The Blood of Dawnwalker Interview: Killing Time and Major NPCs in Ex-CDPR Devs’ New RPG

If you’ve played more than a few role-playing games, you’ll know how your hero’s journey typically plays out. In the prologue, a terrible thing will happen – an event that demands you move quickly to prevent an apocalypse or defeat an all-encompassing evil. In the following hours, you’ll spend 90% of your time completely ignoring that impending threat, instead helping randomers you met in the pub and collecting loot from dungeons. That’s okay, though, because the big bad will always wait for you. The world perpetually teeters on the brink of extinction until you’re ready to fix it.

Not so in The Blood of Dawnwalker, the first RPG from Rebel Wolves, a new studio founded by former CD Projekt Red staff. Its campaign puts you on a clock: you have 30 days and 30 nights to save your family from evil vampires.

That hold-on-while-I-do-a-thousand-side-quests meme “was definitely one of the reasons” for this interesting approach, creative director Mateusz Tomaszkiewicz says with a smile. “I wouldn’t say it was the sole reason, but I would say this was definitely a starting point for a conversation.”

To properly understand that time pressure system, it’s best to start with how The Blood of Dawnwalker’s campaign is structured. Dubbed a “narrative sandbox,” it doesn’t follow a linear sequence of events. There’s no quest one, quest two, quest three and so on.

“After the prologue, you can go directly to the castle. You could try to rescue your family immediately,” explains Tomaszkiewicz. “There’s a variety of quests you can participate in. You can ignore them, or you can do them. There are a lot of activities that are directly targeted against [main villain] Brencis that will weaken him, for example, and make the attack easier. But at any point you can decide, ‘Okay, I’ve got enough, I’m going to the castle, I’m going to do it.’”

If The Blood of Dawnwalker was a book, then, you’d read the first chapter and then would be free to skip directly to the end. As for the optional chapters between those two points, you can read them in any order… but you’ll need to find the pages first. “You are not railroaded into these plotlines,” Tomaszkiewicz reveals. “You have to find them [in the world] on your own. We do leave breadcrumbs of course, but we want to make sure that it doesn’t feel like ‘These are the three plotlines, do them and then go there,’ right? We wanted to enhance the feeling of exploration and finding these stories in the world.”

That brings us back to the time system. You have 30 days and 30 nights to explore Vale Sangora, a 14th-century kingdom nestled in the Carpathian Mountains, and undertake as many (or as few) of those plotlines as you want. That time element evolved out of Dawnwalker’s protagonist, Coen. A man suffering from both silver poisoning and a vampiric curse, he lives as a mortal during the day and becomes a blood-sucker at night. “The time passage was kind of central to the character,” Tomaszkiewicz notes, especially since your vampiric abilities allow for a very different, more supernatural playstyle after dark.

A Clock That Never Ticks

Perhaps the most important thing to know is that there is no real-time ticking clock in The Blood of Dawnwalker. The minutes do not start counting down from the moment you start a new game. This is not Majora’s Mask or Outer Wilds. “We were thinking that if time would flow naturally, it might be quite unpleasant. The playstyle would change on the go [from human to vampire and back to human] constantly without your input,” explains Tomaszkiewicz. “So that’s where the time as a resource idea came in.”

It’s best to think of time in The Blood of Dawnwalker as a currency rather than a stopwatch. A bar, split into eight sections and displayed in the upper-right of the screen, represents your daily allowance of that currency. Performing significant actions marked with an hourglass icon, such as completing objectives or engaging in certain conversations, will “spend” a section of the bar. Similar to Deathloop, then, simply exploring or completing lower-level tasks will not progress time. Theoretically, you could stay in the noon period of the seventh day for dozens of in-game hours, provided you don’t do anything marked with that hourglass symbol.

While Rebel Wolves is very excited about the way time has shaped The Blood of Dawnwalker’s choices and quest design (of which you can learn more about in our recent preview), Tomaszkiewicz is aware that many people will be skeptical of the system. “I know there are a lot of players that are afraid of missing out, so we definitely tried to not cut off too much content,” he explains. “We are aiming, at least in a normal, average playthrough, for you to be able to do 80% of the content.”

You may have a time limit to save your family, but there is no time limit to complete the game.

Rebel Wolves has twisted temporal rules to deliver on that goal, particularly when it comes to how time-sensitive events are handled. For example, one storyline involves a burning house, but the flames will blaze indefinitely until you actually discover the building. Only then will you need to act before you spend too many sections of the time bar. There’s no chance of you turning up one day to find a house you never knew even existed is now a pile of rubble and ash.

Of course, regardless of how quests and time are handled, there’s always that looming pressure: 30 days and 30 nights to save your family. But there’s unwritten nuance in that deadline. “Don’t think about it as a game over thing,” Tomaszkiewicz hints. “It’s more like a choice and consequence thing.”

That’s the vital takeaway: you may have a time limit to save your family, but there is no time limit to complete the game. You can continue to play indefinitely after that point. And who is to say that saving your family will even be the most important part of your story? The Blood of Dawnwalker’s Steam page states: “Embark on the quest to save your family, or swear revenge on your sire and destroy everyone standing in your way.” Perhaps that tale of revenge will provide an alternate journey for the main campaign? I ask Tomaszkiewicz to elaborate, but he refuses. That Steam description is already more than enough, he says.

