Call of Duty: Black Ops 6 Multiplayer Review

Note: This review specifically covers the multiplayer of Call of Duty: Black Ops 6. For our thoughts on the other modes, see our single-player campaign review and our Zombies mode review in progress.

Alright boys and girls, the word of the day is Omnimovement. That’s where you take a Max Payne-esque leap in any direction, guns blazing, only to land on the ground in the most dramatic way possible to minimize getting shot and maximize your aim after exposing yourself, and it’s a game-changer in Call of Duty: Black Ops 6’s multiplayer mode. Sure, we can nitpick all day at minor things other games do better, but in the face of such fun, fast, and smooth online competition, those seem insignificant. Black Ops 6 is certainly no reinvention and arguably plays it a bit too safe, but its fundamentals – moving and shooting – are at such a high level as to elevate the experience well above that of years past. I spent a couple of hundred hours grinding through the perfectly fine but not at all remarkable Modern Warfare 3, but after a few days in Black Ops 6, I can’t even imagine going back.

This isn’t the first time we’ve seen moves like this in Call of Duty, but it’s the first time the developers have embraced the technique the community invented and used to call Dolphin Diving, and they built on it with dramatic flair. I still find it a little cumbersome to execute properly with my mouse and keyboard control scheme, but I’m happy to say after my nearly 20 hours grinding out matches, I’ve already gotten much better at bursting into a room with a gun-blazing sideways leap.

Where I think Omnimovement works the absolute best, though, is when you’re moving backwards. When you dive back and hit the ground, you have the same overall target footprint as you would in the prone position, but now you have 360 degrees of aim freedom and you can both get up and move around while on the ground much more easily. When I pull any of these moves off I also congratulate myself for giving everybody else a good show, because it looks really cool from an observer’s perspective.

Crucially, though, omnimovement isn’t omnipowerful. Those online acrobatics may make for some sick clipouts, but I’m finding it pretty easy and extremely satisfying to take people out when they get overconfident and execute a flying sideways John Woo leap directly into my gunsights. In fact, if you’re playing against me I encourage you to Omnimove as much as possible.

On my end of things, I find it a little harder to aim true with an Omnimove than I do with just a simple slide or traditional dolphin dive and so I end up using those tried-and-true methods much more often. Part of that is undoubtedly muscle-memory, but for the most part I find Omnimovement to be a ridiculously cool way to get around that doesn’t necessarily help me competitively except in very specific situations. It’s another tool in the toolbox, but not the end-all-be-all.

Maps, Modes, and Gunplay

Call of Duty lives or dies by its gunplay, and Black Ops 6 is absolutely fantastic in that regard. I’ve been grinding the XM4 since launch, one of the first weapons available to you when you boot it up for the first time. It feels phenomenal to use, and since I’ve been using it for at least 80% of my matches, I have it customized to a level that has me afraid to try out any of the other assault rifles. I mean, I’m obviously going to, I gotta get those skins, but with the Gunfighter Wildcard, I now have a total of eight attachments on my XM4 and it’s an absolute beast. I do think the Gunfighter wildcard is a little too generous, but on the other hand, bow to my OP XM4. There’s almost no situation in which it doesn’t just dominate: I’m able to easily take out snipers in larger maps like Protocol while also having no problem at medium range for maps like Subsonic.

Sniper rifles are, as always, cumbersome to use but absolutely lethal in the hands of a skilled player. I am not that player, but there really is something to be said for racking up those satisfying head shots. I’m also a fan of the SMGs, although I’ve only just started on those. I’ve definitely noticed how many times in any match on any map I’ve fallen to an SMG, though. They almost seem a little too powerful at medium-range.

Call of Duty lives or dies by its gunplay, and Black Ops 6 is absolutely fantastic in that regard.

I’m not really too keen on the Marksman rifles this year, but I’m sure that will change as I open up more attachments. I’ve always loved a good Marksman rifle, especially the KAR98K from previous Call of Duty games. It’s the lethality of a sniper rifle with the handling of an assault rifle. I’ve never really liked shotguns or LMGs, but in modes like Gunfight where I don’t have a choice, I’m totally fine with them. Just not a gun category I’m really interested in other than fulfilling higher-level skin unlock requirements.

I also like how the perks work this year. If you equip three from the same category, you’re given a special fourth perk. My favorite is rocking a full Recon build, because it briefly exposes enemy positions when you spawn, giving you an edge on the smaller and even medium sized maps.

Maps like Rewind and SCUD, which I thought were just okay during the beta, are now among my favorites thanks to how well you can move and shoot your way through them. Rewind has a perfect mix of long corridors and close-quarter interiors, and SCUD has some of the best sniper lanes in the current crop of launch maps.

It feels like the maps were designed around different load-outs, with larger ones like the aforementioned SCUD and the island-based Protocol having excellent sniping spots while also working well with medium and even short-range guns. You have your long, open lanes with plenty of windows and balconies to perch your glinting sniper scope, but there are also tunnels, building interiors, and obstructions that invite you to play with other guns. It’s great because you don’t end up with teams made up primarily of snipers plunking one another from across the maps. Smaller maps, like Payback, lend themselves extremely well to the medium and short-range weapons and Payback in particular is absolute chaotic fun for objective-based modes like Headquarters and Control. The cramped quarters, ample angles, and multiple levels with such a small footprint means tons of chaos and carnage all happening quickly, as you’re constantly running into enemy players at every turn.

Subsonic, a small-ish map set in a stealth aircraft hangar, has one of my favorite features in any of the maps: a hangar bay door that opens and closes during the course of the match. This one little idea completely changes up how you have to approach the onslaught in objective-based modes throughout the match, and I love that it forces you to switch up your strategy on the fly. You really have to use both tactical and strategic-based thinking and it’s awesome.

There isn’t a single one of the 16 maps I don’t enjoy loading into.

I’m actually at a loss to name my least-favorite map, because there isn’t a single one out of the 16 total that are here I don’t enjoy loading into. Red Card, a large map outside a soccer stadium, is maybe the only one I have a bone to pick with, but that’s entirely because you can’t actually run out onto the pitch and shoot each other. That just seems like a missed opportunity. But otherwise it has a lot of variety, making it a great map for almost any type of loadout.

I’m a little bummed out that the modes present are really nothing new. It makes me realize that the last really cool new multiplayer mode in a Call of Duty was Champion Hill in Vanguard back in 2021, and weirdly that hasn’t been seen or iterated on since. I would have loved to see something novel and new to discover, but Treyarch plays it safe with a standard set of modes like Team Deathmatch, Control, and Kill Confirmed.

The newest idea is Kill Order, a spin on VIP modes where one member of each team is designated as a High Value Target. It’s pretty fun when you play with friends, but otherwise everyone just runs off and acts like it’s Team Deathmatch, completely ignoring the objective to protect the HVT. That’s not to say I don’t like it, because there’s a reason this style of mode has stuck around so long, but the minor tweaks like giving the HVT more armor and a very Warzone-like chance to revive if they’re killed don’t do enough to set it apart.

My go-to mode to play with a friend is Gunfight, a 2v2 mode on extremely tiny maps. It’s a pretty simple fight to the death where everyone has the same loadout that changes between each round, so you never really know what to expect. It’s also a great mode to jump into when you only have a small window of time to play, because the matches are really fast and over quickly. By and large, though, my friends and I stick with regular modes when playing together, and I switch to hardcore Team Deathmatch and hardcore Free-for-All when I’m playing solo.

For the most part, Treyarch stuck to its promise to revamp the user interface in Call of Duty, and while I do think it’s a big improvement in areas like gunsmithing and picking which of the base game modes you want to play, it still has weird issues that caused me some frustration. The greatly improved interface of Black Ops 6 really falters when it comes to finding Hardcore games to join, though. You need to open up the mode filter menu, and then select Hardcore from there, and then filter your modes. On top of that, BLOPS 6 seems to forget I want to play Hardcore and switches me back to the regular mode – something I usually only notice when I start a match and it suddenly takes more than one bullet to down a foe, usually resulting in a kill for my opponent.

