Why Nightdive Remastered System Shock 2 Instead of Remaking It

Why Nightdive Remastered System Shock 2 Instead of Remaking It

System Shock 2 Key Art

If Nightdive Studios were a home, it would be built upon the foundation of System Shock. As one of the studio’s formative projects, the Kickstarter campaign for its acclaimed System Shock remake put Nightdive on the map. But it wasn’t System Shock that inspired Nightdive’s creation, rather its sequel, System Shock 2.

With the recently announced June 26, 2024, release date for System Shock 2: 25th Anniversary Remaster fast approaching, some have wondered: why a remaster instead of a full remake?

To answer this, let’s look back at Nightdive’s origins, remasters as a form of preservation, and the many enhancements that make System Shock 2: 25th Anniversary Remaster a worthy tribute to a beloved classic!

Where It All Began

“Like many others, my first experience with System Shock was the sequel,” begins Nightdive Founder and CEO Stephen Kick, who recounts being introduced to the game while eating lunch with his friends at school.

After sharing how much he loved Half-Life, his friend Marshall suggested giving System Shock 2 a try. “The next day, he came back to the table and handed me the Big Box. That night, I installed the game and was instantly captivated. Every aspect of it congealed into an unforgettably immersive experience that still gives me chills every time I think about it.”

Little did he know at the time, this pivotal moment would later contribute to Nightdive’s founding in 2012 when Kick had the nostalgic desire to replay System Shock 2. Unable to get his game to run, and unable to re-purchase it on digital platforms, Kick began reaching out to license holders and was ultimately rewarded with the rights to re-release System Shock 2 in 2013, followed by the original.

“After System Shock: Enhanced Edition introduced mouse look and other quality of life improvements, we knew we had the unique opportunity to re-introduce the gaming world at large to one of the most influential and overlooked experiences ever created. The decision was then made to assemble a team to remake System Shock to not only honor the original, but to celebrate the legacy it created,” Kick explains.

“While we’d already announced an enhanced edition of System Shock 2, the success of the remake caused us to pivot and re-evaluate our goals for System Shock 2: Enhanced Edition, ultimately leading to a remaster that’s much grander in scope and ambition.”

So, why didn’t this pivot with System Shock 2: 25th Anniversary Remaster (formerly System Shock 2: Enhanced Edition) lead to another remake?

Remaster vs. Remake

“With System Shock 2, the game was already in a playable state, it just needed the same care and attention we’ve brought to other games we’ve worked on from that generation,” Kick clarifies. “Improved graphics, performance, and the ability to play on console — so it was decided to remaster the game instead of completely remaking it.”

Nightdive’s mission extends beyond ‘bringing lost and forgotten games back from the depths’ with its commitment to game preservation. As Nightdive developer Alex Lima points out, remasters and remakes are “two very different approaches” to game preservation.

“In a remake, we have the liberty of using modern engines, and we need to seek a specific type of talent when assembling a development team. In a remaster, we’re adapting legacy source code and doing lots of reverse engineering when that source code is lost.”

If you think of games as art, like Nightdive VP of Business Development Larry Kuperman does, a remaster is closer to restoration work done with old paintings while remakes are akin to creating a replica. “Games are a form of interactive art and should be preserved as art deserves to be preserved,” says Kuperman.

Being able to leverage as much of a game’s original content as possible is not only valuable from a preservation standpoint, but from a modding one too.

“In a remaster, we adhere to the modding standards the original developers or community have already established. In a remake, we’re able to create the modding ecosystems with modern practices and standards. All in all, we do both with passion, and it’s up to the public to decide which one they favor,” notes Lima.

“We decided to go with a remaster because we care a lot about the System Shock 2 fanbase, and we know a modding community has built around this game that’d benefit from the addition of advanced features. A remake would also be great, but it wouldn’t affect the modding community in as positive a way as this remaster will.”

Bringing a Horror Classic to Xbox

Modders aren’t the only ones who’ll benefit from the enhancements of System Shock 2: 25th Anniversary Remaster. With a wealth of fixes and improvements, the game’s shaping up to be more approachable than ever.

