Say Goodbye to the Iconic Gulf War Game Boy

Gulf War veterans have lost another comrade today, especially veterans who were gamers. The Nintendo Store in New York City has retired the iconic Game Boy that survived an explosion during the war.

Tanooki Joe, the Twitter user behind the account @VideoGameArt&Tidbits, which delivers high-resolution video game and retro gaming memorabilia, took to the social media platform and said the externally damaged Game Boy was officially retired from Nintendo NY after its exhibit was absent for some time. They said that during a recent visit to the store, an employee confirmed it was because it had been returned to Nintendo of America’s headquarters in Washington State.

“The Gulf War Game Boy has officially been retired from @NintendoNYC,” they said. “After not seeing it on display for a while, I asked one of the workers about it. He told me it was returned to Nintendo’s headquarters in Redmond, Washington.”

In 1991, the original Game Boy was nearly destroyed in a barracks bombing during the Gulf War. Its plastic casing got scorched by the fire, the motherboard was exposed, and the A and B buttons were melted along with the D-pad buttons — all damages that rendered the toy useless. According to Esquire, Stephan Scoggins, the medic who stored the handheld system in the barracks, sent the damaged Game Boy to Nintendo for repair with a note that read: “Fortunately, this Game Boy, several Game Paks, and sundry other personal items were the only casualties claimed by a fire.” When the Nintendo technicians tested the Tetris cartridge that came with it, they were shocked to discover the Game Boy still worked.

While we don’t know what retirements plans Nintendo of America has in mind for the charred Game Boy, it’s truly a miracle it managed to survive the Gulf War and live to tell the tale from within the Nintendo Store near Rockefeller Center. It’s a piece of gaming history that belongs in a museum.

Cristina Alexander is a freelance writer for IGN. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Xbox vs. FTC Trial: 7 Big Things We’ve Learned So Far – Unlocked 601

With the Microsoft vs. FTC trial concluding, with a verdict expected next week, we discuss and analyze seven big things we’ve learned so far, from the fate of Bethesda game exclusivity to the other publishers Microsoft considered buying and more! Plus: our own investigative report into the state of The Initiative and the Perfect Dark reboot.

Subscribe on any of your favorite podcast feeds, to our YouTube channel, or grab an MP3 of this week’s episode. For more awesome content, check out my recent interview with Todd Howard, who discussed the realization of his vision for Starfield after eight years, how Red Dead Redemption 2 was something of an inspiration, what his future holds, and more!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Annapurna Interactive Showcase 2023: Everything Announced Including Blade Runner 2033: Labyrinth

The Annapurna Interactive Showcase has returned for 2023 and it was filled with a wide range of unique and wonderful-looking games. From the first Blade Runner game in 25 years that also happens to be the first in-house game for Annapurna Interactive to release dates for Thirsty Suitors and Cocoon to the news that Stray was headed to Xbox, the 30-minute show was not a disappointment.

However, it did go by pretty quickly and it can be hard to keep track of everything announced, so this article will gather all the biggest reveals and the trailers that went along with them so you don’t miss a thing!

Blade Runner 2033: Labyrinth Is Annapurna Interactive’s First In-House Game

Blade Runner 2033: Labyrinth is not only the first Blade Runner game in 25 years, but it will also be Annapurna Interactive’s first in-house game. We don’t know too much about the game quite yet, but it was confirmed that it will take place in 2033 in a dystopian Los Angeles after the Blackout and will fit in between the original Blade Runner and Blade Runner 2049.

Its development is being led by Solar Ash and What Remains of Edith Finch’s Chelsea Hash, and we had the chance to speak to her about the project that will supposedly have a strong focus on narrative.

Cocoon Gets an August 2023 Release Date and a New Gameplay Trailer

Cocoon, the much-anticipated world jumping game from Geometric Interactive and the lead gameplay designer of Limbo and Inside, will officially be released on PS5, PS4, Xbox Series X/S (On Game Pass!), Xbox One, Switch, and PC via Steam on September 29, 2023. We were also treated to a new gameplay trailer alongside the release date announcement.

