The Callisto Protocol Gets New Game+ and a Number of Fixes

Alongside a number of fixes that, among other things, addresses the Maximum Security Achievement/Trophy bug, The Callisto Protocol’s latest update has added New Game+.

Striking Distance Studios shared the patch notes for the v. 3.01 update on Reddit, and it will finally allow players to jump back into the horrors of The Callisto Protocol after they roll credits with all of their weapons, upgrades, and Callisto Credits.

Some of the other fixes include general performance optimizations, players no longer taking damage when vaulting over objects, voice leveling and subtitle mismatch adjustments, and much more.

The full list of changes in update v. 3.01 can be seen below;

NEW GAME+

  • Users who previously completed the game will have access to NewGame+ after the patch.
    • Application restart may be required.
    • Requires an active save file from game completion.

GLOBAL

  • Fixed an issue where some users were not correctly granted the “The Protocol is About Life” achievement
  • Added New Game Plus. Complete the game to unlock New Game Plus and carry your progression over to a new save. All weapons, upgrades, and Callisto Credits can be collected at the first Reforge
  • General performance optimizations across all platforms
  • Players no longer take damage when vaulting over obstacles
  • Fixed multiple issues where certain camera angles or progression paths could cause environments to stream out and allow Jacob to fall through the ground
  • Consistency pass on cabinets, lockers, and shelves to display correctly in High Contrast mode
  • Voice leveling and subtitle mismatch adjustments across localized languages

PC

  • Fixed low frequency crash in the Tunnels level during the Two Head fight
  • Skip Cinematics button has been mapped to the Interact/Pickup input
  • Fixed a long hitch when enabling Ray-Traced Shadows in the main menu
  • Prevented mouse cursor from displaying during some area transitions

PS4

  • Fixed low frequency crash in Snowcat when Jacob is talking to Dani

In our The Callisto Protocol review, we said it “is a satisfyingly gory spiritual successor to the Dead Space series, but it’s ultimately more of a striking modern mimic than a scary new mutation.”

For more, check out our performance review of The Callisto Protocol, our full wiki for the game, and reports that the new title didn’t meet the company’s sales expectations after being described as a “quadruple-A” game.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

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

Video Game Remakes Should Be More Than Just HD Clones of Old Games

Directors and Hollywood studios have been remaking films for decades. Many of those remakes are considered among the best movies of all time: The Thing, Heat, Scarface, A Fistful of Dollars, The Departed… the list goes on. Each one of these examples reexamines and recontextualizes the original story, creating a recognisable but – vitally – distinct final product. A good remake retains the core essence, but provides a new perspective on the same events. This is a pathway that video game developers seem largely hesitant to follow, and that threatens to have the industry stuck in a creative rut. Nostalgia continues to exert its iron grip on pop culture, and it’s asking us to pay full price for games we’ve already played.

Among the least inspiring movie remakes are those that are overly beholden to the original work. Gus Van Sant’s 1998 shot-for-shot remake of Psycho comes to mind, as does Disney’s current campaign to pointlessly clone its animated back catalogue in live-action format. Sony’s first-party studios have adhered to a similar approach over the last few years with remakes of Shadow of the Colossus, Demon’s Souls, and last year’s The Last of Us: Part 1. While these remakes are undeniably fantastic games, that’s almost entirely down to their timeless original concepts – preserved almost entirely intact like precious museum pieces – rather than any new ideas.

Developer Bluepoint Games brings astonishing and valuable visual craft to its remakes of multi-generation old games, but its dedication to perfectly replicating the original experiences means each is still trapped by the constraints of its former console. Shadow of the Colossus’ world feels barren by limitation rather than design, while both horse riding and climbing remains as awkward as it was back on the PS2. Demon’s Souls’ setting is split into video game-y zones that frustratingly hold onto the one checkpoint per level design, rather than embracing FromSoftware’s later (and superior) approach to bonfire placement and immersive world layouts. These are two of the most lovingly created remakes of all time, but ultimately it’s money for new graphics. It’s hard not to imagine how much more interesting these games could be if new and modern ideas were appropriately applied to them.

But at least Bluepoint was working with games that genuinely did benefit from a huge visual upgrade. Naughty Dog’s 2013 survival horror classic remains very strong in its visual direction – particularly its PS4 remaster – and so it’s difficult to see exactly what the creative point of The Last of Us: Part 1 remake is. At the very least, it was a chance to weave the Left Behind DLC into the main game for a seamless story, but we didn’t even get that. Instead it’s nearly identical to the game many of us have bought and played twice before.