My only major complaint about Black Ops 6 is that it has resurrected weird bugs and glitches that MW3 seemed to have completely squashed. At one point I started up a match and got the XP screen telling me I’d earned negative 170,080 experience points and was now at level 1, which felt pretty harsh. That, thankfully, didn’t stick, but sometimes my friends still see that level 1 indicator over my head. I’ve also had more than one occasion where a match would end and I’d be thrown back to the launch screen for a moment, only to drop back into the lobby but without my teammates. And there was a weird bug where it showed me ‘&&,’ C# for a logical ‘AND’ operator, instead of their level. So far none of these bugs have affected my gameplay or progression, and even that awkward level 1 reset disappeared once I restarted the game (which I did immediately). However, these small bugs are happening noticeably more often than I’m accustomed to.

The Weapons Grind

One of the main reasons I play Call of Duty multiplayer so much each year is to unlock weapon skins. The non-corporeal reward of a shiny gun always spurs some sort of primitive pleasure system inside my brain into action, and I do whatever is necessary to unlock the shiniest. That can be a slog that makes me curse that part of my brain, but this year things are a little different in a way that makes me happy to indulge that compulsive behavior.

For example, they keep it simple this year, at least at first. For the XM4, get 10 headshots to unlock the first skin, then 20 to unlock the second, and so on up to 100. It’s only once you’ve done all those that you get to the more elaborate, “Kill 10 enemies with your gun shortly after sprinting” type challenges that reward you with Specialized level skins. And you know what? I’m into it. It makes the common skins feel more common and the Specialized and Mastery level skins feel more, well, specialized and masterful. Am I looking forward to having my K/D plunge because I’m chasing the weapon skin dragon instead of taking whatever kills I can get? Not really, but I much prefer having those super cool skins require a little extra work.

I’m pretty disappointed in the variety of operators and their skins so far.

In addition to the weapon skins, the usual unlocks are here: new weapon parts and slots that open up as you level each weapon, different reticles for your sights, scorestreaks, wildcards and, of course, new operators and their associated skins.

Of the scorestreaks, one of my favorites is the new Archangel missile launcher that gives you a remote-controlled missile you operate from a first-person view. It’s like the cruise missile from Call of Duties past, but with a ground launch and much more control. If you like, you can just circle around the map for a surprising amount of time, searching for that perfect kill. It’s really fun and really effective.

The Watchdog Helo is another powerful scorestreak that operates similarly to helicopters from previous Call of Duty games, but this time it marks enemy positions on the map even if it can’t take them out with its minigun. At launch, it was a little too powerful and a little too hard to shoot down, but Treyarch has already balanced it out and now I feel like it’s right on the money. It doles out serious damage, but if you’re on the receiving end you can shoot it down without it feeling like a flying bullet sponge.

That said, I’m actually pretty disappointed in the number and variety of operators and operator skins so far. I know Black Ops 6 just came out, and Activision is really good at selling cosmetic upgrades over the course of a year, but one of the best parts of MW3 multiplayer was the sheer variety and absurdity of the skins. No matter how many times I dropped into a match with someone with a Snoop Dogg skin, I still got a huge kick out of hearing “I got your six, homie,” in Snoop’s actual voice.

None of those operator skins carry over into BLOPS 6 multiplayer, and the current crop plays it pretty safe with characters from the BLOPS 6 campaign, and the more ridiculous skins like Brutus and Klaus only being available if you purchased the Vault Edition. I already miss looking around at my team and seeing Nikki Minaj, Cheech Marin, an orangutan, Michael Meyers, and Violator from Spawn ready for action. Please bring us the ridiculousness, Treyarch and Raven. I’m a simple man; That’s all I ask.

PlayStation Gamer Spends $2,000 on 24 Years of PS Plus to Avoid Increasingly Common Price Hikes

One forward thinking PlayStation fan has spent upwards of $2,000 on 24 years worth of PS Plus to avoid increasingly common price hikes.

Reddit user On_Reddit_In_Class said they “decided to stack PS Plus subscriptions until 2048 because of the absurd price increases the past few years.” They plan to be gaming the rest of their lives so decided it would “save a good bit of money.”

A PS Plus Essential subscription cost $79.99 per year, so 24 years worth costs $1,919.76. Then, Sony was kind enough to offer the player an 89% discount to upgrade to a Premium subscription in a bizarre loophole, charging just $199.99 instead of $1,889.75, meaning it came to $2,119.75 altogether,

While the reaction to On_Reddit_In_Class’s post was a mixture of shock and awe, there is at least some logic behind the move, assuming PlayStation Plus remains a thing into the mid 21st century. Subscription service prices are on the rise, with everything from PS Plus to Xbox Game Pass and Netflix going up.

Sony last raised the price of PS Plus in September 2023, from $59.99 to $79.99 for the most basic tier. “This price adjustment will enable us to continue bringing high-quality games and value-added benefits to your PlayStation Plus subscription service,” it said at the time.

Analysts said this was inevitable, so another increase in the future isn’t out of the question. Xbox Game Pass has seen a similar price rise, doubling from $9.99 at its launch in 2017 to $19.99 now. Buying a subscription ahead of time guarantees the price remains the same, however, so On_Reddit_In_Class may be on to something.

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

Life is Strange: Double Exposure Review

It’s been a long time since I’ve played a game that stuck with me in the way that 2015’s Life is Strange has. Its ability to tell a unique coming-of-age story about a rebellious but often shy teen without coming off preachy or overstaying its welcome was refreshing and had me thinking about it long after I discovered everything I could within the confines of Arcadia Bay. While the series has had a few sequels, prequels, and side stories since, none of them seemed to recapture the magic of those first five episodes for me – until now. Life is Strange: Double Exposure not only lives up to the sky-high standard set by the original but also manages to take it in a fresh new direction and improve on nearly every aspect from the previous games.

It was great to revisit Max Caulfield 10 years after the events of Life is Strange. Even though Max is well into her 20s now, she’s still very much the same character she was the last time we saw her: She’ll overanalyze her surroundings, make awkward jokes to herself, and, most importantly, take way too many pictures. But with her transition to adulthood comes a whole new set of issues she needs to deal with. Instead of worrying about fitting in and trying to impress everyone she met in Blackwell Academy, she’s now a grad student and has to act as an authority figure herself.

There are moments where she’s clearly coming to terms with the fact that she’s no longer young, such as when she questions some of the cringeworthy things she said in the original game or reminisces about when she was an undergrad and had to cram in as much studying and caffeine as possible before finals. It was the little moments like this that stuck with me and really helped make this new chapter in Max’s story even more relatable.

Writing on The Walls

As you’d expect in a Life is Strange game, you’ll need to make some tough decisions. Even though there are only a handful of major choices in each of the five chapters and not all of them will dramatically affect the overall outcome, they do all have consequences because characters will remember how you treat them and act accordingly – to a degree that previous games never managed to nail down. This time, conversations felt like I was talking to an actual person instead of playing a game of guessing the correct answer.

For example, in the first chapter, you are able to ask Amanda, the bartender of a local joint called The Snapping Turtle, out on a date if you play your cards right. On my first playthrough, I did everything I would need to in order to kickstart a romantic relationship with her by learning a handful of awful pick-up lines from other bar patrons. But on my second run, I opted not to ask her out and instead just became friends. While this didn’t necessarily change anything major with the story moving forward, I appreciated that there was a stark difference in how Amanda treated Max if they were dating or were just friends. In addition to romancing people, you can be mean, flirty, or even flat-out ignore someone if you want to. Without diving too heavily into spoiler territory, this is one of the few choose-your-own-adventure-style games I’ve played where I didn’t stress about making the “wrong decision” because every outcome felt natural and worth exploring rather than some being a consolation prize.

Double Exposure’s chapters each take around two or three hours to complete, which makes them shorter than those in some of the other Life is Strange games. This is actually a good thing, though, because I never felt like I was wasting my time dealing with a filler act or meandering around a party just to pad out the runtime. While there are a few plot points that don’t really seem to go anywhere unless you dig through Max’s phone, I never felt like I was missing out on anything too important to the overall story just because I neglected to keep up with my backlog of text messages and social media posts. I like a good epic-scale RPG, too, but the fact that Double Exposure respected my time and told a story that’s tight and concise was refreshing.

