A Quiet Place: The Road Ahead Review

For most of us, the biggest penalty for making too much noise might be a scolding shush from the movie theater seat behind you, but in A Quiet Place: The Road Ahead you’re only ever one creaky floorboard away from getting snuffed out by an alien threat that’s always listening out for you like it’s the most sinister form of Siri. This instant fail stealth-heavy horror story does a pretty convincing job of recreating the breath-holding tension of the films, in addition to borrowing heavily from the likes of Alien: Isolation in the way it casts you as the reluctant rodent trapped in a deadly game of cat and mouse. The result is a consistently stressful undertaking from start to finish, even though my careful creep down The Road Ahead moved at a relentlessly glacial pace and occasionally snagged on some slightly curious design decisions.

A standalone story mostly set around four months after the alien invasion seen in A Quiet Place: Day One, The Road Ahead casts us as college student Alex Taylor and follows her attempts to flee her abandoned hospital hideout in order to make a silent and steady pilgrimage towards an off-shore safe haven isolated from the threat of the monsters, known as Death Angels. It’s a straightforward setup, but tender early moments spent with her likable boyfriend Martin and kindhearted father Kenneth were enough to get me invested in Alex’s cause before inevitable alien-inflicted tragedy spurs her escape plan into action. It’s a bit of a letdown that, in spite of its strong start, the payoff for The Road Ahead’s plot in its dying hours is all too predictable, and its overall story comes up noticeably lacking in impact – particularly in the wake of the far more emotionally resonant tale found in Day One earlier this year.

Still, there’s no shortage of affecting human artifacts to comb through along the way. Outside of the story’s opening chapters and the odd flashback, Alex is alone with her own thoughts – which are appropriately represented via onscreen text since any spoken sentence is only ever followed by a death sentence – for most of The Road Ahead. In lieu of any interactions with other survivors, I got a strong sense of the history of each space I shuffle-stepped through by observing the heartbreaking family portraits handcrafted in a child’s crayon tacked to the wall of a deserted safehouse, or the hilarious note about a toilet paper-related riot left by a store owner in a seaside shopping strip. There are plenty of great worldbuilding touches like this in The Road Ahead, and I had ample opportunity to study every little detail since I moved through it in a constant state of slow-motion, desperately trying to keep my every movement on mute.

Creeping with the Enemy

It might be a first-person adventure almost completely devoid of combat, but The Road Ahead is no “walking simulator;” it’s a balking simulator. Every step you take or action you perform is a reluctant one, because even the lightest door hinge-squeak or stomped-on gravel crunch can alert an alien hunter to your whereabouts and end your slow-walk to safety in an instant. Thus, most of my progress through Alex’s adventure through empty houses, camping grounds, and trainyards was made with micro movements to my controller’s thumbstick; tip-toeing through rooms at a snail’s pace and incrementally tilting forward to push doors open or carefully pulling back to slowly open desk drawers to search through. It felt a bit like coming home late from a night out and trying to find your way to bed without waking your significant other, only in this instance your significant other is a spindly-limbed extraterrestrial who wants to rip your insides out rather than simply ask you to sleep on the couch.

Almost every environment you explore in The Road Ahead is purpose-built to test your coordination and fine-motor skills. Rooms are cramped and cluttered with beast-stirring booby traps to avoid and – if you’re not careful – simply brushing past hollow barrels or pulling open the cover of an air vent too eagerly can bring your swift undoing. Thankfully, Alex is given a homemade phonometer early on which, when carried in her left hand, indicates the decibel level produced by her movements relative to the overall volume of the ambient sounds around her. I basically spent the entire seven-hour journey anxiously trying to prevent its meter from lighting up as a result of each steady-handed interaction I performed, not unlike trying to extract the wishbone in a game of Operation without suddenly triggering the patient’s buzzer and blinking red nose.

Some of the ways The Road Ahead conjures up a life-ending crunch or clang do feel a little contrived, though. It makes total sense for there to be shards of broken glass lining the paths beside the shattered windows of an upturned train carriage, but the number of discarded paint cans to be found on remote forest hiking trails does seem a touch too improbable, like rolling out from under the Simpsons’ family car and finding yourself in a carpark that’s inexplicably full of garden rakes to step on. I managed to suspend my disbelief and just abide by the noise-making obstacle course that the developers have created, but I do wish they’d been able to disguise their monster-rousing trip-ups a little more organically.

