Assassin’s Creed Mirage Hits Steam This Month

Assassin’s Creed Mirage launches on Steam later in October, Ubisoft has announced.

Mirage’s Steam release comes a year after it launched exclusively on the Epic Games Store and Ubisoft Connect on PC, as well as PlayStation and Xbox.

Ubisoft recently ditched its policy of signing with Epic for PC exclusivity and will now return to day-one releases on Steam following the poor performance of Star Wars Outlaws, which also skipped Steam at launch. Outlaws itself releases on Steam on November 21, 2024.

Mirage is the well-received back-to-basics Assassin’s Creed game that focuses more on the series’ stealthy origins. You play Basim, a cunning street thief who navigates the bustling streets of ninth-century Baghdad. Mirage is also shorter than recent Assassin’s Creed games — in stark contrast to recent entries Valhalla and Odyssey, which had massive open worlds that would take dozens of hours to explore. IGN’s Assassin’s Creed Mirage review returned an 8/10.

Soon after its launch, Ubisoft said Mirage’s player count was “in line” with Assassin’s Creed Origins and Odyssey’s launch numbers. The company added that Mirage was the biggest new-generation launch game in terms of unit sales in Ubisoft’s history.

Mirage’s Steam launch comes amid a tumultuous year for the company that’s seen disappointing returns from Call of Duty competitor XDefiant and the aforementioned Star Wars Outlaws. Ubisoft delayed Assassin’s Creed Shadows into 2025 following the poor sales of Outlaws, and its staff have arranged a strike for later this month.

In its recent note to investors, Ubisoft CEO Yves Guillemot acknowledged that the company’s “second quarter fell short of expectations” and vowed to launch “a review aimed at further improving our execution.” He also addressed some of the cultural conversations happening around Ubisoft lately, which have intensified around Star Wars Outlaws and the upcoming Assassin’s Creed Shadows.

Last week, Ubisoft’s founding Guillemot family and shareholder Tencent were said to be considering teaming up to take the company private following the collapse of its share price.

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.

Diablo 4 Vessel of Hatred Global Release Times Confirmed

Diablo 4 expansion Vessel of Hatred goes live today, October 7 in some regions, with a global release date of October 8. Here are all the release times across the globe.

Vessel of Hatred — Diablo 4’s first expansion — goes live as early as 4pm PDT on October 7. Pre-download on Battle.net and console (Xbox and PlayStation) is already available. There is no pre-download for Diablo 4 on Steam (Steam users must wait to download the update when Vessel of Hatred goes live at 4pm PDT on October 7).

It’s worth noting that Diablo 4 players can pre-download the patch that contains Vessel of Hatred and the Season of Hatred Rising (Season 6) content regardless of whether they have bought Vessel of Hatred. Blizzard recently released the patch notes for 2.0.1 and 2.0.2, and not only are they huge but change the game in significant ways.

Vessel of Hatred’s headline new features include a new class, new region, and a new story. The new Spiritborn class is joined by the new region of Nahantu, where you search for Neyrelle, who is on a mission to destroy the Prime Evil Mephisto. You can also recruit mercenaries to aid you in combat and fight together in a new PvE co-op activity.

IGN’s Diablo 4 Vessel of Hatred review returned an 8/10. We said: “Diablo 4: Vessel of Hatred is a stellar expansion that hits all the right notes, but only feels like the first act to a larger adventure.”

Diablo 4 Vessel of Hatred PC, PlayStation, and Xbox global release times:

  • Irvine: 4pm PDT, October 7
  • New York: 7pm EDT, October 7
  • São Paulo: 8pm BRT, October 7
  • London: 12am BST, October 8
  • Berlin: 1am CEST, October 8
  • Istanbul: 2am TRT, October 8
  • Seoul: 8am KST, October 8
  • Sydney: 10am AEDT, October 8
  • Auckland: 12pm NZDT, October 8

Last week, Blizzard confirmed Diablo 4 and Vessel of Hatred will be PS5 Pro Enhanced. Diablo 4 is the first Microsoft game with confirmed Enhanced support for Sony’s $700 mid-gen upgrade, which launches November 7.

