Sonic “Love Letter” Rollin’ Rascal Announced For Switch 2

Keep on rollin’.

Last February, you might recall how our retro-focused sibling site Time Extension highlighted a new high-speed game called Rollin’ Rascal.

At the time, this Kickstarter project – drawing inspiration from 3D Sonic platformers and even Mario – had just reached its Nintendo Switch goal, and now, well over a year later, the development team Curiomatic has revealed the title will be coming to the Switch 2.

Read the full article on nintendolife.com

Yooka-Replaylee Gets A Launch Date On Switch 2, Full Physical Release Confirmed

Get readee.

After months of being drip-fed tiny nuggets of information regarding Yooka-Replaylee, Playtonic Games has finally announced that the game will launch on Switch 2 on 9th October 2025.

In addition, while a previous listing heavily hinted at the game receiving a proper physical release (i.e. no Game-Key Card), this has now been officially confirmed. Digital copies will be available via the Switch 2 eShop at $29.99, while physical copies will retail at $49.99.

Read the full article on nintendolife.com

Eight Tips for Causing Maximum Chaos in Friends vs Friends From Day One

Eight Tips for Causing Maximum Chaos in Friends vs Friends From Day One

Friends v friends key art

Summary

  • Friends vs Friends launches on Xbox Series X/S September 1.
  • Battle your friends and enemies in chaotic online multiplayer that combines shooting with deckbuilding.
  • Learn about the basics and the best cards and characters for beginners.

Hey fellow Xbox enjoyers! Today we announced that our chaotic online PVP shooter Friends vs Friends will be coming to Xbox Series X & S next week on the 1st September!

Friends vs Friends is a game that blends deck-building with first-person shooting. All at once. That can be exciting (or a bit overwhelming) at first, but if you keep reading, you might just get an edge over your friends!

How to Play

Each game of Friends vs Friends is played in rounds. At the start of each round, you’re dealt cards that can modify your abilities or sabotage your opponent’s. Once the round begins, you can use these cards without any restrictions until one player is defeated: either through card effects or with good old-fashioned guns (it’s still a first-person shooter, after all).

When a round ends, new cards are dealt and added to any unused ones you still have. Rounds continue until one player wins three times.

The cards you draw depend on your personal deck, which you can edit in the in-game menu located in Buddy’s Boulevard. All cards are accessible without spending real money – in fact, you can’t spend money on gameplay-related content at all. We’ve done this to keep the game as fair as possible.

Friends v friends screenshot

Best Cards for Beginners

The starter deck is as balanced as we could make it and gives you a good taste of the variety of strategies the game offers. Once you start earning booster packs with new cards, just experiment! Think about how two cards could work together, look for counters to cards you often face, and most importantly have fun. Don’t stress too much about “optimal” play.

However, the “Big Head” card in particular is a great choice for beginners. Use this one and you’ll be firing off some headshots straight from the get-go!

Best Characters for Beginners

Most of the starting characters are distinct enough to feel unique. The rest unlock naturally as you play (again, there’s no payment system for this, every character is available to everyone, simply by playing).

That said, Spike Remington hits the hardest (literally Spike deals more damage than the others.)

Friends v friends screenshot

Best Cards for Seasoned Players

As mentioned earlier, there are no truly overpowered cards, but certain synergies can put even the most experienced player on the ropes. We’re not going to list those combos here—that’s part of the fun to discover – but here’s our main tip: think of your deck as a whole rather than just a collection of individual, unrelated cards.

Cards also improve when you get duplicates of the same one. The more you play, the better their stats become. This progression is subtle and absolutely not game-breaking, we’re talking about percentage boosts only noticeable to very experienced players.

Map-Specific Tips

Maps in Friends vs Friends cover a range of styles, both visually and in terms of layout. Some are more open, others are tighter, but all are relatively small and quick to traverse. As with any shooter, mastering the maps is part of improving your game.

While they aren’t overly complex, there are certain tendencies like the importance of holding high ground. Still, you can adapt to the map dynamically thanks to your cards. For example, playing a wall-generating card in a hallway can effectively block an access point.