The threats to blowing Alex’s cover aren’t only found in the world around her, though; they’re also within. Alex is an asthmatic, so actions of overexertion – like pulling herself up onto ledges or carrying heavy planks to use as makeshift bridges, as well as moments of heightened stress such as finding herself in close proximity to one of the alien stalkers – can push her into a state of noisy hyperventilation, which acts as a heavy-breathing beacon to any monsters in the area. This brings the welcome challenge of identifying when to best use the inhalers that can be collected along the way, even if it does seem a little silly that they’re single-use only, as though their previous owners huffed each of them right up to the limit.

Quiet Riot

The Road Ahead isn’t only about stalking around in silence like some sort of survival-horror street mime, and along with the phonometer you are provided with some other basic tools to keep the keen-eared killers at bay. Bricks and bottles can be picked up and lobbed to temporarily distract them in fairly standard stealth-game style, while some other items serve dual purposes, like the hand flares that can be sparked to either light up darker environments or tossed away to confuse your petal-faced pursuers with their crackling hiss. It does feel a bit arbitrary the way certain items in Alex’s inventory can only be wielded in certain hands, though. It may create an added layer of tension to be forced to choose between measuring sound with the phonometer and illuminating the path forward with Alex’s flashlight, for example, since they can each only be wielded in her left hand, but it hardly makes any logical sense. Where was this flashlight purchased, at Ned Flanders’ Leftorium?

Occasionally, I’d find myself caught in close quarters with a monster and not have any noise-making tools in either hand, which put me in the lose-lose situation of either trying to make a run for it and getting instantly slashed in the back, or standing perfectly still only for the blind beast to accidentally bump straight into my nose and strike me down on the spot. It didn’t seem to matter if I chose to stick or twist, since either way I was going to find myself stuck and twisted apart. Thankfully, The Road Ahead’s generous auto-save system meant I was rarely penalised too heavily each time I perished, so although the slightly scripted feel of its enemy encounters mean it’s never as outright terrifying as Alien: Isolation, it is at the very least more lenient and less likely to frustrate because you couldn’t reach a manual save point.

It’s never as outright terrifying as Alien: Isolation, [but] it is at the very least more lenient and less likely to frustrate.

The quarter-speed crawl along The Road Ahead does eventually run out of steam, though, even despite the fact that encounters with the aliens do evolve in some ways. There’s only ever one enemy type, but midway through they develop the ability to sense your movements even if the sounds you make are masked by the threshold of the ambient noise, effectively forcing you to simply take your hands off the controls and stand as still as a statue until the concussive effects of their scanning is completed, as an example. These modest changes help preserve the tension level throughout, but they struggle to completely disguise the fact that you’re otherwise mostly doing tedious tasks like turning valves and searching through drawers for supplies like any other survival-horror game, only at a considerably slower pace and without any combat sequences to release that tension in. There is one short flashback sequence that allows you to briefly blaze away with a shotgun out of the back of a speeding van, but The Road Ahead could have done with a few more of these dynamic detours to help break up the bit-by-bit crawl even more.

Alan Wake 2 on PS5 Pro Is 30 FPS on Quality Mode With Ray Tracing, But Performance Mode Gets Some Big Boosts, Too

Remedy Games detailed its approach to Alan Wake 2’s PS5 Pro update in a new post on its official site, explaining that Quality Mode will add ray tracing at the expense of running at 30 FPS, but that the patch will also include big improvements to Performance Mode.

According to the official post, Alan Wake 2’s Quality Mode will run at 30 FPS with ray tracing while outputting at 3840 x 2160 (4K). Its render resolution will be 2176 x 1224. In some ways it’s not surprising given Alan Wake 2’s hefty PC requirements, which recommend at least an RTX 4080 for good performance with ray tracing turned up.

That said, there are still meaningful improvements to be found in the PS5 Pro version of Alan Wake 2 without sacrifing frame-rate. Among other things, Remedy promises “significantly higher output resolution” roughly on par with the base PS5’s Quality mode by pushing the resolution to 4K, aligning it with Sony’s overall sales pitch for the console. It also includes overall improvements to “stability, fog, volumetric lighting, and shadow accuracy.”

“We did multiple experiments, including upgrading the 60fps Performance mode output from 1440p to 4k and adding PSSR (Sony’s AI-based upscaling method), which positively impacted image crispness and stability under motion,” Remedy explained.

“Increasing the internal rendering resolution consumes a lot of processing power, no matter how powerful your hardware is. However, in our experiments, even putting all the added power to increased rendering resolution provided a barely noticeable difference in the output image or its quality. Adding more pixels to gain visual quality is not straightforward with the new AI-based upscaling methods.”

Remedy’s post goes on to detail the ways that the console version incorporates ray tracing as well as its cost, noting how each ray must be “traced, and its hit evaluated and shaded.”