Microsoft owns all Activision Blizzard’s franchises following its $69 billion acquisition of the company in 2023, and since then has added a number of the firm’s games to its subscription service, Game Pass. Diablo 4 is in Game Pass, although not in its Standard tier. Vessel of Hatred is not in Game Pass.

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.

Halo Studios: New Name, New Engine, New Games, New Philosophy

Halo Studios: Project Foundry Screenshot

Halo Studios: New Name, New Engine, New Games, New Philosophy

Ahead of the final match at today’s 2024 Halo World Championship, we saw an unexpected video. It depicted landscapes you might expect from the Halo series – Forerunner architecture jutting from dramatic landscapes inspired by the Pacific Northwest, gorgeous fields of ice, even a vista blighted and consumed by The Flood. We of course saw glimpses of the Master Chief, and his iconic enemies, even a Banshee arcing past the camera. But what we saw wasn’t a look back – this was something entirely new.

We’re entering a new dawn for Halo. Those new visuals were created using Unreal Engine 5 – and we learned that all future Halo projects will use the engine, and that multiple new games using it are in development. Alongside the engine change, the studio is seeing changes in culture, workflow, and how its teams are organized. To match that new approach, franchise stewards 343 Industries are changing their name – Halo Studios is here.

Studio Head Pierre Hintze defines this less like a clean break, and more like the turning of a page:

“If you really break Halo down, there have been two very distinct chapters. Chapter 1 – Bungie. Chapter 2 – 343 Industries. Now, I think we have an audience which is hungry for more. So we’re not just going to try improve the efficiency of development, but change the recipe of how we make Halo games. So, we start a new chapter today.”

The First Step

Switching from the studio’s proprietary Slipspace Engine to Unreal is a key part of that change. Previously, 343 Industries needed a large portion of its staff simply to develop and upkeep the engine its games ran on.  “We believe that the consumption habits of gamers have changed – the expectations of how fast their content is available,” says Hintze. “On Halo Infinite, we were developing a tech stack that was supposed to set us up for the future, and games at the same time.”

As gaming evolves, and players increasingly point out how long it takes to see new games from their favorite series, the team at Halo Studios felt the need to react. As COO Elizabeth van Wyck puts it:

“The way we made Halo games before doesn’t necessarily work as well for the way we want to make games for the future. So part of the conversation we had was about how we help the team focus on making games, versus making the tools and the engines.”

Alongside the wider changes to how the studio is set up (which you can read more about below), adopting Unreal means Halo Studios is more able to create games with a focus that can satisfy fans – even setting up multiple teams to create different games simultaneously. But Unreal also comes with in-built benefits that would have taken years of work to replicate with Slipspace:

“Respectfully, some components of Slipspace are almost 25 years old,” explains Studio Art Director, Chris Matthews. “Although 343 were developing it continuously, there are aspects of Unreal that Epic has been developing for some time, which are unavailable to us in Slipspace – and would have taken huge amounts of time and resources to try and replicate.

“One of the primary things we’re interested in is growing and expanding our world so players have more to interact with and more to experience. Nanite and Lumen [Unreal’s rendering and lighting technologies] offer us an opportunity to do that in a way that the industry hasn’t seen before. As artists, it’s incredibly exciting to do that work.”

There’s another in-built benefit – Unreal is familiar to huge parts of the wider gaming industry. Where developers would have to spend time learning how to use Slipspace when joining 343, Halo Studios’ adoption of the industry-leading engine makes it a far smoother process to bring in new talent (and the studio is indeed hiring for its new projects now):

“It’s not just about how long it takes to bring a game to market, but how long it takes for us to update the game, bring new content to players, adapt to what we’re seeing our players want,” says Van Wyck. “Part of that is [in how we build the game], but another part is the recruiting. How long does it take to ramp somebody up to be able to actually create assets that show up in your game?”

With the move to Unreal, the on-ramp is shorter, the experience is there, and the series can grow far more quickly and organically than ever before.

