Prison Architect 2 is official, bringing Paradox’s jail management sim to 3D

After teasing a 3D sequel when Prison Architect received its final update last May, developers Double Eleven and publishers Paradox Interactive have announced that, yep, Prison Architect 2 is indeed a thing that is happening – and in 3D, no less. Prisons will now have multiple floors to police, as well as a whole new inmate behaviour system to navigate along the way that will feed into gang warfare, escapes and other budding management problems. It’s coming out surprisingly soon, too, with its reveal trailer dating it for March 26th.

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Microsoft Picks Up One of the Most-Wishlisted Games on Steam for Day-One PC Game Pass Launch

Microsoft has snapped up 11 bit studios’ promising city-builder sequel Frostpunk 2 as a day-one PC Game Pass title.

Frostpunk 2, which for some time now has been one of the most wishlisted games on Steam alongside the likes of Hades 2, Manor Lords, and Hollow Knight: Silksong, launches on PC via Steam, Epic Games Store, and GOG, in the first half of 2024.

Then, Frostpunk 2 launches later on console, with the game hitting Xbox Game Pass as soon as the Xbox Series X and S version comes out. A PlayStation 5 release is also in the works. We were told “further Game Pass additions from 11 bit studios portfolio are set to be unveiled at a later date”.

“As a Steward in Frostpunk 2, you will oversee an ever-growing metropolis and be required to carefully weigh the needs and demands of its society,” reads the official blurb. “Your people are concerned with the fate of their children and crimes on the streets. They complain about unhealthy squalor, escalated by industrial growth, but need places to work. And what if you cannot afford to reward their toil with food and shelter or take care of their health? You can’t please everyone and when radical factions start rising, it only takes a tiny spark for the boiling tension to blow up.

“30 years after the Great Storm, the tyranny has ended. The delegates can vote, with or without certain persuasions, to pass laws to fulfill people’s will and steer the entire City into one of many futures.

“All this with a mantra echoing in everyone’s minds: The City must not fall. But will you be the one to persist and witness its triumph?”

Check out IGN’s Frostpunk 2 preview for more.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Take-Two Interactive and Remedy Entertainment are in a dispute over the letter R

Alright, alright, they’re in a disupte over the letter R as used for a logo for a video game company. As spotted by Respawn First, Remedy (they of the Alan Wake) revealed their new logo last year, a big letter R, and Take-Two (they of the owning Rockstar Games) contest it. Rockstar’s logo is also a big letter R, although I think they’re pretty different Rs.

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The Last of Us Part 2 Remastered Lost Levels: 7 Cool Details

Warning: Spoilers for The Last of Us Part 2 ahead

The Last of Us Part 2 Remastered has arrived, and with it a brand-new look into how the game was made. The Lost Levels are three short sections of the story that were cut during development. Excluded mainly for pacing reasons, they remain incomplete but are now playable. These glimpses into what could have been – which are thoughtfully explained thanks to developer commentary – include some interesting details, which despite not being game-changers, are fascinating nonetheless. Here are seven things we learned from The Last of Us Part 2 Remastered’s Lost Levels.

1 – Ellie’s Shaking Hand

The first Lost Level features a party in Jackson that would’ve taken place directly after the first fight between Abby and Ellie at the Seattle theater, and just before the dance scene with Dina. It’s a low-key affair that is full of moments that echo darker steps on Ellie’s journey, such as opening the scene with a shaking, bloodied hand that reflects a very similar shot shown earlier in the game after Ellie brutally kills Nora. Starting the level like this was a very deliberate choice but one that Naughty Dog’s Banun Idris recalls not being an easy one to make:

“The opening for this was a little tricky. We needed it to match at least a little what you might expect emotionally coming from prior beats, because we were already purposely disorienting you in time and space. Remember you just came from this huge fight; to jump straight into it would’ve been a little too jarring. After some back and forth, we rooted it in Ellie’s nerves, calling back to her hands shaking in the theater, but this time for a much more innocuous reason which we’ll find out later. She’s nervous because she has a crush on Dina.”