“In a game like Alan Wake 2, its complex light-material interactions and rich environments can make tracing, shading, and denoising even a single ray tracing effect too expensive to justify the cost depending on the hardware,” the post says. “Geometrically Alan Wake 2 is a very dense game. The usage of a GPU-driven rendering pipeline and its fine-grained culling with the skinning ran on GPU made it possible to create densely populated forest scenes with layers and layers of foliage and trees encountered during Saga’s gameplay segments taking place in the lush environments of the Pacific North-West.”

Ultimately, Alan Wake 2 is one of the best-looking games out there right now, so the results should be impressive no matter which mode you choose. It’ll join a handful of other games that are getting major upgrades on the PS5 Pro, including Final Fantasy VII Rebirth and several first-party releases. Go here to check out our full impressions of the PS5 Pro, which launches on November 7.

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

Vampire Survivors Gets Big Castlevania DLC With 20 Characters and 40 Weapons Just in Time for Halloween

Hit indie title Vampire Survivors is getting its biggest chunk of downloadable content to date in the Ode to Castlevania expansion releasing on Halloween.

Developer poncle revealed a trailer for the DLC on X/Twitter, below. It contains more than 20 characters and 40 weapons alongside one massive stage “and more” for $3.99. “There’s so much content you’re guaranteed at least another 10 hours of gameplay,” poncle said.

A stylish animated trailer shows a combination of Vampire Survivors’ pixel art gameplay with slick Castlevania animations showing off a handful of the characters arriving in the game. Ode to Castlevania will come to all platforms where Vampire Survivors is available on Halloween.

Vampire Survivors is a fast-paced and over the top gothic horror game with rogue-lite elements, where your choices can allow you to quickly snowball against the hundreds of monsters that get thrown at you. It became one of the biggest surprise hits of the last few years as what launched as a humble indie game on Steam blew up in popularity and snowballed itself.

Poncle soon added layers of new content to the game and the core experience now offers 50 playable characters and 80 weapons to play with. That’s before the two major expansions too, not to mention the Ode to Castlevania DLC.

In our 8/10 review, IGN said: “Need a game to play while listening to podcasts? This is it. Vampire Survivors is outwardly simple but turns out to be an incredibly deep hole to fall down — though it’s not without extended dull periods when you get ahead of its curve.”

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

Alan Wake 2 Gets Major Anniversary Update Tomorrow

Alan Wake 2 gets a chunky patch tomorrow, October 22, as developer Remedy Entertainment has unveiled the Anniversary Update.

A blog post outlined the myriad additions coming to Alan Wake 2 in a major update to its acccessibility settings, with Remedy adding options such as infinite ammo and one shot kills. The update is free and launches alongside but not as part of the The Lake House expansion.

Alongside the accessibility additions comes the ability to invert the horizontal axis and not just the vertical, plus updates to DualSense functionality on PlayStation 5 such as motion control support and more haptic feedback. The full patch notes are available below.

“We can’t believe it’s been almost a year since Alan Wake 2 was released,” Remedy said. “Thank you to everyone who has played the game and become a member of our fanbase and the Remedy community, no matter when you joined us or how long you’ve been a fan.”

Alan Wake 2 arrived in 2023 as a survival horror game following the titular writer who continues to face psychological horror beyond anything imagined in his books. In our 9/10 review, IGN said: “Alan Wake 2 is a superb survival horror sequel that makes the cult-classic original seem like little more than a rough first draft by comparison.”

As of August, Alan Wake 2 had yet to turn a profit for Remedy, but it had recouped most of its development and marketing expenses.

Alan Wake 2 Anniversary Update patch notes

  • Added the ability to invert the X (horizontal) axis on mouse and controller, and not just the Y (vertical) axis
  • Added gyro aiming (motion controls) support on PlayStation 5
    • You can turn the motion sensor function on and off, as well as tweak horizontal and vertical sensitivity, set gyro space, and choose whether your pitch, yaw, and roll directions are standard or inverted
  • Added haptic feedback to healing items and throwables on PlayStation 5
  • Added Gameplay Assist menu in Gameplay Options, which contains several options such as:
    • Quick turn
    • Auto complete QTE
    • Button tapping to single tap
    • Weapon charging with taps
    • Healing items with taps
    • Lightshifter with taps
    • Player invulnerability
    • Player immortality
    • One shot kill
    • Infinite ammo
    • Infinite flashlight batteries

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

Sonic X Shadow Generations Review

Since this is a Sonic review I’ll go fast and cut to the chase: Sonic X Shadow Generations is a fantastic combination of one of the Blue Blur’s classics and a new helping of smartly designed Shadow levels built around his own abilities, and after spending some time with it has become one of my favorite Sonic games I’ve ever played. Sega and Sonic Team have learned from their recent attempts, Frontiers and Superstars, and have found clever ways to weave the best ideas of those games into a major refresh of a fan favorite. And certainly, when it comes to Shadow the Hedgehog, this is his definitive game.

