Backpack Battles Early Access Review

I’d be lying if I said there wasn’t a certain satisfaction that comes from the Tetris-like puzzle of inventory management in some games – hell, a whole game based around that idea, Save Room, became its own hit. Meanwhile the autobattler genre that has exploded in recent years hits similar notes, providing the joy of seeing your planning and preparation pay off in PvP. The bite-sized indie joint Backpack Battles combines these two ideas, pitting your organizational skills and wits in creating RPG-like character builds against others in fast-paced one-on-one matches. After a dozen hours with its Early Access release, I’ve seen the seeds of something great in that concept, with the potential to grow into something unique and impressive. But as it stands now, Backpack Battles is light on content and variety – it’s very much an Early Access game, with an emphasis on early.

The outset of Backpack Battles is quite straightforward: You select one of the four currently available classes – Berserker, Pyromancer, Reaper, or Ranger – then jump into ranked or unranked matches (the main difference being that ranked contributes to your classes’, well, rank). The goal of each run is to win 10 battles before exhausting your five lives, and you can either take your trophies and leave (the currency you earn from playing) when you do so, or go into a survival phase for an extra set of rounds for the chance to earn even more trophies and boost your class rank further. So far, this is the only mode offered, and while it is a digestible setup to let you focus on the more interesting mechanics of building your character throughout a run, it also means how you play is fairly limited.

Cramming as much gear into your bags as possible is part of the fun.

Where Backpack Battles shines is in the inventory organization mechanics that make up the bulk of what you’ll be doing. Light RPG elements blend with the self-induced puzzle of trying to fit all your best gear into limited spaces of your grid-based bags. Before every round, you have the opportunity to purchase interesting items from a randomized shop and equip them by fitting each into your backpack. That pack is constructed with several interlocking satchels and pouches you can freely reconfigure, which is important because gear comes in all sorts of shapes and sizes. You can (and must) purchase backpack expansions while balancing spending on weapons, armor, food, and accessories that all contribute to you actually winning battles. But not only is cramming as much gear into your bags as possible part of the fun, several pieces also react to others based on proximity. That’s how you essentially create “builds” for your character during a run, working out how best to stack item effects relative to each other or make them evolve into much stronger ones you cannot simply buy from the shopkeeper.

For example, as a Pyromancer, you’ll earn flames that you place into your bag to improve your attacks, but placing a lump of coal in an adjacent slot will turn the coal into a flame gem the following round, which you can then attach to weapons or armor to provide buffs in combat. A more significant tactic deeper into a run would be to place flames next to a set of Holy Armor to evolve it into Sun Armor, which then stacks on more effective buffs for the Pyromancer class. Working with the limitations imposed by bag space and investing in certain item types from round to round to make yourself even stronger later on is a tricky puzzle I enjoyed working out.

Then there are a handful of subclasses for each main class that open up later in a run, which offer new ways to further strengthen your character. A favorite of mine is the Firebender subclass that gives you an equippable gear piece (which is a very cute reference to Calcifer from Howl’s Moving Castle) to amplify the attack speed and power of all fire-based items in its surrounding slots. This way, that Burning Sword and Molten Spear I upgraded in earlier rounds are further strengthened if I can figure out how to get them next to it – and with the compounding effects of other accessories that can either boost my armor rating, inflict debuffs on the enemy, or even give me a second life mid-combat, I could become nearly unstoppable.

With each run, you’ll see a ton of variations on fascinating concepts like this, which ultimately feels like a clever crafting element woven into the inventory organization challenge. This means you’ll be spending most of your time in the shop, racking your brain as you try to weasel your way into fitting a weapon that takes four linear slots alongside a shield that takes up two-by-two, then also finding room for that Y-shaped Phoenix for revives alongside healing food items like an L-shaped banana. Sometimes rotating weirdly shaped gear isn’t enough and you just need to break it all down to completely rearrange your setup. It’s an enjoyable process that tickles the part of your brain that fires off in other games like Unpacking or just neatly fitting a bunch of your stuff into a closet. I saw one Steam review refer to Backpack Battles as the best banana-flipping simulator, and you know what, there’s truth to that.

Backpack Battles currently comes up short in its incentives to keep going.

