Bungie CEO Claims Layoffs Were Due to Destiny 2 Underperformance

In an internal town hall meeting addressing a Monday round of layoffs that impacted multiple departments, Bungie CEO Pete Parsons allegedly told remaining employees that the company had kept “the right people” to continue work on Destiny 2.

Speaking to multiple current and recently laid off employees, IGN has confirmed reports that Bungie took responsibility for the layoffs, rather than laying them at the feet of parent company Sony. Parsons told employees that the layoffs were largely due to underperformance of Destiny 2 over the last year, as well as lower-than-expected preorders for upcoming expansion The Final Shape.

IGN can now independently confirm reports that The Final Shape has been delayed to June 2024, and Marathon has been internally delayed to 2025 after having been in development since 2019.

Employees were also told that Destiny 2 player sentiment was at an all-time low. Sources tell IGN that this issue had been flagged to leadership repeatedly for months prior to the layoffs, with employees begging for necessary changes to win players back.

One former Bungie employee recalled that they were repeatedly assured following the 2022 Sony acquisition of Bungie that there would be no layoffs, and cited an item from a Sony quarterly report that claimed $1.2 billion of the $4 billion acquisition was going explicitly toward staff retention. Multiple employees confirmed that money was distributed to employees who were fully vested, with money split into multiple payments over time and varying based on discipline and seniority.

Other employees also told IGN they felt especially frustrated with the layoffs given that the company had completed work on a brand new headquarters, more than double the size of its previous office and likely a pricey upgrade in Bellevue, Washington. [Note: The archived Bungie blog article was available this morning when we first drafted this piece, but as of 3:00pm PT today appeared to have been taken down. Update 3:43pm: It’s back online.]

Parsons was criticized in some quarters for calling the layoffs a “sad day at Bungie” in a tweet which similarly angered several employees we spoke to.

The exact number of those impacted is still nebulous, though some sources we spoke to suggested roughly around 100 employees, a number also reported by Bloomberg earlier today. Multiple employees claimed that internally, Bungie leadership has tried to obfuscate the numbers and departments of those impacted while discouraging employees from asking questions on these topics in company chats.

IGN has now heard of layoffs impacting the community team, art, engineering, recruiting, legal, audio, QA, creative studios, and IT, with impacts across both the Destiny 2 and Marathon teams, and including multiple members of the company’s diversity committee and accessibility club. Those impacted are receiving a minimum of three months of severance and COBRA health benefits, though other company benefits terminated immediately.

Being deemed expendable hurts

Multiple employees expressed frustration about the layoffs, saying they felt that the decisions leading to the company’s apparent money struggles were out of their hands, and that those who were laid off were being punished for a problem they largely did not cause.

“It’s definitely weird, being the one who is laid off based off the decisions and performances of people in departments you’re not involved with,” one impacted employee told IGN. “Being deemed expendable hurts.”

Additionally, IGN has been told that a noticeable number of employees had been dismissed from the QA team in the weeks and months leading up to yesterday’s layoffs. While the exact number is unknown, the number of departures over time were notable enough that the company’s head of QA sent an email around to staff members addressing the situation. IGN has reviewed the email, which claimed the dismissals “were not layoffs and not a result of cost cutting in any way,” adding that “if we ever did layoffs, we would be very upfront about it.”

Employees familiar with the situation told IGN that the dismissals came alongside what felt like a growing “crackdown” on QA, with increased job responsibilities and multiple people being placed on performance improvement plans (PIPs) for seemingly minor infractions.

In 2021, IGN spoke to 26 current and former employees at Bungie about a pervasive, toxic work culture at the Destiny 2 developer that at the time seemed to slowly be improving thanks to the ongoing efforts of employees at the ground level. However, earlier this month we also reported on an ongoing lawsuit filed against Bungie by a former HR manager, who claims she was wrongfully terminated for reporting potential racial bias in the company.

IGN has reached out to Bungie for comment.

