Saturday is here, and that means the weekend has officially kicked off! We’ve rounded up some of the best deals you can find this weekend, with everything games and technology included. The best deals for Saturday, April 20, include the Arctis Nova Pro Wireless Headset, Granblue Fantasy: Relink, Super Mario RPG, Metal Gear Solid: Master Collection Vol. 1, and more.
Arctis Nova Pro Wireless Headset for $279.99
Amazon has the SteelSeries Arctis Nova Pro discounted by 20% to $279.99. While this is still expensive, the Nova Pro is one of the best gaming headsets on the market and normally starts at $349.99. The Nova Pro features Active Noise Cancellation (ANC) through four microphones placed around the headset. Additionally, you can customize your audio with the Sonar Software and Base Station.
Save 40% Off Granblue Fantasy: Relink – Deluxe Edition
If you still haven’t purchased Granblue Fantasy: Relink yet, this deal is a great opportunity to do so! The Deluxe Edition includes quite a few extra items you don’t get in the standard edition of the game. For starters, an art book is included, which features character art and concept art from the title. You will also receive in-game DLC, including the Starter Item Pack, Character Color Packs, and an exclusive weapon. Additionally, a soundtrack CD and set of postcards are included.
Super Mario RPG for $44.80
The remake of Super Mario RPG is $5 off at Amazon right now, which is a great price for this classic title. If you’ve yet to either play the original or check out the remake, this is the perfect time to do so. Composer Yoko Shimimura returned to compose the remake’s original soundtrack, and each boss and environment has been expertly recrafted for the Nintendo Switch. It’s the perfect Mario title to check out if you’re looking for a fun title while awaiting Paper Mario: The Thousand-Year Door next month!
Metal Gear Solid: Master Collection Vol. 1 for $26.99
For just $26.99, you can own the first three Metal Gear Solid titles on PlayStation 5, Xbox Series X, or Nintendo Switch. This package also includes Metal Gear and Metal Gear 2: Solid Snake. Prior to the Master Collection, there was no method to play the Metal Gear Solid titles on most modern consoles, but you can now experience Hideo Kojima’s series from the very beginning anywhere.
Payday 3: Collector’s Edition for $49.99
Payday 3 was released during a very busy Fall season of releases, which left it off many players’ radars. Woot currently has the Collector’s Edition of the game on sale for over 60% off, and it includes some very neat bonuses. First off, The Collector’s Mask is the key item included, which is a replica of the iconic Payday masks used in the game. There’s also a custom deck of cards, stickers, a membership letter to the Collector’s Club, and more included alongside a copy of the game.
Save 50% Off Naruto X Boruto Ultimate Ninja Storm Connections
Amazon currently has the PlayStation 5 version of Naruto X Boruto Ultimate Ninja Storm Connections on sale for $30. Originally priced at $59.99, this title has loads of content that any Naruto fan is sure to appreciate. Featuring the largest roster in any of the Storm games, there’s an endless amount of fun, customization, and experimentation to be had with the characters.
God of War Ragnarok for $39.99
Walmart still has 2022’s God of War Ragnarok on sale, and it is one of the best PS5 games you can pick up today. This action game acts as the sequel to 2018’s God of War, following Kratos and Atreus as Fimbulwinter looms. Ragnarok has only been on sale a few times, and this price matches the previous low we’ve seen. If you’ve yet to play through God of War, this is a great time to pick up Ragnarok at a discount and see why so many players love this series.
Horizon Forbidden West is one of the best-looking games on consoles, period – a statement that now extends to PC thanks to this port from Nixxes, the Sony-owned studio responsible for the recent PC ports of PlayStation games like Marvel’s Spider-Man: Miles Morales and Ratchet & Clank: Rift Apart. While this is a cross-generation game, the PS5 is where it pushes the fidelity needle most, so that’s what we’ll be using for the main console comparison. Compared to the PS5, this PC port loses none of the quality and, depending on the machine, can even exceed it. It also comes with one big and welcome improvement – Nixxes has added real-time render options via a transparent menu, a genius touch that aids PC market’s desire to fiddle, offering immediate and, most importantly, visual changes to the games rendering.
