and guilt – parts of the human experience that we traditionally avoid. Strangely, there’s an uncomfortable thrill in actively exploring those ideas via a video game.

The 2001 original’s technical limitations helped contribute a few thorns to that painful experience; the semi-fixed camera made environments feel restrictive and claustrophobic, and the awkward aiming installed each encounter with a sense of desperation. Bloober Team’s remake prunes those thorns, replacing them with modern third-person controls that make the experience a little friendlier to play. But those are the only significant concessions provided, so while combat sequences are perhaps a little less panicked than they once were, Team Silent’s nightmarish vision is preserved. It means the remake is a modern reminder not just of an era where Konami was a master of survival horror, but also the significant power of Silent Hill 2’s unrelenting misery.

Matt Purslow is IGN’s Senior Features Editor.

Daily Deals: Nintendo Switch OLED, Final Fantasy VII Rebirth, Super Mario Bros. Wonder, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Saturday, October 5, below:

Nintendo Switch OLED for $299.99

Here’s a rare deal that we’d normally only see during Black Friday. Woot! (owned by Amazon) is currently offering a brand new Nintendo Switch OLED gaming console for only $299.99. This is a guaranteed US model (not import) and includes a full one-year Nintendo warranty. Both color variants – white or neon red/blue Joy-Cons – are available. Amazon Prime members get free shipping, otherwise there’s a $5 shipping charge.

Final Fantasy VII Rebirth for $49.99

Final Fantasy VII Rebirth is officially on sale at an all-time low price. This sequel to 2020’s Final Fantasy VII Remake brings Cloud, Tifa, Aerith, Barret, and Red XIII outside of Midgar for the very first time, with Sephiroth looming and moving in on his goals. This experience offers well over 100 hours of content, with 36 sidequests and a main story over 40 hours long. If you haven’t played Final Fantasy VII Rebirth, now is the time to score one of the best 2024 titles out there at a discount.

Super Mario Bros. Wonder for $44.99

Super Mario Bros. Wonder was one of the best games of 2023, with a diverse offering of levels and abilities to discover. The Wonder Flower defies all expectations throughout each level, allowing for a Mario experience like no other. In our 9/10 review, we stated that Wonder “looks and plays like the true next step for 2D Mario platformers.”

Meta Quest 3 512GB VR Headset

Hot on the heels of the new Meta Quest 3S announcement, the Quest 3 has officially been marked down by a not insignificant amount. The 512GB model, which previously retailed for $649.99, is now priced at $499.99. The Quest 3 is a superior headset to the new Quest 3S. It has much better optics, with a higher resolution, higher FOV, and a thinner pancake lens design, and it boasts a higher maximum storage capacity.

Demon Slayer -Kimestu no Yaiba- Sweep the Board! for $47.99

Sweep the Board! is the latest game from Demon Slayer – Kimetsu no Yaiba-, focusing on a fun, party-like title that is extremely similar to Mario Party. You play as Tanjiro, Nezuko, Zenitsu, Inosuke, and the rest of the Demon Slayer cast as they traverse through multiple party boards and complete minigames against each other. We’ve seen the Nintendo Switch version drop to $29.99, but this is the first price drop for PS5.

Luigi’s Mansion 3 for $39.99

Luigi’s Mansion 3 is available this weekend at Woot for only $39.99. This is one of the best games available on Nintendo Switch, filled with charm and all sorts of fun puzzles. With Halloween right around the corner, there’s never been a better time to pick up the game if you haven’t already!

PlayStation 5 Pro Disc Drive Available at Amazon

After having sold out for most of September, the attachable Disc Drive for PS5 Slim / PS5 Pro is back in stock at Amazon. If you plan on purchasing a PS5 Pro this November, you will need one of these to play any of your physical games. The drive will require you to connect to the internet once to register it, but after that you can use it offline.

Halo Infinite Is Officially Getting a Third-Person Mode This November

In some major (and pretty surprising) news for Halo fans, Halo: Infinite is finally getting a third-person mode this November.