That story deals with a number of seriously heavy topics. Everything from divorce to anxiety to the different ways we grieve over the loss of a loved one is covered here in a way that’s so expertly written I never felt like any of these subjects were diminished or sensationalized – they just felt real. It would have been easy for Double Exposure to touch on a sensitive topic and then resolve it with a “thing bad” or “thing good” decision at the end, but instead the writing offers nuanced and appropriate approaches to its situations, many of which I’ve had to deal with in my own life. Seeing a video game character struggle to handle something like the anger and frustration one might feel after someone close to them takes their own life was an unexpected and especially well-executed bit of writing.

What really sells the writing is the incredible performances and animations.

It works so well in part because every character in Double Exposure has their own backstory and is written to feel like an actual human being, faults and all. For example, Reggie, a student at the school where Max teaches, will overshare at times because he sees Max as an authority figure, while Gwen, another teacher at Caledon Univeristy, keeps private details to herself because, like in real life, not everyone immediately tells everybody they meet everything about themselves.

What really sells Double Exposure’s writing and story is its absolutely incredible performances and character animations. While this has always been a highlight of the series, this game has more moments where characters would tell me everything they needed to say without speaking a word thanks to their subtle facial expressions. Say something mean and a character may look at you with disgust for a moment before responding. Pull somebody away from a group and you’ll see other characters briefly look disappointed that you interrupted them. While this isn’t anything new in games, the way in which Double Exposure emphasizes these little touches made me actually care about my actions and how I treated people. Thanks to this attention to detail and directing, Double Exposure’s character interactions are easily the most believable and well-executed I’ve seen in a Life is Strange game.

Reinventing Your Exit

Without getting too heavy into spoiler territory here, Double Exposure’s mystery is one full of twists and turns that definitely kept me guessing until I reached the finale.

The decision to give Max different powers was the correct choice because her original time manipulation abilities just wouldn’t have worked within the story being told here. If she could rewind time with the turn of her palm then the entire mystery could have been solved in a few moments, and that’s just no fun. Instead, those powers have been replaced by a set of interdimensional travel abilities that fit this new tale perfectly. As its title suggests, Max is able to view and travel between two separate realities: one that’s vibrant, warm, and full of life, complete with Christmas decorations and a more upbeat soundtrack, and another that’s miserable, cold, and marked by death. These realities exist in tandem with each other and are, in many ways, polar opposites. Everything from flyers on the walls of the school halls to the music and even how people interact with Max can be wildly different between the dead and living worlds.

I never found myself getting frustrated or lost on a puzzle.

Puzzles this time around greatly benefit from Max’s abilities, too. I never found myself getting frustrated or lost, and I’m happy to say there were never any sections where I had to dodge a train or perform any sort of frustrating quick time events. Her new abilities instead allow for a slower-pace where I needed to use deductive reasoning and explore both realities in order to find a clue or spy on somebody. Need to find something for someone in the living world? It’s probably nearby in the dead world. Need to sneak around an active murder investigation in the dead world? Just hop over to the living world and walk past where the guards are standing, then hop back. It’s not wildly complex stuff, but the way Double Exposure utilizes Max’s powers not only to help you find clues and explore but also to show how the world around you evolves in two separate paths at the same time makes this one of the more interesting uses of a multiverse in gaming.

Double Exposure’s smart use of reality hopping also helps with the story in ways that no other power in Life is Strange has before. For example, someone could be dealing with some trouble in one world that informs how you interact with them in the other. Meanwhile, The Snapping Turtle in the living world is warm, people are conversing with each other, and the music is upbeat and welcoming, but its dead world version has aggressive music, there are fewer people around, and the lighting is cold and uninviting. Because I was able to explore freely and instantly see the differences between both realities, I found myself learning about the worlds, their characters, and the results of my actions in a more meaningful way rather than just searching for exposition dumps and waiting for text messages.

Caledon University itself is an idealistic-looking Northeastern college campus. The buildings are old and covered in a layer of snow and student art, and the cinematography when you take a moment to reflect on a park bench or overlook shows off how beautiful this location is. Unfortunately, it’s also a bit smaller than the areas from the other Life is Strange Games, and while it would have been nice to explore a larger world outside of the few accessible locations on campus, Max’s house, and The Snapping Turtle, every area in Double Exposure is pretty densely packed with things to interact with and explore.

They are also bolstered by composer Tessa Rose Jackson with some of the best original music I’ve heard in a video game all year. The soundtrack not only perfectly captures the emotions of each scene but also helps to amplify the tone of the world, making it feel even more alive or dead, depending on which reality you’re in. The same can be said about the color grading and cinematography. The series is known for its cinematic look, and Double Exposure is no exception thanks to its rich color palette and smart camera work. Vista shots, snap zooms, and following focus on characters are all artfully executed in a way that would feel at home in a feature film.

Dragon Age: The Veilguard Review

As I excitedly slashed, blasted, wooed, looted, and delved my way through the stunning and enthralling world of Dragon Age: The Veilguard, I kept having one thought: “Wait, BioWare made this? 2024 BioWare?” With this game coming in the wake of the debacle that was Anthem, itself preceded by Dragon Age: Inquisition and Mass Effect: Andromeda, which were both merely alright in hindsight, I wasn’t sure these former masters of the roleplaying game craft could make a game like this anymore. But putting together my team of interesting and endearing companions to save the world felt like getting the old band back together, in more ways than one.

The scope of this adventure is the whole North of Thedas, sending you from the coasts of Rivain to the blighted wilds of the Anderfels as you attempt to prevent the rise of an ancient and menacing evil. It was thrilling as a long-time fan of the series to finally see so many of the places I’d only read about in a journal entry way back in 2009. And the way BioWare has us go about that exploration is very focused and deliberate.

Veilguard’s level design was one of the first things that jumped out at me, reminding me of the original Star Wars: Knights of the Old Republic more than anything. The slick, looping corridors with just enough little nooks to discover are cleverly interconnected in a way that proves how a BioWare-style RPG gains a lot and loses almost nothing by ditching the idea of a fully open world. (The exceptions to that are a couple of the more vertical sections of the city of Minrathous, which can be a pain in the ass to navigate.) Across the board, the environment art is really jaw-dropping, from the desolate peaks of Kal-Sharok to the surreal, floating elven ruins in Arlathan Forest.

I was very pleased with the character designs, too. The armor and outfits are fabulous. I spent more than an hour in the character creator, like I usually do, and came out with a version of our protagonist, Rook, who delighted me every time she was in frame. This might be some of the best-looking hair I’ve ever seen in a video game.

Veilguard’s combat is a refinement of what we saw in Dragon Age 2 and Inquisition.

Even with all of that visual splendor I was able to get a stable 60 fps at 4k on my RTX 4070 Super with DLSS set to maximum performance, which usually didn’t affect the visual quality in very noticeable ways. The one exception to this was in the late game, when there could be so many spell effects going off at once that I’d not only lose frames, it’s also difficult to even see what’s actually going on.

Through the crackle and sparks, though, Veilguard’s combat is definitely a refinement of what we saw in Dragon Age 2 and Inquisition. I’ve always preferred the more tactical style of Dragon Age: Origins or Baldur’s Gate 3, but that ship sailed so long ago for this studio, not even the Evanuris remember what it looked like. And so, judging this very action-focused combat system for what it is, it’s pretty good! BioWare has committed fully to the fast-paced style and refined it to a point that I enjoy it quite a bit. And the ability to pause to issue party members orders, just like in Mass Effect, still gives some opportunity for more tactical players like myself to look around the battlefield and consider our next move. It definitely feels better on a controller than mouse and keyboard, though.

I was somewhat disappointed that party members are more like extensions of your own character in combat at this point rather than their own entities. They don’t even have health bars, for instance. They can’t be knocked out in combat, whereas you instantly lose an encounter if Rook goes down. They do have equipment slots and skill trees, though less than what Rook gets. But overall, the amount of customization available for the whole squad through piles and piles of interesting, upgradeable loot was more than enough to satisfy my RPG appetites, if not fulfill my wildest fantasies of intricate battle management.