Stray Is Finally Coming to Xbox in August 2023

Cat lovers, rejoice! Stray is finally making its way to Xbox Series X/S and Xbox One on August 10, 2023. In our Stray review, we said, “The new ideas it introduces along the way help keep things as fresh as a new bag of litter, too, even if not all of those ideas work quite as well as others. But whether I was scratching at a carpet or curling up into a ball and taking a catnap, Stray does a great job of setting itself apart in a way that feels like more than just a novelty.”

Thirsty Suitors Gets a November 2023 Release Date

Thirsty Suitors is a very unique game that features turn-based combat, skateboarding, cooking, and so much more, and it will be released on PS5, PS4, Xbox Series X/S (Game Pass!), Xbox One, PC, and Switch on November 2, 2023.

Thirsty Suitors stars Jala, who, throughout the game, will have to confront her exes, deal with her demanding parents, get ready for her sister’s wedding, and so much more in this game that is also a stylish celebration of South Asian culture.

Lorelai and the Laser Eyes Gets a New Trailer That Shows Off the ‘Journey into the Nightmare Surreality’

Lorelei and the Laser Eyes is a striking game that promises to take players on a “journey into the nightmare surreality.” Annapurna Interactive’s showcase presented fans with a new trailer and it teases some of the mysteries and puzzles players will need to solve in this non-linear adventure game when it arrives later this year.

Lushfoil Photography Sim Encourages Players to Capture the Beauty of Our World on Film

Lushfoil Photography Sim has players exploring true-to-life recreations of real-world locations with a fully-featured camera and it looks to be a beautiful adventure across our planet. Gameplay takes place in first-person and there are secrets and hidden objectives waiting for players that understand what it takes to capture the perfect shot.

To a T Is a New Game From the Creator of Katamari Damacy and It Stars a Character Stuck in a T-Pose

To a T is a hilarious-looking game from the creator of Katamari Damacy that stars a character who is stuck in a t-pose position. To a T is billed as an “episodic 3D adventure” that has a “strong focus on character, interaction, story, and exploration,” and the main character is just trying to live a normal life while being stuck in a not-ideal position at all times. However, they soon learn they may just be perfect the way they are.

Flock Is a Co-Op Game That Has Your Flying Through the Skies with Your Friends With a Bunch of Flying Creatures

If you’ve ever dreamed of what it’s like to be part of flock of birds flying through the sky, the aptly named Flock may just be what you’ve been waiting for. The goal of the game is to fly through a fantastical world and recruit new and wonderful flying creatures to join your flock, and you can do everything with a friend by your side.

Ghost Bike Is a Thrilling and Speedy Biking Adventure Through the Afterlife

In 2024, players will be able to play Ghost Bike, a game that tells the story of the attempted revival of the “magical couriers who rode between the world of the living and the world of the dead.” This adventure will take players to the afterlife and will challenge them to defeat ghosts in an attempt to bring back “the true spirit of biking back to Wheel World.”

Mundaun Is a Haunting Hand-Penciled Horror Tale That Is Now Available on PS5 and Xbox Series X/S

Not only is Mundaun now available on PS5 and Xbox Series X, but this hand-penciled horror tale also has a new update that adds 4K/60fps support on current-gen platforms, bug fixes, new languages, and more. Set in a dark part of The Alps, Mundaun was first released in 2021 and is filled with deadly creatures, devious puzzles, terrifying moments, and more.

Bounty Star Is a Compelling Combination of Mech Combat, Base Building, and Farming

Bounty Star is a complelling combination of mech combat, base building, and farming and it stars a ex-soldier named Clementine McKinney. As you work to help Clem get over the guilt of her past, you will get to partake in thrilling 3D mech combat and so much more in a post-post-apocalyptic version of the American Southwest.