Control Your Dark Urge

It’s easy to see time, even when it only moves during specific actions, like sand slipping through your fingers. As something you lose. But it’s important to remember that progressing time brings you closer to one of The Blood of Dawnwalker’s most exciting features: Coen becomes a vampire at night. When the moon rises, you unlock the ability to walk up walls and along ceilings, and to teleport to rooftops and out-of-reach balconies. Such skills unlock a variety of opportunities, not to mention a stealthier play style. And so, if you want, you can skip the days and play only during the night. It’s a “totally viable way to play,” Tomaszkiewicz confirms, albeit with a warning that ignoring the day also means missing quests only available during the waking hours.

A vampire’s supernatural strength and skills come at a price, though, and it’s one we all know: gulping down vast quantities of blood. You’ll need to satisfy Coen’s hunger regularly, and the only truly gratifying meal is found in the neck of a human. You can opt to ignore that hunger, or feast on much less-satiating animals, but there are consequences to such a lifestyle.

“If you starve Coen, if you don’t feed him enough, and if you go into important conversations, he can lose control and just kill off important NPCs,” Tomaszkiewicz reveals.

Rebel Wolves isn’t unique in creating a game in which you can kill significant characters, but it’s doing so in its own way. You can’t just stride up to someone and cut them down with your sword, for instance – it’s always to do with your vampiric urges. But you do have a choice. “You can decide to give into your vampiric nature whenever it comes knocking,” Tomaszkiewicz explains, describing it as “the whispers of your dark nature.” But that’s only possible if Coen is merely hungry. If you starve him, then every conversation is a roll of the dice. The hunger could seize control, and you’ll have no option but to watch him chow down.

If you starve Coen, he can lose control and just kill off important NPCs.

This system is possible thanks to that aforementioned “narrative sandbox” campaign structure. “In a game that has more of a strict core narrative, you couldn’t kill off a character that is pivotal to the story, right? Because the story would fall apart,” notes Tomaszkiewicz. Since all quests in The Blood of Dawnwalker (aside from the first and last) are essentially optional, it means anyone can be killed without derailing the story. Instead, those deaths become the story. You can punish characters you hate, or be caught off-guard by surprise slaughter.

This bloodlust is part of a wider set of overlapping systems designed to make the kingdom of Vale Sangora feel alive. NPCs have routines, and they’ll raise the alarm if they see you stealing or feeding on their neighbours. Rival factions will brawl each other in the streets. And the evil Brencis watches you from afar.

“As you gain more notoriety in the valley, as you do these acts against Brencis, he won’t stay passive,” Tomaszkiewicz reveals. “He will enact these edicts that will hamper your progression. So he might send out more soldiers into the streets, or patrolling the roads, or enforce a curfew. So now it’s more difficult to feed at night.”

Notoriety initially sounds like GTA’s wanted level, or the escalating response of Metal Gear Solid’s guards. But it’s actually more complex than a simple difficulty spike. “Sometimes it can actually be a boon,” Tomaszkiewicz explains. “It’s not just Brencis and his soldiers [who react to your notoriety,] it’s also the people in the valley. They will recognize you and be afraid of you. So in some quest situations it actually might be helpful. There are some factions that fight against Brencis, they don’t like him. So building up notoriety is actually a good way to gain a good standing with them.”

The End and Beyond

The narrative sandbox approach means Rebel Wolves has had to pay close attention to how the story ends. The ability to skip over every major quest, or kill off significant characters, means every player will hit the finale with different levels of knowledge. Some may not even know what a Dawnwalker is, while others will have found solutions to all the major problems. And so when I ask how many endings the story has, Tomaszkiewicz doesn’t have an easy answer.

“This is a very complicated web of connections,” he says. “I can tell you the designer working on the endings is… let’s say the meme of [It’s Always Sunny in Philadelphia’s Charlie Day] with the red tape. That’s him basically. It is a lot of fun, but it’s a lot to keep track of.”

That’s not the only thing the story team needs to consider, either. The Steam page claims that this project is “the beginning of a brand-new saga built with love for the role-playing genre,” and so The Blood of Dawnwalker is just chapter one. The Rebel Wolves team may be building a game, but they are also building an entire universe that they plan to explore in subsequent games.

“We have ideas for the overarching story of Coen,” reveals Tomaszkiewicz. He says sequels are, of course, not guaranteed, but the team has ideas of where to go should this first game be a success.

“There is much more in the IP than just vampires, let’s say,” he teases. “There is this whole hidden world that we are not exploring on purpose in this first game. We want to leave a lot of fuel for the sequels and so on. But we do leave breadcrumbs and hint at these things. So yeah, we have a general idea of where we want to take Coen.”

Such sequels and grander saga ambitions are beyond Rebel Wolves’ grasp for now, just as The Blood of Dawnwalker is beyond our own – at this year’s Gamescom, we were only able to watch a demonstration rather than go hands-on ourselves. And as exciting and promising as that demo was, it’ll take first-hand experience of the narrative sandbox to truly tell if the studio’s bold approach to RPG design has paid off. But just as Coen thirsts for the blood of mortals, I hunger to taste more of this fascinating, risk-taking Slavic fantasy.