Friends v friends screenshot

How to Level Up Quickly

Play. Have fun. And if you lose, hit “rematch” and learn from opponents who seem more skilled. The penalties for losing are very low in this game, so it’s always worth observing when and how experienced players use their cards.

As developers, we’ve learned a lot just from watching people play our game.

(This advice might actually help you level up your IQ as much as your profile level.)

How to Upgrade Cards

Just open card packs (never by paying real money) and hope for the best. There’s also a machine in the basement of the HUB designed to help complete your collection in the late game—so it’s not all RNG.

Friends v friends screenshot

How to Get the Best Cosmetics

Complete missions—and yes, buying DLC helps too. We have several paid add-on packs that purely add cosmetic items, including new weapon skins and some awesome character outfits. So please, Buy Buy Buy… just kidding.

How to End this Post

If you’ve made it this far, thank you for taking the time to learn about our game. Friends vs Friends is a bit unusual in many ways, and we hope you enjoy it as much as we struggled to develop it.

We’ve mentioned several times that there’s no way to access playable content through real-world transactions because, for us, this was a core design principle. It might sound like a small thing, but it’s important to us.

Thanks again for reading. Have a great day!! <3

Friends vs Friends

Raw Fury

Play 1v1 or 2v2 in online, fast-paced, chaotic combat! Gain player levels, get new cards, improve the ones you already have, and get to know an array of eclectic characters with their own unique passive skills. The best part? At this price, you can invite all of your friends to get wrecked, guilt-free!

●Friends vs Friends: Matchmake with players worldwide in 1v1 or 2v2 combat, or host private matches with your friends. Need Support? Invite your friends to spectate!
●A Game with Character: Choose from a stylish cast of characters, each with their own abilities that improve the synergies of your deck.
●Low Price + High Quality = How?!: In order to keep the crew together, we made sure to level the playing field on cost so jumping in is a big-brain move.
●Progress to Impress: Level up and get new cards through matched bouts and timed challenges.
●Stack Your Deck: Collect weapon, trap, and curse cards, then level them up to increase their power.
●Updates and Seasonal Content: Expect post-launch content including new unique characters, cards, maps, and upgrades to your home base.
●Play Dress-up: Unlock cool cosmetics like skins and card design variants for bragging rights!
●Practice, Practice, Practice: Go up against bots to try out new card combos and improve your skills for when it counts.

The post Eight Tips for Causing Maximum Chaos in Friends vs Friends From Day One appeared first on Xbox Wire.

Official PlayStation Podcast Episode 522: Silence, Snakes, and Swords

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Kristen, Tim, and I are back this week to discuss taking up the mantle of Big Boss in Metal Gear Solid Delta: Snake Eater, soul surfing in Sword of the Sea, the biggest news stories of the week, and more.

Stuff We Talked About

  • Next week’s release highlights:
    • Metal Eden | PS5
    • Hirogami | PS5
    • Hell Is Us | PS5
    • Hollow Knight: Silksong | PS5, PS4
    • Cronos: The New Dawn | PS5
    • Everybody’s Golf: Hot Shots | PS5
    • NBA 2K26 | PS5, PS4
  • Romeo is a Dead Man sneak peek — New info on combat and puzzles, along with the major story beats of its ludicrous narrative.
  • Helldivers 2 update — Enter the Terminid Hive Worlds and battle underground monsters when the Dust Devils Premium Warbond lands September 4.
  • Lumines Live release date  — Try out the limited-time demo for PS5 to experience the new multiplayer mode and more before the game launches on November 11.
  • GT7 1.62 update  — Add the sleek Chevrolet Corvette CX to your collection and other eye candy with the latest batch of new vehicles.
  • No Man’s Sky Voyagers update  — Customizable multi-crew starships are now available. Cruise the galaxy as a unit and face new challenges..
  • New Judas details  — See how your decisions impact gameplay and other insights from Creative Director Ken Levine.
  • Skate hands-on  — Play Early Access starting September 16 for free and explore San Vansterdam and its many choice spots.
  • Shinobi: Art of Vengeance dev interview  — Learn what steps were taken to create a modern take on the classic action platformer

The Cast

Kristen Zitani –  Senior Content Communications Specialist, SIE

Tim Turi – Content Communications Manager, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