The Sky’s The Limit
The top end RTX 4090 can max all the sliders at native 4K. These choices, however, miss out on some of the best features and use of the hardware. The game ships with Guerrilla’s own TAA solution, but is complemented with all flavours of reconstructed image options – DLSS3, FSR2.2 and Intel’s XeSS are all available to upscale the image back to your target output. Comparing the PC best to the PS5’s best, we see very minor increases. Texture filtering can be pushed higher to 16x, with the PS5 hovering around 4 to 8x depending on the texture in question, along with very high shadows offering better filtering than PS5 in its Fidelity mode, as well as more objects in the shadow cascade.
This was confirmed in our chat with Nixxes, which you can read below. In addition, depth of field (DoF) can run cinematic quality during gameplay, and level of detail can see a miniscule increase with slightly fewer imposter sprites used. The most obvious leaps come in extended FoV which can see approximately 5% of an increase in performance on some machines. There’s also options for ultrawide monitors, including for the real time cinematics, although turning the black bars off can cause some issues as it extends the rendering range outside of the intended scope for the PS4 and PS5 versions the game was built around. Although the increases over PS5 may be frugal, our conversations with the developers helped explain some of reasons for this, as Michiel Roza (Principal Optimisation Programmer) details:
“In previous ports we converted and expanded on existing ray-tracing implementations. We’ve considered it for this title, but adding this from scratch to an open world game of this size with dozens of hours of cinematics would be a huge undertaking. It’s not just a technical implementation, it would require a full art pass on the dozens of hours of cutscenes. Besides, this title already looks great the way it is, and we didn’t really feel the need to change it.
We did improve on the shadows compared to PS5 on the Very High setting by increasing resolution and enhanced filtering and adding more detailed objects.
The AO in this game is already bleeding edge with multi-bounces and good denoising. We didn’t really feel the need to improve upon this. Plus, it was already performant enough even on mid-range hardware, meaning we didn’t need to have a lower quality option. For the very low end, there’s an option to turn it off.”
Wood For The Trees
Image Quality is next, and DLSS can offer improvements over the engine’s own TAA at 4K. The vast amount of sub-pixel foliage and thin edges of geometry can cause flicker and movement on PC. The PS5, in its 4K TAA Fidelity mode, is better than the PC’s setting here. Some of that comes down to the extra sample taps and output options consoles offer over PC drivers and APIs, but also the changes in textures and foliage which is subtly tweaked on PS5 and PS4, which you can see on the zoomed in shots. Bloom and volumetrics are also slightly reduced compared to the Fidelity mode, but are more subtle in comparison. DLSS Quality mode improves on this with stability and sharpness marginally better than the PS5 4K mode. Texture details and high frequency elements are close, but DLSS is slightly better. Not all aspects are improved with DLSS – screen space reflections use lower samples, causing blockier quality and resembling macroblocking on a video stream. As we move into the lower-resolution Performance mode on PS5, which also uses a checkerboard resolve, you can see these lower base pixel counts cause similar issues, meaning the RTX 4090 offers superior image quality and performance in its 4K DLSS quality mode.
FSR 2.2 and XeSS deliver good results, but both suffer in the foliage-heavy world compared to DLSS and the PS5 in both Fidelity mode and Performance mode. Of the two, XeSS is slightly better than FSR2 in reducing the fizzle and pixel popping that happens when occluded pixels are dis-occluded as things move. This can be seen when Aloy runs, as you can see the increased ghosting flicker around her arms and hair compared to other solutions in the zoomed in sections. Sharpness of image and small or distant objects also lose some of the clarity of the PS5 and DLSS quality modes, but in general they deliver similar image quality for significantly increased performance targets. After the game’s launch, Nvidia’s DLSS and Intels XeSS have been updated to version 3.7 and 1.3 respectively. Comparing new versus old, we can see both trade the sharpness of image for a slightly more stable one. Now we have subtly less fizzle under motion on both, but DLSS still improves over XeSS, retaining more texture detail and fewer dithered elements, as you can see in the zoomed in section on Aloy’s hair, hands and distance textures. Although better on sub-pixel shimmer, such as grass and leaves, it is a minor but welcome boost on both non the less. At the other end, DLSS ultra performance is far too unstable, and due to the high-frequency elements abundant in the game is a choice that should only be used by those desperate to lock at a target performance rate, and are willing to sacrifice image stability, clarity and quality.