Since this is an autobattler, the actual combat is out of your hands, with attacks and abilities being fired off on their own based on what you have in your inventory. You simply jump into a matchup and watch it all unfold. How much stamina the weapons in your inventory take up, your stamina recovery rate, the way your character builds armor or heals up, the conditions for which status effects are activated, and so on can all affect who comes out on top. The more you read the item descriptions, the more you realize how deeply their granular mechanics intertwine with each other, making this a thoughtful take on choosing gear and creating builds. That prep is important too, because it’s tough to really grasp what’s going on in combat since fights go by very quickly, lasting roughly 10 to 15 seconds per round (although you can read the battle log to see a detailed breakdown), and the limited, stilted animations don’t really express what is happening.

For all its great ideas and clever execution, Backpack Battles currently comes up short in its incentives to keep going, not letting these interesting systems truly sing. Trophies can be spent on new cosmetics for each class, which is fine, but doesn’t exactly push me to keep playing once I’ve seen what the different builds have to offer. And with only ranked or unranked matches, you start to go through the same motions a little too quickly once you’ve tried out each class. Preparing for opponents isn’t as dynamic as I hoped from run to run, as you basically just build the best character you can based on the items offered to you and hope it’s good enough for whoever you face, regardless of what they are doing. After about three or four hours, I felt I had already hit the plateau of what the Early Access launch offered. That’s not so bad for a fast-paced autobattler where you can get in and out of matches quickly, but I can’t help but feel it’s lacking a larger structure to bring it all together.

Of course, it’s always hard to judge a game in Early Access, as hopefully more modes, classes, and other options to shake each run up will arrive in future updates. What’s currently available is a great starting point, it just needs to be ushered in the right direction to reach its full potential. The public roadmap shows promise, and I’ve at least been convinced to keep tabs on Backpack Battles as it gets closer to its final build, but at the moment it’s probably worth waiting until it’s a little further along before really diving in.

FF7 Rebirth’s open world is both one step forward and one step back over FF15

Having spent close to 40 hours hanging out with Cloud and co. on my (entirely accidental) Final Fantasy 7 Rebirth holiday last week, I’ve been absolutely bowled over by the sheer size and scale of its big, open world map regions. I’ve only seen three of them so far, out of its total of eight, but it’s immediately obvious just how much of a step-up these places are compared to the dusty plains and rolling hills of the most recent Final Fantasy game to hit PC, FF15. An obvious take, perhaps, given that FF15 first came out eight years ago in 2016, but I’m sure anyone (all right, mainly me) who’s ever despaired at Noctis’ seeming inability to climb even the smallest hillock in front of him, or how everyone always rides right into your backside while gunning about on a chocobo, will feel some mild, tangible relief at how elegantly Rebirth has solved both of these particular problems. Not only can everyone’s chocobo navigate the world seamlessly without getting tripped up on either yourself or the nearest pebble, but Cloud can also jump, leap and haul himself up crags and rocks with one easy button press.

But there are aspects of Rebirth’s approach to open world adventuring that also feel distinctly underwhelming at the same time. When you look past the splendour and rich reimagining of this once flat and detail-less world, it’s ultimately quite a standardised take on what modern open world games have become in recent years. There are towers that reveal more points of interest on the map; there are special monster encounters to find; summon temples to discover; and lifestream springs to analyse that also reveal more and more about your immediate surroundings. There are proper sidequests with their own multi-part story objectives, too, which is arguably where Rebirth feels most alive, but most of the activities you’ll be doing between critical story missions all generally fall into the same identical categories in each region. FF15 had some of these, too, of course, but it never felt quite so formulaic in how you went about them.

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Hands On: ‘Eiyuden Chronicle: Hundred Heroes’ Is ‘Suikoden’ In All But Name

It’s destiny.

If you’ve ever played a Suikoden game, it’s hard not to tear up at the opening sequence of Eiyuden Chronicle: Hundred Heroes.

It’s particularly hard watching this following the passing of series creator and the director of this spiritual successor Yoshitaka Murayama at the age of 55. Character montages, a swelling orchestra, sweeping shots over vast plains, mountains, and deserts, and battles between friends and foes – this is a snapshot of Murayama, and Suikoden’s, legacy.

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Stolen Realm Brings a New Twist on Baldur’s Gate 3-Style Combat to Xbox

  • A step beyond scratching the Baldur’s Gate 3 itch.
  • Synchronous turn-system.
  • Fast-paced tactical co-op combat.