Half of the content of Sonic X Shadow Generations is remastered from 2011’s Sonic Generations, which we gave an 8.5 In our review back then. It does have a few new bells and whistles, like the adorable Chao hidden in each 2D and 3D stages, but other than their level designs are mostly unchanged because they hold up just fine. I’d like to imagine that the Chao are a hint that we’ll see the return of the Chao Garden from Sonic Adventure 2 in a future Sonic game, but for now they’re just a nice homage.

If you never played the original, it’s definitely worth experiencing it for the first time here: Sonic Generations is a stellar combination of 2D and 3D gameplay that celebrated what was at the time a 20-year history by curating and recreating some of the best and most iconic Sonic levels that had come before. Shadow Generations wastes no time showcasing its creativity with multiple stand-out moments. The very first stage, or instance, transforms into fractals and looks like the alternate dimensions we’ve seen in Dr. Strange or Spider-Man: No Way Home.

The levels from Sonic Generations also get a slight but noticeable graphical boost thanks to the current generation of consoles: environments look more polished and the colors are more vibrant, making enemies, hazards, and springs just a bit more noticeable when you’re moving at high speed. So by default this is the best way to play it, even if the difference isn’t night and day.

This is the best way to play Generations, even if the difference isn’t night and day.

However, the real reason you’d want to play Sonic X Shadow Generations is the all-new campaign filled with creative reimaginings of Shadow’s stages from his past appearances throughout the Sonic series. Shadow’s five-hour campaign is separate from the Generations storyline but plays out in a similar way, in that each stage has one part in 2D and another in 3D. Shadow’s stages have all the fast-paced appeal you’d expect to get when playing as Sonic, similar to when new paths open up when replaying a stage after Sonic has gained the light dash ability. Shadow starts with a similar skill called the Chaos Dash, and then goes on to open up even more pathways when returning to stages with abilities like the Doom Wings that let you fly short distances and skip whole sections of levels, making them play very differently.

Shadow’s Chaos Control ability also creates fantastic moments where he does things like freeze time to destroy a missile flying at him in a flashy mini cutscene. And, unlike in the 2D Sonic stages that play like classic Sonic with no homing attack or boost gauge, Shadow keeps all his abilities for his 2D sections so they feel just as fast as his 3D stages.

Besides the main stages there are various challenge stages with objectives like requiring you to destroy enough targets before reaching the goal, or finish a hazard-filled level with a single ring to unlock bosses and the next set of stages. It’s similar to Sonic Generations, with the main difference being that you need to complete all of the challenges to acquire the keys you need, instead of just one. I do miss the collecting of the Chaos Emeralds you get in Sonic Generations, because some of them had fun rival boss battles against characters like Metal Sonic and Silver, but since Sonic is collecting them in his portion of the story it wouldn’t make much sense for Shadow to be collecting them at the same time in his.

With both campaigns combined, the total number of stages is now over 150.

With both campaigns combined, the total number of stages is now over 150, including traditional, challenge, and boss stages. That would take even an avid Sonic fan about 15 to 20 hours to burn through. And for those looking for even more challenges, completing the Shadow campaign will unlock a new option that increases the difficulty of bosses and challenge levels when replaying them.

Though minimal, there are some new storylines that creatively weave between games where Shadow has appeared, tying them into big moments we’ve seen in past games, like Sonic and Shadow’s duel in Sonic Adventure 2. There is also a healthy dose of new scenes filling in Shadow’s past that reunite him with friends and foes, and offer more context to his storylines in games like Shadow the Hedgehog and Sonic Adventure 2. These moments ranged from fascinating to kickass, and they always left me wanting more.

Like Sonic’s, Shadow’s is made up of fun reimaginations of some of his best stages across past Sonic games. We’ve got new versions of levels like Radical Highway, Rail Canyon, and the Space Colony Ark, and each stage is packed to the brim with creative routes that make good use of Shadow’s old and new abilities.

He begins with his iconic Chaos Control ability, which stops time (including the stage timer) and allows you to outrun hazards like a runaway train, stop groups of enemies in their tracks so you can dispatch them with ease, or use the new Chaos Dash to reach strategically placed shortcuts.

