We Played Resident Evil Requiem In Both First-Person And Third-Person

Officially, it’s called Resident Evil Requiem, but make no mistake: this is the ninth mainline entry into the Resident Evil franchise, and set to star yet another new protagonist: FBI Agent Grace Ashcroft.

While Capcom surprised everyone with a trailer during the Summer Games Fest trailer, we got a chance to get the first hands-on preview with Resident Evil Requiem (aka Resident Evil 9) shortly after the announcement. And fans will be happy to know that Capcom is still keeping the series rooted in its newfound survival horror goodness.

First Person or Third Person?

The first question for everyone is likely to be whether or not Resident Evil Requiem will be in the first-person perspective like past mainline games Resident Evil 7 and Resident Evil Village, or will it be playable in third-person like the Resident Evil remake games? The answer to that is both!

That’s right, from the jump Capcom will let players toggle between first-person and third-person perspectives through the Options menu at any point during the campaign. While it’s not the most seamless way to change perspectives, the fact that Resident Evil Requiem lets you swap perspectives at all without needing to restart feels pretty revolutionary for this series.

And with the perspective swaps comes an interesting dilemma, at least one that I encountered while playing Resident Evil Requiem. But first, let me set the table for you.

Scary Times at the Wrenwood Hotel

The trailer shows agent Grace Ashcroft as she awakes upside down on a scary looking examination table, and this is where the gameplay demo begins. Once free, Grace must navigate what appears to be a medical ward. It’s unclear if this is in the hotel or in a separate location, but like other Resident Evil locations such as Raccoon City Police Department, for example, this medical ward appears to be decorated by someone who loves classical architecture.

Grace is pretty powerless from the get-go, and she’s only able to pick up makeshift weapons like glass bottles to use as projectiles. The narrow hallways are sometimes bathed in blinking red emergency lights, or no lights at all, while some doors only lead to pure darkness. At some point Grace finds a lighter that helps her navigate these previously unlit areas.

Capcom describes Grace as a kind of bookworm – as evinced by the trailer when she’s surrounded by a stack of files. So while she’s had combat training thanks to being in the FBI, she’s not a hardened combat veteran like Leon Kennedy or Jill Valentine. That means she’s more afraid of her nightmarish surroundings, and as you explore the dark hallways, you can hear Grace as she lets out calming breaths to steady her nerves. It does a lot to convey how powerless Grace feels compared to more confident heroes like Leon or Jill, and even helps her stand out against Resident Evil’s last new hero, Ethan Winters, who was stoic to a fault.

I know online there’s been some theorizing about who the true main character of Resident Evil Requiem is. And while Capcom has done bait-and-switches before for Resident Evil protagonists, Grace Ashcroft makes a compelling new hero, whose vulnerability in particular already helps her stand out. I’m curious to learn more about Grace, particularly her connection to the forgotten Resident Evil Outbreak games.

Eventually, Grace will encounter a horrifying new monster that kind of reminds me of the creature from the 2022 horror film Barbarian (Fun fact: Barbarian director Zach Cregger is set to direct the next Resident Evil live-action movie). This monster will stalk Grace through the dark corridors much in the same way as Mr. X or Lady Dimitrescu. Combined with Grace’s palpable fear, running away from this mysterious new monster feels even more terrifying and reminds me almost like the first time I played Amnesia: The Dark Descent.

However, this fear I describe is mostly present if you play the game in first-person perspective. And as Capcom revealed during the preview, you can switch perspectives at any time. When I played the demo I did extensive testing in third-person mode, including while running away from Requiem’s new monster. In third-person I found that the tension of hiding and running to still be there, but the fear factor was replaced somewhat with a more action-like feel. In third-person, running away from the monster felt a little more tactical than survival-horror, though given Grace’s limited arsenal it was no less stressful.

Like I said, with only bottles to throw at the monster, Grace is better off running away, and in third-person Grace will stumble over her own feet while getting away, highlighting her inexperience and adding more stress to the encounter.

Resident Evil Requiem director Koshi Nakanishi says that the game will stay true to the survival horror core, but highlight a kind of thrill to the action – and I feel like these two elements are highlighted whenever you swap perspectives. For exploration and dread, first-person is the way to go, but for monster encounters, third-person feels livelier.

Visually, Capcom maintains the high standards set by all previous Resident Evil games since switching to the RE Engine with particular emphasis added to the contrast between light and dark. There are moments where Grace will turn on a hallway light only for it to cast the smallest light possible, while casting menacing shadows.