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

Five Great Horror RPGs to Play During Halloween

Great horror RPGs are more difficult to find than you might think. Despite clever innovations like the sanity stat, role-playing designers still tend to favor swords and sorcery over everything else (just ask sci-fi fans). That doesn’t mean there aren’t some perfectly scary RPGs out there, though. Whether they feature raw psychological horror or more traditional werewolves and vampires, there’s plenty of spookiness to be found in the role-playing genre. So on this, the spookiest day of the year, here are five great RPGs to play on Halloween.

Vampire: The Masquerade – Bloodlines

Troika was an RPG studio that was aptly named. Led by Fallout developers Tim Cain and Leonard Boyarsky, who would later go on to work on The Outer Worlds, Troika produced a trio of classic RPGs – Arcanum: Of Steamworks and Magick Obscura, The Temple of Elemental Evil, and Vampire: The Masquerade – Bloodlines.

Bloodlines was barely more than half a game when it launched, rife as it was with bugs and hidden content. But what it lacked in polish it made up for in ambition, immersing you in vampiric politics, or allowing you to take on the role of a Nosferatu roaming the sewers beneath Los Angeles. The fans did the rest, producing a series of sprawling patches that addressed many of its most pressing problems.

Bloodlines’ creepiest quest is almost certainly The Ghost Haunts at Midnight, which sends players to explore the frightening Ocean House – a hotel haunted by a very active ghost. I won’t spoil it for you, but you’ll want to play this level with the lights off.

Parasite Eve

The first five minutes of Parasite Eve features an opera performance in which everyone bursts into flame. It’s a mood that encapsulates the Square of that era rather well: dramatic, slightly unhinged, and wildly experimental. The game itself answers the question, “What if Resident Evil were an RPG?” A sequel to the novel of the same name, it stars rookie cop Aya Brea as she battles mutated monstrosities through New York, featuring a variant of the active time system that Square was famous for at the time..

To be clear, Parasite Eve is very much a product of its time. It’s stilted, awkward, and often struggles to mix survival horror and role-playing together, but it’s worth playing because it’s so evocative of Square Enix’s spirit circa the late 90s, and because there simply aren’t that many games like it. The aged graphics also belie some supremely creepy artwork. No one did “cinematic RPG” better than Squaresoft at the time, and Parasite Eve’s twisted mutations make for some great nightmare fuel during Halloween.

Omori

Omori is an RPG in which horror lies in memory, emotions, and a seemingly-joyful photo album that’s darker than it appaears. Based on a webcomic, Omori broadly resembles Earthbound, but with themes of guilt, isolation and depression. Put it this way: Earthbound is dark, but Omori is dark. It vacillates between pastel colored pencil-style art and real life, with lots of pun-based opponents as enemies. It seems innocent enough but even the happy moments are tinged with a sense of dread. If you want, you can have the main character retreat entirely into their own head. Omori isn’t the first game to follow in the tradition of Yume Nikki, the OG of surrealist horror RPGs, but it’s certainly one of the best.

Shin Megami Tensei: Strange Journey

Most Shin Megami Tensei games have at least a little bit of horror in them, but Strange Journey might be the most unsettling of them all. It embodies the existential horror of Annihilation and the paranoia of John Carpenter’s The Thing as a team of international scientists delve deeper and deeper into an apocalyptic phenomenon known as the Schwartzwelt. As you’d expect in an SMT game, the Schwartzwelt is swarming with all manner of demons, but the true monster is man. The original Strange Journey is harder to find these days — and Redux on the 3DS is far from an adequate replacement owing to its inferior art and simpler mechanics — but it’s well worth tracking down. With its striking visuals and outstanding dungeon crawling, it’s quietly one of the best – and one of the most disturbing – games in the series.

The other Pokémon Black

Long before the official release of Pokémon Black, there was Pokémon Black — the creepypasta story about a disturbing version of the beloved monster collecting RPG discovered at a flea market. It’s memorable because it seems so real, describing a version of the game that could be believably created using real game mechanics. If you haven’t read the story you should check it out here. It concludes:

I’m not sure what the motives were behind the creator of this hack. It wasn’t widely distributed, so it was presumably not for monetary gain. It was very well done for a bootleg.