System Shock 2

For example, as you explore the creepy corridors of the Von Braun, one of the first things you’ll notice is the game’s visual enhancements. “Menus and in-game UI elements have been upgraded to high-resolution assets, providing enhanced clarity and readability,” confirms Lima.

“The Xbox family of systems has the kind of hardware that PC players in the ‘90s could only dream of, and we make use of that extra muscle,” adds developer Lexi Mayfield. “The game runs natively at 4K resolution on the Xbox One X and Xbox Series X|S with 120Hz also supported on the Xbox Series X|S version.”

It’s not just looks — System Shock 2: 25th Anniversary Remaster plays better, too.

“The 3D renderer used by System Shock 2’s “Dark” Engine has been modernized. You can expect to see high-resolution assets, modern materials and shaders, support for ambient occlusion, and many of the performance bottlenecks of the older renderer addressed,” explains Mayfield.

As expected for a game releasing on consoles, System Shock 2: 25th Anniversary Remaster offers comprehensive controller support.

“Every interface in the game, from PDA screens to hacking tools, can now be quickly navigated with the directional pad and face buttons. Cycling between PDA interfaces is done with the triggers, and tabular interfaces in those screens are cycled with the bumpers.”

You can do more with the bumpers than cycle between screens, thanks to the game’s newly added quickbar system. Now, switching between weapons and psi powers is both faster and easier thanks to two quick-access bars bound by default to the Left and Right bumpers.

“You can also slow down your aim for the sake of accuracy, and instead of multiple lean buttons there’s now a single lean toggle that uses the control stick for the lean direction.”

If the default setup doesn’t work for you, “nearly every control except looking and walking with the analog sticks can be remapped. You can even swap the sticks to a southpaw configuration if you prefer.”

And if you’d rather stick to mouse and keyboard, Mayfield assures “we have you covered there too.” While the team can’t delve too deep into either of these just yet, multiplayer and co-op are in development for System Shock 2: 25th Anniversary Remaster. “Crossplay functionality is also supported, allowing players across different platforms to connect and play together,” notes Lima.

A Look to the Future

Nightdive’s remaster of System Shock 2 isn’t a highly-polished reimagining; it’s the same game you remember from 1999… but better. With visual enhancements, optimized performance, and full controller support, Xbox players are in for a real treat.

Perhaps more than one. With several projects in active development, including some highly requested fan favorites, the Nightdive team shows no signs of slowing down. While a full remake of System Shock 2 isn’t on the list (yet), it’s certainly not outside the realm of possibility.

According to Stephen Kick:

“Our team has been working within the world of System Shock for the last 10 years and I couldn’t think of a more qualified group of developers to tackle a project like that should we decide to take that on.”

So, whether you’re a first-timer or a longtime fan, Nightdive looks forward to welcoming you aboard the Von Braun when System Shock 2: 25th Anniversary Remaster launches on June 26, 2024, for Xbox One and Xbox Series X|S!


System Shock 2: 25th Anniversary Remaster

Nightdive Studios

How can you challenge a perfect, immortal machine?

System Shock® 2: 25th Anniversary Remaster by Nightdive Studios brings to you the modernized remaster of the FPS/RPG classic.

It’s the year 2114 and as you awake from cryo sleep on the FTL ship Von Braun, you are unable to remember who or where you are… and something has gone terribly wrong. Hybrid mutants and deadly robots roam the halls while the cries from the remaining crew reverberate through the cold hull of the ship. SHODAN, a rogue AI bent on the destruction of mankind has taken over and it’s up to you to stop her.

Delve through the corridors of the derelict ship Von Braun and immerse yourself in the story rich atmosphere and environments. Explore deck by deck and unravel the horrifying fate of the Von Braun and her crew.


System Shock

Prime Matter


195

$39.99

System Shock is the fully fledged remake of the ground breaking original from 1994, combining cult gameplay with all-new HD visuals, updated controls, an overhauled interface and all-new sounds & music; it even has the original voice actor of SHODAN, one of gaming’s most iconic villains. Witness the rebirth of one of the greatest and most influential games ever created.

A first-person fight to the death in the depths of space!