It’s hard not to imagine how much more interesting these games could be if new and modern ideas were appropriately applied to them.

I worry the upcoming Resident Evil 4 will also fall into the same trap. Developer Capcom does have a phenomenal track record with Resident Evil 2, which completely reimagined the PlayStation 1 classic with modern visuals and – most importantly – gameplay. But the rules of its over-the-shoulder horror template were established with the original Resident Evil 4, a game so perfectly engineered that it not only still holds up well, but defined the principles upon which almost every third-person action game follows today. So what, exactly, is it about Resident Evil 4 that needs remaking? Why did Capcom not opt for Code Veronica, or the original Resident Evil, both of which would hugely benefit from the same bold reinvention treatment used for RE2? I can’t help but wonder if the Resident Evil 4 remake will simply follow Sony’s lead and be a clone with a fresh coat of paint.

In a similar spot is Dead Space, the EA horror game so inspired by the Capcom classic that it was referred to as “Resident Evil 4 in space” even among its developers. Like RE4, the original Dead Space holds up well today, so much so that when I played several hours of the upcoming remake for December’s IGN First, it was – graphics aside – often hard to tell the difference. Thankfully EA Motive has augmented this visually upgraded version with several new ideas, including mechanics from Dead Space 2 as well as new side quests, redesigned weapons, updated level design, and some small adjustments to the story. So while the remake is undeniably close to an experience readily available on Game Pass, so much so it feels something more akin to an extended edition, there are fresh experiences to be found. I hope there’s more of that in the hours I’ve yet to play, but I also can’t help but wonder what Dead Space would look like with a back-to-concept-stage approach. Perhaps a first-person perspective, or a greater emphasis on survival over shooting?

So why are so many video game remakes unlike the bold reimaginings that movie remakes are? The clone-like process is understandable when you take a closer look at industry trends and challenges. We’re demanding significantly more lavish production values and so projects cost much, much more than they used to. In response, entertainment culture as a whole has become increasingly nostalgic. Companies, be it film and television studios or video game developers, are seeking out pre-existing worlds and characters that are proven successes and come with (almost) assured popularity and massive sales. A decade ago, that was franchises, hence the explosion of things like the MCU and Call of Duty. Today, studios need even safer bets. Hence remakes.

Video game remakes not only come with an established and die-hard fanbase, but also a package of development benefits. There’s a huge amount of groundwork already complete; characters, story, locations, mechanics – the pre-production ‘creative vision’ – is all there. And, in many cases, so are the tools, since remakes are often developed in engines the team is already deeply familiar with. A remake is not a cheap thing to make by any means, but without the need for that initial pre-production expenditure it can be much more cost effective than a whole new game. And, crucially, the money raised by a ‘safe’ remake can then be invested in a much more expensive, ambitious project. In a world where AAA development costs have skyrocketed, it is understandable why remakes are becoming an increasingly popular direction.

In a world where AAA development costs have skyrocketed, it is understandable why remakes are becoming increasingly popular.

But if developers want to provide perfect replicas of old games rather than bring new creativity, there’s an option for that: remasters. It’s a format that’s suffered a bad reputation thanks to the dreadful quality control in things like the old Silent Hill HD Collection and more recently the Grand Theft Auto trilogy and Blade Runner remasters, and so it’s unsurprising some studios are looking towards full remakes as better guarantees of quality. But remasters don’t have to be subpar. Last year’s fantastic Crisis Core: Final Fantasy 7 Reunion is the perfect showcase of how old games can be polished up without the need for a full remake. Updated textures, character models, lighting, UI, and new voice work has been, for lack of a better phrase, ‘layered over’ the old game. It’s still the 15-year old PSP game fans love, but it looks damn close to something released in the last few years. It’s also being sold for 50 bucks – 20 less than the biggest new games – and presumably will still make a profit. If we’re talking about giving old games the update treatment and preserving the exact same experience I can think of no better blueprint.