It seems he was trying to convey a message; though it seems I am the sole receiver of this message. I’m not entirely sure what it was — the inevitability of death? The pointlessness of it? Perhaps he was simply trying to morbidly inject death and darkness into a children’s game. Regardless, this children’s game has made me think, and it has made me cry.

With the release of the real Pokémon Black, this version has come to be known as Pokemon Creepy Black, and has even been faithfully recreated by fans as a genuine ROM hack. It’s an excellent ghost story to chill your bones over the spookiest day of the year, and a testament to the creativity of Pokemon fans.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Nickelodeon All-Star Brawl 2 Reveals Four DLC Characters, Confirming Early Leaks

The first DLC fighters for Nickelodeon All-Star Brawl 2 have been revealed ahead of the game’s launch in just a week on Nov. 7.

The fighters are: Mr. Krabs from SpongeBob, Rocksteady from Teenage Mutant Ninja Turtles, and both Zuko and his uncle Iroh from Avatar: The Last Airbender. Revealed earlier on Tuesday via X/Twitter, the official account for Nickelodeon All-Star Brawl 2 said, “Mr. Krabs, Zuko, Rocksteady, and Iroh are joining Nickelodeon All-Star Brawl 2 as our first DLC characters in 2024! Watch out for more news on Mr. Krabs coming early next year!”

It also confirmed the addition of a new roguelite story campaign, in addition to a trailer. You can watch it below:

This initial roster of DLC characters confirms a long-standing leak that first popped up on Reddit earlier this year which mentioned all four of these characters as Brawl 2’s forthcoming DLC fighters. The leak was initially pretty controversial considering the base game’s roster already has pretty solid representation for SpongeBob, Avatar, and TMNT with four, three, and three characters respectively from those series already making an appearance in the base game.

Fans shouldn’t be too concerned about some of their other favorites not making it in, however. Based on the wording of the post itself, it sounds like there may be more DLC characters on the way after the first wave hits sometime next year.

All-Star Brawl is published by GameMill Entertainment, which made some less-flattering headlines lately thanks to Skull Island: Rise of Kong’s extremely poor fan and critical reception. It’s also come into the spotlight for some questionable work practices, including only giving its developers a year to make the entire game from scratch. You can read all about that debacle in Ash Parrish’s report for The Verge.

For more on Nickelodeon All-Star Brawl 2, check out our preview of the game.

Quantum Error Review

Quantum Error is the best modern example I can think of when it comes to a game that attempts to do so much and yet fails at almost all of it. The main exception is that, as a science-fiction horror game, it’s oozing with style and will find every chance it can to flash its moody, creepy world at you. It’s when you have to fight through it with shoddy gunplay against empty-headed enemies, sneak around with rudimentary stealth mechanics that barely work as advertised, or get up to the various door-chopping and fire-extinguishing tasks that impede your path to a dark secret, that you start to realize you don’t need to know much about theoretical physics to see the survival-horror shaped error sitting right in front of you.

The hero of this crooked tale of eldritch artifacts and the people they mutilate along the way is Jacob, a former soldier-turned-fire-safety-professional who’s got a lot going on but none of it makes him a memorable character. You’ll get lots of opportunities to exercise his trigger finger and his axe-swinging arms as he slinks through a locked-down mining facility on one of Jupiter’s moons that is equal parts Shadow Moses and Event Horizon. He’s a bland tea biscuit of a character with all the stereotypical 2010-era lead features, including the death of his brother driving his completely uncompromising and offputting need to save everyone all the time.

Surprisingly, it’s the firefighting segments that have the most potential here. There’s almost a job simulator sort of Zen to successfully venting rooms that contain active fires so that cutting through its door doesn’t get you fried by a backdraft, or chasing a gas leak fire to its source and clamping a pipe with the jaws of life to shut it down. Beyond that, however, the ideas flame out. Some other life-saving activities include using CPR to revive victims, complete with blowing into the DualSense mic to give the patient air, and escorting panicking people to safety, but these are more annoying than interesting. All told, there’s desperately little meat on this bone, and the disjointed little nibbles you get during the main campaign didn’t challenge me outside of making entering some rooms more complicated.