343 Industries announced the news on Friday during a Forge panel at the 2024 Halo World Championship. For those who aren’t at the event, the announcement was also posted on X/Twitter, including a bit of work-in-progress footage of third-person mode in action:

As fans will know, this marks the first time a third-person mode has ever been officially offered in a Halo game. Senior community manager John “Unyshek” Junyszek and Skybox Labs senior software engineer Colin Cove offered a bit more information at the Halo World Championship panel, saying they’ll be starting with third-person Firefight mode in a future update, “but we also have the ability to do in PvP and control it in Forge,” per Cove.

They clarified that third-person will be supported at the mode level and that, with Forge controls, modes can switch individual players (or all players) between first- and third-person perspective whenever desired. It’s currently unclear if it will be available in campaign mode or restricted to multiplayer.

While this is the first time third-person mode has been available on an official level, a number of mods have added it to the game over the years and have been largely well-received by the community.

Halo Infinite first launched in 2021, receiving a number of new maps, modes, quality-of-life improvements, and other additions over the years. Some fans, however, had started to note a general lack of developer-made additional content for this year. With the Halo World Championship well underway, we wouldn’t be surprised if more Halo-related announcements were made through the weekend.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Zelda Fans Are Overlaying the Echoes of Wisdom Map With A Link to the Past, and Making Some Surprising Discoveries

Now that The Legend of Zelda: Echoes of Wisdom is out, more and more players are fully exploring its top-down, toy-like, open world. And they’ve gradually been discovering a pretty cool secret about its map: it “links” up almost perfectly with the map from A Link to the Past.

More and more players have been sharing posts on social media comparing the maps of Echoes of Wisdom and A Link to the Past, and have figured out that Echoes of Wisdom basically uses the same map from A Link to the Past… just expanded. A number of major landmarks can still be found in the same spots as in Link to the Past, though they’ve changed or aged seemingly with the passage of time.

What’s more, most of Echoes of Wisdom’s brand new locations exist outside the boundaries where Link to the Past’s map stopped, implying that civilizations like the Goron and Gerudo could have always existed in Link to the Past, they just weren’t accessible in that particular game.

We chatted with our own reviewer, Tom Marks, about this phenomenon, who agreed with the parallels. He pointed out to us that landmarks especially around Hyrule Castle will be familiar to Zelda veterans. The graveyard and church are in the right spots, and the hill where Link’s house was in Link to the Past is still there too, even though the Echoes of Wisdom Link lives in Suthorn Village.

There are other comparison points fans are finding. Eastern Palace, for instance, is still present in the same spot and even includes a sidequest. Where Kakariko Village used to be, Echoes of Wisdom has ruins, implying it was moved at some point. There are also Desert Palace ruins, Swamp Ruins is in the right place, and so much more.

Echoes of Wisdom is far from the first Zelda game that’s involved clever, if subtle, map tricks. A Link to the Past itself famously included both a Light and Dark variation on the same world. And when Tears of the Kingdom came out, we wrote about how its Depths was essentially an underground mirror of the surface.

What’s most curious for Zelda lore buffs will be whether or not this answers meaningful questions about Echoes of Wisdom’s place on the Zelda timeline. Could this in fact put Echoes of Wisdom in the timeline post-Link to the Past and Link Between Worlds? Or is this some alternate universe situation? We’ll need Zelda scholars to sort this one out.

As you look for these parallels in your own playthrough, check out our wiki guides and our own interactive map whether you’re exploring the similarities yourself, or just looking for more heart containers.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Sword Art Online Developer Wants to Take the Series in a More Mature Direction

New entries of both the Sword Art Online anime and the games have consistently been released for more than ten years now. On October 4th, both the newest anime season, Sword Art Online Alternative: Gun Gale Online II, and the newest game, Sword Art Online: Fractured Daydream were released.

SAO: FD is already quite different from the previous in the video game series, but we had to ask: What’s next for the Sword Art Online video games? Here’s what SAO: FD producer Shoehei Mogami and SAO game series producer Yosuke Futami had to say about the possibility of a more mature SAO game and the MMORPG-style SAO game they know fans want.

“Sword Art Online itself, the anime and the game, will keep going into the future,” Futami said. “We do want to bring SAO to the next level, maybe even to a higher-performing console.”