Stolen Realm is a game that’s been partly inspired by the work of Larian Studios, via the fantastic Divinity: Original Sin games, so while we’ve been finishing up Stolen Realm over the last few months, it’s been fantastic to see Baldur’s Gate 3 explode and show there is a huge appetite for games like ours. If you’re one of those Xbox fans looking for a new game to scratch that Baldur’s Gate 3 itch, we hope Stolen Realm will do that for you. However, we also want to tell you about the unique twists our game has that helps speed up combat, keeps you making fun choices and makes it perfect for co-op.

Stolen Realm has a synchronous turn system.  This means that all the players on your team can all take their turns at the same time, the enemies likewise. With this system, our game offers the same kind of tactical combat you’d expect from the likes of Baldur’s Gate 3 and Divinity: Original Sun, but with combat encounters that move at a far quicker pace. This means that when you’re playing co-op with your friends, there’s no waiting around for your turn while your buddy ponders his next move. You’ll be onto the next step of your adventure in no time, so you can spend less time waiting and more time having friendly argument about whether you should go for another combat encounter, a special event, or some treasure as you move through our games diverse fantasy environments. 

SR axewwnahor

Speaking of co-op, we’ve built a really flexible six-player drop-in/drop-out system that means it’s super easy to see your friends playing on Xbox Live, jump in for a few rounds and then leave again. The game automatically balances itself based on how many people are playing, so the game will simply adapt the experience to make sure that you’re coming up against the right level of challenge based on how many of you are playing together at any given moment. Friction-free multiplayer is something Xbox has always been good at, so we think Stolen Realm fits in perfectly in that respect!

Our approach to combat is something that we’ve tried to implement across the whole game. We’ve designed Stolen Realm to be an RPG that focuses on the best part of RPGs: making choices. Whether it’s what move you will make next in combat, what skill you’re going to take next, what to do when a demon offers you a deal in one of our attribute-altering D&D style special events, or whether to switch out your armour and weapons based on what you’ve looted in your latest encounter. We’ve opened up those choices with a highly-flexible class system that lets you take abilities from any class-tree you wish (there are over 300 skills in the game), so you can make some really creative builds. We’ve also got over 700 unique items to discover, each of which can be customised with modifiers. These include the epicly-named Abbadon the Soul Crusher, a mace that raises slain enemies as skeletal warriors to fight for you and The Bloodletter, a cursed sword that grants additional power at the cost of your lifeblood, to give you a small taste of what you can discover! Basically, there’s a lot of fun ways your choices can impact your character and your adventure and Stolen Realm keeps you making those fun choices as often as possible.   

SR axewwnahor

When it comes to choice, we’ve also built a few of modes for you to choose from! Stolen Realm has a full campaign (with six difficulty levels), a hardcore mode for those who want to deal with permadeath, and even a roguelike mode. In roguelike mode, you gain a level after every battle and can choose from a set of random skills and items, making every run unique. Even if you fail, each run helps towards permanently unlocking new characters and passive skills for future runs.

Myself and the team want to take the time to thank you for reading about our game, as well as our awesome community for the feedback that’s help make Stolen Realm a better game (and made us retain talking bears as a feature), as well streamers like Sacriel, Shroud, Anthony_Kongphan, Strippin, Sequisha, Fairlight_Excalibur and lots of others who we can’t mention because it would make this list too long, for singing the game’s praises and raising the profile of a debut game made by a tiny team. I hope our words about the game have made you eager to begin making your own choices and jump into Stolen Realm with your friends. Enjoy your adventure, available right now on Xbox!

Xbox Live

Stolen Realm

Burst2Flame Games


30

$19.99

TURN-BASED STRATEGY MEETS ACTION RPG IN THIS DUNGEON CRAWLING LOOTER

Stolen Realm is a simultaneous turn-based tactical dungeon crawling looter with action RPG elements where you control up to 6 heroes, solo or through online co-op, venturing forth in adventures set in a high-fantasy, low-poly world.

Stolen Realm features an innovative turn-based combat system where simultaneous turns allow every team to take their actions at once, creating quick combat encounters that blend the tactical depth of titles like Divinity: Original Sin with the thrill of a fast-paced action RPG. Every battle scales based on the number of players involved, so you can easily jump in and out of the game even in the same playthrough!