With Resident Evil Requiem, you no longer have to make the choice between first-person and third-person perspective, something Capcom flirted with when it released a third-person option as DLC for Resident Evil Village. While the balance between horror and action naturally shifts depending on the perspective, my main takeaway is that Resident Evil Requiem was exciting to play in either mode, and looks to continue Capcom’s strong string of game releases.

Matt Kim is IGN’s Senior Features Editor.

Report Sheds New Light on Dragon Age: The Veilguard’s Development Turmoil, Reveals Dialogue Rewrite Sparked by Forspoken’s Failure

A report has shed new light on Dragon Age: The Veilguard’s tumultuous development, and raised concerns about the future of BioWare.

In January, publisher EA said Dragon Age: The Veilguard had “underperformed” versus its expectations by around 50%, just days after the game’s director Corrine Busche confirmed she was leaving the company. Meanwhile, other BioWare staff who worked on the game were laid off. In the same month, BioWare signalled it had released its final update for Dragon Age: The Veilguard, with no further content announced or expected.

IGN has reported on The Veilguard’s development before, detailing how it was rebooted from a single-player game into a live-service multiplayer game and back again. Now, Bloomberg’s Jason Schreier has revealed new insights into the goings on at BioWare during the making of The Veilguard, revealing exactly why it ended up disappointing some fans with a lack of meaningful choice and consequence — key qualities BioWare’s best games are best-known for.

Schreier revealed that many of The Veilguard’s issues were a hangover from the pivot from multiplayer back to single-player RPG, including its tone, dialogue, and lack of tough choices for the player. One tidbit stands out: BioWare was spooked by the failure of Square Enix’s Forspoken, worrying The Veilguard’s now out of fashion snarky tone would fuel a similar fate. So a “belated rewrite” of the game’s dialogue was ordered to “make it sound more serious.” This, in turn, resulted in tonal inconsistencies.

There were also internal concerns about how The Veilguard was being marketed (“an initial trailer made the next Dragon Age seem more like Fortnite than a dark fantasy role-playing game, triggering concerns that EA didn’t know how to market the game”).

EA declined to comment to Bloomberg on the piece.

The upshot of The Veilguard’s failure is that a small team is working on Mass Effect 5, but there are concerns about BioWare’s future. Dragon Age appears dead following the failure of The Veilguard, which when counting Mass Effect: Andromeda and Anthem is BioWare’s third flop in a row. Could EA close it down?

Bloomberg quoted TD Cowen analyst Doug Creutz as saying that while EA needs more than sports to be successful, “if they shuttered the doors [of BioWare] tomorrow I wouldn’t be totally surprised. It has been over a decade since they produced a hit.”

Check out Bloomberg’s piece for the full story.

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

Nintendo Switch 2 Closer to Xbox Series S Than PS4 in Terms of Raw Computing Power, Koei Tecmo Says

Wondering just how powerful the Nintendo Switch 2 is in terms of raw computing power? One developer has said it’s closer to the Xbox Series S than the PlayStation 4.

In an interview with wccftech, Takuto Edagawa, producer of Koei Tecmo’s Wild Hearts S, said that while it’s difficult to generalize about the power of the Switch 2, the Series S is a decent comparison.

There are a lot of characteristics when it comes to raw computing power so it’s difficult to generalize, but I think it can be thought as closer to the Series S.

Switch 2’s tech specs include a custom Nvidia GPU with dedicated RT Cores and Tensor Cores. Ahead of the console’s launch, Nvidia said the GPU enables 10x the graphics performance of the Nintendo Switch, with AI upscaling via DLSS and ray tracing.

The Xbox Series S is the less powerful alternative to the Xbox Series X. It launched alongside that console in 2020, in direct competition with the PlayStation 5, and this November turns five years old.

If the Switch 2 is similar in power to the Xbox Series S, that suggests it will run most third-party games. Microsoft mandates that any game that launches on the Xbox Series X also launches on the S, so any developer working on a game for the current-gen Xbox must ensure the S is capable of running it.

It’s also worth noting that Microsoft and Activision are still working on bringing Call of Duty to Switch. The recently announced Black Ops 7 isn’t confirmed for Switch 2 yet, but we do know it’s planned for release on the last generation of consoles (PS4 and Xbox One). That should mean it’ll run fine on Switch 2, based on Edagawa’s comments.