Surprisingly, it’s the firefighting segments that have the most potential here.

Traveling between the fire-branded, blood-soaked halls of the Monad facility is already pretty complicated though because it’s crawling with ravenous zombies and flesh-twisted monstrosities. Ironically, the living human enemies – mostly gunmen from the evil mercenary group, Medusa – are often more mindless than the reanimated corpses, walking in broken patrol loops or literally letting you walk right by them without much resistance. They can be evasive, especially if you catch one off guard, but they won’t put obstacles between them and your bullets for very long. Contrast that with the monsters, who come in various shapes and sizes but all basically just run at you, soaking up bullets like the world’s juiciest sponge. My 18-hour journey took me well beyond the halls of this facility, but be it on the surface of Neptune or deep underground in a Martian mine, the bulk of the resistance came from the same repetitive handful of enemy types. On hard difficulty, I didn’t find many creatures that were too tough to deal with, and I’d figure that has something to do with all the bad decision making they do with their higher damage and health.

I wouldn’t call anything about Quantum Error scary, per se. It’s definitely weird and sometimes unsettling to wander the halls and listen to the very bad things happening somewhere in the distance, or watching cutscenes that linger on an uncomfortable “are they possessed or nah?” smile or gaze for a little too long. But the most frightening occurrence I had was navigating tricky stretches of play between the unmerciful checkpoint placement. Outside of important events and cutscenes (determining what “important” means here is a crapshoot, as some events like boss introductions don’t make the cut) you can only save by visiting specific rooms and using a special machine, a la Resident Evil 2 or Alien Isolation. And that would be fine, except that it feels bad to lose any and all progress to an immensely cheap surprise like a completely invisible enemy sucking the air right out of your lungs from a corner in the room. That turns what could be a potentially 15-minute span of debris-clearing and face-beating into upwards of an hour depending on your resources and how well you can react to the next surprise.

It feels bad to lose progress to an immensely cheap surprise.

Every time you respawn, everything else respawns too, including health and ammo pickups – and any monsters on that floor that you’ve previously dispatched. This can make backtracking to stock up on alien-killing sundries a real chore, because they’re all back in full force. It’s also a bit buggy: on many occasions, I’d respawn but an event that’s happened to the station – like a full power outage triggered by entering a specific room several halls away – didn’t reset, meaning now not only did I have retrace all my steps and re-kill all these bad guys, but I’d have to do it in the dark.

It doesn’t help that many of these halls look just similar enough that you can get turned around with ease, and the maps (which you can only access at static positions on any given floor) are often unhelpful and, in some cases, incomplete. On at least two occasions this broke even further, flashing me suddenly into parts of the map and with enemies I would later learn I’m not supposed to see until many hours later. I don’t think these are the errors that the title was referring to.

I don’t think these are the errors that the title was referring to.

Stealth is said to be an option, but I found it to be mostly a waste. Enemies seem to have a supernatural awareness of your presence, sensing you from several rooms away between layers of walls and doors. You’ll see that they know you’re there, marked by a red icon in the bottom of the screen, long before you actually see them. Sometimes, this means bad guys will home in across some unknown stretch of the labs to punch your face. Other times, it means an enemy will walk in circles and never actually come get you at all.

The 3D audio is at its most inconsistent in these “tense” moments. Hearing lots of different sounds – distant footsteps from your right, a blazing fire behind you, alarms blaring all around – all at the same time can potentially be a good kind of disorienting, dulling your overall awareness so that crafty predators can slip between the audio cracks and sneak up on you. But in Quantum Error, it’s more often a bad kind of disorienting, with things that would be key information – like phlegmy enemy grunts or the high-pitched whines of doors opening – turning into chaotic cacophonies because a creature is pacing back and forth through a far-away door, stuck in a purgatory of if/then statements.

