Hazard Pay is a block-pushing puzzle game you can really sink your mop into

Video games are such funny things, because I think if you were to tell someone unfamiliar with them that there is genuine enjoyment to be had in pushing some blocks around in a virtual space they’d look at you as if you’d told them there’s genuine enjoyment to be hand in pushing some blocks around in a virtual space. And yet it’s true! It’s one of the classic puzzle game genres, going way back to 1982 with Sokoban. And here we are now, many years later, with a new entry to the genre in the form of Hazard Pay, a dystopian take that sees you cleaning up mysterious messes in secret labs.

Read more

Review: Anbernic RG G01 Controller For Switch 1 & 2 – Acceptable Basics, But Won’t Get Your Heart Racing

Heart’s not in it.

Accessory manufacturer Anbernic is perhaps best known for its work in the retro handheld space, pumping out new emulation devices at a rate I’ve frankly struggled to keep up with. Rarely does it branch out into the realm of controllers, but when it does, it’s safe to say that the results are about as mixed as you can get.

Its first controller, the RG P01, has been described by some as a knock-off of 8BitDo’s budget-friendly pads, and it’s easy to see why. With the new RG G01, however, no one can make the claim that Anbernic has been copying 8BitDo’s homework (though Manba might have a few words to say). But is it actually any good? Well… it’s fine, it’s functional, but it’s perhaps not the controller I’d immediately recommend if you’re after something new for your Switch or Switch 2.

Read the full article on nintendolife.com

Reframed: How the Fatal Frame II Remake Scared Its Way Through Development

Reframed: How the Fatal Frame II Remake Scared Its Way Through Development

Fatal Frame II Remake hero art

Summary

  • The directors of Fatal Frame II: Crimson Butterfly Remake discuss bringing this Japanese horror classic to life.
  • This remake is updated with enhanced graphics, immersive sound, and a new, unfixed third-person camera.
  • Both the demo and full game are now available on Xbox Series X|S

Originally released back in 2003, Fatal Frame II: Crimson Butterfly has long been lauded as one of the most terrifying Japanese horror games to ever created. Game directors Hidehiko Nakajima and Makoto Shibata, recently sat down to discuss the new project, the keys to designing horror games, and the real-life inspirations behind the hauntings.

Why did Team Ninja decide to select Fatal Frame II: Crimson Butterfly for a full remake among the many past titles?

Shibata: In recent years, we released remastered versions of the Fatal Frame series, and they received positive feedback from players who had never experienced the series before. Around that time, as Team Ninja was planning several new projects, the Fatal Frame series came up for discussion. Among them, Crimson Butterfly was the most frequently requested title from players, which led to this decision.

Nakajima: It is very popular among long-time fans of the series, and at the same time, it has strong name recognition even among players who have never played it.

Shibata: While the series has a long history, it also inevitably carried issues such as heavy controls and dated game design, which were pointed out even in the two most recent remasters.

Nakajima: We knew that developing a horror game would be challenging since it was not a genre Team Ninja had experience with. However, both Shibata, the series director, and myself, along with other staff who had worked on past Fatal Frame titles, believed we could overcome this by leveraging the development environment and know-how cultivated through Team Ninja’s action games.

Shibata: By fully remaking the game—reworking the action and revisiting every element—we felt we could eliminate any outdated impressions of the series and make it enjoyable for modern players who play a wide variety of horror games today. Given that it has been a long time since the last new Fatal Frame title, we decided that a remake was the right approach.

What kinds of discussions and alignment were most important between the action and story teams during development?

Shibata: Broadly speaking, I handled the story and setting, while Nakajima focused on the action. However, since horror games are driven by experience, it was difficult to strictly divide roles. We progressed by constantly checking and discussing things with each other.

Nakajima: The key focus was how the horror experience would change in this remake, and what we needed to do to achieve that.

Shibata: In the original, the game’s camera switched between fixed, third-person angles and first-person when using the Camera Obscura. This time, we adopted a standard third-person view for navigation, meaning players are more consistently rooted in Mio’s perspective. If we tried to recreate the original staging exactly, it would require forcibly turning the camera in the opposite direction from where the player was looking.

