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.

RoboCop: Rogue City Review

Paul Verhoeven’s RoboCop is one of the quintessential action movies of the 1980s. It pushed the envelope with over-the-top violence, killer one-liners, and fantastic special effects, mixed with a biting anti-corporate social commentary under the surface that resonated with audiences. There have been multiple attempts to resurrect the series over the years, including an ill-fated reboot in 2014, but nothing has captured the ephemeral “it” that struck a chord when the series debuted. That’s what is most impressive about RoboCop: Rogue City: it’s not just a solid first-person shooter set in the RoboCop universe – developer Teyon absolutely nails the look and feel of its film inspiration in ways that nothing else has. It’s a good game, and the most authentic adaptation the series has ever seen.

The story itself is nothing groundbreaking: a bad guy who looks like he is fated to be thrown off the top of Naktatomi Plaza in Die Hard is up to no good, and you need to stop him. OCP is still an evil corporation, and drug-fueled gangs rule the streets. If you’ve ever seen an old-school action movie set in a city you’ll know what to expect.

RoboCop himself is also treading familiar ground, with what remains of Officer Alex Murphy still struggling with figuring out the line between man and machine within himself, this time with the help of a therapist. That’s the most compelling thematic thread, and it felt like it could’ve been interesting to explore. Unfortunately, it exists exclusively in dialogue options and cutscenes, with no ramifications in gameplay. That’s too bad, as it relegates us to being an observer in his introspective crises, rather than sharing in it.

DEAD OR ALIVE, YOU’RE COMING WITH ME

It also makes some degree of sense in that Rogue City is primarily a first-person shooter about blowing through hordes of criminal scum, but it is also smart about focusing on what makes the titular character unique. Robo (as his friends call him) is a walking tank. The slow, plodding bounce of his gate, with a heavy thunk accompanying each footfall, makes him feel like a juggernaut. The street gangs, bikers, and mercenaries that make up the bulk of the enemy fodder aren’t anywhere close to as powerful as he is, and it is so fun to walk right at these evil doers, shrugging off their small arms fire, and shredding them to literal pieces with the brap brap of Robo’s iconic Auto 9 machine-pistol.

It’s exceptionally violent, as it should be.

It’s exceptionally violent, as it should be. Arms and heads explode like pressurized watermelons, bodies tumble and ragdoll all around, and enemies scream about lost limbs. There are often a lot of enemies on screen at once, and turning them into a shower of crimson is a frequent and entertaining occurrence. It may not be appropriate for all ages, but it’s true to the R-rated source material, and here it is ratcheted up to a degree that is humorous and over the top rather than gratuitous and excessive.

There’s a decent variety of enemies, including some that can make more than a dent in Robo, like snipers, heavy troops, and infamous big boy ED-209, and those present opportunities to get more strategic with your approach than simply charging in and busting heads. You can pick up and use guns dropped by enemies, like shotguns and assault rifles, though their ammo is limited (while Auto 9’s is not). You can also grab and throw a lot of things, like explosive barrels, motorcycles, and unlucky henchmen, which is as hilarious as it is effective.

The wonderfully destructible environment plays a key role in the combat design, too. Sometimes it’s purely aesthetic, as monitors explode, papers scatter, and shattered cement rains down from damaged structures. Other times it’s strategic, as you blast apart the cover your foes are trying to hide behind. The most exciting is the breach opportunities, pre-designated spots where Robo smashes through doors or compromised walls and takes the bad guys by surprise, offering you a few seconds of slow motion to take out enemies before they can return fire or shoot their hostages.

Peter Weller reprises his best-known role.

This translation of a nearly 40-year-old action movie into a game is so detailed and strictly loyal to the films that it almost resembles something fan-made – and I mean that in the best way. There’s very little artistic license taken, favoring nearly 1:1 translations from the source material across the board. RoboCop looks and sounds like his original self, complete with Peter Weller’s piercing gaze under his helmet, and voice reprising his best-known role. Officer Anne Lewis is there as RoboCop’s partner and confidant, and looks exactly like actress Nancy Allen portrayed her. Whether it’s the Detroit West precinct office, the OCP corporate office, or the mean streets of dystopian Detroit, Rogue City nails the look and feel of the movies to an impressive degree.

The entire ‘80s-ness of the presentation is brilliant. The heavy use of synth in the soundtrack fits it to a tee. The dark grimy streets and mohawk-sporting gangs that were central fictional goons throughout the decade are present in force. There are CRT monitors in all the cubices, a green wireframe HUD, and police cruisers that look an awful lot like the old Ford Tauruses that were used in the movies. Small touches, like the visible scan lines when you zoom in and aim down your weapon sights (which also highlights enemies so you can pick them off through smoke and darkness), is exactly the right vibe. Similarly, there’s no modernization of the original’s satirical critique of police brutality – and arguably, none is needed.

The appeal to nostalgia is strong.

The appeal to nostalgia is strong, and that can have a significant impact on how much mileage you get out of this. As a pure shooter, Rogue City isn’t overly ambitious, but it’s a lot of fun to play even if you don’t know anything about the series. However, if you grew up with RoboCop or recently watched the movies then it is chock-full of references and nods that add a lot to the experience. I found myself laughing out loud the first time I saw someone driving a 6000 SUX out in the wild. Exploding the groin of a baddie is a silly bit of over-the-top violence on its surface, but it’s so much more entertaining if you know that it’s pulled directly from the film.