The game scales well, within reason. The RTX 4050 can offer superior image quality, effects, and performance to the PS4 via my optimized settings using that same DLSS Auto mode at 1080p. We have increased foliage, shadow quality, textures, and other small areas which are obvious in comparisons. Below this is the Steam Deck, again using my optimized settings, which can target 30fps with a DRS TAA-based 900p on large screens or 800p on the device itself.
Using these comparisons, you can see that the Steam Deck loses out on depth of field, texture details, hair, screen space reflections, lighting, and other aspects versus the PS4 and the RTX 4050. It still delivers the lion’s share of the game’s quality, but you must use TAA and not FSR2, as that ruins the image when moving, both on a big screen and in your hands. Even then, the low base resolution and aggressive streaming stutters and dips can be quite obtrusive, making it hard to recommend in its current form. We managed to speak with Nixxes directly after putting this review together and I asked what challenges and changes the PC memory set-up raised for them. Principal Optimisation programmer Michiel Roza offered an insight into the specific features the PS5 offers and how the team had to adapt this on PC, which results in larger memory requirements over the console version for the same results as Michiel explains:-
“On PS5 we get feedback from the GPU to give us the exact mip(texture size) that we need. That, in combination with the fast SSD and quick loading times, will give the players a great experience.
“On PC, something similar is available called Sampler Feedback, however, this is more limited than the PS5 capabilities and it’s not available on all hardware that we support. We therefore decided to not use it at all, to give all users the best experience. This means we have to be a bit more conservative and load in a bit more texture mips than PS5 for the same fidelity. The user can choose to reduce texture quality if they feel that they want to reduce the memory footprint.
“An extra complication is that we need to upload textures to VRAM, meaning an extra step necessary after streaming in data, and there’s no guarantee that everything will fit in VRAM. This is not only due to different hardware – but also existing programs that are running, settings, driver versions etcetera.
“Our system will drop textures and buffers to system ram if we run out of VRAM, costing a bit of performance if you run out of VRAM, but it should still run at an acceptable frame rate without stuttering. This means the user can run at a higher fidelity than their VRAM would normally support, at the cost of performance. This means people can make a choice between fidelity and performance.”
Frames Of Fancy
All the reconstruction solutions offer increases over an equal native output, but Nvidia’s solution remains the best across the board. At the same 4K target on my RTX 4090 in the best Quality mode with a base 2560×1440 render, it can boost performance approximately 22% to 122fps over the native 4K TAA’s 100fps – perfect for those who have a 120Hz screen but still want to maintain 4K’s pristine quality. 4K DLSS Ultra Performance can net us 35% over native, but the hit to image quality is significant. This is where DLSS Frame Generation comes into play. Once enabled, we can now run the game at a perceived 150fps with image quality that is slightly better in some areas than DLSS Quality due to the extra taps it makes via the interpolated frames. That said, it can suffer more with fizzle and ghosting artifacts whenever new objects or pixels appear between rendered frames. This materializes as flicker and blocky outlines, but input latency is higher due to the buffered rendering this mode requires.
Pitting the PS5 against the RTX 4090 in their respective best modes, Balanced mode is a match for Fidelity mode requiring a 120Hz screen on PS5. The 4K DLSS Quality mode at maximum settings on the RTX 4090 is unsurprisingly a win for the Nvidia GPU, with it delivering almost three times the performance rate of the 4K PS5 Balanced mode here. In like-for-like combat and exploration scenes we can see an average read-out over 100fps on PC versus a close lock on the 40fps or 25ms target on the PS5. Both run consistent frame-times with this PC having minimal stutter and judder. The PS5 performance mode runs in the 60s and 70s, but this unlocked performance mode requires a VRR screen. The RTX 4090 can exceed PS5 in all of its modes, but of course that is not the case for the full PC market.