Nakajima: Forcing the player’s view like that works in horror films, but in an interactive horror game, it breaks immersion. This was a challenging point, so Shibata approached it from the perspective of story, horror presentation, and the original intent, while I focused on how to realize that within a 3D action-game space. We had different perspectives so refined it through discussion.

Shibata: To make players feel the fear of Japanese horror with this control scheme and camera, we redesigned the staging, environmental layouts, and the flow of gameplay.

Nakajima: Unlike previous Team Ninja titles, this game does not prioritize action-driven exhilaration. While improving the controls’ responsiveness and feel is necessary, Mio is just an ordinary human with normal abilities. Simply increasing responsiveness would feel unnatural. From a horror perspective, her movements needed to feel human, while from an action perspective, controls needed to remain stress-free. We adjusted the game carefully from both sides.

How did you redefine “fear” for modern players?

Shibata: The core concept of “fear that stimulates imagination” remains unchanged from the original. However, the way fear is delivered has changed. With the new controls and camera, fear shifts from something the player is “shown” to something they “end up seeing.” Fear now comes from realizing that you have looked at something terrifying as a result of your own actions.

Nakajima: The previous approach had its own unique charm, but in terms of fear, we shifted from adventure-game techniques to action-game techniques. For example, by allowing natural character movement and aligning the player’s viewpoint closely with the character’s, players feel as if they themselves are looking around the village. By increasing immersion, guiding attention, and adjusting movement routes, players naturally “end up seeing” something frightening. That said, combat using the Camera Obscura remains unchanged—you still need to face and look directly at terrifying entities to fight them.

With increased technical capabilities, what elements did you intentionally prioritize or preserve from the original?

Shibata: If the visuals look too clear, the atmosphere is lost. In the original, visual noise was constantly applied to the screen to convey unease and the damp atmosphere of Minakami Village. In this remake, we layered subtle visual noise on the screen, which intensifies when wraiths are nearby. While clearer visuals show off the detailed CG, we intentionally roughened the image to preserve the atmosphere. We also preserved the contrast in visual style—realistic environments and wraiths paired with a charming protagonist. Although this approach originally worked well with low-polygon models, it is also part of the series’ identity. While we improved skin translucency and clothing textures, we maintained that contrast.

What was the most difficult decision when balancing original fans and new players?

Shibata: This wasn’t particularly difficult. We kept the original world and story intact while adopting modern controls and camera work for accessibility. We focused on how players interact with the world of Crimson Butterfly, and enjoyed developing features like Camera Obscura filters and the hand-holding mechanic.

Nakajima: The fear and story we wanted to express already existed. Our challenge was figuring out how to make that experience accessible and easier to play for new players.

How did you leverage Team Ninja’s strengths, and where did you intentionally restrain them?

Nakajima: Our strength lies in balancing natural movement with responsive controls. This is a horror game, and the protagonist is an ordinary human. Striking a balance between Team Ninja’s signature responsiveness and natural movement was both our strength and something we consciously restrained. For example, while inputs respond quickly, the character’s motion emphasizes natural actions over speed. We fine-tuned elements like startup weight and walking versus running speed so that movement feels natural without causing control stress, allowing players to focus solely on the fear. Of course, when it comes to the movement of wraiths, we fully utilized Team Ninja’s expertise.

What did Team Ninja learn from developing a horror game?

Nakajima: Level design and pacing of presentation. Horror games rely less on action derived from terrain and enemy placement, and more on the player’s emotions and awareness. For example, revisiting a familiar location can evoke new fear. These insights can also be applied to action games.

What was uniquely challenging or rewarding about developing a remake?

Nakajima: Because there was an original, we couldn’t drastically change or remove stages or wraiths. Revisiting every element from scratch was challenging.

Shibata: Being able to add stages and actions that couldn’t be implemented in the original was very rewarding. The action of holding Mayu’s hand is one such feature—something we ambitiously included because Team Ninja excels at action design.

How would you like players to approach this game?

Shibata: For those who played the original, we want them to enjoy seeing how much it has evolved. Since the original was released in 2003, memories may be idealized, but we believe this remake lives up to those memories.

Nakajima: For new players, we hope they enjoy it simply as a new horror game. Among many horror titles today, this one offers an accessible way to experience Japanese horror.