From there, you unlock Doom abilities that give you new options for movement and combat. Without going into spoiler territory, one of my favorites that you get about midway through his story is Doom Surf. This power makes water levels a lot more fun by giving you a shadowy manta ray that can spin-attack through enemies and objects. These abilities are handed out after finishing a group of stages or an area’s boss, and they come at a fast enough pace to keep things consistently interesting and different from what came before.

Doom Surf makes water levels a lot more fun.

There are also some creative and enjoyable new versions of boss fights, like a metallic dragon that has you chasing him on the water, knocking trash into him, and charging up so you can unleash Chaos Control and land some real damage with a homing attack. I wish there were more of those, but those that are here make excellent use of the most recent Doom abilities and are all fantastic additions to the collection of egg robots and various other bosses from Sonic history.

In fact, the only stage that broke my momentum and reminded me of the missteps of modern Sonic games was the Sonic Frontiers 3D stage. It feels empty compared to most of Sonic X Shadow Generations and had an overreliance on a new sludge-based upgrade for Shadow that reminded me of one of my least favorite Wisp powers from Sonic Colors. Other than that, though, I enjoyed replaying every stage to find optimal paths, gather collectible keys to unlock secrets in the hub world, and improve my runs until I earned the coveted S-rankings.

Sonic X Shadow Generations also evolves the all-white hub world of Sonic Generations by taking it from a 2D plane to a three-dimensional one that expands outwards as you complete all the stages in a section and its accompanying boss. In between stages, I’d spend some time exploring the hub world to see what chests I could open using the keys I’d collected, as well as completing various optional activities like collecting 100 rings in a short amount of time to unlock multiple rewards like artwork, music, or journal entries about characters and the events of Shadow’s life.

Similar to his blue counterpart, Shadow also has stages that are entirely locked to the old-school 2D perspective, and they feel right at home as he races his way to the goal. Besides a McDonalds toy called the Shadow Grinder from 2003 and a DLC stage in Sonic Forces: Episode Shadow, this is the first time we’ve gotten multiple full-2D Shadow levels, and it was interesting to see how his expanded move set impacted their designs. Abilities like Chaos Spears allowed me to hit switches from a distance to open up alternate paths, while Doom Surf meant no longer having to deal with those underwater sections of Sonic games that a lot of people don’t enjoy – you can just surf right on top of the water until reaching land.

Finally, I have to call out that the music accompanying our favorite hedgehogs as they race to the goal line is excellent, the guitar riffs for stages like Radical Highway and Space Colony Ark return, and are joined by some fantastic tracks like Crush 40’s All Hail Shadow and Sonic Heroes Rail Canyon theme. One of my favorite elements of the Generations games is the selectable background music for every stage and challenge, so if you only want to hear Live & Learn across every stage like the Crush 40 sicko you are, you can do that! The only catch is that you have to find some music tracks in chests scattered across the Shadow’s hub world or by collecting the musical notes and Red rings in Sonics to unlock them, but that’s a price I’m willing to pay.

Call of Duty: Black Ops 6 Ends the 3-Year Scourge of the Riot Shield

The Call of Duty riot shield has been a source of much debate within the community for years. This primary weapon replacement — a huge shield that lets you deflect bullets from enemy weapons — has sparked as much frustration as it has devilish delight, with critics claiming the riot shield encourages frustrating turtle tactics that are hard to counter, and fans saying, essentially, get good.

Over the last few Call of Duty games, the riot shield has met with consistent calls for it to be either nerfed or pulled from the game. It’s a particular favorite of the Modern Warfare sub-brand, appearing in last year’s Modern Warfare 3, 2022’s Modern Warfare 2, and 2021’s Call of Duty: Vanguard. Black Ops developer Treyarch, however, isn’t a fan; the only Treyarch game to have a riot shield as a weapon was 2012’s Black Ops 2.

And so, when Activision published a blog post confirming all the Black Ops 6 launch weapons, fans were quick to scan for the riot shield. Lo and behold, it is nowhere to be found; cue rapturous applause from (most) fans who are now looking forward to straight up gun fights in their gun game.

With Black Ops 6, players won’t need to worry about having to change their strategy to cope with riot shield opponents, which means no need to save that explosive just in case or scan for those hard to hit weak spots. In truth, the riot shield and its slower, more defensive gameplay probably wasn’t the best fit for the fast-paced Black Ops 6 and its new Omnimovement mechanic anyway.

We’re nearing the October 25 release date for Black Ops 6 and so we have plenty of information on what to expect. We’ve got confirmation of Call of Duty: Black Ops 6’s launch Multiplayer maps, modes, and Operators, and Call of Duty: Black Ops 6’s preload and global launch times. Activision has also said it wants to catch and remove Call of Duty cheaters within one hour of them being in their first match.