And on the opposite side of the Crisis Core coin is Final Fantasy 7 Remake, a prime example of the sort of ambitious remake I want to see more of. It has its development safety net – the characters, events, locations, weapons, and story beats that older players are deeply nostalgic for – but it reimagines all of that with a distinctly modern approach to gameplay and narrative. It’s perhaps a bit too wild with its changes to be the benchmark for all remakes, but it’s among my favourite games of recent years because of how much of a new perspective it brings to the JRPG classic.

That brings us back to Resident Evil 2, then. For the remake, Capcom kept the core ideas of the original game: playthroughs for both Leon and Claire, the RPD police station and its backtracking formula, the lab hidden beneath it, and the puzzles required to progress. But all that was reformulated to feel not like a dose of nostalgia, but a hit of modern survival horror. The flow of exploration, the relentlessness of Mr. X, the desperate and gory combat, even the rewritten dialogue and story beats; it’s all distinctly fresh. That’s what makes it the gold standard for remakes, and I hope it’s the inspiration that other studios look to in the future.

With that in mind, it’s not hard to look at some games and see their tremendous remake potential. While Sony Santa Monica ponders what comes next for Kratos, it would be fantastic to see God of War’s original PS2 adventures remade using the engine and mechanics of the Norse saga. A third-person brawler take on those classic bosses and environments would be fantastic, not to mention a more mature narrative take on Kratos’ angry era. I’d also love to return to Rapture in a BioShock remake that sharpens up its combat, offers more character build choices, and replaces that infamously dreadful final fight with something more fitting. Perhaps Andrew Ryan could even stop you from swinging that golf club in the ultimate expression of BioShock’s themes of player control.

There’s plenty of remakes on the horizon, and it’s exciting to think of what new experiences they will provide. What will an open-world lend to The Witcher 1? What will the evolution of cinematic presentation bring to the original Max Payne games? How will Silent Hill 2 catch us off-guard again? Hopefully these remakes are being led by directors as bold and inventive as John Carpenter, Martin Scorsese, and Brian De Palma, rather than companies content to simply make ray-traced replicas of gaming classics we’ve already played and paid for.

Matt Purslow is IGN’s UK News and Features Editor.

Marvel’s Avengers to be Delisted in September as Development Comes to an End

A little more than two years after its original release, Crystal Dynamics is preparing to end active development on Marvel’s Avengers.

According to a blog titled “Final Update on the Future of Marvel’s Avengers,” support will discontinue on September 30, after which digital purchases will no longer be available. All solo content will continue to be playable after support ends, and multiplayer will also remain available.

Crystal Dynamics does not plan to release any new stories, features, or Heroes, making Update 2.7 — which added the Winter Soldier and the Cloning Lab Omega-Level Threat — the final content release for Avengers. Spider-Man will remain a PlayStation exclusive.

The final balance update will be Update 2.8, which will be released March 31. Crystal Dynamics does not plan to release any new stories, features, or Heroes. Afterward, Crystal Dynamics says it will turn off the cosmetics marketplace and credits will no longer be purchasable. Credits balances will be converted into in-game resources, and all cosmetics will be made available for free.

“We know this is disappointing news as everyone in our community has such a connection to these characters and their stories,” Crystal Dynamics wrote. “We’re so, so grateful that you came on this adventure with us. Your excitement for Marvel’s Avengers — from your epic Photo Mode shots, to your threads theorizing who our next Heroes would be, to your Twitch streams — has played a large part in bringing this game to life.”

Developing…

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

Obsidian CEO: ‘I’d Love to Make Another Fallout Before I Retire’

Obsidian Entertainment CEO Feargus Urquhart said he’d like to create another Fallout game before he retires.

In an interview with Gamepressure, Urquhart was asked whether a new Fallout game would be possible under Obsidian, who developed Fallout: New Vegas. “I would love to make another Fallout before I retire. I don’t know when that is, I don’t have a date of my retirement,” Urquhart explained.

He continued, “It’s funny – you can say I’m already 52, or only 52. It’s one of those two, depending on the day. My hope is that’ll happen, but we’ll have to wait and see.”

Back in October, Urquhart said he’d like to create another Fallout game. The main question wasn’t whether Obsidian Entertainment would make one, but when will the opportunity arise to do it? Currently, Obsidian is working on Avowed and The Outer Worlds 2, which so far don’t have a release window.

However, Bethesda said that Fallout 5 would be the next project for the studio after The Elder Scrolls VI. So hopefully, something like a Fallout: New Vegas sequel could fill the void until then. According to Bethesda’s Todd Howard, Fallout: New Vegas was originally envisioned as a big expansion to Fallout 3 but it eventually became its own standalone product.