2 – How a Game of Clicker Tag Became a Snowball Fight

Before she can reach Dina however, Ellie partakes in a few festival activities which share gameplay mechanics usually saved for more violent endeavors in The Last of Us. The most noticeable of these is a group of children playing a tag-like playground game where one of them plays the role of Clicker. Eliie joins in and you must use the listening mode to find one of the kids to capture. This sequence would eventually evolve into the snowball fight in Jackson at the start of the game, as Idris explains here:

“The thought was that these kids are in relative safety, but they still grow up with the dangers of Clickers and Runners and all those lessons would embed themselves in the games that they play. When the festival got cut, they tried to preserve this moment and move it to the front of the game where the snowball fight is, as a tutorial. However, being in the headspace of a Clicker doesn’t really teach you how to deal with them. Eventually, it evolved and they instead made the snowball fight which I think was way more effective.”

3 – Ollie the Elephant

Other activities at the party include mixing a drink using the same interface you navigate to customise weapons with at a workbench, and a milk bottle throwing game that utilises the same controls used to launch a brick or bottle at an enemy. The prize for winning that game is a soft toy, Ollie the Elephant, who would later appear in Ellie’s story anyway, despite this whole level being cut. Idris explains how:

“A fun aspect of this is that if you did well, you could win a toy here and Ellie would place it in her pocket. If you had done this you’d find the toy with JJ (the baby) later back at the farm. When we cut this the toy made it through anyway because it was so cute. It’s the same one you see on the tractor at the farm, Ollie the Elephant.”

4 – Water Puzzles Were Cut

The second Lost Level takes us to the Seattle sewers, and was intended to have taken place just before Ellie’s showdown with Nora in the hospital. In these subterranean tunnels, we learn more about how Naughty Dog approached The Last of Us Part 2’s level design and environmental puzzles. Originally, this section was going to feature a series of water puzzles where Ellie has to battle a ferocious current. They were ultimately cut, but the water tech developed for them was revived in a later chapter. Designer Peter Ellis tells us all about it:

“This was one of the few areas of the game that used water flow as part of a traversal puzzle. The player has to go upstream to use the current to get to the platform and reach the other side. We mostly cut this mechanic game-wide, however, it remained in essence in the section swimming to the aquarium as Ellie where you’re avoiding the waves.”

5 – Dead End Design

In the sewers, we also learn about some simple-but-effective tricks that Naughty Dog’s level designers use to point us in the right direction. What initially appear to be meaningless dead ends are all there for a reason, whether it be to point you towards valuable materials or simply redirect you towards the critical path. This is expanded upon by Ellis in a section where a door leading to an empty room is used to turn the player around and toward a large pipe they need to crawl through.

“When players reach the doorway and enter the room, they’re faced with a dead end. The real reason for this dead-end room is that on the reversal when exiting back out of the doorway, players are faced with the route onwards – a pipe that they’d not been able to see when they were swept past it on the way in and something that was hidden from view when on the side platforms. The intention here being that the only option here is to go off the standard path in order to search for a way out.”

6 – The Hunt

Another type of signposting is demonstrated in a later cut level, which uses blood stains on floors and walls to ensure Ellie never loses track of her prey. That prey takes the shape of a wild boar, with which Ellie has a showdown in the third of the Lost Levels, titled The Hunt. Although the level is not present in the final game, the boar itself does make an appearance, as a reference to the event is drawn into Ellie’s journal.

This sequence was, again, intended to disorientate the player and mirror the deer hunting sequence from the first game when we first took control of Ellie in winter. Idris details the meaning of the level and why it was ultimately cut.

“The boar hunt was one of the hardest levels for me to work on. It was a huge challenge with the systems that we had, and we kept trying but it never felt quite right.