Coming Down To Earth
Our RTX 4050 gaming machine represents a good section of the PC market. Using my optimized settings, we can hit 60fps in addition to superior image quality and performance to the PS4 version. The PS4 delivers a good run at 30fps with it often hitting the required frame times throughout, but it can dip in some of the heavier sections and become memory bound at times. The RTX 4050 is not a fully locked 60fps, but it does achieve the required 16ms frame times more than 80% of the time, which results in a much smoother and more refined gameplay experience than the last generation console, though it can still dip in heavier bandwidth areas and real time cutscenes.
For the cost of additional latency, DLSS3 can be used to run the game at a perceived 80-95fps which can help fluidity on a 120Hz VRR capable screen. It also benefits, as all PCs do, from superior loading times compared to the PS4. The PS5 ‘just’ beats my 5800X3D CPU in the loading stakes, which is expected as the PC has to do a far larger amount of work during loading due the different architecture and lack of dedicated hardware decompression the PS5 offers, as Principal Lead programmer Patrick den Bekker explains:
“Loading on a PC requires some extra work compared to a PS5 console. First of all, there is no dedicated decompression hardware, we only use CPU decompression on this title and not any GPU decompression, because the current implementation of GPU decompression is not very efficient on the CPU. Meaning that we cannot easily decide on the fly (eg: only during loading/gameplay) if we want to use CPU or GPU decompression. As the game is mostly GPU bound, we did not want to add any GPU pressure during gameplay while streaming in new data.
Loading on a PC requires some extra work compared to a PS5 console.
“Second, we need to create (and upload) a lot of resources on the GPU which is quite expensive to do on a PC. Last, but not least, we also need to precompile PSOs during our loading screens to ensure they are ready when the rendering needs them, to avoid stutters during gameplay.
“Because of these things, loading can still be slower than on PS5 even if you have beefy hardware. Luckily, it can also be faster than the PS5 on the right hardware!”
In addition I noticed a few areas of textures and Aloy’s hair that were not quite as good as on PS5 and a few bugs with enemies clipping through floors during combat, such as a big snake battle. Although very minor, a few updates are still likely on the way from the team for all levels of PC hardware.
The Steam Deck is the weakest of the bunch, with it struggling in battles to keep even a limp grip on the required 33ms frame times, possibly being bandwidth bound at times even at low settings. That said, it can run slightly above the PS4 in some tested sections and real-time cutscenes, but this is often short lived or soon followed by bouts under the PS4 level. All things considered it does well running a console exclusive of this quality on mobile hardware under 16 watts. It may help having a PS4 baseline version with the relevant asset, texture, and geometry tweaks applied to aid its performance target. Which again Nixxes answered directly in our interview on the balance and benefits of using the PS5 version as the base as Patrick den Bekker explains:
“The PS4 and PS5 versions use fully separate data sets, for each specific console. On PC, we only wanted to install a single data set for the game and still be able to quickly switch between the different quality settings. We picked the highest quality version (PS5) and scaled it down using different settings to be able to fit a wide range of PCs. Some of these quality settings actually have the same result as the PS4 version, but other scale in a way that can be changed on the fly.”
This does help the RTX 4050 level greatly and even the Steam Deck can achieve a decent 30fps level. That said, you can often see GPU utilization dip from those noted streaming/memory tasks causing some stutter throughout play, along with image quality impacts due to DSR kicking in. This can cause enough of an issue for me to not recommend you buy it to play on the Steam Deck in its current form.
Summary
Nixxes has delivered another high-quality port to PC, on the back of Guerrilla’s exquisite PS5 version. The current PlayStation console offered a good selection of choice, with VRR players having the widest. The PC port loses none of that with pristine image quality, performance, fidelity and scalability. Running this visual quality from the Steam Deck (issues notwithstanding) and through the PC stack is testament to that effort. The effort put into memory and texture management in order to improve performance across varied PC hardware limitations and split memory pools demonstrates this is no quick port.
In honour of the handheld’s 35th anniversary on Sunday, we’re republishing this reader-ranked list of the top 50 Game Boy games ever. How many have you got?
Remember, several of these are now playable on Switch with a Nintendo Switch Online subscription. You can check out the full list here:
Super Smash Bros. Ultimate director Masahiro Sakurai is back at it with a new “Grab Bag” video – this time discussing the “most incredible year for the game industry”. In his own “personal opinion”, it’s 1986 – a year that marked the beginning of multiple major franchises, the arrival of the NES in Europe, and the origin of the legendary Konami code.