In IGN’s Fallout: New Vegas review, we said “In New Vegas, the fun Fallout 3 formula is intact, with more polished combat, high-quality side missions, and the exciting setting of the Vegas strip. Unfortunately, the bugs also tagged along for the ride.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Xbox and Bethesda Developer_Direct January 2023: How to Watch and What to Expect

Xbox and Bethesda are set to host their very first Developer_Direct on January 25, and the pair promise to reveal a bit more about the future of The Elder Scrolls Online, Forza Motorsport, Minecraft Legends, Redfall and more.

IGN is carrying the stream and, as usual, this watch guide will provide you with everything you need to know to watch the show, including when it starts, a list of places you can watch it with us, and what you can expect to see at the show.

Xbox and Bethesda Developer_Direct January 2023 Start Time

The upcoming Xbox and Bethesda Developer_Direct takes place on Wednesday, January 25, and will start at 12pm PT/3pm ET/8pm GMT. If you live in Australia, that translates to January 26 at 7am AEDT.

Where to Watch the Xbox and Bethesda Developer_Direct January 2023

If you’re interested in watching the upcoming Xbox and Bethesda Developer_Direct, we’ll be hosting the stream here and across our many channels on platforms like YouTube, Twitch, Twitter, Facebook, and more. Here’s the full list of places you can watch the show with us:

What to Expect at the Upcoming Xbox and Bethesda Developer_Direct January 2023

Xbox and Bethesda have specifically said to expect “the latest info for Xbox games launching in the next few months, including The Elder Scrolls Online, Forza Motorsport, Minecraft Legends, and Redfall.” One name notably missing from that list is Starfield, but Bethesda has bigger plans for that much-anticipated title.

“To dedicate the proper amount of time for a deep dive into Bethesda Game Studios’ Starfield, a standalone show is in the works,” Xbox Wire staff wrote.

As for what fans can expect from the games expected to be there, it all starts with The Elder Scrolls Online. Studio director Matt Firor will discuss 2023’s major Chapter update, including “the latest regions of Tamriel to become playable in ESO, as well as a major new feature coming in the game’s biggest update this year.”

If that isn’t enough ESO, the Developer_Direct will be followed by a ESO Chapter Reveal Event that will dive deeper into everything new coming to the game. If you are interested, you can also watch the ESO Chapter Revel Event on IGN’s YouTube.

Turn 10 Studios is planning on sharing “more gameplay and exciting new details” for Forza Motorsport and Mojang Studios will give an “insider’s look into the PvP multiplayer experience in Minecraft Legends.”

Lastly, Arkane Austin will showcase “several minutes of gameplay” from Redfall, and it will include single and multiplayer gameplay and details on combat, customization, bosses, the open world, and more.

For more, check out our predictions for the Developer_Direct and be sure to check out our breakdown of everything you can expect from Microsoft in 2023.

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

The Most Anticipated Game of 2023: IGN’s Readers Have Spoken

2023 is well underway at this point, and with it comes the promise of another year of (hopefully) spectacular games that will make us laugh, cry, and just have the best old time. As it stands (before delays start piling in), we have such potential classics as The Legend of Zelda: Tears of the Kingdom, Marvel’s Spider-Man 2, Starfield, and so many more games to look forward to. However, which game are you most excited for? Over the past week, we asked IGN’s audience to let us know which games they can’t wait to play, and the results are in.

After thousands and thousands of battles with matchups like Star Wars Jedi: Survivor vs Final Fantasy 16 and Dead Space Remake vs Resident Evil 4 Remake, the most-anticipated 2023 game, according to you, has been decided. Who took the top spot? Drumroll please…

Yes, in what you may call a bit of an upset considering the behemoth that is The Legend of Zelda: Tears of the Kingdom, Marvel’s Spider-Man 2 has taken the ultimate prize by winning 65,038 of its 79,160 battles. Marvel’s Spider-Man 2 appears to be the big PlayStation exclusive on the horizon and everyone loves that friendly neighborhood spider. This entry also looks to ramp things up even more by bringing Peter Parker and Miles Morales together to face Venom.

The battle, which was one of the closest and biggest in Face-Off history, saw Marvel’s Spider-Man 2’s 82.2% win percentage be enough to take down The Legend of Zelda: Tears of the Kingdom’s 82.1% win percentage. Yes, the margin between victory and defeat was less than 1,000 votes.