Indeed, Switch 2 released with a number of third-party games to flesh out its launch lineup, including CD Projekt’s demanding Cyberpunk 2077. Where the Switch lacked many third-party multiplatform games, perhaps the Switch 2 will thrive.

Switch 2 is off to a great start, selling 3.5 million units in just four days. That’s enough to make it the fastest-selling Nintendo hardware ever.

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

ConcernedApe Says the World of Haunted Chocolatier Will Be Even ‘Larger’ Than Stardew Valley

Stardew Valley creator Eric “ConcernedApe” Barone has confirmed his upcoming game, Haunted Chocolatier, is “larger” than the already sizeable Stardew Valley.

How much bigger, or in which way it’s bigger? Sorry — Barone didn’t elaborate. “The world of Haunted Chocolatier is larger than Stardew Valley” is the full extent of his message. If he’s referring to the length of the game, however, How Long to Beat? has the average Stardew Valley playtime listed as over 50 hours for just the main story, and around 168 hours for a completionist run.

Perhaps unsurprisingly, then, these 10 words sent a ripple of excitement through his fan communities, with one exclaiming: “[Concerned Ape] STOP TEASING. I MEAN- DONT STOP TEASING. I MEAN- IDK IM SO EXCITED BUT I DONT WANT U TO RUSH TAKE UR SWEET ASS TIME WE LOVE U.”

Last month, Barone admitted that he “didn’t want to just be the Stardew Valley guy,” explaining that was why he’s currently working on Haunted Chocolatier. We shouldn’t expect a release date anytime soon, though — there’s “still a lot to be done,” Barone recently admitted, particularly as he feels it’s “got to be better” than Stardew Valley.

However, he also suggested that he may “eventually make a Stardew Valley 2.” Before you get too excited, however, the developer also said it’s “so much easier to just add more stuff to Stardew Valley than to make a whole new game from scratch.”

“It’s all the systems — all the major systems — are already all done. That’s the stuff that’s not fun to do. When I make an update [for Stardew Valley now], it’s like, you know, oh, throw in this, throw in that. Let’s add green rain — like, these random, whimsical ideas.”

Barone announced Haunted Chocolatier back in 2021. Much like Stardew Valley, it will be a top-down pixel-based sim, and it looks to have much the same flavor as ConcernedApe’s previous work.

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

Embracer CEO Who Oversaw High-Profile Acquisitions, Studio Closures, and Thousands of Layoffs to Step Down Later This Year

Lars Wingefors, founder of Swedish gaming company Embracer, is stepping down from his CEO role. Current deputy CEO Phil Rogers will assume the position from August 2025.

Embracer, which oversees IPs like The Lord of the Ring, Dead Island, Metro, and Tomb Raider, is no stranger to change, of course. After making high-profile acquisitions like the purchase of Middle-earth Enterprises and Borderlands-maker Gearbox in 2022 and 2021, respectively, Embracer found itself in turmoil after a $2 billion deal with Savvy Games Group fell through. In the time since, the company has shut down Saints Row developer Volition Games, sold Gearbox, split from Space Marine 2 developer Saber Interactive, and overseen thousands of layoffs. Wingefors called the criticism and backlash to its missteps “painful.”

In April 2024, Embracer announced plans to split itself into three separate companies: Asmodee Group, Coffee Stain & Friends, and Middle-earth Enterprises & Friends to “unleash the full potential of each team and provide them with their own leadership and strategic direction.” The restructuring and closures saw 1,387 workers lose their jobs and 29 unannounced projects canceled. It recently announced plans to spin off Coffee Stain Group and renamed its The Lord of the Rings business Fellowship Entertainment.

Wingefors isn’t leaving Embracer entirely, however, and has been appointed executive chair of the board, with current chair Kicki Wallje-Lund moving to deputy chair. Wingefors will also be appointed director of the aforementioned Coffee Stain Group.

“With the start of this new phase, I am thankful for the years and lessons learned as CEO of Embracer,” Wingefors said in a statement (thanks, GamesIndustry.biz). “While the road has not always been straight, I am incredibly proud of the achievements made possible by our talented teams, which have created some incredible experiences for gamers.

“This new phase allows me to focus on strategic initiatives, [mergers and acquisitions], and capital allocation, ensuring Embracer’s continued growth and success. I am more convinced than ever that the best is still ahead of us. Having worked very closely with Phil over the past years, I have high confidence in his abilities. I look forward to a continued close collaboration to further strengthen the business and drive value in the coming years.”