Futami also explained that while Sword Art Online: Fractured Daydream is more character-based, they maybe also want to try to do something around the concept of SAO that if you die in game, you die in real life. That’s something they want to explore in the future, but Futami clarified they likely wouldn’t implement a permadeath mechanic because “the current SAO game fans might be angry and just might break their keyboard or something.”

“We want to try to have more for those SAO fans who are adults and experience an SAO which is more mature,” Futami explained.

We want to try to have more for those SAO fans who are adults and experience an SAO which is more mature

The future of SAO probably also wouldn’t be something like a Souls-like, and because of the difficulty behind development, neither an MMORPG.

“MMORPGs are very difficult to make,” Futami said, joking that in Japan it’s said to take 70 years to make one. “While we know the IP [Sword Art Online] would be great for it, and many of our fans and player community are interested in it, it’s something we would only pursue once we know we have a strong concept and could do it right. Maybe, if all the stars aligned, we would be able to start making it.”

Though it isn’t an MMORPG, Sword Art Online: Fractured Daydream seeks to emulate raids found in MMORPGs with 20-person dungeons and raid bosses, complete with boss-specific, rare loot that not everyone can pick up at the end of the fight. It’s also a standalone title, so anyone familiar with just some of the anime would be able to get into and understand SAO: FD, no previous SAO game knowledge required.

“There’s a barrier to entry after ten years of [SAO] games,” Mogami said. “We want people who haven’t played the games to be able to enjoy SAO games.”

The team also wanted to challenge themselves by implementing cross-play in SAO: FD, so friends aren’t barred from playing with each other, Mogami explained.

There is one more thing we know about the future of SAO games, too: Though the chance is not entirely zero, don’t expect an SAO game without Kirito or Asuna. Having an SAO game without Kirito and Asuna, Futami said, “is like having a Dragon Ball without Son Goku.”

Casey DeFreitas is IGN’s Deputy Guides Editor.

How Ghost of Yotei Gets History Right

The new trailer for Ghost of Yotei is here and in three minutes, Sucker Punch has managed to tease a ton of cool details from Japanese history. Placed 300 years after the story of Jin and Ghost of Tsushima, Ghost of Yotei takes us to a time of turmoil in the Hokkaido region, which was known as Ezo in 1603 and not really considered part of Japan. It was the perfect destination for fleeing Ronin and Wokou (aka pirates), who were escaping the newly appointed Tokugawa shogunate. Since the trailer released I’ve been poring over the details it contains, translating the text, brushing up on Japanese history, finding out about the Matsumae clan, and learning all about the indigenous people called Ainu, because I’m incredibly hyped for Ghost of Yotei. Here’s why.

“We are beyond the edge of Japan.” 

Let’s talk about that opening quote because knowing a bit of history helps set the stage as to why it’s important. In 1600 the well-known Battle of Sekigahara took place, which was fought and won by famed warrior Tokugawa Ieyasu. Following his victory he hunted down and executed those who stood against him and folded many into his shogunate if they accepted. By 1603 clans like the Takeda clan – who may have their crest or one like it represented in the trailer – would have either joined Tokugawa or been left to their own fate.

In March of 1603, Ieyasu was made Shogun and guess which region was deemed important around that same time? That’s right, Ezo, which would explain the scene of Ronin and Pirates trying to burn down what we think might be a Tokugawa building or one teased to be like it.

In addition to that turmoil, the Matsumae clan was defending the southern region of Ezo from the Ainu. Since Ezo wasn’t really considered part of Japan and the Ainu were local to the area there was friction between the two factions, which came to a head when the Ainu and Matsumae faced off in 1669 during the revolt of Shakushain over control of the land. The Ainu are a very spiritual people believing that everything from flora and fauna to animals had a spirit. In fact they believe they were born from a union of a wolflike creature and a goddess. They also have a ritual involving bears who they consider to be gods, but more on that later.

In 1603 the conflict between the Ainu and Japanese was coming to a bit of a head. The Matsumae clan established a base on Ezo near the southern edge of the island, and would eventually build the Matsumae Castle in 1606. Ezo was seen as an important point of defense from Russia, but it wasn’t until the Castle was built that trade was more well-established with the Ainu in 1606.