Storyteller Is Headed to Netflix With New Content

Storyteller, the puzzle game that plays across multiple panels like a comic book, will be available to all Netflix subscribers on September 26, 2023, with new content, scenarios, and more.

Annapurna Interactive Has Partnered with Marumittu Games and Glass Revolver

While these wren’t full game announcements/reveals, Annapurna Interactive has revealed it has new developer partnerships with Marumittu Games and Glass Revolver. Marumittu Games’s title takes place in a “future that could actually happen” and will include problems that are familiar. Glass Revolver’s game is called We Kill Monsters and it was revealed it was originally going to be in 2D before studio head Jacob Williams decided to delete the entire project and committ to 3D. Oh, and you can camp!

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

To a T Is a New Game From the Creator of Katamari Damacy That Stars a Character Stuck in a T-Pose

To a T is a new episodic 3D adventure from Katamari Damacy creator Keita Takahashi and Uvula that stars a teenager stuck in a t-pose.

To a T, which has no release date or window as of yet, was featured in the Annapurna Interactive Showcase and the trailer was a hilarious look at the world that promises to have a “strong focus on character, interaction, story, and exploration.”

The teen you play as only wishes to live a normal life, and you will join them on their journey to realize that their “unique posture” has much more than meets the eye and that they are “the perfect shape.”

Alongside going to school, exploring your small coastal town, dealing with bullies, and adventuring with your mom and adorable dog, you will also learn about a “new ability granted to them by their extraordinary posture” and “uncover more about their mysterious lineage.” We get a glimpse of this ability that sees them spinning very fast and flying away.

For those unfamiliar, a t-pose is a default pose for animated characters before they are animated to do what the creator wants that sees their arms outstretched horizontally, effectively making the character look like the letter T.

To a T was first announced at last year’s Annapurna Interactive, but it was done so without a title reveal or the confirmation the main character would be stuck in a t-pose.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

The Witcher: Old World Board Game Review

The Witcher: Old World has all the warning signs. As a crowdfunded board game, it follows the common trend of launching alongside a half-dozen expansions which shove years worth of content into the product line. The core box is big enough as is, occupying a healthy amount of space and throwing the lofty weight around of its intellectual property. The chance to fall into the role of a Witcher and trek across a board in pursuit of ferocious beasts is clearly appealing and sells itself. What’s surprising is how this manages to be so compelling and outright joyful in its adaptation.

This game is not a lark. Łukasz Woźniak’s translation of this Polish media wonder into a board game is impressive. It allows you to wield the twin blades of a Witcher, traversing across the continent and visiting locations such as Cintra and Stygga. It’s set long before the time of Geralt, with Witchers belonging to one of several orders which they represent with honor and courage. They set upon the world to vanquish beasts and turn the darkness to light.

Players seek four trophies–primarily through felling creatures in card-fueled violence — with the first to attain that number bringing fame to their name and to their school. In terms of game design, it’s a race with each player acquiring skills and developing their character before setting upon various wandering monsters.

The Witcher: Old World belongs to the well-established genre of adventure games. Similar to the Skyrim board game, players engage in various activities that ignite narrative encounters, all in pursuit of additional resources to improve their character’s abilities. Instead of the goal being the completion of quests, everything here is in service to combat. There’s remarkably little fuss or extraneous cruft clinging to that iron core.

The battle system is dynamic. Each player develops their own deck of cards over the course of the game by plucking choice options from the public market at the end of each turn. These cards are used to move about the board as well as to deliver massive blows, dodge attacks, and wield powerful magic. There is a definite arc to play as your deck strengthens over time, affording more options and synergies.

There is a definite arc to play as your deck strengthens over time, affording more options and synergies.

Strategic tinkering occurs around building combos. In combat, you can chain abilities together by connecting colored tags present on certain cards. This allows for potent turns where you throw down three or four abilities, buffing your defense and laying out massive damage. Monsters retaliate by another player drawing a random card from the top of their attack deck which offers variable amounts of damage or debuffs. It’s surprisingly brisk yet meaningful.