Looking to the future, Embracer owns or controls over 450 franchises, with a long list of subsidiaries that includes THQ Nordic, Plaion, Coffee Stain, Amplifier Game Invest, DECA Games, Dark Horse, Freemode, and Crystal Dynamics – Eidos. It has 73 internal game development studios and over 7,000 staff.

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

MindsEye Dev Says It’s ‘Working Around the Clock’ to Improve Performance Amid ‘Mixed’ Steam User Reviews

The developer of MindsEye has said it’s working to improve the game’s performance after a number of players took to Steam user reviews to complain.

Build A Rocket Boy’s debut title launched on June 10 and has settled on a ‘mixed’ user review rating on Steam, where it also hit a peak concurrent player count of 3,302. Many of the negative reviews focus on MindsEye’s performance problems, which appear to be hitting PC gamers hard. There are also reports on various bugs, glitches, and NPC behavior oddities.

In response, Build A Rocket Boy issued a statement on the MindsEye subreddit, saying its engineering team is “working around the clock” to improve performance. Patch 3 will be revealed soon, it added.

Here’s the statement in full:

Thank you kindly to all of you who joined us as pioneers on day one! We understand that the current minimum spec requirements are very high, but our engineering team are working around the clock to improve performance on mainstream hardware as well as consoles by integrating the performance improvements in Unreal Engine V5.6. We will provide patch 3 update timing, including these improvements, within the next 24 hours. In addition to the main campaign, we would also value your thoughts on Build.Mindseye.

MindsEye, led by former Rockstar North chief Leslie Benzies, has endured a tumultuous run-up to release. Last week, Build A Rocket Boy said fans should wait for MindsEye’s official launch rather than play it before its street date, after early copies made their way into the hands of players.

“We want everyone to experience the story the same way at the same time on day one, without bias,” Build A Rocket Boy said in a statement issued in response to early copies being played. “This means waiting until the official release date to play through the game firsthand.”

Mention of bias in the studio’s statement sparked speculation that the company was referring back to comments made by its co-CEO Mark Gerhard, who suggested there had been a “concerted effort” to “trash the game and the studio” with negative social media posts from paid accounts or bots.

IGN subsequently put this claim to Hakan Abrak, boss of Hitman developer IO Interactive, the company which is publishing MindsEye. His response: “I don’t know. I don’t believe that. I don’t believe that. I just think the game should speak for itself on June the 10th.”

Physical copies of MindsEye also needed a “major” update for “key improvements to ensure MindsEye plays as we intended and to meet all the characters at their best.”

And just days before MindsEye’s launch, Build a Rocket Boy’s Chief Legal Officer and Chief Financial Officer confirmed they had left the company, sparking concern from the studio’s fledgling community.

Steam concurrents do not tell the whole story, of course. MindsEye launched on PlayStation 5 and Xbox Series X and S as well as PC, so its true concurrent player count will be higher than that reported on Valve’s platform.

MindsEye carries a $59.99 price tag. At launch, there is a “tightly crafted linear story campaign,” and what’s called “single-player free roam,” but there are also a number of missions: a horde mode mission called “Destruction Site Shootout,” and two combat missions (“Honor Amongst Thieves” and “Friendly Fire”). Also at launch are six races, six checkpoint races, and three drone races. If you get the premium pass, you get an extra horde mode mission and an exotic cosmetics pack.

Following launch, Build A Rocket Boy said it will deliver a “constant stream” of fresh premium content monthly, “ensuring MindsEye is a living, ever-expanding player experience.” This includes new missions, challenges, and game assets. “The continuous stream of studio-developed content, combined with the very best of the community’s own beautiful creations, means that MindsEye will continue to surprise and delight its players for decades to come,” Build A Rocket Boy added.

Build A Rocket Boy also confirmed its 2025 roadmap of content. In the summer there will be community updates, new missions, in the fall new single-player modes, multiplayer, and new missions, and in the winter free roam updates and new missions. Premium pass owners get extra missions and new packs throughout.

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

Games Workshop Forced to Pull Its Own Website, Warhammer.com, Offline After Scalpers Descended Upon Pre-Orders for a Special Edition Horus Heresy Book

Games Workshop was forced to pull its own website, Warhammer.com, offline after scalpers caused chaos during the launch of pre-orders for the Siege of Terra: End of Ruin special edition book.