Matt Purslow is IGN’s Executive Editor of Features.

Hands-On With Kaiju No. 8 The Game

In the world of Kaiju No. 8, titanic, otherworldly beasts are a constant threat in Japan: to the extent that not only is there a military organisation – the Japan Anti-Kaiju Defense Force (JAKDF) – set up to deal with them, but there are also regimented clean-up crews whose jobs are to come in and cut up then cart away the often skyscraper-sized foes once they’ve been felled.

Lead character Kafka Hibino dreams of being a JAKDF officer, but at the start of the series is working in clean-up, and hoping that when there’s work to be done he doesn’t get assigned the intestines… for obvious reasons. It’s not long, however, before he’s – season one spoiler alert here – both a member of the JAKDF and dealing with the fact that he’s somehow been gifted/cursed with the powers of a kaiju himself, designated by the powers that be as Kaiju No. 8.

Stylish action, goofy humour and bad-ass characters all come together to make what follows a whole heap of fun, and frankly, excellent fodder for a video game. Why so? Well, in terms of action, the series focuses around squad-based combat against bizarre and menacing enemies both large and small, with battles decided by exposing each creature’s core (i.e. weak point) and finishing it off. Pair that with highly individual characters, who have a range of expertise in different weapons and fighting styles, and you’ve got a video game waiting to happen.

Enter Akatsuki Games, and Kaiju No. 8 The Game. This free-to-play turn-based RPG on mobile (with PC to follow) very much fits the mold for modern Japanese live service mobile games, with gacha rolls for characters and weapons, and numerous different currencies and crafting materials that allow you to level up characters, moves, weapons and more. This is a game with daily check in rewards, time-limited events and grinding for materials so you can enhance your characters and take on the next challenge.

Whether that’s your kind of thing is up to you, but there’s no doubt that the team has put a lot of effort into this title. Akatsuki Games has been working on Kaiju No. 8 The Game for more than two years – since well before the anime started airing – with a team size of around 200 people.

The result is a game with excellent presentation, thanks to well-realised 3D character models, a good sense of scale, and super slick combat animations. The core gameplay loop is compelling too, putting you in control of a four person squad in turn-based battles that move quickly and have plenty of room for strategic depth.

Kaiju No. 8 The Game also has an impressive amount of content out of the gate. Not only does it have an original story to play through (set during the second season of the anime, which is airing now), complete with an impressive amount of voice acting (in Japanese), but it has other modes that highlight iconic moments from the manga/anime’s story, tell side stories for the main characters, and so on. It even has a side-scrolling combat mini-game.

Let’s dig into some of the specifics.

What’s the Story?

In Kaiju No. 8 The Game, Dimensional Gates are opening up in the sky and a stream of kaiju threats are swarming out. Is this a job for the JAKDF? Yes, but with a little help from CLOZER (that’s the rather awkward “Closing Order With Zero Restrictions”, in case you’re curious), a special organisation tasked with sealing said gates. The plot twist, however, is that the captain of CLOZER is Sagan Shinomiya – one of a handful of brand new characters – and fan fave Kikoru Shinomiya’s sister.

The set-up allows for a never-ending stream of gameplay as you fight through the kaiju from a particular gate, culminating in a boss battle and closing the gate, then moving on to another. It’s a fun premise, however, as the gates themselves connect to a different dimension, meaning that iconic kaiju that have already been neutralised in Kaiju No. 8’s world can still appear, allowing the game to dive into battles only referenced in the manga/anime. My hands-on, for instance, culminated in a fight with an alternate version of the legendary Kaiju No. 2.

Another important point is that while the manga/anime is set entirely in Japan, these gates are opening up globally, so the game can roam all over the place. You can imagine how a live service title might take advantage of travelling to different parts of the world.

In addition to Sagan, and a couple of other entirely new characters, Kaiju No. 8 The Game is packing all the series mainstays you’d expect, from the captain of the Third Division Mina Ashiro (and her tiger Bakko) and her vice captain Soshiro Hoshina, through to the captain of the First Division (and otaku slacker) Gen Narumi and Kafka’s partner Reno Ichikawa. Each, as you would expect, has a signature weapon and fighting style, from Hoshina’s twin swords through to Sagan’s shield, which she uses like a blunt weapon.

Kafka’s Ultimate sees him transform into Kaiju No. 8… giving him a completely different set of moves.

Kafka is perhaps the most interesting, as he is essentially two characters in one. All the other fighters unleash a flashy attack when their Ultimate is triggered in battle, but Kafka’s Ultimate sees him transform into Kaiju No. 8 for the rest of the encounter, giving him a completely different set of moves.

Squad Up!

The battle system lets you choose a squad of four before each mission, and the order in which you place them creates two pairs of “battle buddies”, dictating who executes follow-up attacks when you expose a kaiju’s core. (More on that in a sec.)

Combat is turn-based, with the upcoming move order shown at the bottom of the screen. As you’d expect, characters have a wide array of options from single and multi-target strikes through to buffs and debuffs, but there are a couple of key systems that open up strategy. The first is that your party has a shared SP pool (mana, essentially). A normal attack restores a pip, while using a combat skill depletes one. This approach means you need to be tactical in how you manage your resources in order to use your characters’ most powerful techniques.