So I often chose to make a lot of noise myself, embracing the full plethora of firearms and firefighting tools that can double as weapons in a pinch. Even if it is the better option over stealth, gunplay is finicky. Much of the tension in combat comes from the battle you have to win against your unresponsive weapon wheels. It often takes multiple tries to even pull it up, and regularly ends up selecting weapons next to the ones I actually wanted.

The jaws of life are (somewhat ironically) a clutch melee alternative.

The weapons themselves work around as reliably as their counterparts in the dozens of games you’ve seen them in: a pistol with a silencer for quiet kills and clean ups, your shotgun for big power up close, sci-fi rifle for accuracy at longer ranges, etc. Very few guns in the overall arsenal break the mold in any way. An early find uses magma and four barrels to somehow be barely as useful as your regular, non-lava shotgun. Your heavy tools come in all shapes and sizes, though, and help in a pinch if you’ve run out of ammo and need to take threats down in melee. I found the jaws of life to (somewhat ironically) be a clutch melee alternative to swinging axes or hammers, as the clamp of the forks does tons of satisfying damage.

It’s the moments between combat or sneaking around that stand out. Quantum Error uses sparse lighting and lots of prestige horror-inspired camera work to really nail the creepy mood. There are so many long cuts, slow pans, and unsettling zooms that sometimes the cutscenes feel like an A24 fan letter. You’re going to see a lot of them over the campaign, some popping in at awkward times, slamming the action to a halt so fast that the hud and an occasional weapon sound may break into the presentation. Faces mostly look great, but textures on clothing and some surfaces are hazy. Even so, these cinematics will never ugly, even if some of the writing and acting felt cliche and predictable. There may be many twists and turns in this plot, but none of them proved interesting or ever surprising in the end.

Vampire: The Masquerade – Bloodlines 2 Reveals Its Main Character – Phyre the Elder Kindred

The Chinese Room has revealed Phyre, the Elder Kindred who will serve as the main playable character in Vampire: The Masquerade – Bloodlines 2. To learn more, we had the chance to speak to narrative designer Arone Le Bray all about this vampire who was Embraced in the early 17th century.

Phyre is a character with a long history, but you will be able to customize them and choose their gender, clan, outfits, behavior, and so much more. You’ll have to think carefully, however, as your actions, meaning your conversations, what you wear, how you feed and/or treat Seattle’s populace, and more will have massive consequences on the world around you and how the story progresses.

As to what that world is, Vampire: The Masquerade – Bloodlines 2 takes place in Seattle in 2024 and sees Phyre waking up from a roughly 100-year slumber. They are an Elder Kindred, which means they’ve been undead for at least 300 years but now have a big gap in their knowledge.

Phyre may have a long and storied history that you will learn about throughout the game, but they are now in a world that has very much changed since they last remembered it. While that seems like a major disadvantage, she is not alone on this journey as there is a mysterious companion that will join her.

For reasons that are currently unclear, Phyre is inhabited by a thinblood vampire from modern-day Seattle named Fabien, and he knows things Phyre doesn’t and is a voice they can listen to, ignore, anger, etc. Much like Phyre can change the world around them with their decisions, so too can they shape their relationship with Fabien. Oh, and Phyre is the only one who can hear Fabien or knows that he is there.

This, according to Le Bray, will also be helpful to players, especially those who don’t know any of Vampire: The Masquerade’s expansive lore, as Fabien will help teach them about the world as he is teaching Phyre.

“Even if you don’t understand much of what is going on at the beginning, Fabien is here to help be that cipher for you a little bit, even though it’s not your character,” Le Bray said. “You, as the player, are still getting that information alongside Phyre.”

Phyre and Fabien’s journey will be an unpredictable one, but the choices you make won’t be so light side or dark side or, like in the universe of Mass Effect, paragon or renegade. You will be able to flow through the game in a way you want your Phyre to act, and won’t be shoehorned into a binary good or evil playthrough.