With a highly customisable class system, Stolen Realm allows you to create traditional RPG classes or break the mold to forge a unique champion of your own as you draw from a pool of hundreds of possible skills. Make a spell-slinging assassin, a priest born of frost, or a shadow-infused knight. Further customize your build by earning and reforging loot that truly changes the way you play: wield Abbadon the Soul Crusher, a mythic mace that raises slain enemies as skeletal warriors to fight for you, or unsheath the Bloodletter, a cursed sword that grants additional power at the cost of your lifeblood. D&D-like events where attribute-based rolls will have permanent effects on your character add yet another layer to building a character that is truly your own. Anything is possible in this title that keeps compelling choices at the forefront of your experience.

Keeping the core appeal of RPGs at its forefront, Stolen Realm ensures you spend all your time, fighting, building your characters and making compelling choices that determine your immediate path or effect your character, rather than getting bogged down in side quests and other RPG-bloat. After each battle, pick your path between story events, resource gathering, shops and treasure rooms, until you get to the final boss of each procedurally generated adventure. If you’re up to a challenge, crank the difficulty up with 6 different difficulty levels – or pick Hardcore Mode with permadeath, where every battle can be the last!

Also features Roguelike Mode, a fast paced version of the game where you can mix and match builds that are simply not possible in the traditional campaign!

Carve a place in history with your sword and magic. Rise to honor and glory in the battlefield. Recover the Stolen Realm.

The post Stolen Realm Brings a New Twist on Baldur’s Gate 3-Style Combat to Xbox appeared first on Xbox Wire.

Updating Minecraft Through PC Xbox App Could Cause You to Lose Your Worlds, Mojang Warns

Minecraft developer Mojang has warned players not to update the game through the official Xbox app on PC because it may delete their worlds.

The Minecraft support page on Mojang owner Microsoft’s website now opens with a stark warning for PC players. “Do not download the recent update for Minecraft through the Xbox app for PC,” it reads. “If you do, your worlds may be lost.”

Mojang said it is currently investigating the world loss issue and is blocking the update from Windows to prevent the possibility of it affecting more users.

Do not download the recent update for Minecraft through the Xbox app for PC.

“We recommend that you run the Gaming Services Repair Tool for PC in the Xbox app on PC before installing any Minecraft update,” Mojang added. “Using this tool updates the Gaming Services to version 19.87.13001.0, which will avoid the update error.”

Players can do so by launching the Xbox app on PC, clicking their profile, then support, then on Gaming Services Repair Tool, and finally on Start Troubleshooting.

Mojang also warned players that, for those not on version 1.20.70 or 1.20.71, some online services may be unavailable including cross-platform multiplayer, Realms, and Featured Servers. “We appreciate your patience while we continue to investigate and address this issue,” it added.

This bug, which has the potential to delete tens, hundreds, and thousands of hours of playtime, comes not long after Mojang announced a monthly subscription service just for Minecraft called the Marketplace Pass.

This costs $3.99 a month and grants Bedrock players access to a catalog of more than 150 different content packs from the Minecraft Marketplace, which is refreshed every month. Players won’t need to pay for the Marketplace Pass to continue playing Minecraft as normal.

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

Tribes 3: Rivals Early Access Review

After spending more than a dozen hours with the Early Access version of Tribes 3: Rivals, I could really get used to skiing around at 200 miles per hour while firing a grenade launcher at weaklings with no mind for speed. Channeling all of the silliness and style the series is known for, this lethal game of capture the flag is packed with moments of satisfying exhilaration and devastating defeat, and it largely nails everything I’ve loved about the Tribes games of yore. The trouble is that it only takes a matter of minutes to see all the maps and try out all the classes and weapons currently available, with no alternate game modes or other distractions beyond an extremely long and demanding ranked skill grind for those truly dedicated to their deadly craft. I fear Tribes 3 may be fated to fizzle out as quickly as some of its predecessors due to that lack of longevity, but the potential here is at least clear from moment one, and it feels great to be reunited with the zany, high-octane action I’ve adored for many years.