SHE IS SELF-AWARE AND AWARE OF YOU
Meet SHODAN: The psychotic AI has taken control of Citadel Station and turned the crew into an army of cyborgs and mutants; She now plans to do the same to Earth. You must explore and battle your way through the depths of a space station gone to hell. Stop SHODAN and avert humanity’s destruction.

HER TERMINATION IS OUR SALVATION


The post Why Nightdive Remastered System Shock 2 Instead of Remaking It appeared first on Xbox Wire.

Slender: The Arrival VR arrives on PS VR2 May 13 

Slender: The Arrival VR by developer Blue Isle Studios is the unholy union of a horror phenomenon and an innovative gaming peripheral. Together, they deliver a holistic horror experience to players looking for a game that can shake them to their core. 

On May 13, Slender: The Arrival VR will utilize the platform-defining features and capabilities of PS VR2 to summon the horror icon in its most terrifying incarnation yet — and I’m excited to share what makes this upcoming release the best way to experience our title!


Slender: The Arrival VR arrives on PS VR2 May 13 

Immersed in virtual terror

It’s been over a decade since the release of the original Slender: The Arrival, and the 10th Anniversary Update significantly enhanced the graphics and elevated the overall gameplay experience. Every shadow, every model, and every hair-raising encounter with the mysterious Slender Man was rendered in stunning detail using the latest Unreal Engine 5 technologies. Slender: The Arrival VR remains true to the original game while adapting elements to the full-scale immersion VR.

The PS VR2 is a groundbreaking peripheral, and it allowed us to enhance the strengths of Slender: The Arrival further. Atmospheric, gameplay, and audiovisual stimulation combine to transport the player to another dimension.

A key part of the Slender: The Arrival VR experience is the feedback received when The Slender Man is in your area. The detailed haptic feedback in the PSVR2 Sense controllers won’t be the only way you feel Slender Man’s presence, as the PS VR2 headset vibration feedback makes it seem like he dwells within the player’s own mind.

Oh, and the vibration function isn’t reserved for Slenderman. There are other enemies to fear in Slender: The Arrival VR.

With all these new additions and more, The Slender Man’s presence is more eerie and intimidating than ever before. Knowing that he is nearby is scary enough in flatscreen, but in VR, he can appear anywhere in your field of vision. Sound queues are also more realistic and immediate, adding to the immersion and tangible sense of gnawing dread.

A Slender reimagining

Slender: The Arrival VR features all of the new additions included in the 10th Anniversary update, from the enhanced visuals to the brand-new storyline and characters.

The team has also implemented a range of VR accessibility options so that all players who want to step into the world of Slender: The Arrival VR can do so comfortably. There’s a bespoke interactive menu for VR and multiple comfort settings, including standing/seating modes, snap and continuous movement, and sensitivity sliders.

The Slender Man is a paranormal icon that has long terrified the curious-minded worldwide. It stands tall (really tall, actually) alongside long-established horror mainstays. Similarly, the original Slender: The Arrival remains the official, proven, and definitive adaptation of The Slender Man to the gaming world. 

By expanding and deepening its gameplay with the PS VR2 headset, we’ve provided players with a unique and engaging experience that creates a more intimate connection with the world they explore — something arguably most important… and frightening… in the survival-horror genre that they will get to experience on May 13.

FBC: Firebreak Is the Control Multiplayer FPS I Didn’t Know I Wanted

Control was IGN’s Game of the Year in 2019 – and I was one of the many editors that voted for it – but even I was skeptical when Remedy, a studio known for telling great single-player stories in third-person games, announced it was doing a Control multiplayer game. That project turned out to be FBC: Firebreak, a three-player PvE first-person multiplayer shooter set six years after the events of Control. And in the hands-off demo I saw, it very quickly became clear that my skepticism was completely unwarranted. Firebreak is refreshingly original in an oversaturated space, delightfully weird amidst a sea of same-y military and/or sci-fi online shooters, and perhaps best of all, it doesn’t require a massive commitment like so many of its contemporaries. As game director Mike Kayatta put it, “We’re not about daily check-ins. We’re not interested in monthly grinds. We don’t want to give anybody a second job.” Say it again, Mike, for the people in the back.