Shibata: Each Fatal Frame title tells a complete story, making this a great entry point for newcomers.

How do you view this remake within the overall Fatal Frame series?

Shibata: Although labeled a remake, we rebuilt every element from scratch using Koei Tecmo’s latest engine. I see it as a reboot of the Japanese horror series.

Nakajima: With this title, we feel we have established a solid system for expressing Japanese horror, and we’d like to further develop it.

Could you share inspiration drawn from personal experiences?

Shibata: I seem to perceive ghosts more through sound than sight. Ghosts emit unique sounds from their location—those sounds rise and fall but remain distinct to each ghost. Sensing their presence through sound is something we incorporated into the Fatal Frame series.

Which wraiths left the strongest impression on you?

Shibata: Chitose Tachibana’s ghost. While most wraiths are terrifying, she looks cute, and once you learn her background, defeating her feels tragic. She was important in adding variety to the wraiths.

Nakajima: All wraiths left an impression due to their backgrounds, but in this remake, Miyako Sudo stands out. As the first wraith players encounter, she was the one we spent the most time refining in terms of representation and combat.

Have you ever tried photographing a spirit in real life?

Shibata: Even if a ghost appeared, I’d be too startled to react in time. I’ve made games about instantly photographing ghosts for years, but in reality, it’s extremely difficult.

If you could choose a weapon to fight a ghost in the real world, what would it be?

Shibata: You can’t win in real life—it’s better to run. Ideally after taking a photo!

Nakajima: I actually carry salt in my bag, so I’d probably throw that. But since I’m bad with horror, if I really encountered one, I’d probably freeze in fear.

Fatal Frame II: Crimson Butterfly Remake is now available on Xbox Series X|S.

FATAL FRAME II: Crimson Butterfly REMAKE Digital Deluxe Edition

KOEI TECMO AMERICA


5

Pre-order Bonuses:
– Accessories
Cat Ears (White)
Cat Ears (Black)
– Costumes
Crimson Butterfly – Mio (Original)
Crimson Butterfly – Mayu (Original)
– Other
Spirit Charm

Notes:
– Bonuses may become available at a later date either for free or as a separate purchase.
– The effects assigned to Pre-order Bonus charms may also be obtainable through normal gameplay progression.

Early Purchase Bonuses:
– Accessories
Peony Hair Ornament (Red)
Peony Hair Ornament (Blue)
– Costumes
Kimono (Red)
Kimono (Black)
– Other
Wraith Charm

Notes:
– Early Purchase Bonuses will be included with orders made by March 25, 2026.
– Bonuses may become available at a later date for free or to purchase separately.
– The effects assigned to Early Purchase Bonus charms may also be obtainable through normal gameplay progression.

Together, always.

FATAL FRAME II : Crimson Butterfly Beautifully Remade
The graphics, sound, and controls have all been rebuilt from the ground up. Character textures, including skin and clothing, have been refined to the highest detail, and Minakami Village has been meticulously recreated with a focus on light and shadow, bringing its dark and ominous atmosphere to life with stunning realism.
With 3D sound, you can feel the presence of spirits more vividly and closely. Immerse yourself in the chilling experience of exploring a haunted village.
Side stories and new areas have been added, offering players a deeper and more immersive experience in the world of FATAL FRAME II: Crimson Butterfly.

FATAL FRAME II: Crimson Butterfly REMAKE Digital Deluxe Edition Contents
FATAL FRAME II: Crimson Butterfly REMAKE Full Game
Digital Art Book
Digital Soundtrack

– These contents cannot be downloaded as separate files (PDF, MP3, etc.).
– Some of the materials featured in the content are closely tied to important story elements. Please keep that in mind before viewing the content.

Digital Deluxe Bonuses
– Accessories
Lace Gloves (White)
Lace Gloves (Black)
– Costumes
Japanese Gothic Dress (Left Wing)
Japanese Gothic Dress (Right Wing)
– Other
Deluxe Charm

Notes:
– The effects assigned to Digital Deluxe charms may also be obtainable through normal gameplay progression.
– This item includes the same content as the FATAL FRAME II: Crimson Butterfly REMAKE Digital Deluxe Upgrade. Please be careful to avoid making a redundant purchase.
– The standard edition of FATAL FRAME II: Crimson Butterfly REMAKE is also available. Please be careful to avoid duplicate purchases.
For more information, visit the official website: https://www.koeitecmoamerica.com/fatalframe/crimson-re/us/
– Screens are taken from an in-development build. Final product may differ from actual shown footage.