On top of this is the system for exposing an enemy’s core – a pivotal part of combat in the manga/anime that’s been brought across to the game. Enemies have discreet shields (called plates) that reduce the amount of damage they’ll take, so the main priority in any combat encounter is working out the most efficient way to break them. Some plates can be broken with any attack, others require specific types of attacks. You might need to use an elemental attack, or even more specifically, an attack utilising one of the five elements in the game (fire, ice, wind, lightning and water). Obviously different characters have different types of attacks, so ensuring your squad has the affinities necessary for the combat encounter you’re going into is key.

Breaking enemy plates is vital because once you destroy them all, the kaiju in question’s core is exposed, triggering an automatic follow-up attack from the attacking character’s partner and forcing the foe to skip a turn, bumping it back down the turn order sequence at the bottom of screen. It’s pretty satisfying knocking a kaiju back just as it’s about to attack, or better yet, preventing it from unleashing its Ultimate.

Speaking of Ultimates, each character has a gauge that fills as they fight (with follow-up attacks boosting it significantly), and these are – as you’d expect – some of the flashiest and strongest attacks in the game. Ultimates are great for finishing off kaiju with their core exposed, and can be triggered at any time, overriding the upcoming attack order. One thing to bear in mind is that missions are made up of several combat encounters, one after the other (with fast-paced ninja running in between, as the squad sprint to the next battle), and your SP pool and Ultimate charges carry over from battle to battle so, if the final encounter is significantly harder, you can prep for it.

Combat overall is fast and slick, letting each character show off their individual styles while also working as a team. You’re generally fighting smaller kaiju that attack in groups, but the game does also pit you against the kinds of towering monsters the manga/anime is known for, with the camera set low to really help sell the scale of the encounters.

Enhancing and Ascending

There’s a good strategic foundation to Kaiju No. 8 The Game’s combat, but as with most RPGs, your characters need to be constantly leveling to keep up with the opposition you’ll face next. There are a somewhat overwhelming number of systems in place to allow your characters to grow more powerful, and they’re pretty much all centered around material drops.

Just to quickly give you an idea, you use Defense Force Manuals (of which there are several rarities), along with credits, to “enhance” (i.e. level up) your characters. These all drop from playing the game and are essentially spendable XP. Initially your characters max out at level 20, but the level caps can be expanded, boosting the character in question and also increasing the challenge level of story missions and opening up higher difficulty training options. (Training, incidentally, is how you get the materials to enhance individual skills, but is subject to a stamina system.)

Characters can also “Ascend”. This requires you to have a double of the character and other resources, and gives you a bonus perk. On top of all this you can enhance your characters’ weapons and individual skills. There’s a lot to keep track of, and it feels like you’ll need to have a decent pool of competitive characters in order to swap your squad around if you need specific plate-breaking abilities, which means engaging with a tonne of different collectables.

New weapons and characters are acquired through the game’s gacha rolls, and utilise a star system for rarity. For the most part you’ll be getting three star weapons, and it remains to be seen how many rolls free-to-play players will be able to generate, as well as how fairly priced the gacha system will be for paying players. One thing is certain, though – the pool of characters and weapons is pretty large, and the rarest drops infrequent, so if you’re hunting for something specific, it may be a long process.

Despite the many trappings of free-to-play mobile game design, Kaiju No. 8 The Game’s moment to moment gameplay has a lot going for it, with clever core battle mechanics, slick animations and impressive visuals. And with its strong emphasis on story, and clear reverence for the source material, this adaptation will definitely be worth a look for fans of the series. Kaiju No. 8 The Game is out on August 31.

Cam Shea visited Akatsuki Games in Tokyo as a guest. He’s a former IGN staffer, now freelance writer and beer geek.

NBA 2K26 Review in Progress

In many ways, Visual Concepts’ long-running NBA 2K series mirrors the careers of players it works so hard to emulate. Sometimes, it’s a flash of potential: a hotshot rookie catching fire after putting up duds in consecutive games. Others, it’s more comparable to a wily veteran nearing retirement – we see a glimpse of talent, that peek into what it could still be. That’s what keeps me, for better or worse, hoping for the best as I start playing NBA 2K26. It’s both flashy and old school, like a “how do you do, fellow kids” teacher who wears different Jordans to class every day, it has enough cool new kicks, fits, and gimmicks to make it a much more interesting and enjoyable experience than last year’s entry, even after spending only a dozen hours with it so far.

Of course, “cool” probably isn’t the right word to describe that teacher, let alone NBA 2K26. After all, an annual sports game is obviously not going to be a radically new game, since most of its gameplay and mechanics are fundamentally similar to last year’s iteration, and the one before that, and so on. But in the context of the genre it’s made a good first impression, because several minor improvements cumulatively make such a huge difference to the whole that I’m willing to say it and risk being called a nerd. Yes, I am talking about the new-and-improved shot meter. As always, one of the smallest components in its vast hardwood floor of dribbling and criss-crossing parts leaves a massive influence on how just about everything else on the court plays out.