In my 100-hour near-100 percent, almost obsessively completionist playthrough, I styled Rook as a Spellblade – a mid-ranged melee hybrid mage – and really enjoyed the play style once I’d unlocked all of my core tools. Dancing with a dagger through a lightning storm I summoned, darting out of danger and then back in for a lethal blow, is just a really good time that rewards precise timing and wise target prioritization. This isn’t the tactical Dragon Age of my youth, but it is a Dragon Age I can vibe with.

And the highlights of combat are definitely the boss fights, which offer a really satisfying challenge even on the default difficulty. While standard mob fights with Darkspawn or Venatori cultists eventually got a little repetitive after 90-plus hours, going up against a High Dragon never failed to get my blood pumping as I had to carefully study attack patterns and think on my feet.

Your whole squad is made up of complex, memorable, and likable companions.

In the sense that a BioWare RPG is really about your companions, also known as the friends we made along the way, this might be the most BioWare game of all time. Not only is the whole squad made up of complex, memorable, likable, distinct personalities from across Thedas, but they’re all treated as the stars of their own story. Veilguard is light on that classic kind of side quest that’s like, “Help Bingo Bongo find some nug grease,” and I don’t miss those much because they’ve been replaced by full-length heroic arcs for each companion, with twists, turns, a personal nemesis, major character developments, and a moment of triumph fit for a protagonist rather than a sidekick. It’s like the writers took the loyalty missions from Mass Effect 2 and blew them up into seven miniature games of their own. Almost every side mission ties into one of these, which obliterates the sense that you’re doing busywork.

Picking a favorite of the seven Veilguard members to talk about genuinely feels like an impossible task. I really want to say all of them are my favorite. But I had a rewarding romance with the stoic Grey Warden, Davrin, and became the mother to his fledgeling griffon pal, Assan, so he’s got to be my pick for this playthrough. Seriously, if anything ever happens to that little guy, I will wash Thedas away in a tide of fire. The Vincent Price-inspired gentleman necromancer Emmerich is also a delightful twist on the usual edgy goth death mage tropes.

And while we’ve been asked by the devs not to spoil specifically who I’m talking about here, as a non-binary person myself, Veilguard includes some of the most authentic representation of coming to terms with gender stuff – and having to navigate your family’s reaction to it – I’ve seen yet in a game. It doesn’t feel like an after school special or like I’m being pandered to. It’s quite well-handled, and finding out that the writer for this character is non-binary themselves did not surprise me at all.

The larger plot that’s threatening the world in the background as we’re doing all of these more personal quests is nothing particularly outstanding in its overall structure. We need to unite some factions to fight some evil gods who are trying to do bad things with tentacles. The major wrinkle that makes that interesting, however, is Solas – also known as the Dread Wolf, elven god of lies and rebellion – waiting in the wings, keeping me guessing about whether he was a friend or foe.

This story feels like both a send-off and a soft reboot, in a way.

As a continuation of the Dragon Age series, Veilguard does feel a little disconnected from where we left off a decade ago. If you were expecting decisions from previous games in the series to carry over, I’m sorry to say they’ve never mattered less. You only get to import three choices, one of which only comes up in the context of a single letter you may or may not find and read. You do get to recreate your Inquisitor from Dragon Age: Inquisition, the same way Inquisition let you recreate your Hawke if you played Dragon Age 2. And the Inquisitor ends up being a fairly important character, which was cool.

But things like who you chose to make head of the Chantry at the end of Inquisition never come up. There’s no sign of the Warden from Origins, even though you visit the stronghold of their order. Hawke gets only a passing mention. There are some other cameos from both Origins and Dragon Age 2, but those characters conspicuously don’t reference any important choices you may have made in their presence. This story feels like both a send-off and a soft reboot, in a way, which was paradoxically a bit refreshing and disappointing at the same time.

The pacing early on is kind of weird, too, and I felt like I could practically smell the rewrites. For example, it’s hilarious that no one ever says the word “Veilguard” out loud across the 100 hours I played of this dialogue-packed campaign, exposing a last-minute marketing pivot for what it was. But it doesn’t take too long for things to get on a good track, story-wise, and when they do, they stay on it.

The sacrifices I had to make in the closing hours hurt. The wise decisions I made paid off.

Aside from one huge choice you’ll make early on, the most interesting bits of narrative design don’t come until the very end of Veilguard’s story. And again, it’s hard to dig into this too much without spoiling something, but the finale is also very much in the spirit of Mass Effect 2, which has an ending that, up until now, may have been the best series of complex consequential choices ever featured in an RPG. The sacrifices I had to make in the closing hours hurt. The wise decisions I made paid off. And I even got the chance to dramatically flick an ace out of my sleeve at the last moment, specifically because I took a very thorough and careful approach to everything leading up to it. That felt like the ultimate reward.

Throughout all of that, the cinematic flair is off the charts, proving that BioWare is unmatched in the RPG world in that discipline. So much of the best stuff I can’t even tell you about, but parts of it felt like watching a big-budget fantasy movie in the best ways. A triumphant and effective – if not quite iconic – score elevates these moments further.

Kamala Harris Is Courting Gamers Using Fortnite in the Last Week of the U.S. Presidential Campaign

It’s the final week before the U.S. 2024 presidential election, and in the waning hours of her campaign, Vice President Kamala Harris is making a bid to a group that’s not often targeted in such races: gamers.

Today, Harris’ campaign is launching its own Fortnite map: Freedom Town, USA. It’s a custom creative map themed around some of Harris’ campaign pledges, including tax breaks for small businesses and a focus on affordable housing. The map can be found in Fortnite Creative starting today using code 733155366547.

Freedom Town, USA is joined by political takeovers of at least eight other Fortnite Creative maps by Fortnite creators Jordan “Huskerss” Thomas, Morgan “MODELMORG” Pope, Lyah “Himalyahs” Barberan, and Khairi “Kdot” Harris. These maps (Drive City, Troll Bed Wars, Meme Boxfights, Super Box PVP, Football Boxfights, Bullseye 2v2, Bullseye 1v1, and Bullseye 3v3) will include political in-game signage, custom models, and themed audio cues. One of these cues, played when collecting a cat, plays a quote from Harris’ rival former President Donald Trump: “they’re eating the dogs, eating the cats.”

This move comes as part of a recent, much broader appeal made by the Harris campaign to reach young, male voters through video games. Other recent efforts include a Geeks & Nerds for Harris fundraiser, a weekend Twitch stream where Vice Presidential candidate Governor Tim Walz played Madden NFL and Crazy Taxi with Representative Alexandria Ocasio-Cortez, and a number of advertising efforts across mobile games, sports betting platforms, and YouTube channels. (The Harris campaign has also advertised on IGN. You can view our policy on the separation of editorial and advertising interests here.)

While the Trump campaign has not made a similar targeted push to gamer audiences, the former President has commented on video games before. During his tenure in the White House, President Trump blamed violent video games for a shooting at Marjory Stoneman Douglas High School in Parkland, Florida, saying that such games were “shaping young people’s thoughts” and publishing a reel of “violent video games” that included clips from Call of Duty: Modern Warfare 2, Wolfenstein, Dead by Daylight, Sniper Elite, and Fallout 4. We’ve reached out to former President Trump’s campaign for comment.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Aussies: Win an Epic EA SPORTS FC™ 25 Prize Pack

Uber One is teaming up with IGN to launch an epic giveaway to help budding EA SPORTS FC 25 players who are Uber One members improve their game on the pitch. Thanks to Uber One, three Uber One members have a chance to win an EA SPORTS FC 25 prize pack which includes a 4K Ultra HD TV, PlayStation 5 Slim Disc Console and more!

Better yet, every Uber One member who enters will score an EA SPORTS FC 25 Ultimate Team™ Pack*!

Three prize winners will score:

  • A 4K Ultra HD TV and soundbar
  • A PlayStation 5 Slim Disc Console
  • A copy of EA SPORTS FC™ 25 on PlayStation 5
  • 1-on-1 coaching session with EA SPORTS FC™ 25 pro Dylan Banks FC

For EA SPORTS FC25 players looking for tips on how to improve their in-game skills, be sure to checkout the Uber One Underdog Academy hub to access a series of quick, insightful video guides, presented by Uber One.