The Warhammer maker launched pre-orders for the hotly anticipated special edition of Siege of Terra: End of Ruin, a new anthology of short stories set during the aftermath of the Siege of Terra and the Horus Heresy. For the uninitiated, the Horus Heresy is the Space Marine civil war that took place 10,000 years before the current Warhammer 40,000 setting. It is the foundation of 40K’s grimdark universe, and reveals how the carrion Emperor ended up on the Golden Throne.

Siege of Terra: End of Ruin is a hugely exciting release for 40K lore fans, but its special edition is even more enticing. It features a leather-effect cover with gold foil details, gilt page edges, and a metal emblem of a ruined Imperial eagle.

Games Workshop had signaled the special edition would be available “strictly while stocks last,” and that it would go on sale at 10am UK time on June 10. It also told fans it planned to use a queue system “to ensure fair distribution.”

Unfortunately, this queue system caused chaos, with fans desperate to pre-order the book unable to make progress. Amid frantic messages of complaint across social media, Discords, and subreddits, Warhammer.com suddenly… stopped. It was offline, and no-one knew why.

Anger grew as those who had carved out time to be there for the pre-order launch were left empty handed. Eventually, Games Workshop issued a statement on the debacle — a rare event in itself — to say it had brought Warhammer.com offline itself because it had noticed scalpers were bypassing its systems.

“Scalpers attempted to use bots to bypass our normal safeguards,” Games Workshop said. “Our eagle-eyed Tech Priests caught this happening in real-time, so we pulled Warhammer.com offline.”

The upshot is that Siege of Terra: End of Ruin is currently unavailable on Warhammer.com, in its place is a page asking for an email for a notification. Games Workshop said the special edition is still coming, “we’re just absolutely determined that real fans get it.”

“All erroneous orders are being purged,” Games Workshop continued. “This is our number one priority. Please forgive us for a delay as we sort it all out.”

The statement has gone some way to calm angry fans who had hoped for a smoother launch of the special edition. Some are calling Games Workshop’s actions here a “small victory” over the scalpers, although there is a healthy dose of skepticism about the company’s efforts to truly combat the bots. Some are calling on Games Workshop to use a raffle system, as other companies do for their high-profile products, or, even better, force interested customers to pass a Horus Heresy test to prove their worth.

In truth, Games Workshop has suffered pre-order problems for years now, and special edition book launches are often plagued by scalpers who go on to sell the products at hugely inflated prices. All eyes are on Games Workshop to see how it handles pre-orders for the Siege of Terra: End of Ruin special edition when they’re eventually re-launched.

And let’s remember that Games Workshop is no minnow. In fact, the Nottingham, UK company is doing so well that it’s handing out £20 million (approx. $27 million) to its staff as a bonus.

Games Workshop’s main business is the sale of miniatures fans assemble and paint for use in tabletop wargames, such as Warhammer 40,000. But it is increasingly an IP business, with huge revenue from smash hit video games such as last year’s Warhammer 40,000: Space Marine 2, and animations, such as Amazon’s Warhammer 40,000 Secret Level episode. Games Workshop and Amazon recently finalized a deal for Henry Cavill’s Warhammer 40,000 Cinematic Universe, which will involve the creation of films and television series. Space Marine 3 is also in development.

Image credit: Games Workshop.

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

inZoi Publisher Dismisses Plummeting Steam Concurrents, Insists Sales Are a Better Indicator of Performance Because It’s a Single-Player Game

inZoi publisher Krafton has addressed an ongoing debate about its plummeting Steam concurrent player count, insisting that as a single-player game sales are a better indicator of performance.

The eye-catching The Sims competitor launched big on Steam with an all-time peak concurrent player count of 87,377. Krafton announced inZOI sold impressive 1 million copies in a week, the fastest sales milestone ever for a game published by the South Korean megacorp. It rose to number one on Steam’s Global Top Sellers List (by sales revenue) just 40 minutes after release, with CEO CH Kim said at the time that Krafton planned to “foster” the game as a “long-term franchise IP.”

However, inZoi’s Steam concurrent player count has dwindled since launch, with a 24-hour peak of 1,477. As TheGamer reported this week, inZoi’s peak concurrent player count even dropped below the 16-year-old The Sims 3 on Valve’s platform.

IGN asked Krafton for comment on the situation, and it responded to dismiss Steam peak concurrent player figures as a barometer of the game’s success because it is a single-player game.