NBA 2K26 Review in Progress

In many ways, Visual Concepts’ long-running NBA 2K series mirrors the careers of players it works so hard to emulate. Sometimes, it’s a flash of potential: a hotshot rookie catching fire after putting up duds in consecutive games. Others, it’s more comparable to a wily veteran nearing retirement – we see a glimpse of talent, that peek into what it could still be. That’s what keeps me, for better or worse, hoping for the best as I start playing NBA 2K26. It’s both flashy and old school, like a “how do you do, fellow kids” teacher who wears different Jordans to class every day, it has enough cool new kicks, fits, and gimmicks to make it a much more interesting and enjoyable experience than last year’s entry, even after spending only a dozen hours with it so far.

Of course, “cool” probably isn’t the right word to describe that teacher, let alone NBA 2K26. After all, an annual sports game is obviously not going to be a radically new game, since most of its gameplay and mechanics are fundamentally similar to last year’s iteration, and the one before that, and so on. But in the context of the genre it’s made a good first impression, because several minor improvements cumulatively make such a huge difference to the whole that I’m willing to say it and risk being called a nerd. Yes, I am talking about the new-and-improved shot meter. As always, one of the smallest components in its vast hardwood floor of dribbling and criss-crossing parts leaves a massive influence on how just about everything else on the court plays out.

Green and Slightly Curved

If you were lucky enough not to have experienced last year’s shot meter, I envy you. In place of the nightmare-inducing dial/arrow/ring design from 2K25, NBA 2K26 features a much more intuitive, easier-to-time, and infinitely better-curved bar shot meter. If you’ve heard that before, it’s because it’s similar to 2K23’s – but this isn’t entirely a reversion to that. Instead of remaining static, the new meter’s green field adjusts based on defensive coverage: if a defender is right up in your face, you’ll have practically no chance of making the shot. But if you’re open, it’ll be much easier to time the release right and make a shot.

Trust me, I’m having so much more fun shooting jumpers now than I was this time last year because I’m actually making them consistently. There is a slight tradeoff, though: because it’s easier to get greens, there’s also less room for imperfection. Meaning if you get a slightly early or slightly late timing, you might as well start running back on defense because the shot will more than likely brick. That said, I’ll take this shot meter any day of the week over a barely improved chance to make mistimed shots.

Now, I’m a big believer in the concept of “If it ain’t broke, don’t fix it,” because why ruin a good thing, right? But I’m an even bigger believer that if something is broke – like last year’s janky player movement – you b7etter get to fixin’ quick. Visual Concepts did just that because NBA 2K26 makes running, cutting, and defending so much smoother that it makes NBA 2K25’s motion feel like you were stuck running in quicksand. This is no small change because it permeates every single mode, making the entirety of NBA 2K26 feel less robotic and far more natural and enjoyable.

Plus, it makes one of my favorite new features, Go-To Post Shots, look even more accurate and realistic. Remember in last year’s review how disappointed I was that I couldn’t dominate the paint with Jokic’s or Embiid’s shimmy shake fade-aways? Well, dreams do come true because for the past day I have been spamming the Sombor Shuffle an ungodly amount of times in each match I play. It is a delightfully methodical, bruising alternative to the agile, quick-twitch motions of the typical Go-To Moves, and I will continue using it until the AI learns to stop it. Until then, it’s barbecue chicken alert each time down the floor.

Goodbye, Yellow Brick Road

Now for the bad news. What, you thought it was going to be all good from here on out? Sorry, Dorothy, but the years haven’t been kind to this yellow brick road. And by “yellow brick road,” I mean NBA 2K26’s offline-only modes. Last year, the so-called improvements to MyNBA were underwhelming, to say the least. This time, dear friends, they are practically non-existent, and, as an offline-mode truther, I am very disappointed.

With 2K25 we at least had the addition of the Steph Era, even though it already felt redundant alongside two other eras in the 2010s (in addition to the LeBron Era). Are you ready to hear what the 2K26 MyNBA modes have in store? Drumroll, ple…you know what, don’t even bother. It’s called Offseason Scenarios for MyGM. These are tailor-made, long-term quests for each franchise that you must fulfill to appease the fanbase and, more importantly, the owner.