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.

Silent Hill 2 Remake Gets First Major Update in Patch 1.04

Bloober Team has released the first major update for the Silent Hill 2 remake in Patch 1.04, addressing myriad gameplay issues as well as improving the survival horror game’s technical performance.

The patch notes were released on Steam and outline dozens of changes made to Silent Hill 2. Some address funnier bugs like protagonist James teleporting through a peephole and getting stuck in a window near Neely’s Bar.

On the technical front, Bloober Team has reduced visual glitches when using the latest version of Nvidia DLSS, added an option to enable DLSS frame generation in the menu when using DLSS for supersampling, and added support for AMD FSR 3.1.1. The full patch notes are available below.

Bloober Team and publisher Konami released the Silent Hill 2 remake on October 8 to glowing critical reception and strong sales, leaving many fans of the previously dormant horror franchise eager for more.

Bloober has said it’s open to making other Silent Hill games, though at the moment is focused on its sci-fi survival horror game Cronos: The New Dawn.

In our 8/10 review of the Silent Hill 2 remake, IGN said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”

Silent Hill 2 Remake Patch 1.04 Notes

Technical

– Reduced visual glitches when using the latest version of NVIDIA DLSS.
– Added an option to enable DLSS frame generation in the menu when using DLSS for supersampling.
– NVIDIA Reflex is now active when DLSS frame generation is enabled.
– Added support for AMD FSR 3.1.1.
– Added an option to enable AMD Fluid Motion Frames in the menu when using FSR 3.1 for supersampling.
– Updated Intel Nanites to support upcoming driver updates.
– Improved performance and optimization for Steam Deck.
– Fixed stuttering issues related to sky map generation.
– Added an option to enable/disable HZB culling to fix stuttering on some AMD/Intel GPUs.
– All graphic settings should be saved locally.
Gameplay

– Fixed an issue with translation for UI “High” preset not being translated and displayed correctly
– Fixed an issue with Wooden Plank appearing during James’ death animation
– Fixed streaming issue where staring at the walls inside the Grand Market caused problems with loading all of the environment around James
– Fixed an issue where interacting with the wrong side of the peephole in Brookhaven Hospital teleported James to the other side
– Fixed an issue where breaking windows near Neely’s Bar got James stuck in the window frame
– Fixed an issue that allowed James to access the inaccessible balcony in Blue Creek Apartments
– Fixed an issue with Abstract Daddy’s behavior during boss fight where the enemy was not hitting James properly
– Fixed multiple issues with Abstract Daddy’s 3rd TV – it should now have the correct audio, and the wall won’t interfere with its position
– Fixed an issue with a question mark from the Conference Room not disappearing after obtaining Cinderella figurine in Lakeview Hotel
– Fixed an issue with collision detection with the Dayroom walls in Brookhaven Hospital
– Fixed an issue where James was falling under the map when approaching Laura entering Brookhaven Hospital from the bushes on the left
– Removed debug numbers displayed behind wallpapers in Blue Creek Apartments’ Clock Room
– Resolved an issue with James not being able to leave the 3F corridor in the Lakeview Hotel
– Fixed an issue with the lightbulb on the 3rd floor of Blue Creek Apartments constantly switching on and being impervious to destruction
– Resolved an issue with the small coffee table blocking James in the corner of the room located in Woodside Apartments
– Fixed an issue where after completing the Disgust Path in Labyrinth, the player was forced to do it all over again
– Fixed an issue with Spider Mannequins getting stuck when attacking James while he is going through squeeze traversal
– Fixed an issue with James getting stuck in the window frame while attacking Lying Figures located outside of the window
– Added more natural movement for James when switching weapons while aiming
– Fixed an issue with triggering Spider Mannequin event on Fear Path in the Labyrinth multiple times
– Improved the ability to pick up items during the final boss fight
– Fixed an issue with picture frames overlapping in the Moth Room
– Improved the deformation of Nurses’ skirts
– Fixed an issue occurring when displaying the information about unlocking NewGame+ which didn’t appear in the player’s chosen language
– Fixed visible unloading of the door of an abandoned garage in the west side of South Vale
– Fixed question mark on the map during Chute Puzzle in Woodside Apartments

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

Silent Hill 2 Remake Dev Bloober Team Knew It Had to Evolve After Releasing The Medium

Bloober Team has admitted it knew it had to “evolve” after releasing The Medium, a decision which led to the development of bigger games such as the Silent Hill 2 remake and the upcoming Cronos: The New Dawn.

Cronos director and producer Jacek Zieba told IGN that The Medium, which arrived in 2021 as a psychological horror adventure game alongside a Metascore of 71 on Metacritic, became a turning point for the studio as it looked to make bigger and better games.