“We didn’t want it to feel like you can only be a nice person or a jerk,” Le Brey said. “So, one of the things that we looked at very early on is how can we make it feel like Phyre is a person in control from moment to moment? And we looked at what different responses you would have at a particular moment to still get the outcome that you want? How can you go about getting that outcome? And just because I might want one outcome, another player who’s playing Phyre might not want that same outcome, or they might not care about acting the same way that mine does.”

There will be choices you make in the world, but also about Phyre’s history. As we mentioned, they’ve been alive for hundreds of years and many of the inhabitants of Seattle know the “legend of Phyre.” However, you can help shape that legend by confirming, denying, or not commenting on the so-called deeds of your past, especially if it helps get what you want.

One of the most interesting aspects of Bloodlines 2 is that it does take place in the “real world,” albeit one with vampire and all that good stuff. In the videos introducting Phyre, we see her talking to a woman named Lou. If you are familiar with Seattle history, you will recognize her as Lou Graham from the 1800s.

In our history, Lou was the madame of a brothel in the city and was one of the wealthiest and influential citiizens of Seattle until she passed away in 1905. So, why is she showing up in 2024 in Bloodlines 2? Well, finding that out will be some of the fun the game, which is blending real life with fiction.

“That is one of the fun things about Vampire: The Masquerade – the real world elements and sort of looking at, well, what was the reason for that real world thing?” Le Bray said. “Did that thing happen because of history saying that it happened for this reason? Or was there an alternate reason why such a thing happened, especially in Seattle. I mean, Lou showed up at a very turbulent time in the history, so was there anything there that maybe was Kindred-related or was this all mortal? How much did those two worlds impact and meld and what does that mean for Phyre now? That’s where a lot of that fun is.”

And that is only the tip of the iceberg that is Vampire: The Masquerade – Bloodlines 2, and the next item on the list for The Chinese Room to dive deep into will be the clans. Until then, be sure to check out the news that we will be getting a gameplay reveal of Bloodlines 2 in January 2024 and a release date in Fall 2024.

Bloodlines 2 is the sequel to the original game for 2004 and the official description will give fans just a bit more as to what to expect from this bloody adventure.

“Bloodlines 2 takes players to the dark underbelly of Seattle, where vampires struggle for survival and supremacy,” the official description reads. “As an Elder vampire, players meet compelling characters, maneuver complex political relationships, stalk the city streets for prey, and engage in intense combat while balancing the need for blood.

“Throughout the game, players must always be mindful of their surroundings or risk breaking the Masquerade – the absolute law of secrecy that keeps vampire society hidden from humanity.”

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

Rollerdrome Finally Gets an Xbox Series X and S Release Date — and It’s Coming to Game Pass

Rollerdrome launches on Xbox Series X and S and Windows PC on November 28, publisher Private Division has announced. It also hits Xbox Game Pass the same date.

Rollerdrome is the well-received third-person action shooter from Roll7, the British game developer behind the OlliOlli series. It launched last year on PC, PlayStation 4, and PlayStation 5 to critical acclaim. IGN’s Rollerdrome review returned a 9/10: “Rollerdrome’s unexpected blend of skating and shooting is a joy to master, backed by an arresting art design, thumping soundtrack, and a surprisingly layered story.”

News of Rollerdrome hitting Game Pass later in November follows hot on the heels of Microsoft’s confirmation of the Game Pass lineup for the first half of the month.

Here’s what’s coming next to Game Pass:

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.

Solid Snake Actor David Hayter Teases ‘This is Only the Beginning’ for the Metal Gear Franchise

Original Solid Snake voice actor David Hayter has riled up the Metal Gear fanbase after teasing “this is only the beginning” for the franchise, while promoting his upcoming retrospective video series highlighting iconic moments from the games.

“Critics called the game innovative, a cinematic classic, even the best video game ever made,” said Hayter during the half minute trailer, below. “The sequels received equally widespread acclaim, ultimately growing into a franchise that has reshaped the gaming world, and I hope you’re ready, this is only the beginning.”