Originally, the level happened after the Jackson festival – which also got cut – but before the farm. Once the festival got cut it became the prologue to the farm. The intended experience is that we jump forward in time after the fight with Abby in the theater. We don’t know where Dina is, we likely assume she’s dead because she was just bleeding out. Ellie is alone, and her hair is short, so maybe this is the future or the present? And she’s hunting. Hunting who? Abby still.”

7 – Reinforcing Ellie’s PTSD

Upon completing the hunt, Ellie would finish the boar off in an unflinching scene that would remind her of Joel’s death. Director Neil Druckmann details what this level aimed to bring to the story: “This was another opportunity to show how the violence that Ellie has experienced, the violence that she witnessed being afflicted onto Joel is still sticking with her. She’s still experiencing these PTSD moments.”

Banun Idris adds further context to the end scene in particular: “The boar kill was supposed to be anything but glorious, with the boar whimpering at the back of the gas station after Ellie’s relentless hunt. After this, hearing the drone that we kind of come to associate with Ellie’s trauma, we would hard cut to the stream where she’s washing her hands and holding rabbits that she hunted, about to return to Dina. There would be no mention of the boar.”

The PTSD that follows Ellie around is one of the overarching themes of The Last of Us Part 2, and this instance with the boar is not the only reference to her trauma in The Lost Levels. Her memories of Joel’s murder are once again shown during the aforementioned sewers level, in a jump-scare moment involving a Clicker corpse. Peter Ellis describes how it was designed to be as effective as possible:

“It was great to see people who user-tested this area become increasingly worried as we forced the player to squeeze past the fungus and inches away from the Clicker’s face. All the time not being sure whether the Clicker might be alive or attack them. Although we aren’t as cruel as to force a Clicker attack in such close proximity, we do have a payoff for this moment. This Clicker momentarily turns into Joel to show Ellie’s PTSD from what happened to Joel at the start of the game.

Ultimately, we decided to save this moment for the farm level as it was more impactful there because it could become the centre-piece of that experience. Whereas in the sewers we weren’t able to make much of a narrative point and give it the breathing room and reaction time that it deserves given the tight space.”

These are both haunting images that Ellie will carry with her all the way to the game’s violent conclusion, and ultimately influence her final decision. Although both are effective scenes, it’s fair to say that the game’s themes of trauma and the circle of violence hit home without them. Mainly cut for pacing reasons, you can see why the ultimate decision was made, but still, including these lost levels in The Last of Us Part 2 Remastered makes for a fascinating behind-the-scenes look at what goes into crafting such a well-told story-driven game.

Simon Cardy thinks that Ellie just needs to catch a break. Follow him on Twitter at @CardySimon.

Random: Minecraft Movie Director Wants To “Avoid An ‘Ugly Sonic’ Situation”

Uhhh… meow?

Yes, a live-action Minecraft movie is really happening. We know Jason Momoa is involved. We know Jack Black is involved. And, as of today, we know that director Jared Hess wants to get it right — or, at least, not get it wrong (thanks, Eurogamer).

In a recent interview with The Salt Lake Tribune, Hess confessed that the production team is keen to “avoid an ‘Ugly Sonic’ situation” with the upcoming live-action movie — a reference to the blue blur’s original design that debuted in the 2019 Sonic The Hedgehog trailer before being swiftly scrapped thanks to the ensuing online backlash.

Read the full article on nintendolife.com

How to Watch the Xbox Developer_Direct 2024 on Thursday, January 18

January 18 is going to be an incredible day for Xbox players. Developer_Direct returns this Thursday at 12pm PT / 3pm ET / 8pm UK, and will bring you a deep-dive into some of the biggest games coming to Xbox platforms. We’re sure you want to know more, so here are all the details on how to tune in.

Developer_Direct will share new, extended gameplay and developer insights for the upcoming Indiana Jones game, Avowed, Ara: History Untold, and Senua’s Saga: Hellblade II straight from the teams at MachineGames, Obsidian, Oxide Studios, and Ninja Theory.