For your chance to win, all you need to do is join Uber One if you are not already a member and answer this question:

In 25 words or less, tell us who’d be the star player on your ultimate team, and why?^

Got a good answer? Want to boost your gaming setup? Click here to submit it and you could win!

*Each Uber One member who enters the Uber One X EA SPORTS FC™ 25 Ultimate Team competition between 25 Oct 2024 and 25 Nov 2024 will be entitled to receive an EA SPORTS FC™ 25 Ultimate Team pack. Details on how to redeem the EA SPORTS FC 25 Ultimate Team packs will be shared to members via email within 2 weeks of competition entry. See Uber One T&Cs here.

^T&Cs – See full program terms and conditions [here] (t.uber.com/EAAUTC2).

Daily Deals: Space Marine 2, Sonic X Shadow Generations, LEGO Super Mario, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Sunday, October 27, below:

Sonic X Shadow Generations for $39.99

Sonic X Shadow Generations just released this week, and you can already save $10 off a Nintendo Switch copy at Woot. This package includes a remastered version of Sonic Generations and a brand-new campaign focused on Shadow. Both 2D and 3D levels are included, making for the ultimate package for any Sonic fan.

Save on Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2 is on sale for the very first time at Amazon. With the game’s outstanding success, physical copies have been somewhat hard to come by recently, so this is a great deal overall. If you’re looking for a deeper discount, though, it might be worth waiting for Black Friday. In our 8/10 review, we stated, “Warhammer 40,000: Space Marine 2 is a terrific third-person shooter with a compelling story, loads of weapons that are a blast to use, and a healthy variety of enemies to use them on.”

Silent Hill 2 for PS5

Bloober Team’s remake of Silent Hill 2 is on sale for the very first time this weekend at Amazon. Recreating one of Konami’s most beloved titles was never going to be easy, but the Silent Hill 2 remake delivers an immersive horror experience that preserves almost everything that made the original so great. In our 8/10 review, we said the game “smoothly polishes down the rough edges of the original game’s combat while taking a piece of heavy grit sandpaper to scuff up every rust and mold-covered surface of its nightmarish environments, successfully making them appear far more abrasive and menacing to explore.”

Save $100 Off the Corsair iCUE 2000D RGB Airflow Mini-ITX PC Case

For a limited time, you can save $100 off the Corsair iCUE 2000D RGB Airflow Mini-ITX PC Case. If you have a Mini-ITX Build, this is one of the best cases you can buy. Three RGB AF120 SLIM fans are included, alongside steel mesh panels for maximum airflow all around. The iCUE 2000D RGB Airflow has support for full size GPUs from the RTX 40 Series, so you can transfer your build with little to no problems.

EA Sports College Football 25 for $39.99

EA Sports College Football 25 is available on sale for $39.99 this weekend. This game marked the first college football title from EA since NCAA 14, as a lawsuit regarding player NIL (name, image, and likeness) prevented the company from producing further entries. Many of the older modes have returned to College Football 25, including Dynasty, Team Builder, and Road to Glory. Of course, dozens of new features have been added, including Stadium Pulse, which creates challenging road environments in college football’s biggest stadiums.

Super Mario RPG for $31.99

The remake of Super Mario RPG is $31.99 at Woot right now, which is a great price for this classic title. If you’ve yet to either play the original or check out the remake, this is the perfect time to do so. Composer Yoko Shimimura returned to compose the remake’s original soundtrack, and each boss and environment has been expertly recrafted for the Nintendo Switch.

LEGO Shadow the Hedgehog On Sale

If you’ve just finished Sonic X Shadow Generations and don’t want the Sonic fun to end, this Shadow the Hedgehog LEGO set is the perfect item to keep it going! Target has this LEGO set on sale this weekend for 15% off, which will save you over $10. This set includes a stand and nameplate for the model, alongside a few Rings to display with it.

Red Dead Redemption for $35.91

Red Dead Redemption made the jump to PlayStation 4 in October 2023, and this release includes both the base game and Undead Nightmare. For fans of Red Dead Redemption 2 who have never played the original, now is a great time to check out John Marston’s story. This is the lowest price we’ve seen Red Dead Redemption at since last December, so be sure to pick this one up while it’s on sale!

LEGO Super Mario On Sale

Macy’s has multiple LEGO Super Mario sets on sale this weekend for a limited time. You can save on sets like King Boo’s Haunted Mansion, Peach’s Castle, Super Mario Adventures, and the Wiggler Set. If you own LEGO Mario, you can interact with each of these sets in ways like never before!

Luigi’s Mansion 3 for $39.99

Luigi’s Mansion 3 is available this weekend at Woot for only $39.99. This is one of the best games available on Nintendo Switch, filled with charm and all sorts of fun puzzles. With Halloween right around the corner, there’s never been a better time to pick up the game if you haven’t already!

Theatrhythm Final Bar Line

Theatrhythm Final Bar Line is the ultimate collection of Final Fantasy music. Featuring tracks from Final Fantasy I to Final Fantasy XVI, this game is perfect for any fan of the RPG series. As a rhythm-based title, there is plenty of challenge to be had, especially on higher difficulties. For a limited time, you can save on both the Nintendo Switch and PS4 versions of this popular game.

Resident Evil 4’s Creator Explains What Makes a Good Remake

Video game remakes are everywhere these days. We’ve just had a new version of Silent Hill 2, the Final Fantasy 7 remake trilogy is in full swing, and a recreation of Metal Gear Solid 3 is on the horizon. But few people know remakes quite as well as Shinji Mikami. The co-creator of Resident Evil has watched teams craft highly-successful recreations of his own games, and back in 2001 even helmed the remake of the first project he ever headed up – making him the director of both Resident Evil and Resident Evil.

So, if there’s anyone who knows what makes a good remake, it’s Shinji Mikami. “I think the comprehensive and fundamental understanding of what it was that made the original work in the first place is probably the most important point of a good remake,” he tells me.

“Everything from the ground up, basically,” he explains. “There’s a few examples of that with certain series that Capcom has put out.” He is, of course, talking about the recent run of Resident Evil remakes, the most recent of which is the almost universally-celebrated Resident Evil 4. Mikami has played it and offers glowing praise for the team at Capcom.

“I thought that it was really well-made,” he says. He’s particularly impressed by how the remake handles the more nuanced details of combat, such as the timing between aiming and shooting, which in the original was finely balanced to ensure mounting pressure and tension. “I thought that they showed a really good understanding of that element,” he tells me.

“Another thing I thought was really well done was the way they took the half-assed scenario that I just wrote up in two weeks and really built up on that and really fleshed it out,” he adds. “They showed that they really understood the characters and their interactions. They showed a good understanding of the backbone of each character. And they took not just the scenario itself, but even the dialogue, and they improved all that stuff so that was really great.”

The comprehensive and fundamental understanding of what made the original work in the first place is probably the most important point of a good remake.

My conversation with Mikami was part of his promotional work for Shadows of the Damned: Hella Remastered, a spruced-up version of the cult classic he produced back in 2011 (amusingly, Mikami notes that “I personally don’t really have any interest in remasters” during the chat, so a passion project to revive Shadows this isn’t). We were also joined by Goichi Suda (AKA Suda51), Shadows of the Damned’s writer and CEO of developer Grasshopper Manufacture. Suda has more interest in remasters than Mikami; alongside this new version of Shadows, Grasshopper has also remastered Lollipop Chainsaw this year, and had previously restored No More Heroes and Killer7 for modern platforms. But Suda varies his approach when returning to his old games. Sometimes a remake is needed.

“One thing that really stands out about remaking The 25th Ward was, at the time when we did the remake, it was completely unplayable,” Suda explains. “It was originally only available on Japanese flip phones. And, on top of that, it never actually ended. The original version didn’t have a proper conclusion or ending to it.” These factors ensured that, instead of a remaster, The 25th Ward was totally remade in 2018 to both suit the PlayStation 4 console and to finally provide players with a conclusion to the story.

For Shadows of the Damned, Mikami and Suda have chosen to remaster rather than remake. Instead of expanding and reinventing aspects of their 2011 game, which sold poorly but garnered a cult following, the duo have stuck closely to the original version. The approach allows modern audiences to experience the game as it was released back on the Xbox 360 and PS3. Nevertheless, there are some new elements to ensure long-term fans are rewarded.