FATAL FRAME II: Crimson Butterfly REMAKE

KOEI TECMO AMERICA


9

Pre-order Bonuses:
– Accessories
Cat Ears (White)
Cat Ears (Black)
– Costumes
Crimson Butterfly – Mio (Original)
Crimson Butterfly – Mayu (Original)
– Other
Spirit Charm

Notes:
– Bonuses may become available at a later date either for free or as a separate purchase.
– The effects assigned to Pre-order Bonus charms may also be obtainable through normal gameplay progression.

Early Purchase Bonuses:
– Accessories
Peony Hair Ornament (Red)
Peony Hair Ornament (Blue)
– Costumes
Kimono (Red)
Kimono (Black)
– Other
Wraith Charm

Notes:
– Early Purchase Bonuses will be included with orders made by March 25, 2026.
– Bonuses may become available at a later date for free or to purchase separately.
– The effects assigned to Early Purchase Bonus charms may also be obtainable through normal gameplay progression.

Together, always.

About FATAL FRAME II: Crimson Butterfly REMAKE
The full remake of the second installment in the FATAL FRAME series titled FATAL FRAME II: Crimson Butterfly. This Japanese-style horror adventure game follows twin sisters who become lost in an abandoned village haunted by vengeful spirits. Using the Camera Obscura—a device that can capture and seal away the impossible—they fight ghosts as the story unfolds.
This title has undergone a complete overhaul, with improvements to everything from visuals and audio to the core gameplay systems and controls. The signature Camera Obscura mechanic, used to capture and fend off spirits, remains a key feature, now offering richer and more engaging gameplay in both exploration and combat. In addition, the new “Holding Hands with Mayu” mechanic adds a heartfelt touch, letting you experience the deep bond between the sisters like never before.

FATAL FRAME II: Crimson Butterfly Beautifully Remade
The graphics, sound, and controls have all been rebuilt from the ground up. Character textures, including skin and clothing, have been refined to the highest detail, and Minakami Village has been meticulously recreated with a focus on light and shadow, bringing its dark and ominous atmosphere to life with stunning realism.
With 3D sound, you can feel the presence of spirits more vividly and closely. Immerse yourself in the chilling experience of exploring a haunted village.
Side stories and new areas have been added, offering players a deeper and more immersive experience in the world of FATAL FRAME II: Crimson Butterfly.

Enhanced Camera Obscura Battles
The iconic gameplay of repelling spirits using the Camera Obscura remains intact, while introducing new features such as Focus, Zoom, and Filter Switching.
Filters offer unique functionalities for both combat and exploration, allowing players to adapt to attacking spirits and uncover the mysteries of the cursed village.

A Digital Deluxe edition of FATAL FRAME II: Crimson Butterfly REMAKE is also available. Please be careful to avoid duplicate purchases.

For more information, visit the official website: https://www.koeitecmoamerica.com/fatalframe/crimson-re/us/
Note: Screens are taken from an in-development build. Final product may differ from actual shown footage.

The post Reframed: How the Fatal Frame II Remake Scared Its Way Through Development appeared first on Xbox Wire.

The AMD Ryzen 7 9800X3D Processor Drops to the Lowest Price Ever, Also Includes Crimson Desert

If you’re in the process of building a new gaming PC, the AMD Ryzen 7 9800X3D should be your top CPU pick, especially with the new sale going at Amazon. For a limited time, this CPU has dropped to $429.95 with free shipping, which is the lowest price I’ve seen since its launch. Even better, it comes with a free voucher code for the highly anticipated Crimson Desert game, which will be released on March 19. The AMD Ryzen 7 9800X3D is widely considered to be one of the best gaming processors on the market and outperforms even pricier AMD and Intel CPUs.