The brief teaser simultaneously advertised the newly released Metal Gear Solid: Master Collection Vol. 1 while also promoting Konami’s upcoming retrospective video series, in which Hayter will guide viewers through iconic moments from the long running franchise.

Hayter first voiced returning series protagonist Solid Snake in Hideo Kojima’s 1998 title Metal Gear Solid, and later returned to voice the character multiple times — alongside those of Old Snake and Naked Snake — in each major franchise entry.

Kojima later made the controversial decision to recast Snake for Metal Gear Solid 5: The Phantom Pain, opting instead to have 24 star Kiefer Sutherland voice the iconic mercenary, much to the chagrin of long time fans. Those same individuals are among the many gamers overjoyed to see Hayter return to take a more active role in the series that he played an instrumental role in bringing to life.

Others wondered what exactly Hayter was referring to when he teased that “this is only the beginning”. Many pointed out that the actor was likely referring to the so-far unannounced Metal Gear Solid: Master Collection Vol. 2, or to his upcoming video series. Other, more excited members of the community speculated about further remakes, and additional content being developed for existing entries.

Regardless of speculation, one thing we know for sure is that Hayter’s voice acting talents will feature in the upcoming Metal Gear Solid 3: Snake Eater remake. The Canadian-American actor’s voice also features heavily in the recently released Metal Gear Solid: Master Collection Vol. 1, which got off to a rocky start on PC having launched ealier this month.

Nintendo Switch players were also less than happy to discover that Metal Gear Solid 1, 2, and 3 were not included on the physical cartridge, and instead had to be downloaded. Dataminers have since discovered additional evidence to suggest that several more re-releases are in the works, including MGS4, MGS5, and Metal Gear Solid Peace Walker.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Call of Duty: Modern Warfare 3 PC System Requirements, Campaign Early Access, and Launch Times

Activision has confirmed a number of details on the PC version of Call of Duty: Modern Warfare 3, including system requirements.

Modern Warfare 3 on PC requires an SSD with a whopping 149GB of available space for the initial download (78GB if COD HQ and Warzone are already installed). Content can then be uninstalled to access COD HQ and multiplayer only, Activision said in a blog post.

Let’s start with the official PC system requirements:

Minimum

  • OS: Windows 10 64 Bit (latest update)
  • CPU: Intel Core i5-6600 or AMD Ryzen 5 1400
  • RAM: 8GB
  • Hi-Rez Assets Cache: Up to 32GB
  • Video Card: Nvidia GeForce GTX 960 / GTX 1650 or AMD Radeon RX 470
  • Video Memory: 2GB
  • Storage: SSD with 149GB available space (78GB if COD HQ and Warzone are already installed)

Recommended

  • OS: Windows 10 64 Bit (latest update) or Windows 11 64 Bit (latest update)
  • CPU: Intel Core i7-6700K or AMD Ryzen 5 1600X
  • RAM: 16GB
  • Hi-Rez Assets Cache: Up to 32GB
  • Video Card: Nvidia GeForce GTX 1080Ti / RTX 3060 or AMD Radeon RX 6600XT
  • Video Memory: 8GB
  • Storage: SSD with 149GB available space (78GB if COD HQ and Warzone are already installed)

Competitive / Ultra 4K Specifications

  • OS: Windows 10 64 Bit (latest update) or Windows 11 64 Bit (latest update)
  • CPU: Intel Core i7-8700K or AMD Ryzen 7 2700X
  • RAM: 16GB
  • Hi-Rez Assets Cache: Up to 64GB
  • Video Card: Nvidia GeForce RTX 3080 / RTX 4070 or AMD Radeon RX 6800XT
  • Video Memory: 10GB
  • Storage: SSD with 149GB available space (78GB if COD HQ and Warzone are already installed)

Required for all specs:

  • Network: Broadband Internet connection
  • Sound Card: DirectX compatible

Recommended Drivers for Nvidia/AMD

  • Nvidia: 537.58
  • AMD: 23.10.2

Meanwhile, the PC version supports Nvidia’s DLSS 3, the AI-powered graphics tech that improves image quality and responsiveness. DLSS 3 adds frame generation for GeForce RTX 40 Series GPUs to create additional high quality frames and integrates Nvidia Reflex low-latency technology for optimal responsiveness.