It’s going to be a big day for the Xbox family, with two other livestreams taking place. Earlier in the day, Blizzard will host a Diablo IV Developer Update Livestream at 9am PT / 12pm ET / 5pm UK. Shortly after Developer_Direct, ZeniMax Online Studios will hostThe Elder Scrolls Online 2024 Global Reveal at 1pm PT / 4pm ET / 9pm UK to preview 2024’s biggest update.

When is Developer_Direct? Thursday, January 18 at 12pm Pacific Time / 3pm Eastern Time / 8pm UK time.

How do I watch Developer_Direct? Developer_Direct will be streamed live on the official Xbox and Bethesda channels below:

The show will also be streamed simultaneously on regional Xbox and Bethesda channels around the globe, as well as on Steam. It will also air on China’s Bilibili platform on Friday, January 19.

I’m not going to be able to watch, where can I find out what was announced? A full recap will go live immediately following the show (including localized versions in Brazilian Portuguese, French, German, LATAM Spanish, and Japanese following later). Xbox Wire will also publish detailed blog posts about select games from the show.

Notes for co-streamers and creators: We at Xbox greatly appreciate any co-stream efforts and aim to ensure you have a smooth experience if you choose to do so.

However, due to forces beyond our control, we cannot guarantee that glitches or disruptions by bots and other automated software won’t interfere with your co-stream.

For those planning to create full post-show breakdowns of Developer_Direct in the form of VOD coverage, we recommend you do not use any audio containing copyrighted music to avoid any action by automated bots, and to also consult the terms of service for your service provider.

How do I watch the Diablo IV Developer Update Livestream? At 9am PT / 12pm ET / 5pm UK, Blizzard will unearth details about the next season’s gameplay features, Season Journey, and quality-of-life updates. Plus, Blizzard will also share information about The Gauntlet. You can watch the event on Diablo’s YouTube and Twitch channels.

How do I watch the Elder Scrolls Online 2024 Global Reveal stream? Shortly after Developer_Direct, ZeniMax Online Studios will hostThe Elder Scrolls Online 2024 Global Reveal at 1pm PT / 4pm ET / 9pm UK to preview 2024’s biggest update. Streamed from Bethesda’s official Twitch channel at Twitch.tv/Bethesda (with Twitch Drops!) and via global Xbox YouTube and Twitch channels, the standalone presentation will see the development team unveil the game’s next major Chapter, including the new zone, storyline, and other major features.

Will there be updates on Activision Blizzard King games? No new information on Activision Blizzard King games will be a part of Developer_Direct. You can look forward to news from those teams later this year.

When will the games in the show be released? All the games in this year’s Developer_Direct will be arriving later, with more details to be shared in the program.

We’ll see you for Developer_Direct on Thursday, January 18!

The post How to Watch the Xbox Developer_Direct 2024 on Thursday, January 18 appeared first on Xbox Wire.

Foamstars launches as a PlayStation Plus Monthly Game on Feb 6

Hey everyone, Foamstars Producer Kosuke Okatani here. We’ve kept all of you waiting since the announcement of Foamstars May of last year, but we’re happy to announce that Foamstars will release on February 6, 2024!

Foamstars will be included as a game in the PlayStation Plus Monthly Games lineup* for February and we’re ecstatic to be able to offer a chance to play.

A party for everyone

Foamstars is a brand-new 4v4 shooting game where players can enjoy a combination of a party-like atmosphere where mysterious foam builds up around you, and the intense moments during battle.


Foamstars launches as a PlayStation Plus Monthly Game on Feb 6

We developed Foamstars with the concept of creating a game that everyone could enjoy. Whether you’re a player who wants to play tactically and test your skills to achieve victory, or a player who wants to just casually party with friends, you will find something to enjoy in Foamstars. Please try it out during its inclusion in the PlayStation Plus Monthly Games. 