Now, defeat was probably too harsh a word as the hype for the sequel to 2017’s The Legend of Zelda: Breath of the Wild could not be higher ahead of its May 12, 2023, release date. We still don’t know much about Tears of the Kingdom, but it looks to take Link to the skies to explore floating islands above Hyrule and bring us back to the world first introduced in a game we ranked at the very top of our list of the top 100 games of all time.

Star Wars Jedi: Survivor took third place with a 80.4% win percentage and earned enough votes to hold off Starfield and Hogwarts Legacy in the top five. It’s interesting to note that three of the top five games are console-exclusives, and the other two are from two of the most popular IP in the world in Star Wars and Harry Potter.

Rounding out the top 10 were some more big hitters, including Final Fantasy 16, Resident Evil 4 Remake, Dead Space Remake, Assasin’s Creed Mirage, and Diablo IV.

On the other side of the spectrum, The Texas Chainsaw Massacre claimed the bottom spot with a 23.6% win percentage. We don’t have a firm release date for the game based on the 1974 film, but our first impressions with the 3v4 PvP game were positive and we said it was a great match with the license.

Bayonetta Origins: Cereza and the Lost Demon, a spin-off in the Bayonetta franchise, placed right above The Texas Chainsaw Massacre, and was surpassed by Kerbel Space Program 2, Company of Heroes 3, Minecraft Legends, Homeworld 3, Payday 3, Sons of the Forest, Ark 2, and The Expanse: A Telltale Series.

Many of these games are spin-offs or sequels to popular franchises and, while they may not be at the top of the list, they will likely be well worth a look. Sons of the Forest is one in particular to keep an eye out for as our recent exclusive preview said it “could not only provide a huge leap forward for the series, but the survival game genre as a whole.”

Are you wondering where your most anticipated 2023 game landed, like maybe Hades 2? (It took spot #13!) For all the rankings, you can check out the full list of where all 45 2023 games that competed in the Face-Off ended up.

For more, check out what you can expect in 2023 from PlayStation, Nintendo, and Xbox, as well as our look at the biggest movies and TV shows also coming later this year.

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

NVC Question Block: What Classic Game Did You Miss First Time Around?

Welcome to the inaugural issue of our new, weekly Nintendo Voice Chat column. We’re kicking things off by tackling a user-submitted question for our Question Block segment. Listeners of the show are no doubt familiar with the fact we will run into… time constraints… where we can’t give your questions the time they deserve. What better way to tackle this problem than to pick one of our favorite user-submitted questions of the week and answer it here?

Super Ninfriendo Tracy Vincent asked: “Is there a game that came out in your youth, but you didn’t get around to it until much much later? Why did it take you so long to play it – and what are your thoughts when you finally did. Do you think you would’ve enjoyed it more or less had you played it around when it was originally released?”

Kat Bailey

It wasn’t always easy getting hold of NES games during Nintendo’s 8-bit heyday. Castlevania was one of many popular games from that era that never seemed to be on store shelves – not even the gas station where I rented Battletoads and Batman over and over again (Beetlejuice was also there, but not Konami’s equally spooky and far superior platformer). One of the few hints I saw that Castlevania even existed was through my dog-eared copy of the Ultimate Unauthorized Nintendo Game Strategies, which barely even included screenshots. Still, Castlevania was to be one of the best NES games among my circle of friends, with Simon’s Quest being particularly popular. Castlevania continued to bounce around in the back of my head until I headed off to college a decade later, where I discovered a copy of Symphony of the Night in a random record store. I picked it up for $25 (a steal!) and decided to see if Castlevania indeed lived up to the playground hype.

Would I have loved the original Castlevania if I had played it growing up? Almost certainly.

Short answer: Obviously, it did. Of course, what I didn’t know was that Symphony of the Night was a radical reinvention of the Castlevania series, thereafter splitting fans between those who preferred “Metroidvanias.” Years later, I sat in a Japanese hotel room with Jeremy Parish – ironically one of the people to popularize the term “Metroidvania” – and watched as he blew through a Famicom Disc System version of the original game, pointing out all the unique details that made it special as he went. Would I have loved the original Castlevania if I had played it growing up? Almost certainly. It remains a striking achievement on the NES, with its soundtrack being a particular highlight. I may have even finished it, which is a feat I’ve yet to accomplish as an adult. One way or another, though, Castlevania remains a classic. Maybe one day Konami will bring it back.