Green and Slightly Curved

If you were lucky enough not to have experienced last year’s shot meter, I envy you. In place of the nightmare-inducing dial/arrow/ring design from 2K25, NBA 2K26 features a much more intuitive, easier-to-time, and infinitely better-curved bar shot meter. If you’ve heard that before, it’s because it’s similar to 2K23’s – but this isn’t entirely a reversion to that. Instead of remaining static, the new meter’s green field adjusts based on defensive coverage: if a defender is right up in your face, you’ll have practically no chance of making the shot. But if you’re open, it’ll be much easier to time the release right and make a shot.

Trust me, I’m having so much more fun shooting jumpers now than I was this time last year because I’m actually making them consistently. There is a slight tradeoff, though: because it’s easier to get greens, there’s also less room for imperfection. Meaning if you get a slightly early or slightly late timing, you might as well start running back on defense because the shot will more than likely brick. That said, I’ll take this shot meter any day of the week over a barely improved chance to make mistimed shots.

Now, I’m a big believer in the concept of “If it ain’t broke, don’t fix it,” because why ruin a good thing, right? But I’m an even bigger believer that if something is broke – like last year’s janky player movement – you b7etter get to fixin’ quick. Visual Concepts did just that because NBA 2K26 makes running, cutting, and defending so much smoother that it makes NBA 2K25’s motion feel like you were stuck running in quicksand. This is no small change because it permeates every single mode, making the entirety of NBA 2K26 feel less robotic and far more natural and enjoyable.

Plus, it makes one of my favorite new features, Go-To Post Shots, look even more accurate and realistic. Remember in last year’s review how disappointed I was that I couldn’t dominate the paint with Jokic’s or Embiid’s shimmy shake fade-aways? Well, dreams do come true because for the past day I have been spamming the Sombor Shuffle an ungodly amount of times in each match I play. It is a delightfully methodical, bruising alternative to the agile, quick-twitch motions of the typical Go-To Moves, and I will continue using it until the AI learns to stop it. Until then, it’s barbecue chicken alert each time down the floor.

Goodbye, Yellow Brick Road

Now for the bad news. What, you thought it was going to be all good from here on out? Sorry, Dorothy, but the years haven’t been kind to this yellow brick road. And by “yellow brick road,” I mean NBA 2K26’s offline-only modes. Last year, the so-called improvements to MyNBA were underwhelming, to say the least. This time, dear friends, they are practically non-existent, and, as an offline-mode truther, I am very disappointed.

With 2K25 we at least had the addition of the Steph Era, even though it already felt redundant alongside two other eras in the 2010s (in addition to the LeBron Era). Are you ready to hear what the 2K26 MyNBA modes have in store? Drumroll, ple…you know what, don’t even bother. It’s called Offseason Scenarios for MyGM. These are tailor-made, long-term quests for each franchise that you must fulfill to appease the fanbase and, more importantly, the owner.

These scenarios come in threes and are given out at the beginning of the offseason. But much like my issues with last year’s MyGM mode, these tasks (and many of the features in the mode itself) again feel forced and, at times, unrealistic. The RPG elements, with their perk and attribute point systems, seem out of place and unnecessary because they hardly make a difference in the grand scheme of basketball operations. At the end of the day, it’s still all about winning as many games and championships as you can. Or, if you’re on the other end of the spectrum, losing and tanking as much as possible. Overall, the whole mode feels like a side project hastily thrown together just to get that last bit of extra credit needed to pass the class.

Despite my problems with its offline-only modes, the fundamental gameplay tweaks show plenty of promise in what I’ve played on my first day with it. I’m especially excited to see how it looks in MyCareer with its new-and-improved storyline, as well as in the potentially wonky online gameplay of MyTeam. But after suffering through last year’s shot meter and molasses-like movement, there really is nowhere to go but up. Whether that shows in my final verdict and score next week, though, remains to be seen.

Konami Asked Every Single Model From Metal Gear Solid 3’s Sexy Posters to Send Them Recent Photos So They Could Update the Graphics for the Remake 20 Years Later

From Calorie Mate snacks to hidden Kerotan frog statues, 2004’s Metal Gear Solid 3 was packed with varied real-life Easter eggs, even if they contradicted the game’s 1960s setting. One memorable gimmick for eagle-eyed players to spot in the indoor areas of MGS3 (and MGS2) was the posters of current Japanese gravure idols — female models who pose in revealing outfits.

These sexy posters make a return in the remake Metal Gear Solid Delta: Snake Eater — with an added twist. If you play on Legacy Style mode, the posters are as they were in the original. But if you are playing using the New Style mode, with its modern over-the-shoulder camera angle, you’ll notice that although the models are the same, the photos have been swapped out for recent shots of what they look like now, two decades on.

In a recent interview with Famitsu (and previously reported on by Automaton), the developers at Konami revealed how this change came about. They say that their aim with Metal Gear Solid Delta: Snake Eater was to evolve the game while staying true to the core essence of the original MGS3, and recreate its jungle setting so that it looked extremely realistic. However, they also ended up making small, unexpected tweaks to the content of the original, with the gravure posters being one such tweak.

Apparently, the initial plan for the model posters was to use higher resolutions of the images used in MGS3. However, once the team had decided to implement a Legacy Mode and a New Mode, they hit upon the idea of changing up the gravure posters to reflect the 21 years that have passed since MGS3’s initial release.