Tribes 3 pits two teams against one another in a stupidly fun capture the flag to the death, giving you and your friends a pair of skis and a jetpack to help you move across its large maps lightning fast, and an arsenal of futuristic weapons to maim those who get in your way. Maintaining momentum is key to your success, as you’re rewarded for timing your landings at the edge of a slope or boosting up hills to gather speed every bit as much as you are for having good aim. Learning to shred on skis and soar through the air makes all the difference between becoming an unkillable blur and watching someone glide overhead as they take you out with heavy weaponry like the sorry mook that you are – and spending my time somewhere in between those two extremes has been a blast so far.

Classes feel pretty unique, and each has some game-changing options.

Capturing the enemy flag while protecting your own requires attackers and defenders of varying expertise, and with six playable classes (three offensive and three defensive), you’re given a solid number of options for how to approach each side of things. I have a natural affinity for throwing myself at the enemy flag and doing everything I can to break the sound barrier, so I tend to select the lightly armored and minimally armed Pathfinder class, which allows for deviously delightful teleportation and faster movement at the cost of being both short on explosive weaponry and very easy to explode. If you’re feeling lethargic, there’s also lots to do while remaining slightly more stationary as the Juggernaut, a heavily armored defender that is armed to the gills and can withstand quite a bit of punishment – they have also pretty much been the bane of my existence, all too happy to turn my squishy face into blood broth as I rush toward the flag. All six classes feel pretty unique, and each has some game-changing options, like the technician class, which can throw down defensive turrets and keep the base well-guarded alongside its pre-built protective structures.

The magic of Tribes 3 is in moments where you hit a slope just right, take out an enemy right before scooping up the enemy flag, then go flying across the map to score a point for your team. I can’t claim to be anything more than middling in this incredibly demanding twitch shooter, and even I found myself overcome with feelings of godlike might – screaming into my monitor, absolutely shocked by what I was able to pull off. There were also plenty of times where I was brought low and reminded of my mortal limitations, like when a real expert blasted me to pieces and tore through my base like a lightning bolt, making off with my treasured flag. But those humbling encounters have only pushed me to hone my skill, and are easily drowned out by the satisfaction of victory. There just aren’t many better feelings than those moments of pure PvP triumph, which are made uniquely epic by Tribes’ blazingly fast, ridiculously over-the-top style.

There are interesting strategies to consider outside of the flag itself.

Aside from the usual tug-of-war involved in a game of capture the flag, there are also some interesting strategies to consider, like how you can fight over smaller bases located strategically throughout levels, which give a minor edge to the controlling team by turning turrets in those areas into your allies. Each team also has a generator located in their base that, if damaged, can shut down every defensive asset on that side of the map, leaving you extremely vulnerable to getting steamrolled by the enemy’s offensive players, which gives you another thing to defend or attack if the flag proves too well-guarded. You can even destroy a radar dish located on your opponent’s side of the map, which completely disables their ability to keep track of the flow of battle on their trusty HUD.

Unfortunately, none of these optional targets have seemed to matter all that much in the larger fight, since bum-rushing the enemy flag almost always proves the best path to victory. Even sabotaging the radar dish, which you’d expect to be a major game changer, didn’t do a whole lot since opponents are pretty easy to spot on their own – especially since their names hover over them even across long distances. It takes a lot of energy to effectively attack these extra structures, and you could just as easily have stolen and scored the enemy flag a couple times to win the match instead of spending time to secure a minor edge.

The main issue with Tribes 3 is that, despite providing a very entertaining opening hours, there isn’t much to it at this time. As an Early Access game, that’s hardly surprising, and developer Prophecy Games has already announced an ambitious roadmap that aims to inject some much-needed variety into the maps and single game mode currently available – but in its current form at least, I foresee all but the most dedicated jetpackers running out of things to do in short order, as I have already). It would certainly help if some more stuff from previous Tribes games made a return, be that beloved game modes like Rabbit or Bounty, or my cherished vehicles like the Beowulf or the HAVOC. Hopefully some of this will be fleshed out in the coming months of Early Access, but for now the package is fairly thin.