This is a relatively simple system, but it packs tremendous bite for its weight. You can feel your Witcher accumulating strength and skill over time, and with enough effort, you will outpace the monsters that form your prey as they escalate more slowly. This is a key design element that can prove contentious.

An understandable criticism of The Witcher: Old World is that the beasts you hunt are not tough enough. By the end of the game, nothing serves much challenge and you can topple these lumbering frights with ease. This element of pacing is a core principle of the design — it’s important to understand this is a race. You’re expected to tackle obstacles as soon as the odds are even somewhat passable. Failing a battle results in little pain, as it’s an experience which incentivizes offense and momentum.

Witchers should be engaging in combat early and often. It should be a risky proposition, for waiting too long means you are giving ground in the race. Furthermore, you are awarded one of the four necessary trophies by besting another player in combat, establishing an underlying sense of tension whenever another combatant is nearby.

While there is not typically significant interaction in this style of game, Old World includes just enough to make for a satisfying multiplayer experience. Besides dueling another protagonist, you can engage in the quick and simple dice poker mini-game. You also take turns controlling foes and push the tempo of play by racing to the enemies that pop up on the board like moles peeping out their hole.

Old World includes just enough interaction to make for a satisfying multiplayer experience.

The systems are sustained for solitaire play as well, although this mode lacks the necessary edge due to the absence of a timer. There is simply no pressure or reason to hurry, besides to beat a previously set score. It’s rather lifeless compared to their thrills of the multiplayer experience.

It is unfortunately a long game. With four players it’s nearly unbearable, though it sits much more comfortably with two or three. With this reduced count, the naturally thin systems at work tend to yield their best results, allowing for an experience that is relatively fast and surprisingly satisfying.

The Witcher: Old World Expansions

A number of expansions are available alongside the main game. The best of the bunch is the Skellige addition, adding a sideboard of islands to visit. There is a real personality and identity to this new locale which adds texture to the overall narrative.

The Legendary Hunt extension is the most appealing for fans of the combat. It provides a new system for fighting an end game boss of sorts. This feels like it belongs, slapping a huge miniature down on the table and swapping out the win condition to the champion that smites the feral monstrosity. And it works well by establishing a proper climax and avoiding the occasionally dull ending of someone just sneaking out a lackluster final trophy. But it adds a good 20 or 30 minutes to playtime, which extends an already lengthy game into uncomfortable territory.

The final expansion available at retail is a box of mages. This is noteworthy because it adds female character options, an option sorely lacking from the base game due to lore considerations. The mages themselves are interesting, but they highlight the rough seams of the design as you begin to add all of this additional material. Mages for instance are never mentioned on encounter cards or in any of the base game material. You are instructed to mentally swap out the word “Witcher” with “Mage”, which is awkward and clumsy. It makes this material feel like an afterthought, and is the most clear example of this new content being somewhat clunky and uneven. It stands in contrast to the straightforward nature of the base game as things begin to feel a little bloated and unrefined once you begin to bolt on multiple expansion modules.

It’s odd that the seemingly most vital additions are not yet available to purchase. Kickstarter backers received material that buffed out the encounter cards, as well as added detail to the procedure of hunting monsters. Both of these feel nearly essential. The base game’s encounter card quantity is meager at best, and you will start to see repeat of the choose-your-own-adventure snippets as early as your second play. The core abstracted hunt sequence isn’t a sore spot, but it feels a little unfulfilling and bland, which begs for the more sophisticated processes of the Kickstarter expansion. Both of these are expected to eventually be available for purchase, but it’s a strange decision to delay them in favor of less necessary content.

It’s also worth stating that the base game is available either with or without miniatures. These add considerable cost to the title, but foregoing the large monster figures does reduce some of the title’s visual presence and heft. As the fighting is the core experience of play, the plastic pieces add a sense of presence for the monsters that’s otherwise missing.