Delta’s creative producer Yuji Korekado (who also worked on the original MGS3) explained that for New Style mode, the team decided to reach out to the models that featured in MGS3 and ask them to send in new, recent photos. This does not mean that all the models are decked out in bikinis, though. Rather, the team asked them to simply send in pictures of how they look now. According to Korekado, every single model from the original sent in photos that span the gauntlet from sexy swimsuit shots to family snaps. “We would like players to seek out and find all the different types of photos,” said Korekado, with series producer Noriaki Okamoto adding that “if you are familiar with the original graphics, seeing the current photos really packs an emotional punch.”

MGS3 also featured issues of real-life video game and glamour magazines that you could amusingly use to distract guards (the magazines featured differed depending on the region). However, Korekado said that the decision was made not to update these magazine covers, as many of the publications that popped up as items in MGS3 have since ceased publication. So, the real-life mags that you could find in MGS3 remain the same in both versions of Metal Gear Solid: Delta Snake Eater.

Korekado also expresses gratitude towards all the people that returned to work on the remake. He explained that the team was able to get Cythia Harrel to re-record the game’s Bond-esque opening theme ‘Snake Eater,’ as well as Kyle Cooper, who designed the intro movie.

In related news, Lori Alan, who has reprised her role voicing Snake’s mentor The Boss in the game’s English language version, stunned fans yesterday by posting a seemingly recent picture of herself cosplaying as her character:

We’ve got plenty more Metal Gear Solid Delta: Snake Eater news, including very early mods (one of which lets you play as Hideo Kojima!), and patch notes for the first post-launch update. IGN’s Metal Gear Solid Delta: Snake Eater review returned an 8/10. We said: “Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic.”

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

Metal Gear Solid Delta: Snake Eater Already Has Essential Mods That Improve PC Performance, Fix Graphics, and Let You Play as Hideo Kojima

Metal Gear Solid Delta: Snake Eater only launched this week, but modders have already been busy tweaking and improving the game.

The remake launched on August 28, and in the space of just 24 hours modders have provided all manner tweaks, from reshaping Eva‘s and Ocelot’s faces, smoothing stuttering, improving visuals, removing the introduction, and — my favorite — even one that lets you play as series creator Hideo Kojima himself. There are already over 40 mods available to download on NexusMods right now.

Other early mods remove in-game movies — purportedly saving 21GB on your HDD — optimize the game, remove the HUD, unlock FPS “without the speed up or slow down bugs,” and replace Snake with The Last of Us’ Joel for some reason.

The majority of the mods, however, look to improve Delta’s PC performance. Some predate Konami’s recently deployed patch, which sought to address various scenarios that could inadvertently cause systems to crash. The publisher added that it was actively investigating and addressing all reported concerns.

You may be able to play as Hideo Kojima, but that doesn’t mean you’ll get him to play Metal Gear Solid Delta: Snake Eater. When asked recently if he would be playing the remake, he laughed and replied: “No, I won’t.”

We awarded IGN’s Metal Gear Solid Delta: Snake Eater review returned an 8/10. We said: “Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

75% of Cyberpunk 2077: Ultimate Edition Nintendo Switch 2 Sales Were Physical, CD Projekt Reveals

75% of Cyberpunk 2077‘s Nintendo Switch 2 sales were physical, CD Projekt has confirmed.

CD Projekt revealed the eye-catching stat in its latest financial results, confirming that not only did the action-RPG benefit from positioning itself as one of Nintendo Switch 2’s day-one launch games, but it also found success by making the game available as physical media.

“We believe that thanks to its high quality and Switch 2 exclusive enhancements, Cyberpunk 2077 Ultimate Edition is well positioned to benefit from the [Switch 2’s] growing user base,” said Michał Novakovski, joint CEO. “As of June, the vast majority of sales — which is around 70% — came from physical copies sold and that reflects the strength of our offering.”

Novakovski believes this is, in part, because “the entire game, along with its expansion, is fully contained on a 64 gigabyte cartridge, providing a plug and play experience which players find particularly attractive.” And that has certainly proven to be the case, with 75.4% of all Cyberpunk 2077’s Switch 2 sales being physical.

It comes as fans continue to debate the practice of publishers providing Game-Key Cards in Switch 2 boxed games instead of a physical cartridge. It’s proven to be a divisive practice among some users, not least because while it allows collectors to have a game’s box on their shelf, they’re essentially useless unless your console is connected to the internet.

The practice is so controversial, however, that Nintendo has launched a survey designed to poll the Switch 2 userbase on its thoughts surrounding digital and physical games, with questions designed to probe the reasons you might consider one option over another. Nintendo’s also interested in finding out if your attitude to digital downloads has shifted over time.

“Our developers truly made the most of the console’s features, offering new exclusive ways to play Cyberpunk 2077,” Novakovski added. “We showcased them in a series of hands on presentations attracting praise from the player community and gaming media. And although we clearly see that sales of the on the new console are currently dominated by Nintendo’s first party titles, we were very pleased with Cyberpunk being among the best selling third party games.”

“The Switch 2 might pack much better hardware than the original, but a game I’m still surprised to see running at all (much less pretty well) on a Nintendo system is Cyberpunk 2077,” we wrote in our Nintendo Switch 2 Cyberpunk 2007 review update. “I spent a few days with CD Projekt Red’s latest port to get a feel for how it runs, how it holds up, and how the Switch 2’s fancy new mouse controls work when applied to a high-octane FPS. The answer across the board is impressive, and if you haven’t had the pleasure of exploring Night City before, this seems like a solid way to do so.”