The Gamer’s Choice: AMD Ryzen 7 9800X3D CPU for $430

Includes Crimson Desert

The AMD Ryzen 7 9800X3D boasts a max boost clock of 5.2GHz with 8 cores, 16 threads, and 104MB of L2-L3 cache. What really makes it excel in games, however, is the 3D-V-Cache technology that’s only found in AMD’s X3D lineup. Despite being the least expensive processor in this stack, the 9800X3D performs nearly identically in games compared to its more expensive siblings. It has the fewest number of cores, but that doesn’t matter for gaming. On Passmark, the 9800X3D has the second highest gaming score, trailing a mere 300 points behind the considerably pricier 9900X3D.

Note that there’s a new 9850X3D that’s now available. We reviewed it and, short answer, you’re not missing out.

Crimson Desert is an upcoming open-world RPG for the PC, PS5, and Xbox Series X platforms that will be released on March 19. The studio, Pearl Abyss, also created the popular MMORPG Black Desert. Whereas Black Desert was a free-to-play game with microtransactions and gacha elements, Crimson Desert will be a primarily offline single-player experience with a retail price of $69.99. Getting it for free with your CPU upgrade, then, is a great perk.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Behold Subnautica 2’s fancy fresh windows that come as part of its new procedural base building system

Subnautica probably wouldn’t be the beloved ocean exploration/survival crafting game that it is without its underwater base building, so of course it’s no surprise that it’s returning for the impending sequel. But being a sequel, it of course can’t just be the same thing with a new coat of paint slapped on, and in a dev log some of the improvements of base building in Subnautica 2 were put on display.

Read more

Fortnite Responds to Fan Uproar Over V-Bucks Changes, as Players Say They’ll Skip the Next Battle Pass and Cancel Subscriptions

Fortnite fans are in uproar over Epic Games’ changes to the pricing and availability of V-Bucks, and now the game’s developer has finally acknowledged the wave of negative feedback.

This week, Epic Games announced its biggest ever shakeup to how Fortnite’s lucrative in-game currency is doled out, and how much it will cost to buy. In short, you’ll now get fewer V-Bucks for your money, fewer V-Bucks in each battle pass, and fewer V-Bucks as part of the game’s Fortnite Crew monthly subscription.

The response to these changes has been extremely negative, with complaints on reddit and social media criticizing the financial necessity of the changes, as well as their timing.

Fortnite’s recent Chapter 7 relaunch was initially well received, though in-game issues, an ever-increasing amount of premium crossovers, and the sheer length of the most recent season has seen that excitement sour.

Chapter 7 Season 1 is the third-longest in-game season ever, and the first since 2022 to last more than 100 days. It has also featured crossovers with everything from Harry Potter to Kim Kardashian, though outside of a lengthy South Park tie-in, most of these collaborations have simply involved the ability to buy items from the game’s shop.

And then there’s the brief and blunt explanation for the price rises put forth by Epic Games, a video game developer which makes billions. Here it is in full: “The cost of running Fortnite has gone up a lot and we’re raising prices to help pay the bills.” It’s a blunt message from a video game developer known to profit enormously from Fortnite, stated with no further context on the game’s running costs or current performance, to which many fans simply rolled their eyes.

“Here’s the thing, I don’t doubt the cost of running Fortnite has gone up,” said Typical Gamer, one of the game’s most prolific YouTubers, during a subsequent stream. “But other than that it’s tough. We don’t have all the inside knowledge of them running the company.” Indeed, Epic Games has always shied away from discussing the sheer number of people and studios it utilizes to keep Fortnite’s never-ending content machine constantly whirring.

“The community sentiment was truly that there was just collabs, on collabs, on collabs, and that’s what Epic was focused on,” Typical Gamer continued. “So for that to be the community sentiment and then for them to drop this, it’s just not a good mix. And people are angry. They’re really, really upset. Some people are saying they’re not even going to buy the next season’s battle pass in protest.

“If they had just waited a little bit, until after they’d made Save the World free-to-play, focused on the storyline and Fortnite’s own characters, brought the storyline back and made a banger of a season… I think at that point you get a lot less community backlash. A lot of people are just feeling like it’s a slap in the face after everything that’s going on the last few months… But I do feel it’s rare that Fortnite turns back this decision. The way they worded it, the way it’s so blunt, it’s like they just wanted to rip off the bandage and there’s no going back.”