If you can keep all of the expansion guff to the side, this is a very effective high-level translation of the Witcher spirit to the tabletop. Most everything is where you want it, with the bulk of details enhancing the core focus of combat. The areas that bear more abstraction — such as hunting foes, swigging potions, and improving your RPG-like character skills — provide a soft silhouette for fans of the property to fill in and appropriate. Those who are less invested in The Witcher may find it a little uninspiring and particularly tedious with larger groups. This feels as though it was designed by a legitimate fan of the lore, and at its best, it’s a suitable playground for frollicking and carnage.

Where to Buy

Base Game – Standard Edition

Base Game – Deluxe Edition (includes 28 miniatures)

Expansions

Doom Eternal: Dark Horse Reveals Epic Doom Slayer Figure

Dark Horse is releasing a truly epic action figure of the one and only Doom Slayer. This 1:6 scale figure is modeled after the iconic hero’s appearance in Doom Eternal, and it looks primed and ready to slaughter the legions of Hell.

Check out the slideshow gallery below for an exclusive first look at this amazing Doom Slayer figure:

This Doom Slayer figure measures 12 inches tall and features 32 points of articulation. Highly articulated 1:6 scale figures are a bit of a departure for Dark Horse, which tends to focus on statues and non-articulated figurines like the Cyberpunk 2077 series of figures. However, in this case, Dark Horse has teamed up with the designers of Mondo to bring the Doom Slayer to life. The figure is sculpted by Mondo’s artists and painted and prototyped by Hector Arce.

Naturally, the Doom Slayer comes with a number of weapons and accessories inspired by Doom Eternal. That includes a chainsaw, Crucible Sword, Heavy Rifle, Plasma Gun, Super Shotgun and the almighty BFG 9000. The figure even includes a Lost Soul enemy with acrylic display stand to ensure the Doom Slayer has a friend to eviscerate.

The Doom Slayer figure is exclusive to Dark Horse Direct and limited to 666 pieces. The figure is priced at $295. Preorders are open now, and the figure is expected to ship between November 2023 and January 2024.

In other Bethesda news, a rating for Quake 2 Remastered was spotted ahead of QuakeCon 2023, where the game will presumably be officially announced.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Xbox Games With Gold for July 2023 Announced

Microsoft has announced that the Xbox Games with Gold line-up for July 2023 includes Darkwood and When the Past was Around.

Revealed on the Xbox Wire, the two Games with Gold offerings will be available to anyone with Xbox Live Gold or Xbox Game Pass Ultimate, with Darkwood available from July 1 to 31 and When the Past was Around available from July 16 to August 15.

Originally released in 2017, Darkwood is a top down survival horror game designed to be challenging. Players must craft weapons, prepare traps, and fortify hideouts in order to survive the night, but use the day to explore and scavenge the eerie forests of the Soviet Bloc.

IGN named it among the best horror games of that year. “In a genre oversaturated with crafting-heavy survival mash-ups, Darkwood shines,” we said at the time.

Coming in with a much cosier vibe, When the Past was Around launched in 2020 as an adventure point and click puzzle game about love, moving on, letting go, and the joy and pain of everything in between.

It tells the tale of a girl and her lover in a surreal world consisting of disjointed rooms from memories and time.

New games approaching also means that June’s Games with Gold will soon leave the service, so be sure to download Adios and The Vale: Shadow of the Crown before they disappear.

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

Confirmed: Metal Gear Solid Master Collection Vol. 1 Does Not Support Mouse and Keyboard on PC

The PC version of Konami’s Metal Gear Solid Master Collection Vol 1 does not support mouse and keyboard and fans aren’t happy.

The Steam pages for the original trilogy of games were listed earlier in June then quickly taken down, but not before fans noticed the lack of mouse and keyboard support. While many were hoping Konami’s takedown of the pages meant this issue was being fixed, they have now reemerged with the same message.

“Metal Gear Solid Master Collection version requires a controller in order to play,” reads the Steam page for the first game. “Playing with a keyboard and mouse isn’t supported.” Equivalent messages can be seen on the other games’ pages too.