This particular year saw the birth of series like The Legend of Zelda, Dragon Quest, Metroid, and various other key franchises like Castlevania and Kid Icarus. As Sakurai notes, many of the series in his latest video feature in some way or form in Smash.
First 4 Figures is known for its work on all sorts of high-quality video game game figurines, and with this in mind, it’s now teasing its next Nintendo-themed one.
More precisely it’s an Animal Crossing: New Horizons painted PVC status of Isabelle available in two versions. Pre-orders will open on 2nd May 2024 and sign ups get $10 off.
Sony has confirmed that LittleBigPlanet 3 servers on PlayStation 4 will remain offline “indefinitely” following troubles with the service from earlier this year.
The company updated fans on the bad news in an update on its website (via Delisted Games), explaining that the temporary server shutdown in January will now be in effect for the foreseeable future. It’s a decision that means millions of user-generated levels will no longer be accessible to new players. Sony cites “ongoing technical issues” as the reason for its choice to discontinue support.
Creation content that has been stored on players’ devices locally can still be accessed, with users also still free to create content and play it while disconnected from the servers. PlayStation also guides LittleBigPlanet fans to offline features should they wish to continue playing in some form.
As players eventually flock to new experiences, games have been known to lose connection to certain online features in the years following their releases. Lack of server access to the LittleBigPlanet games is an especially large blow, though, as they’re known for their endless ocean of player-generated content like levels and outfits. LittleBigPlanet 3 even allowed players to enjoy user-generated levels from the previous two entries.
PlayStation 3 players lost access to that content when Sony moved to shut down PS3 servers for LittleBigPlanet 1, 2, and 3 in 2021, and now, the PS4 version of the third game is suffering the same fate. With servers shutting down indefinitely, it means that there is no official way to see the content players have been creating since the original LittleBigPlanet launched in 2008. LittleBigPlanet 3 launched for PS3 and PS4 in 2014.
There’s no telling exactly how much user-generated content was pumped into the game since its release, but in February 2017, more than seven years ago, Sony boasted that the game featured more than 10 million levels. It’s unclear exactly how many were lost today.
Thankfully, LittleBigPlanet 3 isn’t completely unplayable without its servers. Although its now-lost library of content was its premiere offering, players can still download and enjoy its story mode, which, in our review, we estimate offers around seven-to-eight hours of fun. We gave Sumo Digital’s Sony installment a 6.8 upon its release, calling it a “a beautifully-designed game with a great creation toolkit, LittleBigPlanet 3 is let down by unimaginative co-op & bugs.”
Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.
Be sure to give him a follow on Twitter @MikeCripe.
Though Fallout creator Tim Cain has not been involved in the series in over 20 years, he still keeps up with the franchise. Case in point, he recently shared his thoughts on the first season of Prime Video’s Fallout TV series.
In a new video posted on his YouTube channel, Cain spent nearly 13 minutes discussing his thoughts and impressions on the show’s first season. Right at the top, he says he likes the show before going on to “ramble” more about the specifics, including why he likes it so much.
“Everything feels like Fallout. It feels like Fallout,” he says. “That is hard to do, trust me. I know how hard that is to do. It’s easy to write post-apocalyptic stuff that doesn’t fit in the Fallout mold, and it would have been very easy for them to go off to be too silly accidentally, to have things that are like, ‘that’s not part of Fallout.’ But they didn’t.”
Cain also loved how much Fallout lore was present in the show, even admitting he missed a few things during his viewing. He appreciated that the show never added a narrator to explain everything to viewers, but noted that the lack of exposition and amount of lore drops might make it “a little harder to get into” for those who haven’t played the post-apocalyptic action RPG series.
He also praised the Prime Video series for its trio of main characters. Each, as he pointed out, “felt like different ways that a player character could be approaching the game.” Lucy represents the “nice character,” the player with high ethical standards. Maximus, meanwhile, represents a more neutral player, one focused on achieving their goals. The Ghoul, he said, serves the role of “the show’s murder hobo,” likely referring to the players who shoot first and ask questions later.