FBC: Firebreak is a three-player co-op FPS with, if what Remedy is promising comes to pass, no nonsense. You can play for 20 minutes or a few hours if you want to, with Perk unlocks and new combinations amongst characters keeping things fresh for repeat runs. But what the heck are you doing here, back in The Oldest House, with a bevy of bizarre weaponry in your hands? Essentially, you are volunteer first responders in The Oldest House when things go seriously sideways. Your characters are secretaries, rangers, and other “normal” occupations who heed the call of service. The Federal Bureau of Control wouldn’t say you’re expendable, but…you’re expendable.

When you log in to play, you choose a Job (aka a mission) and a Crisis Kit (essentially, your loadout) before setting the Threat Level (difficulty) and Clearance Level, which determines how many zones you’ll be playing through in a run. The zones are separated by containment doors, which will take you to the next stage of the Job. And the Job I saw is called Paper Chase, and it’s set in a fairly mundane office section of the FBC building. The Hiss are spreading, and it’s up to you and your two teammates to work together to beat them back.

Of course, you can get the hell out of there as soon as you can if you like, but if you want to get your hands on currencies that let you upgrade and buy new gear, you have to escape safely with them. And the longer you spend exploring for currency, the harder it is to make it back to HQ in one piece.

Speaking of gear, that’s where FBC: Firebreak starts to set itself apart from other multiplayer shooters. Many of the guns are charmingly unusual, and most have a homebrew feel, like the hand-cranked snowball-launching gun that can put out fires (or your friends who are on fire) and soak the sticky-note monster (uh, more on him in a bit). Or the cobbled-together zapper that, when fitted with the right nozzle, can rain down lightning storms on a room full of bad guys. Or the large wrench that, when a squeaky piggy bank toy is attached, causes a swirl of coins to pelt your opponents. Don’t worry, though; there are still staples like a machinegun and shotgun – the latter of which is the go-to for after you’ve either soaked or zapped one of the sticky-note monsters.

Many of the guns are charmingly unusual, and most have a homebrew feel.

Oh yes, about them: the entire point of this particular Job is to eliminate all of the sticky notes before they overrun the entire brutalist building. Note the number of sticky notes left to destroy in the upper left corner. It will actually go way up as the mission progresses because, by the end of it, you face off against…a gigantic sticky-note monster. Think Sandman from the end of Spider-Man 3, but made out of sticky Post-It notes instead of sand.

But it’s not just about weird weapons. There are also fun in-universe gameplay mechanics, too, like the office supply shelf that refills your ammo, the makeshift turret you build after literally dumping it out of a box onto the floor, the stereo speaker that keeps the Hiss at bay, and the rinse station that washes any aggressive sticky notes off of your face. Unlockable Perks also inject more spice and variety into the gameplay. A couple of examples I saw: a Perk where each missed bullet has a chance to return to your clip, and another that lets you extinguish yourself by jumping up and down. Also, if you get two of the same Perk you get a stronger version of it. If you get three, you can share the Perk’s effect with nearby teammates.

By the way, in case you’re wondering, you don’t have to have three people in order to play. You can play solo or in duos as well. Meanwhile, Remedy is aiming for a lower minimum PC spec than usual, but on the opposite end of the spectrum, FBC will also support DLSS4 with multi-frame generation as well as nVidia Reflex and full ray-tracing. It’ll also be Steam Deck verified, and it’s launching into Xbox and PC Game Pass on day one along with PlayStation Plus Extra and Premium. Finally, there is a post-launch content plan that Remedy isn’t ready to share quite yet, and there will be paid cosmetics, but that’s the extent of the microtransactions.