“No keyboard controls it seems,” said LordEmmerich on Twitter (above), who spotted the initial Steam pages. “It doesn’t bother me but it probably will bother a few.”

That is certainly the case, as many Metal Gear fans across Twitter, Reddit, and Steam have made their grievances clear. “The lack of mouse and keyboard support seems like a bad sign that this could be a trash port,” said Sammy on the Steam page. “One thing is for sure, I’m not preordering.”

UncleMetallich chimed in on Twitter: “Oh come on, this was one of the main reasons why I wanted Metal Gear Solid 3 to be ported on PC.”

“You cannot just re-release these games after so long and not support the standard input PCs have used for over 30 years,” added another. “Absolute low tier effort there by Konami if it launches like that.”

Reddit user Altaiir57 agreed: ” Imagine a game releasing for consoles but it doesn’t support that console’s default native controller.”

IGN has asked Konami for comment.

Master Collection Vol. 1 also includes the original two Metal Gear games, which were released before the first Metal Gear Solid game, as well as additional content like digital graphic novels and a screenplay book.

Announced alongside Metal Gear Solid 3 Remake, the Master Collection Vol. 1 arrives on PlayStation 4, Xbox Series, Nintendo Swich, and PC on October 24.

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

Xbox Made a Fancy Controller Out of Actual Jade

Microsoft has made a fancy Xbox controller out of actual Jade to commemorate Wo Long: Fallen Dynasty coming to the console.

Xbox posted a video showcasing the creation of the controller, which required Jade craftsman Andy Chi to forge the gamepad using specialist equipment.

“If I can make a very exquisite jade product as a jade worker, and people will preserve it for a long time or permanently, I could think of nothing to be prouder of,” Chi said ahead of the project.

Making the first jade video game controller in the world came with difficulties, of course. Chi separated the controller’s shell into eight pieces, but after spending almost a week cutting two of them, he discovered cracks. “From my mistake I started many, many times,” he said.

Chi also had to make sure the jade surface was still comfortable for players to use and allowed for all the normal functionality one would expect from a gamepad. “When you press these directional buttons, we ensured the buttons do not come into contact with jade, but instead come into contact with plastic, so that it will not damage the jade during prolonged gameplay,” Chi said.

The jade controller isn’t for sale, joining the ranks of Xbox’s unique (and sometimes bizarre) one of a kind controllers, like the fluffy Sonic the Hedgehog ones it released last year.

Celebrating Earth Day in April, the company also announced an Xbox wireless controller “made partly” from reclaimed CDs, water jugs, and other Xbox controller parts.

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

The Sims 5 Will Seemingly Adopt a Fortnite Monetisation Model

EA will seemingly make The Sims 5, or Project Rene as it’s currently officially known, a free to play game that allows user generated content in a monetisation model similar to Fortnite’s.

As reported by Sims Community, EA posted a job listing looking for a head of marketplace and monetisation for Project Rene which described it as a “free-to-enter” game.

The candidate will “own pricing of all content in this free-to-enter game, ensuring we have an optimal pricing and content architecture [and] provide guidance to content teams on in-game content needs to meet player demand.

Another responsibility mentioned the in-game marketplace and management of user generated content. The candidate will “own Project Rene’s in-game marketplace of content and ugc (free and paid), and manage a data-informed player-centric player purchase journey: maximising value to players, optimising player spend patterns, and minimising player churn.”

EA launched its Roblox-esque Fortnite Creative 2.0 in March, which lets players make their own content for other users to use, either for free or at a cost. The monetisation model mentioned in the job listing sounds very similar to this, suggesting the basic version of The Sims 5 could be a free to play game with additional purchases available for those looking to buy new houses, clothes, and so on.

IGN has asked EA for comment on Project Rene’s monetisation.

This next Sims games was announced in October 2022, with the name Rene chosen to represent words like renewal, renaissance, and rebirth, and “to represent the developer’s renewed commitment for The Sims’ bright future”.

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