“I wanted to keep the game as close to the original as possible, but there were definitely things that I wanted to add on and emphasize or accentuate this time around,” says Suda. “For example, there’s some new costumes for the main character, there’s the new game plus mode. There’s a few things that we wanted to use to boost the experience a bit. But yeah, we certainly wanted to keep it as close to the original as possible.”

Personally, I’m more interested in remaking Killer7 than I was in remastering Shadows of the Damned.

But, as noted earlier, Mikami isn’t all that interested in remasters. That’s not to say he’s not interested in revisiting the past, though. “Personally, I’m more interested in remaking Killer7 than I was in remastering Shadows of the Damned,” he tells me. “If I got to choose, I’d rather do a sequel to Killer7 or something.”

Released in 2005, Killer7 was an incredibly stylish action thriller. Its complex story, following the exploits of an assassin with multiple personalities, was co-written by Mikami and Suda. It’s another project from the duo with a cult following, and one that has largely been lost to time: aside from a 2018 PC remaster, Killer7 was only ever made for the GameCube and PS2, with no modern console re-releases available. As such, the game’s small but loyal following has long cried out for a sequel or remake.

Reflecting on the original, Suda says “I was constantly really, really conscious of the fact that I was making an action game together with Mikami, the guy who made the Resident Evil series. And with that, [he] revolutionized the way action games are made.

“Another thing that I was constantly conscious about was the fact that we were trying to make a game to put out to the whole world, not just domestically. All the new ideas that we had, for example, controller inputs and the gameplay and the action itself, we tried to make this stuff as new and original as possible. If we were to do another Killer7 thing, that’s something that I’d like to return to. Making something completely new and original and putting a bunch of revolutionary stuff in it.”

While Mikami likes the idea of returning to Killer7, he feels that his vision for the game’s art may clash with modern expectations. “I feel that, at the time, the art that we used for Killer7 matched really well with the specs of the time,” he says. “And if we were to make a new version of it nowadays, people would probably be expecting something a lot more realistic. And that would just feel funky and weird. That’s not really what the game was about.

“If we were going to redo it, if we were going to do something new with it, there would be a whole lot that would have to be changed,” he theories. “Everything from background settings and the art itself, it would have to be pretty much redone from the ground up.”

“This isn’t any kind of promise that we’re going to be making a sequel or a remake or anything,” he quickly adds. “It’s just two dudes shooting the shit.”

Even though it’s just two dudes shooting the shit, the conversation gives us a good insight into what one of the most celebrated directors in gaming thinks makes a good remake. The best are ground-up recreations that study and dissect the components that made the original game work so well, and then use that understanding to expand on the good and enhance any weaknesses. It’s a simple recipe that requires a deep, intricate understanding of the original game in question. Thankfully, Mikami’s work has inspired such dedication, and the result has been the Resident Evil remakes.

As for the remakes yet to come, let’s hope they’re based on original projects that also inspire such close study and appreciation for every little detail, right down to the microseconds between aiming and squeezing the trigger.

Matt Purslow is IGN’s Senior Features Editor.

Daily Deals: Sonic X Shadow Generations, Silent Hill 2, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Saturday, October 26, below:

Sonic X Shadow Generations for $39.99

Sonic X Shadow Generations just released this week, and you can already save $10 off a Nintendo Switch copy at Woot. This package includes a remastered version of Sonic Generations and a brand-new campaign focused on Shadow. Both 2D and 3D levels are included, making for the ultimate package for any Sonic fan.

Silent Hill 2 for PS5

Bloober Team’s remake of Silent Hill 2 is on sale for the very first time this weekend at Amazon. Recreating one of Konami’s most beloved titles was never going to be easy, but the Silent Hill 2 remake delivers an immersive horror experience that preserves almost everything that made the original so great. In our 8/10 review, we said the game “smoothly polishes down the rough edges of the original game’s combat while taking a piece of heavy grit sandpaper to scuff up every rust and mold-covered surface of its nightmarish environments, successfully making them appear far more abrasive and menacing to explore.”

EA Sports College Football 25 for $42.99

EA Sports College Football 25 is available on sale for $42.99 this weekend. This game marked the first college football title from EA since NCAA 14, as a lawsuit regarding player NIL (name, image, and likeness) prevented the company from producing further entries. Many of the older modes have returned to College Football 25, including Dynasty, Team Builder, and Road to Glory. Of course, dozens of new features have been added, including Stadium Pulse, which creates challenging road environments in college football’s biggest stadiums.

Super Mario RPG for $31.99

The remake of Super Mario RPG is $31.99 at Woot right now, which is a great price for this classic title. If you’ve yet to either play the original or check out the remake, this is the perfect time to do so. Composer Yoko Shimimura returned to compose the remake’s original soundtrack, and each boss and environment has been expertly recrafted for the Nintendo Switch.

Red Dead Redemption for $35.91

Red Dead Redemption made the jump to PlayStation 4 in October 2023, and this release includes both the base game and Undead Nightmare. For fans of Red Dead Redemption 2 who have never played the original, now is a great time to check out John Marston’s story. This is the lowest price we’ve seen Red Dead Redemption at since last December, so be sure to pick this one up while it’s on sale!

LEGO Super Mario On Sale

Macy’s has multiple LEGO Super Mario sets on sale this weekend for a limited time. You can save on sets like King Boo’s Haunted Mansion, Peach’s Castle, Super Mario Adventures, and the Wiggler Set. If you own LEGO Mario, you can interact with each of these sets in ways like never before!

Luigi’s Mansion 3 for $39.99

Luigi’s Mansion 3 is available this weekend at Woot for only $39.99. This is one of the best games available on Nintendo Switch, filled with charm and all sorts of fun puzzles. With Halloween right around the corner, there’s never been a better time to pick up the game if you haven’t already!

How Cyberpunk 2077: Phantom Liberty Became a Survival Horror Game (For One Mission) – Art of the Level

For the majority of its runtime, Cyberpunk 2077 is an action-packed RPG. Even if you hone your protagonist, V, into a stealth ninja assassin, the neon-soaked Night City is still frequently the stage for tense combat encounters. That is, however, until Somewhat Damaged, one of the Phantom Liberty expansion’s final quests. Inside a bunker buried deep beneath the city, Cyberpunk 2077 leaves its RPG structure behind and morphs into a survival horror. A relentless robotic hunter stalks you through chambers and corridors, and there’s nothing your weapons can do to stop it.

To find out how this level and its terrifying mechanical monster were created, we spoke to staff from developer CD Projekt Red. With their insight, we examine how Somewhat Damaged makes use of logical environment design, increasingly stressful objectives, and resourceful AI scripting to manifest Phantom Liberty’s terrifying crescendo.

Phantom Liberty tells the story of Song So Mi, better known as Songbird, and Reed, two NUSA agents and former partners. Throughout the campaign it’s revealed that Songbird is on a personal mission to escape the toxic grip of her employer. If you help her, she will save you from your terminal brain virus (AKA Johnny Silverhand) using a Neural Matrix she plans to steal. As the campaign reaches its climax, you’re given a choice: work with Songbird, or betray her and let Reed take her into NUSA custody. Choosing that second option triggers Somewhat Damaged, a terrifying final quest that’s unique to this branch of the story.

Somewhat Damaged sees a devastated, mentally unstable Songbird flee to Cynosure, an abandoned facility beneath Night City. There she connects with the Blackwall, a defence network that protects the world from unknowable digital horrors, and activates a rogue AI to stalk, hunt, and kill you. Within the dark, decaying corridors of the bunker, all you can do is run and hide. It’s a bold left turn for a game normally so focused on action.

“I really wanted to do something Eldritch horror,” says Patrick Mills, CD Projekt Red’s former Cyberpunk 2077 loremaster and the person responsible for Somewhat Damaged’s initial design document. “I went to [quest director] Paweł Sasko and I said, ‘Hey, I want to do this. A lot of people aren’t going to like this, but I think the people who do are really going to like it.”