Three Foamtastic game modes

On top of the two game modes previously released in the Foamstar Open Beta Party, the just-announced third mode, Rubber Duck Party, will be playable from launch.

Smash The Star – Work together to knock out the Star Player

Win by taking down the opposition’s designated Star Player. After defeating 7 players from the opposing team, one of the remaining players will be granted several buffs and appointed the Star Player. Work together to fight to overwhelm their Star Player while protecting your own!

Happy Bath Survival – A crazy battle in and out of the arena!

Featuring split teams with half inside the arena and half outside of reach for each round, competing to take down the opposing team’s players inside the arena first. Outside players can assist their teammates with defensive foam, while inside players fight up close for victory.

Rubber Duck Party – Fight to dance on the duck and reach the goal!

Get ready for a foam party like no other! Teams must race to the center of the stage and fight for possession of the rubber duck, as climbing aboard will advance it into the opposition’s goal. Dancing on the duck’s head will make it sprint towards the finish line to win the match.

Players will need to utilize teamwork to foam the battlefield allowing for quicker traversal of the large map and to defend the rubber duck from the opposition’s control. With no respawn limit in this game mode, players can focus on the objective to make big plays.

Mission Mode – Enjoy solo or with friends

Protect Bath Vegas from an onslaught of Bubble Beasties in Mission Mode. Take on the challenge solo in Foamstar Mission or work together with up to 3 friends in Squad Mission.

Foamstar Mission – Solo missions

This is a great mode for those new to Bath Vegas. Here, you can try out the six characters and learn how to play them.

Players can also get to know more about each character as each has their own dialogue prepared.

Squad Mission – Cooperative missions

These are team missions where players can cooperate with up to 3 friends to take on the challenge.

During the mission, players will be able to upgrade their Foamstars with different effects that are earned by clearing waves.

Unlock rewards by completing challenges

We have prepared challenges that reward players upon completion. Some rewards can only be received by completing challenges, so try them all.

Additionally, there are three types of challenges: Anytime, Events, and Weekly – each with varying rewards.

For example, The Baristador character is unlockable by clearing the Reach Player Level 3 Anytime challenge.

The Year of Foam

Foamstars will receive seasonal updates over the span of one year. Also, a Season Pass will be available for each season, offering a plethora of bonus items. Players can increase their tier by earning XP from battling or completing missions. Rewards will be unlocked as player’s tiers increase.

In the first season pass that will be available at launch, Mel T will be unlockable as a reward (players who purchase the Premium Pass will unlock the character immediately).

On top of seasonal exclusive content and skins—additional characters, maps, and modes will also be released throughout the year so please look forward to the yearlong Foamstars Party.

*All PlayStation Plus members will be able to redeem, download and play Foamstars at no extra cost from February 6 to March 4.

Foamstars: The Final Preview

Last week I danced on top of a giant rubber duck DJ. No, I’m not back on the mushrooms – I was playing Foamstars, which is a similarly colourful and fun trip. Square Enix’s bubble-packed team-based shooter is bursting with character and style, while frequently managing to maintain a tense competitive edge. While not all of its launch modes hit home for me, I found myself pleasantly surprised at just how much fun I was having after four hours of hands-on time.

Foamstars will launch with multiple modes available, of which most are centred on multiplayer. The one exception is Foamstars’ PvE offering, which is playable in both solo and co-op and consists of fighting against waves of randomised enemies to achieve the highest score. While I only played one of these missions once, I can’t see it being where many will sink their time into; instead, the meat of this shooter is found in its three PvP modes.

Smash the Star is presented as Foamstars’ signature mode where two teams of four battle it out deathmatch-style until they reach seven eliminations, at which point an opponent’s “Star Player” is crowned. This player is buffed with increased health and damage output, making them formidable on the bubble-field, but once a Star Player is taken down the match is over. It’s a genuinely fun time and when teams are balanced can get really tense, as fights go down to the wire and the risk/reward nature of attacking your opponent and defending your Star Player comes to the fore.