“inZOI continues to steadily generate sales, and as a single-player game, it would be most appropriate to refer to the additional sales count at each major update point as opposed to concurrent player count on Steam in measuring the game’s performance,” Krafton said.

The focus on Steam concurrent player numbers has become a hot topic within the industry in recent years, with a number of developers and publishers insisting they don’t tell the whole story of a game’s performance, particularly for single-player games.

In 2024, John “Bucky” Buckley, community chief at Palworld developer Pocketpair, said our obsession with the concept of the “dead game” and player counts was unhealthy for the video game industry and gamers. And in April this year, Alex Bolle, production director on Helldivers 2, told IGN that Steam concurrents are “a metric among many others.”

As for inZoi, Steam user reviews, which do have a significant impact on a game’s visibility on Valve’s platform, remain ‘mostly positive’ for all reviews, but are on ‘mixed’ for recent reviews. As an Early Access game, it has yet to fully release, a point Krafton made in its statement to IGN:

“That said, Early Access is only the beginning of inZOI’s journey, and in many ways our work is just starting. During this phase, the team’s top priority is gathering player feedback and continuing the development of the game with more enhanced features, improved performance, and an overall immersive and engaging experience. We’re thankful for our dedicated inZOI community and look forward to sharing new content updates over the coming months.”

Meanwhile, Krafton announced inZOI is coming to the Mac App Store and Steam in August. The Mac version of inZOI is optimized for the latest macOS on Apple Silicon, Krafton said, and takes “full advantage” of Apple’s MetalFX and Core ML “to deliver the same great gameplay experience as on Windows.”

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

The Untethered Meta Quest 3S Is on Sale Today: The Best Headset for New VR Gamers

Starting this week, Meta has dropped the prices on both Quest 3 VR headset options. The 128GB model is $269.99 after a $30 off discount. and the 256GB is $349.99 after a $50 off instant discount. These discounts are honored at major retailers including Amazon, Target, and Walmart. The Meta Quest 3S is widely considered the best value in VR gaming. Not only is it priced hundreds less compared to most other competitors (including Meta’s own Quest3), it’s also a standalone untethered gaming system that doesn’t require a PC or PlayStation 5 to run,,

To sweeten the pot even more, every Quest 3S purchase includes a copy of Batman: Arkham Shadow VR game and a three-month trial of Meta Quest+. In IGN’s 8/10 review, Dan Stapleton wrote that “Batman: Arkham Shadow makes most of the Arkham series’ defining gameplay work respectably well in VR, and its mystery story pays off.”

Meta Quest 3S VR Headset with Batman: Arkham Shadow

The Quest 3S is an improvement over the original Quest 2 in every way and, amazingly, without a price increase. It also adopts many of the same features of the more expensive Quest 3, like the new and improved Touch controllers, the upgraded SnapDragon APU, and support for full color AR passthrough. In IGN’s 9/10 Quest 3S review, Gabriel Moss wrote that “raw processing power, full-color passthrough, and snappy Touch Plus controllers make the Quest 3S a fantastic standalone VR headset that also brings entry-level mixed-reality gaming to the masses for – arguably – the very first time.

What really sets this deal above all other VR deals is that the Meta Quest 3S can be played completely untethered. That means you can play games like Beat Saber or Pistol Whip without having to own a powerful gaming PC or a PlayStation 5 console. Try to find another standalone VR headset at this price and you’ll come up empty.

How Is the Quest 3S Different from the Quest 3?

Even at retail price, the Quest 3S comes in at $200, or 40% cheaper than the $500 Quest 3. Obviously, some compromises were made to get the 3S to its competitive price point. The spec comparisons are listed below:

Quest 3S vs. Quest 3 Similarities

  • Snapdragon XR2 Gen 2 processor
  • Touch Plus controllers
  • 120Hz refresh rate
  • Mixed reality passthrough (same cameras, different layout)

Quest 3S vs. Quest 3 Differences

  • Lower per-eye resolution (1832×1920 vs 2064×2208)
  • Fresnel lens vs. pancake lens
  • Lower FOV (96°/90° vs 104°/96°)
  • Smaller storage capacity (128GB vs 512GB)
  • Longer battery life (2.5hrs vs 2.2hrs)

For the price, the Quest 3S is a better value than the Quest 3, and the best choice for gamers who are just starting out in the world of VR and want to test the waters. It is hands down a major improvement over the Quest 2 that it replaces.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

The Legend of Zelda: Tears of the Kingdom – Nintendo Switch 2 Edition Review Update

I’m deep into my Switch 2 review, and with Mario Kart World and Welcome Tour being the only two first-party exclusives, a big part of that process has been looking back at the upgrades existing games got. We’ve already taken a look at Breath of the Wild, but I spent the weekend revisiting the stunning sequel I reviewed back in 2023. And not only does The Legend of Zelda: Tears of the Kingdom still hold up as a game I can’t wait to lose a few dozen more hours in, the updates and additions made to the Switch 2 Edition make it feel like this is the way it was always meant to be played.