From near enough the very beginning, Mills wanted to create the quest alongside Miles Tost, a senior level designer he knew would be on the same page. Tost immediately agreed to join the project. “I wanted to make something that was way out of my comfort zone,” he says, “and just pushed everything that I knew about working with our engine. We tried to come up with how we could push our technology and our encounter system to create this truly unique experience for the player.”

The Invincible Beast

Like some kind of restless spirit from beyond the veil, Songbird’s rogue AI possesses a Cerberus. It’s a maintenance robot, but don’t let that basic purpose fool you: this is a relentless, powerful beast. And, unlike any robot you’ve faced in the campaign before this point, it’s completely impervious to damage or hacking. The first thing the development team had to do, then, was to teach players that the Cerberus wasn’t a boss to fight, but a monster to avoid at all costs.

“The ideal of a great RPG boss fight is a boss that acknowledges the skills that you’ve chosen in order to defeat the boss,” says Mills. “But in this case, I went completely against that. None of your abilities are really going to help you here. We just have to disable all of those things because if you give a player the ability to chase the thing off or to disable the thing, if your guns do anything to this thing, that’s what players are going to try to do to get through it.”

“We need them to understand the very first time it kills them there’s nothing you can do,” he explains. “It’s the only way to immediately communicate that idea.”

To put players in the right headspace, the development team carefully designed the path towards the initial Cerberus encounter with a focus on tone. After betraying Songbird in the previous quest, Reed and V attempt to capture her in an explosive raid on a MaxTac convoy. From that point onwards, as V follows Songbird into the bunker, things begin to veer further and further away from the experience you typically expect of Cyberpunk 2077.

“I need to make sure as you’re moving through this space that there isn’t any shooting,” says Mills. “There’s as little traditional gameplay as possible. I’m moving you through thematic airlocks, one after the other, to just keep that sense of space between those things. The objective is to make sure that the player understands that it’s a different game now.”

That different game is, perhaps rather obviously, partially informed by a landmark survival horror. “The Cerberus monster itself came from Alien: Isolation,” reveals Paweł Gąska, who took over quest design duties from Mills. “They nailed this idea of an unpredictable predator that is hunting you on the level and is keeping you tense even when it’s absent. We thought ‘This is exactly what we want.’”

Achieving such an experience is easier said than done, though. The entirety of Alien: Isolation revolves around the cat and mouse gameplay between the player and the xenomorph, and so developer Creative Assembly could put significant time and resources into coding its sophisticated artificial intelligence system. CDPR, on the other hand, only needed such a hunter for one single quest… a quest that many players wouldn’t even experience thanks to the branching narrative. And so the team had to find a way to replicate that hunted feeling using craftier techniques.

From the robot’s perspective, it’s never actively actually hunting the player, sorry!

The first section of the level, known internally as the outer bunker, is a collection of five rooms linked by a T-shaped corridor. “The game does a check of where V is,” explains Tost. “Is V in this room? No. Okay. Is V in that room? No. Okay. Is V in that room? Yes. And then it basically sends the Cerberus into that room.”

It’s a fairly straightforward process, but there are layers to the programming that ensure the robot feels authentically autonomous. For example, there are multiple different patrol paths that the robot can follow. When the system completes its room check and discovers where you are, it randomly assigns one of those paths to the Cerberus. The robot then follows that circuit, which will by design eventually lead it to the room you were discovered in.

“From the robot’s perspective, it’s never actively actually hunting the player, sorry!” laughs Tost. “It happens to walk within the area that V is in. So that coincides, which is a bit of a problem for V, but really the robot is just on a walk.”

It may be just an illusion, but that doesn’t keep the terror from feeling very real. That result is partly thanks to Tost and the team realising that “the horror really lives in the absence of the robot compared to its presence.” That’s why close attention was paid to the Cerberus’ distinct audio signature. Its six metal legs thud against the flooring with a regular pattern, allowing you to approximate its position even when it’s far out of view. You can hear the whine of its servo motors as it climbs into the air vents that snake around the facility – a signal that the corridors are now free of its presence.

But making this hunter operate as intended was a much more difficult task than making it sound right. Before the final Cerberus was a prototype based on Royce, the cybernetic psychopath from the main Cyberpunk 2077 campaign, but his programming “had the issue of not really understanding when to stop running after you and fighting you,” says Tost. Royce was later replaced with another enemy, the Blood Ritual cyberpsycho, who “was less of what we wanted in the final version, but functionally worked a bit better.” Finally, after a less than ideal length of time, the final Cerberus mesh was given to the design team. “He worked even worse than both [Royce and the cyberpsycho]!” laughs Tost. “He would just glitch in animations. Most of the time he didn’t have animations!”

These difficulties almost saw the entire idea of a stalking enemy scrapped. “There were quite a few moments throughout development where we were this [close to] just making it a combat encounter,” Tost reveals. “There was actually a long time where we did have a fight with the robot planned, but we really couldn’t get it to work. That basically forced us to really commit to [the hunter idea].”

The Haunted Bunker

The Cerberus is an important part of Somewhat Damaged, but avoiding it is not your primary task. Instead, this predator is a constant threat as you attempt to fulfil your main goal of venturing deeper into the Cynosure facility and finding Songbird at its core. Accessing the core first requires opening the colossal bulkhead door that connects the inner and outer bunker, done by disabling four different data terminals: Alpha, Bravo, Sierra, and Victor. Each is located in different rooms around the facility. It’s hardly a scary prospect for a horror-themed level, but a smart shift in how the world is presented makes the simple act of finding computers much more interesting than you’d first expect.

“The belief that I had back then, together with Patrick and the rest of the team, was that in order to really put the player into this horror mindset, we need to get their attention and their eyes on what was happening as much as possible,” says Tost.

The solution was to eliminate the minimap. When you enter Cynosure, Songbird hacks your GPS link. This removes the distraction from your screen, but also cuts you off from your location data and objective markers. That manifested a whole new challenge – the bunker had to be designed as a space that clearly communicated its pathways through architecture and in-game signage. While the majority of Night City’s geography does adhere to some level of real-world logic, this was a new and unfamiliar approach for Somewhat Damaged. Thankfully, Tost had recently conducted a deep-dive analysis on how immersive sim developer Arkane Studios approaches its best-in-class level design. The findings of that investigation formed the bedrock of Cynosure’s layout.

“What we came up with was that we gave each room a name, and we put the names very visible on the level,” explains Tost. “We needed to have an in-game map. We needed to have this terminal where you can look at the status of the door and for it to be really, really clear that it has four locks and these locks are linked to these data terminals that you need to get to them.

“How does the player understand which data terminal is activated and which one isn’t and all that? We worked with the UI team in a collaboration and they really helped us with that.”

The inner bunker tends to be much more stressful. The rooms are smaller, the spaces are more claustrophobic.

This meticulously designed, easy-to-read environment is just one of the components that make this whole level work as intended. The second is the Cerberus and its clever AI behaviour. The final piece comes in the form of objectives. With the Cerberus inflicting so much pressure, the mission’s tasks had to be carefully balanced. They couldn’t ask players to do anything overly-complex. And so opening the bulkhead door is simply a case of activating four data terminals. The resulting challenge is not the terminals themselves, but the tense exploration required to find them.

“It’s a high stress environment so it’s difficult to make complicated decisions,” explains Tost. “So we make the [objective] difficult through the Cerberus being around, but we keep the things themselves simple.”

“A lot of this is really inspired by other horror games and looking at what they’re doing,” Mills reveals. “What is it that you have to do in Soma or Alien: Isolation to progress? Well, the gameplay comes from you’re being hunted. You need to go and press this switch and operate this device and when you’re doing it, you can’t see behind you, and there’s that fear of this thing lurking.”

While much of the objective design was fuelled by the quest’s horror approach, the team still had to ensure that some element of Cyberpunk’s RPG design remained. “Your objective has to give you some chance [against the indestructible Cerberus],” says Gąska. “You are not a passive person here. You are disempowered, you cannot do what you’ve been doing before, but bits of [your character build] remain. If you invested in the stealth tree, your footsteps will not be as loud, so you have more room to check stuff out.”