First impressions may be to dismiss Foamstars as a Splatoon clone, but after playing it I found its hero-shooter DNA became much more apparent. Yes, painting the floor with your team’s foam colour aids movement, enabling you to surf along the perpetually changing floor with ease, but points are not awarded for how much territory you occupy.

First impressions may be to dismiss Foamstars as a Splatoon clone, but after playing it I found its hero-shooter DNA became much more apparent.

While I had fun with Smash the Star, my favourite mode without a doubt is Rubber Duck Party. Teams of four battle it out to capture a wildly oversized rubber duck and escort it as far as they can toward the other team’s spawn point. It’s essentially Overwatch 2’s push mode and its objective-based focus spoke to those Overwatch sensibilities within me. That isn’t all though – the duck is also a DJ and if you climb on top of his shiny yellow head and manage to dance for a few seconds without being foamed up, it shoots forward at speed, pushing you further toward your team’s destination. It’s a nice little touch that once again encourages team play and smart team compositions as you look to defend the giant duck and his tiny dancer.

These two modes were easily the highlight of my time with Foamstars and came in stark contrast to the third multiplayer mode, Happy Bath Survival, which fails to offer the same level of tension or teamplay. Half of each team is stripped of their hero abilities and must assist the other two players with basic weaponry alone by painting the floor for them, in what is a relatively dull arena shootout. It’s disappointing because it sidelines the characters for stretches of time, as their usually tide-turning abilities can be combined to devastating effect in both Smash the Star and Rubber Duck Party.

Each of the eight heroes is equipped with their own weapon type, abilities, and super star skills. My favourite is the speedy Agito, who allowed me to dive under the foam, sneak around the back, and then erupt above the enemy in a shower of bubbles, before finishing up with a shotgun full of foam. They’re a great flanking option with a powerful super star skill that unleashes a homing shark that explodes on impact. Others I had fun with included Mel T who, despite sounding like a long-lost member of the Spice Girls, is in fact an ice cream-loving young lady who deals big damage thanks to explosive skills and a rocket-propelled foam cannon. In truth, I had a good time with all eight of the characters and can see where each will hold their value in different game modes, especially when teamed up with other heroes that offer synergistic opportunities.

There’s a level of charm to each too, which carries over into the maps themselves. Each showcases a different part of “Bath Vegas” and is visually distinct from one another and, crucially, is constructed with gameplay first in mind. They offer interesting architecture and varying levels of verticality, as well as obstacles such as the giant roaming roulette ball found circling Fomeopatra’s Crazy Wheel. In a time when so many shooters are militarised in their presentation and seemingly afraid to embrace colour, it’s welcoming to be barraged by it at every turn in Foamstars, which successfully marries Nintendo’s charm with the panache of Persona. The same can be said for the soundtrack, which delivers track after track of catchy tunes that wouldn’t sound out of place in an Atlus RPG.

I enjoyed my time with Foamstars then, and hope you will too, but I just can’t help but fear for its long-term appeal due to the recent fate many live-service games have met. Both free and premium season battle passes will be available throughout the first year of Foamstars’ life with new cosmetics, characters, maps, and modes promised, but all of which are a mystery at this point. It’s free at launch on PlayStation Plus, which will definitely give it an initial boost with millions of PlayStation players being able to download it for free. It’s a strategy the likes of Rocket League and Fall Guys enjoyed great success with, but it didn’t have the same effect on Destruction AllStars – a game I reviewed and thought was a fun enough time, but sadly one that didn’t take off. I just hope that Foamstars doesn’t suffer a similar fate and finds its audience, as it’s shaping up to be a genuinely fun and family-friendly hero shooter.

Simon Cardy couldn’t stop dancing on the duck. Follow him on Twitter at @CardySimon.