“I think after The Medium it was very clear to us that we needed to evolve,” Zieba said. “It was like, ‘let’s end the chapter of the adventure games.’ Layers of Fear, Observer, and The Medium, [games that were] strange, experimental, with fixed camera tools. ‘Okay, let’s finish with that.’

“We also want to evolve, so let’s go into survival horror, let’s create something of our own, something different than other games in the genre in terms of world, story, and also gameplay. Let’s create another game of our dreams.”

The Silent Hill 2 remake was somewhat of a coming out party for Bloober Team to show it could make a big budget survival horror adventure. It arrived October 8 to glowing critical reception and strong sales, and Bloober Team is open to making more Silent Hill games too, either remakes or something completely fresh.

But the “game of our dreams” mentioned by Zieba is Cronos, a sci-fi survival horror set in an unforgiving post-apocalyptic future in 1980s Poland. This will be the true test for Bloober Team as it looks to solidify itself as a developer capable of mainstream releases without having the framework of Silent Hill 2, one of the most beloved horror games of all time, to build upon.

In our 8/10 review of the Silent Hill 2 remake, IGN said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”

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

Emperor-Blessed Warhammer 40,000: Space Marine 2 Player Solos the New Bio-Titan on Lethal Difficulty Using a Cheese That Takes 45 Minutes

After Warhammer 40,000: Space Marine 2’s latest patch made pretty much everything about the PvE Operations mode harder, one heroic player has done the Emperor proud by coming up with the game’s ultimate cheese.

Space Marine 2 Update 4.0 added a new PvE map and with it the terrifying Tyranid Hierophant Bio-Titan, which ordinarily must be tackled by a squad of three players working together to down this enormous xenos monstrosity.

After leaving the final elevator room and entering the map’s boss fight area, players are meant to activate a central terminal to link their sidearm with ultra powerful fortress lascannons — powerful enough to down even a Bio-Titan.

You then use your sidearm as a targeting system for the cannons, aiming at the Bio-Titan as the guns get to work. After one barrage the cannons are out of juice, so you have to recharge them by spinning nearby energy stations, which in turn spawns the Tyranid horde. Meanwhile, the Bio-Titan will bombard your position with high-damage artillery fire.

Once the cannons are recharged, you need to activate the central terminal to link your sidearm once again, aim, and let the cannons fire. You need to repeat this process a number of times to bring the Bio-Titan down. It’s a stressful boss fight with a lot going on; the Tyranids can easily overwhelm your squad, even on the easier difficulties, and the Bio-Titan itself can effectively one-shot you if you hang about the same area for too long. Crank the mission up to Lethal — the new, hardest difficulty added with Update 4.0 — and you’re in for a world of hurt.

Or are you? One Space Marine 2 player has worked out a way to solo the Bio-Titan even on Lethal difficulty, exposing a flaw in the design of the mission that the developers at Saber Interactive may want to patch out at some point (once they’re done addressing the backlash to Update 4.0, perhaps).

It all started with redditor RedditOakley’s discovery that it is possible to deal damage to the Bio-Titan when it walks past the Space Marines just after they step out of the final elevator room but, crucially, before activating the terminal (this imposing moment was used to reveal the Bio-Titan in promotional videos). This (tiny) damage is reflected when the Bio-Titan’s health bar displays, and then you do all that fortress cannon stuff we mentioned before.

RedditOakley theorized that it would thus be possible to continue to damage and eventually kill the Bio-Titan using Space Marine weapons and without having to go through the cannon activation process, and that theory turned out to be true. The only question was, from where would you safely shoot the Bio-Titan down? After all, in Space Marine 2 ammo is scarce; infinite ammo resources are ammo crates and loadout pods only; and the swarm can quickly become too much to handle.

The answer is the elevator room itself, which, if you never activate the terminal, is a safe haven of sorts (although you won’t see the Bio-Titan’s health bar). “I fired up a solo Minimal [the easiest difficulty] run and progressed to where the door opens and you meet the titan,” RedditOakley explained. “We have the ammo crate next to the elevator and a loadout pod available, the door to those never closes as the room is used to spawn enemy waves.

“The titan itself will walk around the battlefield, and often stay close to where you’re standing. This is the range where it is possible to shoot and damage it with your guns. The titan will even lob acid globes at you here after a while.

“So that’s what I did. I just kept shooting, and shooting and shooting, clearing the waves and [tougher] extremis that came along the way. I didn’t have any way of seeing my progress as the health bar isn’t visible in this area, so all I could do was keep shooting and praying.