To allow all players, not just those with high stealth stats, to successfully avoid the Cerberus while exploring the outer bunker, a number of hiding spots were built into the design of each room and corridor. Such areas of cover are signposted through lighting, with flashing bulbs indicating safe havens. “One benefit of having the fixed patrol lines [for the Cerberus] was that I could predict for each patrol point where cover should be to make each and every one of them fair,” says Tost.

With all four data terminals activated, the door to the inner bunker opens and you can continue your search for Songbird. The next task is to shut down the facility’s core, which requires you to sabotage three key systems: the Neural Network, the Datafront’s firewall devices, and the Thermic Control. Similar to the outer bunker, you once again need to cautiously explore the environment to find these objectives, but this time each task involves more risk and danger. With the Cerberus still very much on your tail, the section ratchets up stress and panic levels.

“The idea was always to have the outer bunker be the tutorial area, and the [inner bunker] was where we wanted to switch it from just the sheer terror of being in this space to you being confronted by that thing much, much more often,” Tost reveals. “So this section tends to be much more stressful. The rooms are smaller, the spaces are more claustrophobic.”

We’re really forcing the player to interact with the robot in a way that they know will end badly for them.

“The objectives are no longer just you hooking yourself to the system and shutting it down,” says Gąska. “You have to be more visceral, you have to rip the cables, you have to destroy stuff.”

That destruction always, without fail, summons the Cerberus. “We’re really forcing the player to interact with the robot and the environment in a way that they know will end badly for them,” says Tost with a smile.

With all three objectives complete, the facility goes into emergency lockdown, trapping you in the observation room. It makes you a sitting duck for the Cerberus, which of course turns up for one final hunt. Thankfully the room is arranged in a circle, allowing just enough space for you to stay out of the patrolling robot’s vision cone provided you keep moving. It makes for a white-knuckle finale to Night City’s most terrifying game of hide-and-seek.

“We have this issue of balancing how often the robot should be there,” explains Tost. “In this particular section, which generally is smaller, we had moments where the player would be able to simply speed run it without the robot having any chance to show itself. So the decision was made to just lock the door and you have to endure the robot being in there.”

With the objective locked in, Tost settled on using the observation room as the Cerberus’ final hunting ground, as no matter what order you complete the inner bunker objectives, it’s always the last room you progress through. To suit the envisioned gameplay, the room was increased in size to create a large, circuit-loop environment.

“The patrol there is basically just an ‘O’, and what the player needs to do in order to hide is basically either tail him or be ahead of him,” Tost says. “But you can’t stay static.”

Successfully avoiding the Cerberus here isn’t the final showdown, though. That comes as you head back to Core Control to shut the system down for good. But rather than an explosive battle, the Cerberus is instead defeated thanks to an emotional heart-to-heart with Songbird. Convinced by your words and worn down by the world, she finally calls off the hunt and powers down the robot.

As previously mentioned by Tost, an early draft of the quest involved a traditional boss battle with the robot. Its temporary inclusion was an admission of defeat – a blip in the design timeline that marks a period when the team just couldn’t get the Cerberus to work correctly. But it wasn’t just the team’s determination to realise their ambition that saw the boss battle wiped from the level.

“We decided that [defeating the Cerberus in a boss battle] would give you a sense of victory,” says Gąska. “But we don’t want you to have that sense of victory. We want you to be in the stage of, ‘Okay, damn, I survived this’ and not ‘I finally killed that bastard.’ And then we let you settle down, and after all this we hit you with the big question at the end.”

The Final Choice

Two missions prior, Phantom Liberty serves up the campaign’s biggest choice: will you stand by Songbird, or betray her? During Somewhat Damaged, in the very heart of the Cynosure bunker, you reach the campaign’s most important choice. You betrayed Songbird to get here, but will you stick by your decision? Will you force this devastated woman into the clutches of the people who broke her, or will you allow her one final mercy and end her suffering – knowing full well that if you do, your chance to cure your own terminal illness will be lost forever? It’s a duology of decisions that demanded a huge amount of work to ensure they felt both challenging and satisfying for players to navigate.

“Do I help So Mi or do I betray So Mi?” asks Mills. “And if you help So Mi, you learn things that make you doubt your choice. And then in the other path, where you decide to betray So Mi, you’re going to learn things that make you doubt your choice. And that’s really important because then we offer you another choice at the end of those two paths. Do you regret your decision now? How do you feel about this? So it was really necessary to get So Mi’s story in there once we had a better idea of who she was, what her backstory was, and what those dilemmas were going to be.”

To reveal the final, vital pieces of Songbird’s story, a series of flashback visions were added to V’s journey through the bunker. Each one shows a key moment of So Mi’s life, pulling the curtain back on her mistakes and misfortunes.

“The bunker was a metaphor of going deep into Songbird’s mind,” says Gąska. “But there are two sides of Songbird. One is this caged bird. We wanted to tell you that ‘Okay, she did betray you and all that, but while she’s wrong, she was also a victim of circumstances.

Those circumstances are depicted through each flashback. The first shows Songbird meeting with Phantom Liberty’s villain, Kurt Hansen, during the events of the expansion itself. Each subsequent flashback winds the clock further and further back. “You have her operation, so you see her still without cyberware,” explains Gąska. “You have her oath to Myers, just like you had your oath. You have her first encounter with Reed.

“And then you jump into Brooklyn, where it’s an even happier time,” he continues. “This is the core of her identity, her happy place, where she’s safe from whatever else was happening in the world. Where she had friends, where she had relationships. Relationships that she herself failed and when it all went down she was forced into this life. We wanted you to have this knowledge because you would soon be choosing what to do with her. If you just see her as this crazy person who betrays you, you will just be antagonistic towards her. You already chose [to hand her over to] Reed once, so there is no reason for you to not choose him again unless we give you additional information.”

I’m not that concerned if people are having fun. Am I engaged? That’s the important thing.

While the flashbacks tell a very sympathetic story, CD Projekt Red prides itself on moral ambiguity. Its narrative branches are rarely, if ever, a choice between good and evil. To communicate the two sides of the upcoming choice, the visions of Songbird’s troubled life are delivered while her broken, current-day self is trying to kill you with a deadly robot. “She is an unstable individual that is packed with top cyberware and has an active connection to AIs from beyond Blackwall,” says Gąska. “She is like a cyber nuke in this world, and left alone she’s extremely dangerous. If you think that running away from one maintenance robot in one small area of the world was scary, think of what would happen if she hacked the whole of Arasaka headquarters!”

Armed with that knowledge, you can make your final decision: will you hand Songbird over to the NUSA, the organisation that ruined her life and turned her into a cybernetic weapon? Or will you grant her wish of death, finally allowing her some peace?

“Killing So Mi felt to me like the mercy option,” says Mills. “Returning her to the people who effectively tortured her should feel gross. It should feel really icky.

“She’s broken, she’s pathetic,” he says. “She is someone who has been tortured. She’s been mistreated, and whatever your feelings about her, I want you to feel sympathy. I want you to feel that nobody deserves this. That whatever she’s done, that’s wrong. This is too much. This is not okay. I want you to really be torn up when you make that decision whether to mercy kill her or give her back to Reed. I want the player to find that place in themselves that has sympathy for broken things.”

“I’m not that concerned if people are having fun,” Mills admits. “Am I engaged? That’s the important thing. Are my emotions being played with? How am I doing it? And I don’t want you to feel manipulated either. I want you to just go with it, feel the vibes, go with the vibes.”

Somewhat Damaged is, arguably, not a very fun mission – at least in the traditional sense of the word. It’s an incredibly stressful experience in which you must face Phantom Liberty’s most terrifying foe using a set of unfamiliar gameplay tools. It forces you to confront one of Cyberpunk’s most depressing storylines and then asks you to permanently pull the plug on one of its best characters. It is, in almost every way, a bad time. And yet that’s what makes it one of CD Projekt Red’s finest ever creations. It is undeniably engaging thanks to its complete commitment to the vision; a vision that jettisons many of the game’s fundamentals in the search for something special. The result is a truly unique mission. This is a horror level through and through. Of course it isn’t meant to be fun. It’s meant to be terrifying. And that’s exactly what Something Damaged is.

Matt Purslow is IGN’s Senior Features Editor.