As for PC preloading, those who buy Modern Warfare 3 digitally on PC can preload the game ahead of launch. Preloading is also available for campaign early access, and on PC begins on November 1 at 9am Pacific / 12noon Eastern / 4pm UK, with early access itself going live on November 2 at 10am Pacific / 1pm Eastern / 5pm UK.

Preloading for the game’s official launch, including Multiplayer and Zombies, begins on November 8 at 9am Pacific / 12noon Eastern / 5pm UK, with the full game going live on November 10 at 9am Pacific / 12noon Eastern / 5pm UK. Here’s the PC launch map:

Modern Warfare 3 is the first Call of Duty game to launch following Microsoft’s $69 billion buyout of Activision Blizzard, but don’t expect it to hit Game Pass until 2024. Check out IGN’s Modern Warfare 3 multiplayer review in progress to find out what we thought of the recent open beta.

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.

Destiny 2: The Final Shape and Marathon Reportedly Delayed Amid Bungie Lay-Offs

Destiny 2 expansion The Final Shape and the Marathon reboot have both reportedly been delayed amid lay-offs at developer Bungie.

Sources familiar with the development process told Bloomberg the two projects had been pushed back. Though Bungie hasn’t confirmed a delay officially, the Destiny 2 expansion is now expected in June 2023 instead of on February 27 as previously announced.

Marathon, a sci-fi shooter revealed by Bungie in May 2023, wasn’t given an official release window at the time but was delayed internally from 2024 to 2025 according to Bloomberg’s sources. IGN has asked Bungie owner Sony for comment.

Bungie was hit with lay-offs on October 30 affecting an undisclosed number of staff. “Today is a sad day at Bungie as we say goodbye to colleagues who have all made a significant impact on our studio,” Bungie CEO Pete Parsons said on X/Twitter.

“What these exceptional individuals have contributed to our games and Bungie culture has been enormous and will continue to be a part of Bungie long into the future. These are truly talented people. If you have openings, I would highly recommend each and every one of them.”

Destiny 2: The Final Shape was revealed in August 2023 as the final entry in the long-running shooter’s Light and Darkness Saga. Players will be able to explore The Pale Heart, a new location which “will feature nostalgic callbacks from throughout the history of the Light and Darkness Saga, including a version of the original Tower from Destiny”.

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

Nintendo Switch Online Gets Two Obscure NES Games and a Castlevania Game Boy Game for Halloween

Nintendo Switch Online’s game library swells this week with the addition of two obscure NES games and a Castlevania Game Boy game for Halloween.

First up is 1984’s Devil World, one of Shigeru Miyamoto, Takashi Tezuka, and Koji Kondo’s early NES games, now available in the U.S. for the first time. In this puzzle adventure, the player navigates mazes and avoids the machinations of the devil (the demon from Devil World is an Assist Trophy in Super Smash Bros. Ultimate). In Devil World, wherever the devil points, the maze scrolls in that direction, potentially restricting movement and closing off escape routes.

The second NES game is 1986’s The Mysterious Murasame Castle. In this feudal Japan-set game, a mysterious evil force takes control of Murasame Castle. You join a young samurai apprentice called Takamaru and use his sword and shuriken attacks against swarms of enemies.

And finally, 1998 Game Boy game Castlevania Legends sees the player take up arms as Sonia Belmont in a story set before the original Castlevania game.

A paid Nintendo Switch Online + Expansion Pack membership is required to access Nintendo 64 – Nintendo Switch Online, SEGA Genesis – Nintendo Switch Online, and Game Boy Advance – Nintendo Switch Online libraries of games, and to access the Mario Kart 8 Deluxe – Booster Course Pass, Animal Crossing: New Horizons – Happy Home Paradise, and Splatoon 2: Octo Expansion DLC at no additional cost.

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.