Cain went on to share his thoughts about the potential timeline issues presented in the series before the show’s executive producers, Jonathan Nolan, and Todd Howard, cleared the air. This is the second video Cain has published sharing his impressions on the Fallout TV series, following a video he uploaded roughly a week ago after attending the first season’s Hollywood premiere.
Cain created the series when he was employed at Interplay Entertainment, where he served in various roles, primarily as a designer for the first two Fallout games. However, Cain has not been directly involved in any of the games sinceFallout 2. He has shared some Fallout-centric videos on his YouTube channel. Some videos include him explainingcut content from the original Fallout, the biggest influences on the series, andwhy he left Fallout 2 early into its development cycle. While he largely doesn’t publicly share his thoughts on newer games, he did offer some about Fallout 3 during a 2010 interview.
Warning: The below story contains FULL SPOILERS for Fallout Season 1, which is now streaming on Prime Video.
Ever since Fallout Season 1 hit Prime Video, there’s been quite the debate over what some fans argued was a timeline discrepancy with Fallout: New Vegas. While Bethesda’s Todd Howard cleared all that up in a recent interview with IGN, original Fallout creator Tim Cain has also joined in on the theorizing fun, offering up his own speculation on what “The Fall of Shady Sands” could be referring to.
To give you the TLDR on what fans thought the conflict was: in short, in episode 6 of Fallout Season 1, fans spotted that “The Fall of Shady Sands” was written on a chalkboard, and that event happened in 2277. What got fans up in arms was the fact that, if Shady Sands was destroyed in 2277, that would essentially retcon New Vegas, since that’s four years before the events of that game.
Howard set the record straight in my recent interview with him, saying, “everything that happened in the previous games, including New Vegas, happened.” He further clarified that “the bomb falls just after the events of New Vegas.”
But Cain brings up a good point in his own review of the TV show, which he posted on YouTube earlier today: how do we know the timeline events, as written on a chalkboard, are even true?
“I know people are complaining about the dates being off. Well, you’re right! Maybe they are off! Maybe what was taught to the kids was wrong,” he says. “Maybe they were lying to the kids. They lied to the kids in Vault 33 about other things, why not lie about that? Or, maybe they’re off, but they don’t know they’re off? Just a few years either way.”
He goes on to point out that Fallout, as a series, has a long line of “unreliable narrators.”
“Maybe the dates in the games are off,” he says. “Maybe Fallout: New Vegas, some of the characters in that game, got the dates wrong. There’s no master calendar you can refer to… Fallout has a history in a lot of the games of having people tell you something that isn’t true.”
He’s not wrong, and spreading propaganda among the Vaults’ youth isn’t something you should ever put past Vault-Tec. Speaking of Vault-Tec, he also offers some theories about whether or not the corporation dropped the first nuclear bombs that ultimately led to society’s demise. Basically: Cain doesn’t think Vault-Tec shot first.
“Fallout has a history in a lot of the games of having people tell you something that isn’t true.
To support his theory, he points to what we saw in the season premiere of Fallout: Cooper Howard (Walton Goggins) with his daughter, Janey (Teagan Meredith), at a birthday party when the first nukes drop. As we learn in the season finale, Coop’s wife Barb (Frances Turner) was one of the high-up executives at Vault-Tec who were discussing the possibility of dropping the nukes.
“I don’t think they nuked first,” Cain says. “I really don’t think they did, because Barbara didn’t strike me as a stupid woman. Would she have sent her daughter to a birthday party on the day Vault-Tec was gunna nuke?”
“I think they were planning on nuking – it was one of their strategies that they were thinking about, which is enough to go, ‘wow, Vault-Tec is evil,’ ” he continues. “But I don’t think they nuked. I think they were a bit caught off guard too when nukes came in.”
Cain stresses that his theories are just that, and goes on to encourage fans to have fun spinning up ideas on the show as well, as long as it stays good-natured.
The good news is that we may actually get answers to some of these questions, given that Prime Video officially renewed Fallout for a second season yesterday. In the meantime, check out our review of Season 1, which we gave a 9/10.
Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.