These scenarios come in threes and are given out at the beginning of the offseason. But much like my issues with last year’s MyGM mode, these tasks (and many of the features in the mode itself) again feel forced and, at times, unrealistic. The RPG elements, with their perk and attribute point systems, seem out of place and unnecessary because they hardly make a difference in the grand scheme of basketball operations. At the end of the day, it’s still all about winning as many games and championships as you can. Or, if you’re on the other end of the spectrum, losing and tanking as much as possible. Overall, the whole mode feels like a side project hastily thrown together just to get that last bit of extra credit needed to pass the class.

Despite my problems with its offline-only modes, the fundamental gameplay tweaks show plenty of promise in what I’ve played on my first day with it. I’m especially excited to see how it looks in MyCareer with its new-and-improved storyline, as well as in the potentially wonky online gameplay of MyTeam. But after suffering through last year’s shot meter and molasses-like movement, there really is nowhere to go but up. Whether that shows in my final verdict and score next week, though, remains to be seen.

Konami Asked Every Single Model From Metal Gear Solid 3’s Sexy Posters to Send Them Recent Photos So They Could Update the Graphics for the Remake 20 Years Later

From Calorie Mate snacks to hidden Kerotan frog statues, 2004’s Metal Gear Solid 3 was packed with varied real-life Easter eggs, even if they contradicted the game’s 1960s setting. One memorable gimmick for eagle-eyed players to spot in the indoor areas of MGS3 (and MGS2) was the posters of current Japanese gravure idols — female models who pose in revealing outfits.

These sexy posters make a return in the remake Metal Gear Solid Delta: Snake Eater — with an added twist. If you play on Legacy Style mode, the posters are as they were in the original. But if you are playing using the New Style mode, with its modern over-the-shoulder camera angle, you’ll notice that although the models are the same, the photos have been swapped out for recent shots of what they look like now, two decades on.

In a recent interview with Famitsu (and previously reported on by Automaton), the developers at Konami revealed how this change came about. They say that their aim with Metal Gear Solid Delta: Snake Eater was to evolve the game while staying true to the core essence of the original MGS3, and recreate its jungle setting so that it looked extremely realistic. However, they also ended up making small, unexpected tweaks to the content of the original, with the gravure posters being one such tweak.

Apparently, the initial plan for the model posters was to use higher resolutions of the images used in MGS3. However, once the team had decided to implement a Legacy Mode and a New Mode, they hit upon the idea of changing up the gravure posters to reflect the 21 years that have passed since MGS3’s initial release.

Delta’s creative producer Yuji Korekado (who also worked on the original MGS3) explained that for New Style mode, the team decided to reach out to the models that featured in MGS3 and ask them to send in new, recent photos. This does not mean that all the models are decked out in bikinis, though. Rather, the team asked them to simply send in pictures of how they look now. According to Korekado, every single model from the original sent in photos that span the gauntlet from sexy swimsuit shots to family snaps. “We would like players to seek out and find all the different types of photos,” said Korekado, with series producer Noriaki Okamoto adding that “if you are familiar with the original graphics, seeing the current photos really packs an emotional punch.”

MGS3 also featured issues of real-life video game and glamour magazines that you could amusingly use to distract guards (the magazines featured differed depending on the region). However, Korekado said that the decision was made not to update these magazine covers, as many of the publications that popped up as items in MGS3 have since ceased publication. So, the real-life mags that you could find in MGS3 remain the same in both versions of Metal Gear Solid: Delta Snake Eater.

Korekado also expresses gratitude towards all the people that returned to work on the remake. He explained that the team was able to get Cythia Harrel to re-record the game’s Bond-esque opening theme ‘Snake Eater,’ as well as Kyle Cooper, who designed the intro movie.

In related news, Lori Alan, who has reprised her role voicing Snake’s mentor The Boss in the game’s English language version, stunned fans yesterday by posting a seemingly recent picture of herself cosplaying as her character:

We’ve got plenty more Metal Gear Solid Delta: Snake Eater news, including very early mods (one of which lets you play as Hideo Kojima!), and patch notes for the first post-launch update. IGN’s Metal Gear Solid Delta: Snake Eater review returned an 8/10. We said: “Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic.”