Also a fun fact about Mount Yotei. It’s referred to as the female mountain by the Ainu people but let’s not forget about the nearby Mt. Shiribetsu, known as the male mountain is nearby and I believe it’s teased as a location a bit earlier.

“People will come north to disappear. But you… you are hunting.”

So how does our new protagonist Atsu fit into all of this? There’s a lot of Wolf iconography in the trailer, which is interesting because the now-extinct Ezo Wolf, also known as the Ezo Okami, are known as a god who had the power to dispel evil. They also symbolize mountain worship, which ties in nicely with Yotei’s setting. Atsu also has Wolf iconography on her hilt, which makes me wonder if she has ties to the Ainu, given their belief that many animals were gods roaming the earth, and the Wolf god’s importance I noted earlier is particularly important in Ainu culture.

The Ainu loved animals, but despite this had ceremonies that by modern standards could be seen as somewhat violent. For example, the Ainu believed Bears were gods waiting to be set free, so they would take bear cubs, raise them like they were their own children until they were about two years old, and then sacrifice them and drink their blood in a ritual they believed sent the god back to where they came from. It’s also interesting that Atsu has what appears to be a bearskin cloak for warmth. While this may not have been from the ritual itself, it could have been traded or acquired from the Ainu in some other manner related to the ritual. Sucker Punch has teased an upcoming video about the other animals we can expect in Ghost of Yotei so I’m intrigued to know more about the blood sacrifice… or maybe the Ural Owls of Ezo which would be a bit more my speed.

But beyond the bear cloak, Atsu also has several interesting traits that could paint her as having a Japanese background. Besides her stances, weapons, and attire which we’ll discuss in just a moment, her instrument, the Tsugaru Shamisen, is an interesting choice. The Shamisen was popular in the pleasure districts, highbrow theater, and even with folk music of Japan which have led some fans to wonder if Atsu may use subterfuge as a Geisha in Yotei. Her well-kept nails also lend to this theory as they looked pretty nice for a roaming Ronin who’s just committed a brutal murder. Regardless, the Shamisen is an interesting choice because while it has been depicted as a weapon in some Japanese cinema, chances are it’ll instead be a replacement for Jin’s Shakuhachi (flute).

Japanese attire included a ghost mask that had been repaired with a technique known as Kintsugi. Kintsugi is the practice of fixing a break using a lacquer mixed with gold, and it was a very popular repair method of the time. The gold repair hints at the history of the item and was seen as beautiful by collectors. All this makes me wonder what story the mask seen in the trailer is hiding.

That question leaves us wondering how Atsu became a wandering Onna-musha warrior, which were basically the female version of a Ronin. Of course, there have been many well-documented Onna-musha throughout history, as it was common to train women to defend their homes and children during time of unrest. Tomoe Gozen one of the most feared Onna-musha warriors of all time has been well documented, and while she is more of a legend who’s authenticity is debated, there are still plenty of documents about women going to battle in Feudal Japan. I imagine Atsu would be inspired by one of those stories.

For this time period, Yodo-dono stands out to me as she has often been portrayed as fighting against the Tokugawa Shogunate. Yodo-dono was a concubine for Toyotomi Hideyoshi, and gave him two children. When Hideyoshi died in 1598, she was very powerful as the mother of Hideyoshi only heir. She declined meetings with the Tokugawa clan. Rebuilt Osaka Castle with a bell that read “Toyotomi’s force will rise again” and let’s just say that was not received well by Ieyasu. It’s said that she resisted Tokugawa until she met her end in Osaka castle by committing suicide with her son. She’s an interesting character of the time period, who could make good inspiration for Atsu and has been portrayed many times in Japanese films, but I digress.

The bigger question for Atsu is why is she wanted? The sign we see in the trailer reads: “Wanted List. We have 100 Ryo rewards for this woman’s head. There are rumors that she was witnessed on Mount Yoteizan. 28 or 29 years old.” Ryo isn’t the modern currency for Japan, but, let’s just say that’s a large bounty by today’s standards.