“Then eventually a red hit marker showed up and the end cutscene appeared.”

In their post, RedditOakley issued the Space Marine 2 community a challenge: kill the Bio-Titan using Space Marine guns only on the hardest difficulty, Lethal. Of course, someone answered the call: redditor xD3viLzx, who used the Sniper class and the Las Fusil to slowly — and I mean slowly — solo the Bio-Titan on Lethal.

As you can tell from the footage of the run, xD3viLzx popped in and out of the elevator room to snipe at the Bio-Titan, returning to grab ammo from the loadout pod when needed. Whittling down the Bio-Titan’s health in this way took 45 minutes, rinsing and repeating while occasionally avoiding a barrage from the Tyranid itself and dealing with waves of enemies. It’s a monotonous cheese, for sure, but an effective one. Upon the final blow the mission ended properly, the victory recorded as it would if the Bio-Titan were killed as Saber intended, and the appropriate rewards dished out.

It should be noted that this cheese isn’t a win button. xD3viLzx still had to make it to the mission’s final area in one piece on Lethal solo, which for me is a more impressive feat than the Bio-Titan cheese itself. xD3viLzx’s perfect parry was on point, but there were a few hairy moments in the run when the AI-controlled teammates saved the day with a revive. Still, the cheese makes the hardest part of the mission relatively trivial. You just need time and the patience of a saint; the entire run took one hour and 14 minutes.

So, will Saber cut this cheese out the game? It’s promised a patch this week to address balance concerns sparked by Update 4.0’s heavy nerfs. Perhaps the poor old Bio-Titan will get a buff of its own.

IGN has plenty more on Space Marine 2, including a deep-dive on the game’s burgeoning modding scene and accompanying complications. Last month, Saber Chief Creative Officer Tim Willits told IGN how the breakout success of Space Marine 2 had “changed everything” for the company. And eagle-eyed fans have spotted the Space Marine chapter now all-but confirmed to get a cosmetic pack after the Dark Angels, and even an unannounced new Thousand Sons enemy type.

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.

It Took About 2 Seconds for Nintendo’s Mysterious Switch Game to Leak

Nintendo is working to take down images of its new unannounced Switch game after the internet — as expected — leaked it online.

Earlier this month, Nintendo asked those who successfully signed up for its then mysterious Switch Online Playtest not to reveal what it is once it went live. Documentation included a request “that you do not discuss or disclose content from either the Nintendo Switch Online: Playtest Program test software or website with others.”

At the time, the internet collectively scoffed at that request. And now, it’s all out in the wild. Today, October 21, ahead of the playtest going live on October 23, some users were able to download the playtest, which weighs in at 2.2GB. Images of this website and its details are now spreading across social media, Discords, and subreddits.

The leak appears to have been kickstarted by X/Twitter user @Ethan_ThisGuy, who posted images of the playtest website along with the post: “hope Nintendo doesn’t kill me for this.”

Spoilers for Nintendo Switch Online: Playtest Program test follow:

Those images, which X/Twitter has now pulled offline “in response to a report from the copyright holder” (a clear sign of their legitimacy), reveals a social MMO hybrid experience some are already comparing to the Miiverse, Nintendo’s discontinued social network for 3DS and Wii U.

The idea, according to leaked images of the Nintendo website, is to work with other players to develop a massive planet via farmed resources and building on your own plot of land. Players use Beacons that emit a healing light that “purifies and develops the land.” The idea is to place multiple Beacons until your planetary block is fully developed.

The player’s Beacon sounds like a protected space in which only they can move, lift, or edit items. Outside their Beacon is considered a public space anyone can work in.

There’s a ‘Dev Core’ that acts as a player hub. Here you level up your character, obtain items, and talk to other players. Players earn points for developing the land and socializing with others.

There’s a definite user-generated content (UGC) aspect to this new game, and you’ll be able to share what you make with others. This is very Nintendo: it says to create UGC players must pass a test in-game to show they understand “the importance of respectful communication.” Only then will players obtain a UGC License and be able to create UGC. There is, as you’d expect, a player report feature, which I imagine will come in handy for tackling all those… certain things players will inevitably build.

And finally, as Nintendo had signaled, it recommends playing this new game in TV setup with a wired connection, given it’s a server-based experience.

That’s all we have for now. It’s odd that Nintendo would insist on such secrecy around what sounds like a relatively straightforward Switch online MMO (we still don’t know the name of the thing), but hopefully we’ll know more when it actually goes live later this week and, well, the whole thing inevitably leaks.

This is a Switch experience for now, but the big question is whether it will also be available on the upcoming Switch 2, which Nintendo has yet to formally announce.

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.