In fairness, I haven’t actually played FBC: Firebreak yet, so I have to be cautious about my enthusiasm. But so far, it certainly passes the eye test. This is almost certainly not a run-of-the-mill multiplayer shooter, in a very good way. And the fact that it’s a get-in and get-out online game that doesn’t require a massive ongoing time commitment in order to enjoy it is a refreshing throwback to the days when that was the norm.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Mount & Blade 2: Bannerlord’s first bit of DLC is all about taking the lads out on a not-so-nice boat trip

Mount & Blade 2: Bannerlord, is coming up to three years now, but at the Future Games Show this evening, all these years on, developer TaleWorlds Entertainment announced that the strategy action game will be getting its first bit of DLC, War Sails. If you can’t gather from the name, featured image above, and trailer below, the DLC is all about boats; sailing ’em, fighting with ’em, trading with ’em, you name it, these boats can do it (within reason).

Read more

Post-Apocalyptic Platformer Resetna Makes 14 Updates in One Month

It’s a post-apocalyptic, action adventure platformer, and now ReSetna has made 14 updates in just one month after responding to fan feedback. Indie developer Today’s Games calls it a “game reworked by players” and is dedicated to continuing working with its community.

The latest update, the Ruby Armor Upgrade, includes an overhaul of the combat system, better player controls, and a strong focus on the way battles will feel. Players facing the final boss will get a new cut scene, the game’s environments have had a renovation, and the UI has been tweaked to provide clarity for players. Oh, and there’s that gorgeous red armor set too.

Combat improvements

  • All weapons are improved, more responsive and enjoyable: animations and combos have been re-made and optimized for player’s experience
  • Axe combo now has fast responsive chain of attacks, Sabre’s attacks are now much more enjoyable and responsive with its parry-counterattack and in-air attacks,
  • Naginata has also been reworked to feel more impactful and heavier
  • Lesser projectiles from most basic enemies are now reflectable – the player is now able to avoid annoying ranged attacks, reflect them and still do a strong parry-counterattack while doing tha

ReSetna launched on January 30 on Steam and Nintendo Switch, and its titular robotic hero, ReSetna, has been woken from dormancy by Apex AI to track down the origin of a mysterious signal that is driving robots insane. Luckily there’s back up from a drone companion called IXA who can help out by hacking enemies and providing medical aid.

Rachel Weber is IGN’s Managing Editor.

Frosthaven is getting a digital follow-up to Gloomhaven, and you can play it this month

Frosthaven – the sequel to Cephalofair’s knock-a-horse-out massive board game – is getting a digital version from Julian Gollop’s Snapshot Games. You can sign up here to its closed beta kicking off March 27th, and it’s coming to Steam early access later this year.

Like predecessor Gloomhaven, Frosthaven is a tactical RPG where you’ll resolve story events and encounters between dungeon delving, retiring old characters and unlocking new classes as you progress. New to Frosthaven is a fleshed-out management game that has you build up and protect an outpost, while dealing with harsh seasons and invaders.

Read more

InZOI’s free character creator demo is out now, just make sure you’re ready to do some work to get access to it

InZOI kind of looks like an exercise in pushing the uncanny valley to me, something I’d wholeheartedly respect if that were definitely the intention behind the game, but I have a hunch that it really is just meant to be The Sims, but if it looked like real life. Whether that’s enough to win over Sims lovers or not, I’m not sure, its early access release isn’t until next week so we’ll all know more then. However! You do now have the opportunity to try and test the limits of its character creator, as like a few games have done in recent years, its Create a Zoi feature is available to download as its own thing… if you’re happy to do a bit of homework.

Read more

Random: Did You Know About These Hidden Animations In Pokémon Stadium?

A Mimic miracle.

If you’re anything like us, you probably spent a fair amount of time soaking up the 3D vibes of Pokémon Stadium in the early 2000s. This was the franchise’s first foray into the third dimension and, at the time, it was mind-blowing. Charizard? With depth? Is this the future? But no matter how long we played, some features remained hidden to us. That is, until today.

You see, today we stumbled across this informative YouTube Short from D0UBLESLAP, which promised to show us “secret animations” from our beloved Pokémon Stadium — and that it did.

Read the full article on nintendolife.com

How Developers Have Embraced Xbox Play Anywhere for Their Games

How Developers Have Embraced Xbox Play Anywhere for Their Games

Xbox Play Anywhere Feature Hero Image

As we touched on earlier this week, there are now over 1,000 developers utilizing Xbox Play Anywhere (XPA) for their games, bringing their amazing experiences to players across a variety of devices they own.