“Wanted List. We have 100 Ryo rewards for this woman’s head. There are rumors that she was witnessed on Mount Yoteizan. 28 or 29 years old.”

Why does she have a list of names on her waist? The list reads Demon, Fox, Dragon, Spider, Snake, and Saito. Snake is crossed off with blood near the end of the trailer. Does that mean she has eliminated whomever Snake is? And who sent her and why is she on this quest?

“Still think your the hunter?” is the final quote we hear before Atsu defeats her enemy, and it leaves me wondering… where did she get those toys? Atsu uses the niten’ichi, or two sword style, Miyamoto Musashi popularized and which roughly translates as two heavens as one. It appears that she has a Katana in one hand and a Wakizashi in the other. She also wields an Arquebus Tanegashima rifle with a Serpentine matchlock and is shown with a Kusarigama twirling around the chain. Other weapons spotted in the trailer include the Odachi teaser, indicating there will be even more to master in Ghost of Yotei.

Of course, we have other questions about the game, like if hot springs will make a return, or if the crest that we see slashed will wind up being an homage to the Toyotomi clan that was wiped out. Time will tell. For now, the history, turmoil, and drama surrounding Ezo, the Ainu and the Tokugawa Shogunate has me hyped for Ghost of Yotei. Let’s see what you’ve got, Sucker Punch!

A special thanks to… IGN Japan & my friend Hanako for helping translate, YouTube reactions from Shohei Kondo | Gaijin Goombah | The Shogunate | Tales of Dawn and Dusk for historical context and details that helped guide my research!

Zelda Was Haley Joel Osment’s Star Wars, and He Wants to Be in the Live-Action Movie

We can guess that there are plenty of Hollywood stars who want to appear in the upcoming live-action The Legend of Zelda movie, and Haley Joel Osment is one of them.

Osment stopped by our IGN Arcade series to look back at movies like The Sixth Sense as well as talk about his most recent film, Blink Twice. But, as part of the show, he also played a little bit of The Legend of Zelda: The Ocarina of Time, which is when he asked, “Are they ever gonna make a movie out of [The Legend of Zelda]?”

When we told him that yes, there is a live-action film on the way and asked him if he’d want to throw his hat in the ring, Osment didn’t hesitate.

“Oh, my hat’s in the ring, they know my hat’s been in the ring,” he said. “Link was like 37 when he did all this, right!? Seventeen, 37? As a kid, I was like, ‘obviously they’re gonna make [Ocarina of Time] a movie soon, the story’s all written out for you!’ And you’re like, ‘that’d be very challenging to make into a compelling two-hour movie.’ “

As far as what Zelda lore he’d like to see in the film, Osment said, “Ocarina and Majora’s Mask, those are my original Star Wars [trilogy].”

Nintendo and Sony Pictures first made the massive announcement about a live-action The Legend of Zelda movie last November, with Wes Ball (The Maze Runner, Kingdom of the Planet of the Apes) set to direct and Avi Arad and Nintendo’s Shigeru Miyamoto producing. Unfortunately for Osment and other Zelda fans hungry for information, Ball refused to reveal his favorite Zelda game in a previous IGN interview, so we’ll likely have to wait and see if he’s an Ocarina of Time and Majora’s Mask fan like Osment.

“Ocarina and Majora’s Mask, those are my original Star Wars [trilogy].”

We’ve gotten a few other pieces of information since then, including the fact that Ball plans to take a “grounded” approach to adapting The Legend of Zelda. We still don’t have other key pieces of information however, including castings and a release date.

For more from our IGN Arcade interview with Osment, check out his comments on potentially saying goodbye to Sora after Kingdom Hearts 4 or watch the full episode below:

Thumbnail credit: Rodin Eckenroth/Getty Images

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Starship Troopers VR Dev Suffers Layoffs Amid ‘Challenging VR Gaming Market’

The developer of a number of upcoming virtual reality titles including Sony’s Starship Troopers VR game has suffered a significant round of layoffs amid what it called a “challenging VR gaming market.”

XR Games, developer of the poorly received Hitman 3: VR Reloaded as well as the upcoming Zombie Army VR for Rebellion and Starship Troopers: Continuum for Sony, suffered layoffs one former member of staff described as “beyond restructuring.”