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

The creators of Duskers are making a twisted dungeon roguelike driven by love and contempt for chess

Duskers developers Misfit Attic have revealed Below The Crown, a chess-flavoured fantasy roguelike with an Inscryption-style meta-layer and some sexy 80s CRT visuals. You are a wizard, tasked with Gathering A Party and braving an offbrand Tron dungeon to retrieve some gold. Your upgradeable party members are based on chess units, and each floor of the dungeon is a grid-based combat puzzle inspired by classic chess manouevres like Forks and Pins. Here’s a trailer.

Read more

Review: SHUTEN ORDER (Switch) – An Audacious Swing That Doesn’t Quite Connect

Aw, shoot.

Leave it up to Kazutaka Kodaka to come up with one of the weirdest stories in gaming, huh?

Following on from the outrageously ambitious The Hundred Line – Last Defense Academy, the creator has now joined forces with developer Neilo on the new visual novel Shuten Order. I say ‘visual novel’, and that’s absolutely the overarching genre, but it also manages to feature five distinct sub-genres within its surprisingly lengthy story. Wild stuff.

Read the full article on nintendolife.com

Shinobi: Art of Vengeance – How the Passion of a French Studio Brought a Japanese Legend Back to Life

Shinobi: Art of Vengeance – How the Passion of a French Studio Brought a Japanese Legend Back to Life

Shinobi Art of Vengeance Hero Image

The legendary Shinobi returns today with Shinobi: Art of Vengeance, available on Xbox Series X|S and Xbox One. At the helm of this revival is French studio Lizardcube, led by CEO and Creative Director Ben Fiquet. We spoke with him to understand how his team managed to balance respect for the series’ heritage with a modern touch, all while pouring an incredible amount of passion into every detail.

To appreciate the importance of this comeback, it’s worth remembering that Shinobi defined a whole generation of players back in the late ’80s. Born in the arcades and later released on the Master System and Mega Drive, the white-clad ninja Musashi became an icon of Sega’s golden years. Demanding gameplay, striking visuals, and unforgettable soundtracks made Shinobi a symbol of the 2D action genre’s golden age.

As launch day draws near, emotions are running high at Lizardcube: “Of course there’s some apprehension, but also a lot of excitement,” explains Fiquet. “We released a demo at the end of July, and the feedback has been excellent. That really reassures us about how the game will be received and about bringing this iconic series back to life.”

This excitement fuels the team, who see this release not only as an achievement but also as a huge responsibility: to deliver an experience worthy of the Shinobi name.

Reviving such an emblematic series requires striking a delicate balance. For Fiquet, the challenge was clear – extend players’ memories without simply replicating the past: “Players don’t want to replay exactly the same game they knew on Master System or Mega Drive. They hold on to strong memories, but gameplay has evolved. Our role is to prolong those memories while adapting them to today’s expectations.” This is the philosophy that guided Lizardcube: staying true to the franchise’s identity while refining its mechanics for a new era.

This expertise isn’t new for the Paris-based studio. Having already worked on Wonder Boy: The Dragon’s Trap (2017) and Streets of Rage 4 (2020), Lizardcube has earned its reputation as a specialist in bringing beloved franchises back to life. Their strength lies in recreating a faithful atmosphere while adding artistic and gameplay polish that elevates nostalgia into something fresh. With Shinobi: Art of Vengeance, this vision takes on a whole new scale.

From the very first images, the studio’s distinctive style is unmistakable. Instead of opting for a realistic 3D approach, the team chose to embrace traditional 2D animation—a bold choice in today’s landscape.

“2D gives us finer control, almost an intimacy, over every pixel. There’s a warmth and honesty in hand-drawn animation that you don’t always find in 3D.” This artistic direction gives the game a sense of timelessness, reminiscent of classics like Cuphead or Street Fighter III: 3rd Strike, while paying tribute to Shinobi’s visual legacy.

But beyond aesthetics, the feel of the game was central to development. “I love games that get straight to the point: you launch, you play, and you immediately have fun,” explains Fiquet. The combat system reflects this philosophy: combos, dashes, double jumps, and executions flow naturally without heavy tutorials.