Beyond the main 16v16 casual mode, there’s a ranked playlist that hosts smaller teams of 7v7, but this changes little else beyond drawing in a significantly sweatier playerbase. Still, halving the number of players does actually feel significantly different, since the reduced chaos means you can really dial in a strategy and your individual performance is more impactful while executing it . It also makes some of the less useful tactics in the casual playlist, like taking down the enemy’s base defenses, slightly more meaningful. On top of ranked, there’s a goofy time trial minigame to test your skiing and boosting ability where you move through a course of rings and try to set a high score, as well as custom matches where you’re given complete control over the inner workings and balance of the meta. That could mean decreasing the amount of damage players can take to almost nothing or increasing jetpack energy so players can fly without care – mostly stupid stuff, but can definitely make for a good time.

There are also some perplexing design decisions and a small amount of bugs that hounded my time with Tribes 3. For example, it’s very odd that I’m limited to hosting only three others in my party when the team sizes are either seven or 16. This became awkward a few times when we had more than four people online together and couldn’t join the same games, and I can’t think of a good reason for this cap. Especially in the ranked playlist, you think they’d want to encourage communication with the whole team – not just the four allowed in your party, which just seems like an odd limitation. The exception to these rules are custom matches, but then you’re left a bit shorthanded unless you’ve got a whole lot of friends or are willing to subject yourself to the ups and downs of an LFG. There’s also some irritating bugs, like one my group got hit with quite a bit where our party would randomly be split up into different matches or find ourselves otherwise separated from one another, and we’d all have to reboot to get things back in shape. I’m sure initial bumps in the road like these will be ironed out, but for now they can be a bit of an annoyance.

Minecraft expands its subscription drive with the Marketplace Pass

Mojang have announced a new Minecraft subscription service, the Marketplace Pass, which grants access to a catalogue of “150+” community-created Minecraft thingy-ma-bobs. Skins, adventure worlds, survival spawns, mashups, bizarre textures – with a Marketplace Pass, the wider monetisable universe of Minecraft is your (rented) oyster, except that this being Minecraft, the oyster looks like a weird underwater trapdoor. Here’s a trailer.

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Among Us Animated Series Voice Cast Includes Lord of the Rings, The Last of Us, and Community Stars

The Among Us animated series has resurfaced with the first wave of voice cast announced.

Among Us’s voice cast includes Randall Park (Louis Huang in Fresh Off the Boat), Ashley Johnson (Ellie in The Last of Us, Critical Role), Yvette Nicole Brown (Shirley Bennett in Community), and Elijah Wood (Frodo in Lord of the Rings).

Among Us is based on the phenomenally popular social deception game that blew up during the pandemic and became one of the most-watched games on streaming platform Twitch. It’s an animated series from CBS Studios, developer Innersloth, and creator Owen Dennis.

Here are the details of the Among Us animated series voice cast:

Randall Park will voice ‘Red’ – Captain of The Skeld

People-pleaser, blowhard

Task: leadership, confidence

Fun Fact: failed upwards

Ashley Johnson will voice ‘Purple’ – Chief of Security

Safety, suspicion, sarcasm

Task: wet blanket

Fun Fact: trust issues

Yvette Nicole Brown will voice ‘Orange’ – HR

Spineless corporate shill

Task: eliminate redundancy, redundantly

Fun Fact: fires you over email

Elijah Wood will voice ‘Green’ – Unpaid Intern

Happy to be there

Task: whatever they’re told

Fun Fact: gets paid in pizza

In January, Innersloth released the first image from the Among Us animated series, offering fans a familiar glimpse of the show. The image shows the cafeteria from Among Us’ original map, the Skeld, with pizza and plates spread across the tables along with some balloons and a blood-covered banner that visibly shows the words: “We’re Dead.”

The Among Us animated series was first announced last June. Titmouse, the studio behind animated series such as Big Mouth and Star Trek: Lower Decks, is tasked with animating the series.

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.

Video: Solid Snake Himself Dives Into A Brief History Of Metal Gear Solid

Well, it’s an elaborate ad.

Konami’s Metal Gear Solid: Master Collection Vol. 1 wasn’t exactly met with universal acclaim from fans of the franchise (though we thought it was mostly “pretty good”), but that’s not stopping the publisher from promoting the collection at every opportunity.

The latest video is a rather elaborate advertisement in which voice actor David Hayter, perhaps best known for his work on Metal Gear as Solid Snake and Big Boss, takes us on a brief journey through history as we dive into the classic Metal Gear Solid trilogy originally released on PS1 and PS2.

Read the full article on nintendolife.com