Reb Valentine

Growing up, I pretty much only owned and played Nintendo devices – GameCube, Game Boy Advance, Nintendo DS, etc. So I missed a lot of the classic games that came out on other hardware. But my senior year of college, I finally purchased a beat-up, outdated, used PlayStation 2 on Amazon, and that’s how I was finally exposed to a lot of classic RPGs (that have since made it to Switch) like Kingdom Hearts, Chrono Cross, and most importantly – the Final Fantasy series. I played Final Fantasy 7 for the first time over a decade after it came out, and honestly, I didn’t love it. By 2012 it was seriously dated – movement was clunky, it wasn’t nice to look at most of the time (have you seen Cloud’s goofy arms?), and ugh, the writing! I didn’t understand why people raved about it!

I did eventually get into other Final Fantasy games, playing Final Fantasy X that same year and liking it much better, and then I picked up Final Fantasy 6 a few years after and loved that one. But FF7 never landed, and I never even finished it. That said, after hearing about the big twist of Final Fantasy 7 Remake, I played that all the way through last year, and I think I get it now. Had I played FF7 when it first came out, before people had hyped it up as one of the greatest games of all time and before thousands of other games figured out how to make characters move in 3D environments infinitely better, I think I would have fallen in love just as everyone else did. I’m glad Remake exists both as a challenge to the very idea of a Remake, but also as a gateway to help me understand what made that original so special in the first place.

Seth Macy

This will sound like crazy talk, but I never played Metroid in a serious capacity until adulthood. Which is kind of weird because I distinctly remember playing it on a demo kiosk at a JC Penney sometime in the 1980s, making it one of the first NES games I ever played. Being a Nintendo kid in the ’80s also meant it was almost impossible to overlook anything made by Nintendo. I knew about the ‘JUSTIN BAILEY’ password, and even knew Metroid was a girl! (note: I actually knew the main character’s spoiler ending but didn’t know until much later her name was actually Samus).

So as to why I didn’t play it in the heyday of the Nintendo Entertainment System, I just don’t know. It was an earlier game, which probably led me to pass it over when picking out games to rent for a weekend, and to the best of my recollection, none of my friends close enough to loan me a game owned a copy for themselves. I actually played Super Metroid and Metroids Prime 1 and 2 before I got around to the original, and I gotta say, I’m glad I waited. It’s still a solid game, one that holds up today. It’s not the flawless user experience of modern games of the genre, but with a good guide and a few free hours in the day, you can make your way through it fairly easily.

I was pretty excited to discover it still held up when I finally did get around to playing it, and I’ve played through it several times since then. Full disclosure, I still haven’t gotten the best ending. As to whether or not I would have enjoyed it more or less as a kid, I can say its setting and art style definitely appealed to me as a kid, but the game itself probably wouldn’t have.

As I said before, it’s pretty easy to get through now, but back then, I would have found it much more difficult. Not only because of my crappy kid reflexes, either, but because access to game help was nowhere near as easy as it is today. Back then there wasn’t a gaming vocabulary for a “Metroidvania.” The concept of impassable areas, ones you could only traverse with later upgrades, just wouldn’t have clicked with me and I would likely have become frustrated with the game series and never experienced the glory of Super Metroid and the first Metroid Prime.

Peer Schneider

I’m a kid of the ’70s, so I literally grew up with video games. From the Fairchild Channel F’s blocky magic to Atari 2600 and then home computers like Commodore 64 and Atari 800, I devoured – this time, not literally – thousands of games in the ’70s and ’80s. But my big blind spot happened in my late teens, when everyone was going nuts over console gaming’s second coming: the NES.

My big blind spot happened in my late teens, when everyone was going nuts over console gaming’s second coming: the NES. 

The Legend of Zelda is my favorite video game franchise of all time. Yet somehow I missed both the original game and Zelda II when they first came out. My first steps with Nintendo were definitely in the arcades – Donkey Kong in particular delighted and pissed me off at the same time – yet I somehow never felt the need to go and buy a Nintendo Entertainment System. It honestly wasn’t even on my radar, and that entire era of gaming initially passed me by. I think I was still playing Winter Games and The Eidolon when the Zelda craze kicked off.