If you’ve never heard of XPA before, let us give you a refresher: when you buy a digital game that supports XPA through the Xbox Store or the Windows Store, it’s available to play on your Xbox console, Windows 10/11 PC, and supported handheld gaming devices at no additional cost. Even better, your progression comes with you across all platforms.

While the benefits of XPA for players are clear, we wanted to show you how developers have embraced this feature for their games. At this year’s annual ID@Xbox Showcase event at GDC, we chatted with the teams behind upcoming XPA games Clair Obsur: Expedition 33, Detective Dotson, and Towerborne to learn more about what influenced their decision to implement this feature and what benefits it may hold for their gaming communities.

Clair Obscur: Expedition 33 Screenshot
Clair Obscur: Expedition 33

“I mean, I think for us it’s all about discovery,” says Detective Dotson Director Sharlin Shodhan. “Making a game is hard enough, but selling a game in 2025 is super hard. This just gives us all the surfaces that Xbox and Microsoft have as a common access point to sell our game.”

In chatting more with Shodhan, he cites that being able to connect with players across multiple platforms is a key benefit in supporting Xbox Play Anywhere. Having all types of players access their game, and know that it can be played on multiple owned devices, is important for them because it widens the surface where people can access it — and thus share it.

The upcoming Clair Obscur: Expedition 33, launching day one with Game Pass on April 24, will also support Xbox Play Anywhere at launch. Again, allowing a variety of gaming communities on different platforms to come together thanks to XPA was seen as a tremendous benefit, especially for a new studio.

“Forming new friendships with players who are discovering our game is really the most we can hope for,” explains Clair Obscur: Expedition 33 Producer and Studio Co-founder François Meurisse. “Having players able to play our game on different devices they already have at home is ideal. This helps them discover the game and feel a link with the universe, to the characters, and maybe even follow-up [for] future games [we make].”

Detective Dotson Screenshot
Detective Dotson

Other teams I talked to had Xbox Play Anywhere on their mind from the get-go. In talking with Towerborne Game Director Daniel McLaren, whose game is focused heavily on co-op, implementing XPA was necessary so anyone could join their community, whether they’re on PC or Xbox.

“We have built a game structured around playing together. From couch co-op to online co-op, or even just sitting by yourself with someone next to you telling you how to play. We needed to implement Xbox Play Anywhere so that anyone could join our community, whether they’re on PC or Xbox,” says McLaren. “No matter how you access your Xbox, be it through Game Pass or direct purchase, it was important for us to make sure we had the maximum number of players able to sit down anywhere, anytime, and just be able to play together.”

And it’s not just about utilizing XPA to connect with their gaming communities. As players themselves, these developers are also huge fans of what it means to play games they own with their friends and family, then taking that learned experience to implement into their games. In chatting more with McLaren, having XPA as an option to play across platforms is a huge benefit both personally and professionally.

“Well, the fact that I don’t have to segregate my audience  [is what I like most about the Xbox Play Anywhere feature]. When trying to build an online game, It [would be]’s absurd that I can’t sit down at my PC on some games and play with my buddy, who is not a PC person at all, who only has an Xbox console, it just boggles my mind. So, being able to do this… I don’t understand why everybody wouldn’t do it,” McLaren says.

Towerborne Screenshot
Towerborne

Shodhan also looks at it from a player perspective. “This is how it should be: If I own a game and several devices, the developer will want me to play their game on as many devices as possible without paying each time or having to go through different store procedures. So, I think that’s the ideal player experience, and that’s why I’m happy to support this for our players and make it a great experience.”

“As a player and a Game Pass member, I really enjoyed the experience,” says Meurisse. “I haven’t got a Steam Deck yet but being able to play games on my iPad (with Xbox Cloud Gaming) while in bed is fantastic. The bigger screen of the iPad, combined with a controller, makes for an enjoyable gaming experience.”

Xbox Play Anywhere offers incredible convenience to players and a strong benefit to developers in fostering a cross-platform community for their games. And only having to purchase a game once to play it on both Xbox and PC is a huge perk for playing on Xbox, wherever you are. When you’re a developer, at the end of the day, you just want more people to play your game — XPA is here to help make that happen.