At the same time, this isn’t the most technically impressive game when held up next to the flashy big-budget adventures we’re regularly treated to these days. Textures are kind of flat and lighting effects are minimalistic, plus a lot of the gang members’ voices are extremely similar to one another, but there’s something B-movie quality that makes it more forgivable, if not a bit charming. Still, another coat of polish would have gone a long way, especially in cutscenes where all of those issues are more apparent in close-ups. More than once I had audio and video get out of sync, had frozen faces accompany dialogue, and had total game crashes on two occasions.

I’D BUY THAT FOR A DOLLAR

Levels alternate between very linear A-to-B stages in which you charge through enemies looking for the “New Guy” in Town who’s taken over the Nuke business in the aftermath of RoboCop 2, and self-contained sandbox areas that put the “cop” in RoboCop. As you walk around the mean streets of Detroit you’ll come across side missions focused on Robo’s prime directives of Serve the Public Trust, Protect the Innocent, and Uphold the Law. Some are simple, such as having you issue fines for small infractions. It sounds kind of silly, but it’s a fun bit of roleplaying to see an oversized truck parked on the curb leaking oil and slap a ticket on the windshield. One memorable scene had me manning a podium at the police office, listening to a litany of citizen complaints. The image of Robo standing there while a wanted criminal tries to turn himself in for the reward money makes me laugh every time I think about it.

Other side missions are more expansive and are the sort of contained side stories that feel worth playing on their own merits. One subplot spanning multiple quests has you helping to reform a drug addict turned informant. Seemingly mundane things like helping him return a watch he stole, or picking out a VHS tape from a video store, are poignant palette-cleansers from the brutal action sequences, though there are certainly a few good shootouts along the way.

Completing all the side quests and main story took me just over 17 hours, a pretty solid runtime for a single-player-only campaign. A simple leveling system does a good job of offering a basic sense of progression as you go, feeding skill points into things like increasing damage resistance or extending the slow motion timeframes, as well as some non-combat skills that open up new dialogue options or allow you to open safes. Every few upgrades spent on a particular skill add a perk, like a rapid dash maneuver, or armor that reflects small arms fire back at enemies. Finding bits of evidence scattered around, reading notes, and completing bonus objectives are good sources of XP, giving a nice incentive to go off the beaten path in the open areas.

Bungie Hit With Lay-Offs as Destiny 2: The Final Shape and Marathon are Reportedly Delayed

Update: Bungie CEO Pete Parsons took to X/Twitter to share some thoughts on the layoffs.

“Today is a sad day at Bungie as we say goodbye to colleagues who have all made a significant impact on our studio,” Parsons wrote. “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.”

In addition to the layoffs, Bloomberg has reported that Destiny 2’s The FInal Shape DLC has been delayed from February 2024 to June 2024 and that Marathon has “slipped to 2025.”

The original story follows.

Destiny 2 developer Bungie has reportedly been affected by lay-offs, becoming the latest in a long line of video game studios to undergo downsizing in 2023.

Bloomberg’s Jason Schreier said on X/Twitter that staff at the PlayStation Studios developer were informed of the lay-offs today, October 30.

The number of people affected by the downsizing is unclear, though Bungie CEO Pete Parsons reportedly emailed staff this morning to notify them of a meeting where they would be told more.

Though lay-offs aren’t uncommon in the video game industry, 2023 has proven particularly brutal for developers as myriad studios have been affected. Dreams creator and fellow PlayStation Studios developer Media Molecule saw a reduction of 20 staff members earlier in October, alongside F1 Manager studio Frontier Developments which was hit the same week.

The Witcher and Cyberpunk 2077 developer CD Projekt Red has also undergone several rounds of lay-offs in 2023 as the studio restructures ahead of a major development boost, with the loss of jobs prompting some of its team to start a union for Polish game developers.

Epic Games also recently laid off 830 employees, a move that seriously affected Fall Guys developer Mediatonic, Telltale Games reportedly laid off most of its workers, and Worms maker Team17 also saw deep cuts.

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

Super Smash Bros. Director Doesn’t See How the Franchise Can Get Any Bigger Than Ultimate

Nearly five years have passed since Super Smash Bros. Ultimate was released on the Nintendo Switch. Since then, fans have been wondering if a potential new entry in the series could ever hope to top what Ultimate has done. In his latest video on creating video games, Series director Masahiro Sakurai has spoken his thoughts and doesn’t see how the popular fighting game franchise can get any bigger than that.

Sakurai pondered once again about the future of the Smash Bros. series now that Ultimate has given fans most every character and stage they could ever want in a fighting game, from Banjo-Kazooie to Heihachi Mishima from Tekken to even Sora from Kingdom Hearts.

He admits that he’s skeptical about the development team creating another Super Smash Bros. title that goes above and beyond what Ultimate did, given the strenuous circumstances his dev team went through to add more content to the game during the COVID-19 pandemic.

“As for what comes next for the Smash Bros. series, even I’m not sure,” Sakurai said. “I feel we truly succeeded in making people happy with this game, but now that Smash Bros. has grown to be monstrous in size, I’d say it’s difficult to imagine an increase of this magnitude happening again.”

He added, “Every time, we managed to make a game that I had previously thought impossible, so I can’t say for certain there won’t be another, but I do think it would be difficult to push it any further than we have.”

Sakurai previously mentioned that he can’t imagine a Smash Bros. game without him, given that he’s been semi-retired from game development for a year. With the prospect of the Switch 2 (or whatever Nintendo’s new console system ends up being called) on the horizon, there’s a chance that a new Smash Bros. game would be developed for it.

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