Cyberpunk 2077 sequel Cyberpunk 2 has officially entered pre-production. The studio made the announcement as part of its latest financial results last month, where it said the Phantom Liberty expansion for Cyberpunk 2077 had hit an impressive 10 million copies sold.

As for Nintendo’s handheld itself? The Nintendo Switch 2 debuted in June to become the fastest-selling hardware ever in the U.S., shooting spending on games to new records. Spending on hardware was up a whopping 249% year-over-year thanks to the console’s debut, reaching $978 million and greatly surpassing the previous monthly record from June 2008 of $608 million. In total, the Switch 2 sold 1.6 million units in the U.S. during its launch month, beating the PlayStation 4’s previous sales record of 1.1 million units in November of 2013.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

5 PC Games on Sale for Under $10 I Highly Recommend Playing Over Labor Day Weekend

Labor Day weekend is a great time to get together with the family, sure, but it’s also a nice little three-day window to get some serious gaming in. Assuming you don’t already have a massive backlog of PC games to play, now is actually a pretty good time of year to find some video game deals. If you’re looking to pick up a new game before the weekend arrives, you’ve got options.

We’re in between major Steam sales at the moment, but another big PC games sale going on right now is the Humble Bundle Summer Sale. There are a ton of discounted games here at prices that will last through the weekend.

If you’re looking for something great under $10, I’ve got some recommendations for you. Each of these games I’ve listed are wonderful for different reasons, but every single one of them are worth playing for hours at a time.

PC Games Under $10

My first pick might not be for everyone, but it’s one of my favorite gaming experiences of all time. It’s hard to really go too into detail without ruining some of it, but it’s essentially a roguelike deck-building card game with a twist of psychological horror. If any of that sounds interesting to you, it’s best to just start playing without learning more. Going in cold is the best way to play this game.

Next on this list is what has become one of the best indie games of all time. I was genuinely surprised how much I liked Hollow Knight. I don’t usually like metroidvania games, but it has a sort of sad, dark charm that really drew me in. The gameplay is fun and the battles can get difficult, but the atmosphere of this game keeps you engaged at every turn. With the long-awaited Hollow Knight sequel releasing next week, now is a great time to jump into the original.

I don’t really feel the need to say much about The Witcher 3, because of course it’s worth playing. CD Projekt Red’s masterpiece is one of those rare games that I’ve ended up playing through multiple times. While it’s the Witcher books that ultimately birthed this franchise, it’s really this game that made it a household name. With The Witcher 4 somewhere on the horizon, its as good a time as any to start your Witcher 3 journey for the first time.

If you’re a PC gamer who also happens to be a Nintendo gamer, Bug Fables is one of those games that hits a very specific sweet spot. It’s a turn-based RPG that has an eerily similar look and feel as the original Paper Mario game. It’s a storybook adventure with puzzles and battles that has a fun overarching story. If you love games like Paper Mario and Paper Mario: The Thousand Year Door, you’ll love Bug Fables.

My last recommendation is the cheapest and shortest game on this list. Gris is a beautiful platformer game with some fun puzzles and stunning artwork. This game tells a story of grief and loss, and these feelings unfold through an incredible use of color, music, and gameplay. You can play through the whole thing in a few hours, and it’s definitely worth paying $2.99 for what you’ll get from it. This is one of those games that hit me surprisingly hard.

See all PC games on sale for under $10

The games I’ve listed here are just some of my favorites, but there’s actually a lot more in the sale that are worth a look. Humble Bundle has a specific page for all of the deals under $10 right now and it includes things like the Batman: Arkham collection and Yakuza games.

If you’re looking to grab some console games at a discount, there are also a few other Labor Day sales worth checking out. There’s a sale on popular PS5 games going on at both Amazon and the PlayStation store as well as discounts at Best Buy on various Switch games.

Disclosure: Humble Bundle is part of IGN Entertainment, the division of Ziff Davis that includes GamesIndustry.biz, IGN, and MapGenie.

‘That Really Sucks’ — Battlefield 6 Developer DICE Knows Anti-Cheat Measures Like Secure Boot Mean Some PC Gamers Just Won’t Be Able to Play the Game

With Battlefield 6’s open beta done and dusted and its October 10 release date in sight, developer DICE is prepping the shooter for launch across PC and console. But it is on PC specifically that EA’s anti-cheat efforts have raised eyebrows, and even caused some fans to miss out.

PC gamers who played the Battlefield 6 open beta might have run into the following on-screen warning: ‘Secure Boot is not enabled.’ Indeed, if you want to play Battlefield 6 on PC you have no choice but to enable Secure Boot. And based on the open beta, some had trouble with it.

Enabling Secure Boot involves tinkering with a part of a computer not all PC gamers will be instantly familiar with: the BIOS (check out IGN’s guide for more). There are things like TPM 2.0 (which must be turned on) to deal with, and you need to make sure your Windows disk is GPT and not MBR (not everyone will know what these are). All this before you can even enable Secure Boot — and then you may not be able to enable it anyway, which then means you need to refer to your manufacturer for guidance.