72 staff were reportedly let go, retaining only 12 out of around 84. The downsizing cast doubt on the launch and support of both Zombie Army VR and Starship Troopers: Continuum, but in a statement issued to IGN, XR Games insisted both would still release later in 2024.

Here’s the statement, from Bobby Thandi, Founder and CEO of XR Games:

“I’m heartbroken that we’re going to be losing some of our incredibly dedicated, talented and valued colleagues. We’ve spent many months carefully exploring alternative solutions in the face of a challenging VR gaming market and a tough broader gaming landscape, and this is one of the hardest business decisions we’ve faced.

“Our priority during and after this consultation process is to treat all team members with the utmost respect and care. We are committed to helping those affected by this through outplacement support, such as CV clinics, portfolio advice, interview preparation and practice, and signposting available jobs in the industry. We also have mental health support available for our staff.

“I’m so very proud of our teams for their hard work on Hitman 3: VR Reloaded, which will continue to receive patch support, as well as Zombie Army VR and Starship Troopers: Continuum, both of which are due for launch this year. We want to be able to develop innovative titles for many years to come, and we’ll work to navigate this transition and shape the future of XR Games.”

Hitman 3: VR Reloaded, developed by XR Games in partnership with Hitman owner IO Interactive, is a standalone port of Hitman VR for the Meta Quest 3 that was supposed to address some of the biggest criticisms of the PC game, like the lack of dual wielding. But it launched to negative reviews from players as well as press, with Eurogamer calling it “about as grim as VR games can get.”

The VR market has struggled. The PSVR2, for example, lost momentum soon after launch despite its technical prowess, though Sony hasn’t shared figures since revealing it sold 600,000 within six weeks of its February 2023 launch.

Sony Interactive Entertainment’s head of global business Eric Lempel told the Financial Times in December 2023 that VR was “a bit of a challenging category right now.” In March, Bloomberg reported that Sony had allegedly paused the production of the PSVR2 to clear the backlog of unsold units it had.

Starship Troopers: Continuum, meanwhile, is due out on Meta Quest 2 and 3 on October 17, 2024, and PSVR2 on October 31, 2024. Zombie Army VR is set for launch on PSVR2, Meta Quest 2, 3, and Pro, Oculus Rift, and PC headsets via Steam later in 2024.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Zelda: Echoes of Wisdom Speedrunner Finds a Way to Play as Link, But a Link% Run Remains Elusive

This story contains minor spoilers for The Legend of Zelda: Echoes of Wisdom.

After almost 40 years, Zelda finally has her own mainline The Legend of Zelda game in Echoes of Wisdom. So, naturally, someone has already figured out how to show her the door and play the game as Link instead.

Okay, jokes aside, the glitch itself is pretty cool. First found by Japanese speedrunner Ikaboze, it makes use of a combination of speedrunning glitches and the fact that you play as Link in the game’s prologue to make Link available in the rest of the game. Ikaboze’s original video is here, but for English speakers, a few other Zelda fanatics have put together instructions. Here’s an explanation in video form from ZeldaMaster that we’ve summarized below:

  1. First, start a brand new game. In Suthorn Ruins once you gain control of Link, make a manual save of the game. From here, do not make any more manual saves. Autosaves are fine.
  2. Beat the entire prologue sequence without manually saving the game. Escape Hyrule Castle as Zelda, do the first dungeon, and get to the point of the game where you are free to explore all of Hyrule (when you acquire the “Searching for Everyone” quest).
  3. Collect the Sign echo from Suthorn Village or another location.
  4. Go north of Hyrule Field to the Eternal Forest and start getting a feel for how far you can enter the forest before it warps you back outside. As you move, try dropping Sign echoes and try to get the signs as close to the edge of where you get warped out as possible. Your goal is to be able to examine/read a sign right at the point where the forest warps you out, so when you close the dialogue box you warp out immediately.
  5. Once you’ve gotten used to the timing here, make sure your pause screen is set to the Load/Save screen so that opens immediately when you pause. Then, do the sequence with the sign reading/warping again. This time, try and hit the pause button on the exact moment you exit out of the dialogue box and are being eaten by fog.
  6. If you’ve done it right, you should be in the pause menu, but still have control of Zelda underneath the menu. The map buttons should be overlaid on top of the pause screen.
  7. From here, keep the pause screen open, and move Zelda around until you find an enemy; there should be a few nearby. Let her get hit until she dies. The second you see her die, hit the “Load” button and be on the file selection screen at the same time that the Game Over screen pops up over the top of your pause menu.
  8. Your arrow buttons should impact both menus at the same time, so carefully navigate the menu so that you have “Retry” selected at the same time on the Game Over screen as you hover over the original, manual save file where you were Link in the Suthorn Ruins. Take a deep breath, and press A!
  9. When the screen goes black, press Up, and when you hear the sound effect indicating you’ve moved on a menu, immediately press A again. If it works, you should hear the “load file” jingle play. If you messed up, you’ll be back as Zelda near the Eternal Forest, but the whole world will be blacked out. If this happens, don’t worry, just load your most recent autosave and try again.
  10. But if you’re successful, you’ll be in the same spot by Eternal Forest, but playing as Link!

The glitch is tricky, so we recommend watching a video or two before attempting and practicing to get the timings right, but it does seem to consistently work on the current version of the game at the time of this piece: 1.0.1.

There are some limitations to be aware of. Though you’ll be on the overworld and able to explore, your game state will revert to what it was at the very beginning as Link, so you won’t have the map or most of your menu options unlocked. However, Link will come with two full lines of heart containers, bombs, arrows, his sword, and the bigger jump. You can unlock warp points and the map, and if you manually save the game at this point, you can reload it and still be running around as Link.

Critically, though, you won’t be able to use Echoes at all, which is currently where notions of beating the entire game as Link fall apart. When the glitch was discovered, the Echoes of Wisdom speedrunning Discord members began floating the idea of a “Link%” run, but lacking Echoes, they can’t meaningfully progress the game to a finished point…yet. Several intrepid individuals are goofing around with Link, trying to find ways to either get the Tri Rod or otherwise bypass points where Echoes are needed so that a Link% can be achievable. It’s possible that it won’t be long before beating the game as Link is discovered…though it’s also just as possible that Nintendo patches the game to get rid of the glitch before people figure it out.

We gave Echoes of Wisdom a 9/10 in our review, calling it “far more than some second-tier spinoff, combining the expertly crafted dungeons and item progression you’d expect from a 2D Zelda with the wild creativity provided by Tears of the Kingdom.” And for everyone still just trying to beat the game as Zelda, check out our wiki guides and our interactive map for help finding everything from heart pieces to every Echo in the game.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

The Limited Edition Fortnite DualSense Controller Is Up for Preorder

Revealed during September’s State of Play, the Limited Edition Fortnite DualSense Controller is officially available to preorder (see it here at Walmart). This colorful controller will set you back $85 and is set to release in a little over a month on November 7.

If you’ve had your eye on it since it was announced, it’s best to jump on preorders now as it’s already sold out once and is still sold out at Amazon. Considering preorders only went live yesterday, that’s a lot of demand for the controller, so better to be quick about putting a preorder in before it’s gone again!

Preorder the Limited Edition Fortnite DualSense Controller

This wasn’t the only new DualSense announced during September’s State of Play, either. The fancy new Chroma Edition controllers are now available to preorder as well, sporting some very shiny colors in Pearl, Indigo, and Teal. If you’ve been looking to give your PS5 a bit of an upgrade with a sleek splash of color, now’s an excellent time to do so with these controllers.

And if buying new PS5 hardware isn’t something you’re interested in right now, there’s always our roundup of the best PlayStation deals to check out. There, you can find discounts on everything from headsets to storage to a wide variety of PS5 games. We also have roundups for the best Xbox deals and the best Nintendo Switch deals, if you want to see what’s happening on other platforms. Or, if you’d rather see the highlights from each of these gaming deal roundups, have a look at our collection of the best video game deals or our Daily Deals write-up to see the best discounts that have caught our eye.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.