Responses from fans on social media, meanwhile, have been less measured. “This is the ens***ification of Fortnite,” wrote on player in a lengthy thread on reddit. “[Fortnite]’s not growing anymore so the scumbag C suite will try to squeeze as much money out of what is left by lowering the quality of the product (this season was total ass) and charging more for it (v-bucks price changes). So blatant, so predictable.”

Other threads show players screenshotting the cancelation screens of their Fortnite Crew subscriptions, and making pledges not to play Fortnite’s next season.

“Appreciate the posts in these threads today, everyone,” wrote Epic Games staff member EmptyTux, responding after many hours to the many reddit threads on the subject. “There’s been a lot of feedback here not just about the V-Bucks changes, but sharing your feelings about Fortnite as a whole — especially on this current season. Can’t wait to show you next week’s update <3”

Today brought another teaser for that new season, which sees Fortnite’s storyline truly kick up a gear. There’s word of a fresh in-game story moment this weekend, and another Power Hour to keep players engaged and coming back ahead of next week’s new season launch. But will all the players who walked away from Fortnite this week still be there, playing — and paying — as the battle royale soldiers on?

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

I am going to be playing this rap album that’s also a walkthrough of indie classic Cave Story on repeat

What’s the best video game guide you’ve ever used? There’s an art to it, knowing what information is imperative to include, how to include it, is it a written guide, or a video? Well, how about a 21 track long rap album? I only ask because, I am so delighted to say, someone has done just that for indie classic Metroidvania Cave Story.

Read more

Resident Evil Requiem Is Finally Back in Stock at Amazon

Resident Evil fans who have yet to get their hands on Requiem, we have some exciting news: Amazon has restocked physical copies for PlayStation 5, Xbox Series X, and Nintendo Switch 2. Hooray! All copies are available to pick up for $69.99, though you’ll want to be quick to make a move on them. Who knows how much longer they’ll be in stock at the retailer, so now is as good a time as any to grab them.

Buy Resident Evil Requiem for PS5, Xbox Series X, Nintendo Switch 2

If you’re able to get your hands on a physical copy, it’s worth mentioning that we’re very big fans of Resident Evil Requiem. Our review from IGN’s Tristan Ogilvie said it, “successfully splices two separate strains of survival horror together into the one highly infectious new mutation. It signals the return of a series legend and the arrival of a likeable new lead, amps up the gore to a new stomach-turning standard, and unleashes a scarier breed of zombie alongside some truly beastly boss fights.”

Plus, it looks like there’s some extra content in development for the game right now as well, including a story expansion and additional ‘mini game’, which is exciting to look forward to. No better time to scoop up the game while it’s still in stock and available so you can jump into all of this once it’s out, alongside its great main story.

If you grab a copy of Resident Evil Requiem and are still in the shopping mood, there are quite a few gaming deals worth exploring right now, too. Mainly, this week kicked off Mario Day celebrations, and there have been plenty of Mario games popping up on sale. Or, if you prefer to play on PC, it’s worth having a look at March’s Humble Choice lineup to see if this month’s selection is worth adding to your online library.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Co-op Shadow of the Colossus and hero looter shooter: the genres Arc Raiders devs’ thought it was during development

I think that genres, particularly in the realm of games, are often more used as marketing tools than signifiers of the contents therewithin. Still! Genre labels are a useful thing to quickly ascertain the thing you’re doing in a game. Take, for example, Arc Raiders and its specific genre of extraction shooter. You know you’ll be shooting, and extracting something, even if it technically isn’t that simple in practice, but you get the gist. However, at one point in time, the genre of the game completely depended on who you asked.

Read more

Pokémon Legends: Z-A Ranked Battle “Special Season” Begins Today With New Rules & Rewards

It’s Shard out here.

Pokémon Legends: Z-A‘s next Ranked Battle event begins today (12th March), and this one is a little different to those which have come before. You see, Season 8 is a “Special Season”.

What does that mean, exactly? Well, this Special Season has its own unique ruleset and rewards, the latter of which will see you loading up on boatloads of Mega Shards to use on anything in-game from Mega Stones to EXP. Candy.

Read the full article on nintendolife.com