While this won’t be a problem for more experienced PC gamers, it will be an intimidating process for some. And according to DICE, it knows these anti-cheat measures will prevent some people from playing Battlefield 6 at all.

Speaking to Eurogamer, Battlefield 6 technical director Christian Buhl lamented the situation. “The fact is I wish we didn’t have to do things like Secure Boot,” Buhl said.

“It does prevent some players from playing the game. Some people’s PCs can’t handle it and they can’t play; that really sucks. I wish everyone could play the game with low friction and not have to do these sorts of things.”

Still, Buhl sounds pleased with the effectiveness of the likes of Secure Boot, which are “some of the strongest tools in our toolbox to stop cheating.”

“We were pretty happy with how the anti-cheat performed. Obviously I’ll say we can never be perfect, anti-cheat is always a cat-and-mouse game where we’re constantly going back and forth and keeping on top of what the cheaters are doing. But from the beginning this was something we put a high priority on, so when we launch this game we have a really strong anti-cheat program in place.”

Buhl continued: “Again, nothing makes cheating impossible, but enabling Secure Boot and having kernel-level access makes it so much harder to cheat and so much easier for us to find and stop cheating.”

It’s no secret that cheating in competitive multiplayer games is a huge problem for publishers. Activision, for example, has spent millions trying to reverse the narrative for Call of Duty, and TPM 2.0 and Secure Boot are in place for Black Ops 7 on PC.

While Secure Boot caused some people problems, the Battlefield 6 open beta enjoyed huge player numbers on Steam, so it will be interesting to see how this goes at launch.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Metal Gear Solid Delta: Snake Eater’s First Hotfix Is Out Now — Check Out the Patch Notes

Konami has deployed a patch to address multiple reports of issues occurring in Metal Gear Solid Delta: Snake Eater.

Ver. 1.1.2. — which is now live across all platforms — deploys a number of fixes and improvements, addressing various scenarios where players could inadvertently cause their systems to crash.

“We’re grateful to have so many players enjoying the game and sharing valuable feedback and issue reports,” the publisher wrote.

Here’s the full Steam patch notes, which are similar to the updates rolled out across console:

Metal Gear Solid Delta: Snake Eater Ver. 1.1.2. Patch Notes

This update includes the following improvements and fixes:

  • Resolved an issue where performing consecutive survival knife attacks to secure food could cause the game to crash under certain conditions.
  • Fixed an issue where removing the Crocodile Cap from the Survival Viewer while equipped could cause the game to crash under certain conditions.
  • Addressed crashes that could occur when collecting food near a hungry crocodile under certain conditions.
  • Corrected an issue where transitioning from a roll into a crawl could cause the character model to float in mid-air.
  • Fixed an issue where player movement could become restricted under certain conditions in areas where Intrusion View is used.
  • Resolved an issue where the game could crash under certain conditions while in Radio Window.

Konami also assuring players it was actively investigating and addressing all reported concerns.

Hideo Kojima may be the creator of the seminal stealth series, Metal Gear, but that doesn’t mean he’ll play Metal Gear Solid Delta: Snake Eater. And while it seems unlikely (especially given Kojima’s comment), Konami’s Metal Gear series producer Noriaki Okamura has said he’d love to work with Kojima again on the stealth series.

We awarded IGN’s Metal Gear Solid Delta: Snake Eater review returned an 8/10. We said: “Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Lost Soul Aside Dev Acknowledges Performance Issues, Assures Players It is ‘Actively Working on Optimizations’

The PC and PS5 console-exclusive Lost Soul Aside only released today, August 29, but it’s already sitting on a ‘Mixed’ Steam review score from 300+ players, many of whom have reported issues with performance and optimization.

Developer Ultizero Games was quick to respond, assuring players in a statement that it had “received your feedback regarding the performance of certain cutscenes in the prologue of Lost Soul Aside,” and was “actively working on optimizations.”

“Currently, some of these cutscenes are pre-rendered 4K/30fps videos, which may cause occasional stuttering during playback,” the team explained. “We sincerely apologize for any inconvenience this may have caused and appreciate your understanding.

“The Lost Soul Aside team is actively working on optimizations, and future updates will address this to deliver a smoother gameplay experience. Thank you for your continued support and patience!”

Notably, no time frame was provided, so it’s unclear when, exactly, players can expect a fix. In the meantime, Steam continues to fill up with reviews from unhappy players.

“I’ve completed the prologue of Lost Soul Aside, and in its current state I can’t recommend this game,” said one player, while another added: “I thought movement looked jerky because of frame drops but the walking actually just looks like that lmao. Walking and the camera are so bad it’s honestly impressive.”

“I’m only three hours in but I’m really torn on this game,” commented another Steam reviewer. “On one hand, the visuals are top-notch and the combat is decent (a tier below Stellar Blade, imo). These were the two things that had been consistently teased and promised, and Yang Bing and his studio finally delivered on those aspects. Everything else is kind of a mess.”

Lost Soul Aside is a stylish single-player action-adventure RPG in which you battle dimensional invaders while trying to save your sister. It was initially expected to release in May but after roughly a decade in development, Lost Soul Aside was delayed three months from May 30 to August 29.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.