Frostpunk 2 and its rowdy citizens will be storming the gates of Game Pass day one on PC

The denizens of Frostpunk are, understandably, quite grumpy so-and-sos a lot of the time, but through their cries of “More heat!” and “Please can we not with the human waste hothouse jobs!”, I reckon even they’d be quite pleased to hear that Frostpunk 2 will be heading to PC Game Pass on its day of release (with Xbox Game Pass following when it arrives on consoles). Alas, we still don’t know exactly when it’s coming out yet, but in the mean time, why not gather round the burning barrel of 11 Bit’s very first gameplay trailer for it while we wait?

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Persona 3 Reload: The Final Preview

I had only just played Persona 3 Portable in the last few years, so that hundred-hour saga felt relatively fresh in my mind going into my demo of Persona 3 Reload. I was excited to hang out with all my old pals, but a bit skeptical that it would be different enough to warrant the time investment all over again. In my playthrough that ran more than an hour, though, I didn’t feel at all like Reload was covering the same ground, even if it basically is. The added gameplay elements, updated graphics, tweaked areas and social links compel me to sink another handful of months into getting to the bottom of Apathy Syndrome with the S.E.E.S. crew.

The biggest vibe shift was wandering the tower of Tartarus, which is now the creepiest of all the Persona dungeons. The aura is truly unsettling in the chunk of floors that I played, with the intent to closely emulate the themes of death in the game, producer Ryota Niitsuma and director Takuya Yamaguchi told me after the demo. Reworking Tartarus was a high priority for the team and it shows. The pacing feels leagues more natural with other shiny distractions to hold attention, including crystalized Shadow energy stalagmites to smash and grab items from and chests that, to open, need expendable bits called Twilight Fragments, which are scattered throughout Tartarus and the real world. Even these seemingly simple additions drastically improve the tempo of moving through the many floors of Tartarus.

The battle mechanics are exactly what one should expect from Persona games, although actions like switching Personas and analyzing skills feel more modern and seamless than they once were. All-out attacks have also been upgraded with brand-new finishing screens (which are cool) and catchphrases (which are also good). And now, the S.E.E.S. armband is a functional piece of clothing, acting as a gauge to facilitate a new special attack feature called Theurgy. Though it’s based on Persona 5’s Showtime, Theurgy attacks require heightened emotional states and have special conditions personalized to each character to activate, so it takes more strategy to pull off. I didn’t spend enough time grinding in Tartarus to get to everyone’s moves, but from what I did see, the results are devastating for the enemy.

It finally feels like I’m truly exploring, experiencing, and learning the geography of Tatsumi Port Island instead of merely hovering above it.

Plenty is different back in the outside world, too. First and foremost, I can physically run around 3D city streets and classroom hallways, as opposed to moving a cursor to callout bubbles in a relatively static environment like in past Persona 3 iterations. In general, the camera maintains a tighter shot, making bouncing around locations feel more intimate and nearly first-person. It finally feels like I’m truly exploring, experiencing, and learning the geography of Tatsumi Port Island instead of merely hovering above it. I didn’t feel the limitations of a small town in the same way I did prior, where moving from place to place felt more like data entry than a game as the hours wore on. And: I can get a part-time job at the movie theater!

For me, the most potentially exciting changes to life outside of hunting Shadows were made inside the dorm that make it feel like the main character actually co-exists there with a half-dozen classmates. The rooftop, the kitchen, Fuuka’s DVD player, and the bookshelf are all now available to use in one’s free time for gardening, cooking, or watching movies, or reading with a friend or reading to improve your three character traits. Plus, the desktop computer that sits in the lobby is also usable to juice personality stats. Yamaguchi and Niitsuma acknowledged that the dorm was always a special environment for these games, and the effort they put into creating a home-y, social space gives the S.E.E.S. HQ a welcome warmth against the game’s largely bleak main narrative.

All in all, my doubts about diving back into Persona 3 territory were shattered from this demo. Persona 3 Reload isn’t a remake with a few alterations here and there; it’s a sincerely thought-through updated game that can seemingly stand on its own two legs in the competitive Persona lineup.