Before we dive to the depths below, lets look back at what I said about Tears of the Kingdom in my initial review:

That’s just as true today as it was then, and I wouldn’t second guess the 10 I slapped on it in 2023 for a second. Tears of the Kingdom may not have been the completely table-flipping revelation its predecessor was, but the way it expanded both that formula and the world was truly staggering. There’s a ridiculous amount of stuff here, and almost none of it is less than amazing. But what about the changes in the Switch 2 Edition specifically?

HDR is an absolute game changer in the Depths

Perhaps the most jaw-dropping thing that is part of this update is the Switch 2’s ability to take advantage of HDR displays. The increased framerate and resolution are nice enough on their own, but exploring the dark of the Depths with the benefit of HDR is, forgive the pun, a night-and-day difference. Uncharted areas are still pitch black until illuminated, so it’s not like exploration there has been made entirely trivial, but areas with low light are suddenly so much clearer than they used to be. It takes out some of the frustration of stumbling around in the dark without removing the tension.

Tears of the Kingdom doesn’t lag anywhere anymore

Alongside those visual improvements comes improved performance. Tears of the Kingdom was never terrible in this regard, but it did slow down or start to hitch in busy moments from time to time on Switch, and that’s completely gone on Switch 2. Similarly, diving from the sky straight into the Depths could occasionally pause for a quick second to let the world load, but I never once saw that happen on Switch 2.

Building is finally buttery smooth as well, as using your Zonai abilities was another one of the moments you could potentially see things start to chug. Once again, that’s all slick and clean here. These aren’t the most monumental of improvements for an update upgrade that does cost money (if you don’t have the Nintendo Switch Online Expansion Pass), but they make Tears of the Kingdom feel like it has finally reached its final form – and they are helpful enough that I am seriously considering playing a lot more of this game than I initially thought I would have when I decided to revisit it.

Load times are super fast now

Speaking of performance, a special shoutout should go to the load times specifically. They are now ridiculously fast. The loading screen has always had this little animation where your icon blips out on the map, which then scrolls over to your new location, and then you finally blip back in. The Switch 2 Edition load times are so fast you barely even have time to watch the icon vanish before you are back into the action. It rocks.

It shares a lot of its biggest updates with Breath of the Wild

Both Breath of the Wild and Tears of the Kingdom were able to benefit from the Switch 2’s beefed-up hardware to make these technical upgrades, but the two games also share a lot of new integration with the Nintendo phone app. The addition of audio logs that you can find at certain locations and listen to on your phone is a neat touch, as is being able to store and share items in a way that is effectively a massive increase to your inventory size.

Tears gets one unique ability, though: you can save your builds as QR codes and then share them between friends so you can quickly reconstruct each other’s stuff. That’s a cool idea, but I was a little disappointed that it lacks any sort of built-in sharing or discovery tools to go with it. If you want to see what other people have made, you pretty much have to seek codes out on forums or social media, and I think more likely I just won’t get much use out of this function at all as a result.

Now is the time to actually beat Tears of the Kingdom

Finally, while not specifically relevant to the updated version of this game, a quick PSA/desperate plea from me: please beat Tears of the Kingdom if you haven’t already! The ending is so good. If you beat Breath of the Wild, its okay ending might make you think there’s similarly not much to see here – but the end of Tears is genuinely incredible. The final fight is possibly my favorite in any Zelda game, and the places its story goes are as unexpected as they are awesome. With all these improvements, there’s never been a better time to discover what you missed if you didn’t see it to the end two years ago.

That’s my quick look at The Legend of Zelda: Tears of the Kingdom’s Switch 2 Edition, though I’m certainly excited to see more of it after what I played this past weekend. Once again, this really does feel like the way this game was always meant to be played, and I’m thrilled by the idea of a new generation discovering it for the first time. It’s sure to keep you more than busy until I’m back with my final Switch 2 review in the next week or so.