It wasn’t until a few years later when I picked up the Japanese version of The Legend of Zelda: A Link to the Past for my Super Famicom that I discovered the greatness of Link’s adventures. My mind was blown. I had hit pause on gaming for a few years and I couldn’t believe how good games at home looked and sounded… and they PULLED ME BACK IN. Now, I had played games like Ultima that let you explore expansive worlds freely, but it never came with such great visuals and tight controls. It was the combo of (seemingly) free, open world exploration and the use of tools and weapons that made me instantly fall in love.

I would eventually go back and play the many NES games that preceded my SNES favorites. In hindsight, I bet if I had played The Legend of Zelda when it first came out, I would’ve figured out a way to get a NES or even a Famicom Disk System and spent way, way too many hours exploring its world. Going back years later just isn’t the same, as you already understand the language of the game, know the use of many of its items, and even attack patterns of recurring enemies. I’m sure it would’ve been love at first sight, but I don’t have any regrets. A few years without games meant that I was able to focus on college applications, figure out my life, and actually get to where I am now.

IGN UK Podcast #680: Dead Space and Other Games We Want Remade

Matt P and Dale have played a huge chunk of the new Dead Space and they’re very excited to tell you all about it and whether it’s a worthwhile remake. Speaking of remakes, we also go down the rabbit hole of what makes a good one, what their value is and games that we’d love to get the remake treatment. Mat J is also on the podcast and he tells us all about the latest horror film M3GAN.

Got a game for us to play or some feedback you’d like read out on the show? Why not email us: ign_ukfeedback@ign.com.

IGN UK Podcast #680: Dead Space and Other Games We Want Remade

Nintendo is Ramping Up Switch Production Ahead of Zelda: Tears of the Kingdom

Nintendo is planning to ramp up Switch production in the next fiscal year ahead of the launch of The Legend of Zelda: Tears of the Kingdom.

Sources familiar with the matter told Bloomberg that Nintendo has told suppliers and assembly partners that it plans to increase production in financial year 2023/2024, meaning from the beginning of April.

The increase in production is also a result of component shortages subsiding after two years, according to the sources, which finally lets Nintendo overcome supply constraints and produce as many consoles as the market demands.

The company admitted in August last year that these shortages were hurting sales, and while it is apparently open to revising its new production plans if they prove too ambitious, the previously reduced sales are largely attributed to the component shortages.

The increased production plans are somewhat unusual given how long the Switch has been on the market, however, as it’s now approaching its sixth year having originally launched in March 2017.

Tears of the Kingdom will likely create a spike in sales, however, given the success of its predecessor Breath of the Wild alongside Nintendo’s teasing of it since 2019.

In our 10/10 review of the original, IGN said: “The Legend of Zelda: Breath of the Wild is evocative, exhilarating, and a masterclass in open-world design.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Riot Games Lays Off 46 as Wave of Games Industry Job Cuts Continues

Riot Games has laid off 46 employees amidst an ongoing wave of industry mass layoffs.

The League of Legends developer confirmed to journalist Jacob Wolf that it had eliminated the positions, which were largely concentrated in the company’s talent acquisition, recruiting, and publishing departments as well as a few roles in esports and support. Riot employs roughly 4,500 people globally.

In a statement to the Jacob Wolf Report, a Riot representative called the layoffs part of the “normal course of business.”

Riot Games implemented strategic shifts within a few teams to sharpen our focus in a number of areas. With these shifts, certain roles were eliminated, impacting a total of 46 Rioters. This is part of our normal course of our business: We periodically make changes to our structure and our teams based on what we believe will allow us to deliver the best content and experiences for players. We never make these decisions lightly and will always start from a place of wanting to retain Rioters and have them focus on our highest priorities. While that’s not always possible, it’s our primary goal.

Riot additionally noted that it continues to hire, and has over 150 open positions on its website.

Riot’s layoffs come amidst a much larger wave of ongoing layoffs across tech and media that continue to impact the games sector. Earlier this week, game engine maker Unity laid off over 200 employees. Yesterday, Microsoft laid off 10,000 employees including those at The Coalition, 343 Industries, and Bethesda, while Amazon laid off 18,000 more. Earlier today, Fandom laid off between 40 and 50 employees including editorial staff at both Giant Bomb and GameSpot, just months after it acquired the sites.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.