Each encounter feels like a rewarding little challenge, almost a mini-game within the game. A unique “execution” mechanic even rewards players for skilfully chaining enemies, turning combat into a rhythmic and spectacular dance.

Demanding yet approachable, the game also includes options to adjust difficulty, making it accessible to newcomers without compromising depth for veterans. Shinobi: Art of Vengeance was designed so that every type of player can find their rhythm—an inviting entry point for the curious and a perfect playground for seasoned players on Xbox.

While Shinobi is a quintessential Japanese franchise, Fiquet highlights the project’s dual identity. “I’m a Sega kid. I grew up with the Master System and the Mega Drive, and Shinobi was one of my very first games.” This personal connection is paired with deep respect for Japanese craftsmanship: “We don’t make Japanese games, but we have enormous respect for Japanese game culture. Our French touch blends with that heritage, and that’s what convinced Sega.”

Breathing new life into such a legendary franchise is no easy task, but Lizardcube’s relationship with Sega has been built over time. “There was real mutual respect. Of course, there are cultural differences and different working rhythms, but every discussion was about improving the game. We found a great synergy.” Thanks to this mutual trust, every exchange with Sega was focused on improving the game, always with respect for the original spirit of Shinobi.

To extend the experience, Shinobi: Art of Vengeance also includes secrets, powers, and unlockable skins. And that’s just the beginning: the first DLC has already been revealed. “It’s the ‘Sega Villains Stage’. You’ll get to face iconic antagonists from across the Sega universe. The first one we announced is Robotnik. Seeing Musashi take on Robotnik is pure fan service, but it’s exactly the kind of thing that makes working with Sega so exciting.”

With Shinobi: Art of Vengeance, Lizardcube delivers far more than the return of a legendary hero on Xbox—it offers a love letter to video games: to their heritage, their challenge, and their ability to evolve. It’s a bold gamble, crafted with passion and precision, proving that a legend can return without losing its soul.

SHINOBI: Art of Vengeance

SEGA


10

Pre-order SHINOBI: Art of Vengeance and receive a 10% discount, the Original Arcade Outfit, and Fortune Hunter Amulet.The iconic SHINOBI returns in an all-new 2D action platformer with a unique hand-drawn look created by the team behind the hit brawler Streets of Rage 4.

Play as the legendary Shinobi Joe Musashi, master of the ninja arts. After finding your village burned to the ground and your clan turned into stone, you must set off on a quest for vengeance, ready to face an unparalleled evil and avenge your clan.

• EXECUTE THE NINJA ARTS WITH PRECISION
Wield your vast ninja arsenal including the great Katana Oborozuki, Kunai, Ninjutsu arts, and Ninpo to vanquish your foes.

• MASTER THE WAY OF THE SHINOBI
Unleash limitless combos with unique combat moves, acquire Amulets for enhanced abilities, and discover Ningi tools to overcome obstacles and uncover new paths.

• JOURNEY THROUGH A STYLISTIC NEW WORLD
Venture through more than a dozen unique and visually striking stages, from military bases to a scorching desert, challenging platforming puzzles, and hidden secrets.

The post Shinobi: Art of Vengeance – How the Passion of a French Studio Brought a Japanese Legend Back to Life appeared first on Xbox Wire.

Share of the Week: Sword of the Sea

Last week, we asked you to surf through the deserts and oceans in Sword of the Sea using #PSshare #PSBlog. Here are this week’s highlights:

HappyMoonInc shares Wraith riding down a chain surrounded by sealife.

fogsblue shares Wraith riding an orca after freeing the sea on a new region

MdeavorVP shares Wraith falling in darkness alongside gold currency

LazareGvimradze shares a look up at Wraith doing a trick over sealife on the hoversword

hedgehog860 Wraith riding an orca with another floating nearby

Photo_Ra_Phy shares Wraith and their companion riding in a bubble

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

THEME: Metal Gear Solid Delta: Snake Eater
SUBMIT BY: 11:59 PM PT on September 3, 2025 

Next week, sneak through the world of Metal Gear Solid Delta: Snake Eater and share Naked Snake’s most epic moments using #PSshare #PSBlog for a chance to be featured.