The post How Developers Have Embraced Xbox Play Anywhere for Their Games appeared first on Xbox Wire.

God of War Ragnarok 20th Anniversary Update 06.02 Patch Notes Detail Dark Odyssey Collection Contents

God of War Ragnarök update version 06.02 patch notes are here to help celebrate the franchise’s 20th anniversary with details about everything included in the Dark Odyssey Collection.

Santa Monica Studio unveiled the full patch notes today. They come with a breakdown of everything included in the celebratory update, including the Dark Odyssey cosmetics for Kratos, Atreus, and Freya, as well as an updated look for all of the God of War’s godly weaponry. It’s a solid bundle of content available now at no extra charge.

In addition to all of the Norse-themed goodies included in this latest God of War Ragnarök update, players can now enjoy a special customization option. Found as the “Edit Appearance” feature, the option allows players to pick and choose their favorite looks without sacrificing each specific armor’s abilities and skills. For those who have yet to see Kratos fight off Thor and Odin or even if you’re going back for another stab, now is the best time to hop into the sequel regardless of if you’re on PlayStation 4, PlayStation 5, or PC.

While the Dark Odyssey Collection fills Kratos’ pockets with an armory of cosmetic options that should make series veterans smile, it’s not quite what some had hoped to see from Santa Monica Studio for the franchise’s 20th-anniversary festivities.

When the update was announced last week, some fans called for modern remasters of titles like God of War, God of War 2, and God of War 3. However, no plans for reimaginings like this have been announced, and there’s not been much of a sign that they will eventually be revealed — at least not yet.

Still, these along with some of the other bonuses in store, such as new merch and vinyl releases, promise that Sony is more than willing to keep God of War fans entertained for years to come. As you download the God of War Ragnarök 20th Anniversary Update for yourself, you can read about why we think the series needs to reinvent itself for its next outing.

You can see the full patch notes below.

God of War Ragnarök Update 06.02 Patch Notes:

[Game Version 06.02]

As a gift to everyone who owns God of War Ragnarök, the Dark Odyssey collection is now available in-game at no additional cost!

Inspired by the working name of God of War (2005) and the skin that originally appeared in God of War II as a reward for beating the game on God Mode difficulty, we have brought back the black and gold theme for the anniversary.

Dark Odyssey Collection

Dark Odyssey Armor & Appearance for Kratos

  • Dark Odyssey Kratos Appearance
  • Dark Odyssey Armor Set for Kratos (Dark Odyssey Breastplate, Dark Odyssey Bracers, Dark Odyssey Belt)

Dark Odyssey Companion Armor

  • Dark Odyssey Vestment for Atreus
  • Dark Odyssey Witch Frock for Freya

Dark Odyssey Weapon Appearances & Attachments*

  • Dark Odyssey Leviathan Axe [Appearance] & Dark Odyssey Knob [Attachment]
  • Dark Odyssey Blades of Chaos [Appearance] & Dark Odyssey Handles [Attachment]
  • Dark Odyssey Draupnir Spear [Appearance] & Dark Odyssey Hind [Attachment]

Dark Odyssey Shield Appearances & Rönd

  • Dark Odyssey Guardian Shield [Appearance]
  • Dark Odyssey Dauntless Shield [Appearance]
  • Dark Odyssey Stone Wall Shield [Appearance]
  • Dark Odyssey Shatter Start Shield [Appearance]
  • Dark Odyssey Onslaught Shield [Appearance]
  • Dark Odyssey Spartan Aspis Shield [Appearance]
  • Dark Odyssey Rönd

*Please note, the weapon appearances are made for the fully upgraded version of each weapon and will only be available for use upon reaching that upgrade.

Edit Appearance for Weapon and Shield Attachments

With the addition of the new Dark Odyssey weapon attachments and shield rönd in the patch, we have added the ability to use the ‘Edit Appearance’ feature on those components of Kratos’ arsenal.

You’ll be able to pick whatever visual suits your look with the functionality you want for your build!

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).