Forging Ahead

Of course, Halo Studios needed to be confident in the switch to Unreal – this isn’t a decision taken lightly. The team had to be sure that the first Halo games to come out of a non-Slipspace engine would look, feel, and sound right. The team began experimenting, and it resulted in a research project known as Project Foundry – the source for all the new clips we saw today.

“When we decided to do Foundry, it wasn’t, at that point, in our plan,” says Van Wyck. “But we needed to pause and – ‘validate’ is not the right word, but educate and understand what our capability is, and assess it, so we actually know we’re on the right path.

“We’ve intentionally been really quiet up to this point, but I think [today] is about just sharing where we are, what our priorities are as a studio, and where the team is. We’re really proud of what came out of Foundry.”

So what does Foundry represent? The team is clear that this is not a new game – but nor is it a traditional tech demo. It isn’t just an exploration of what’s possible with this engine – it’s a true reflection of what would be required for a new Halo game using Unreal, and a training tool for how to get there. Foundry has been made with the same rigor, process, and fidelity as a shipped game would be.

“Where this type of work’s been done historically, across the industry, it can contain a lot of smoke and mirrors,” explains Matthews. “It sometimes leads players down paths where they believe it’s going to be one thing, and then something else happens. The ethos of Foundry is vigorously the opposite of that.

“Everything we’ve made is built to the kind of standards that we need to build for the future of our games. We were very intentional about not stepping into tech demo territory. We built things that we truly believe in, and the content that we’ve built – or at least a good percentage of it – could travel anywhere inside our games in the future if we so desire it.”

Hintze goes further: “It’s fair to say that our intent is that the majority of what we showcased in Foundry is expected to be in projects which we are building, or future projects.”

And what we’ve seen of Foundry promises incredible things. Named after the Foundry within Halo’s lore – the central forge of the megastructure used to create the Halo Rings themselves – the project saw the team set out to create three distinct biomes in the style of Halo. The goal was, as Matthews puts it, to make something old, something new, and something truly alien.

For something old, we see a biome inspired by the Pacific Northwest – a staple of the series – but in dramatic new form. Waterfalls crash over mountains, a running creek becomes the site of a tableau pitching the Chief against two Covenant Elites, and the team pushed Unreal to include as much foliage as technically possible.

For something new, we see the Coldlands location, a region locked in a deep freeze, with snowdrifts covering plateaus, and ice reflecting what’s above and refracting what’s below. And for something alien, we see the Blightlands, a brand new take on a Halo location – a world consumed by the parasitic Flood. The express purpose of the Blightlands was to see how this new-look Halo team could push the world itself farther than previous Halo games – the results speak for themselves.

Even the familiar looks new in Foundry. The Chief’s armor has been modelled with extreme care, down to individual panels on his combat gloves. An Elite’s energy sword now feels less like a solid object and more reflective of the name – a crackling swoosh of dangerous energy. The aim wasn’t just to push the studio, but the engine itself – Foundry is designed to do things that we haven’t seen in games using Unreal across the industry, Halo began its life as a graphical showcase for the original Xbox – the goal is to make that so again.

Halo Studios has worked closely with Unreal’s creators, Epic Games, to ensure they can reach that lofty goal.

“Halo is such an incredible franchise and it’s awesome to see Halo Studios already pushing the boundaries of Unreal Engine 5,” said Bill Clifford, Vice President and General Manager of Unreal Engine at Epic Games. “We’re honored to support the Halo team in realizing their creative visions through Unreal Engine. Project Foundry’s work demonstrates how they can bring Halo to life with beautifully detailed, uncompromised worlds.”

Of course, the soul of Halo isn’t just in how it looks, but how it feels – the intrinsic dance of its combat, the thud of the weapons, and the sense that you’re inhabiting the Master Chief’s armor. While Foundry may be a primarily visual project, Halo Studios is deeply invested in retaining the essence of what players love about Halo:

“I think it’s pretty well known that [switching engine] has been a topic that the studio has thought about for a long, long time,” says Van Wyck. “[The release of] Unreal Engine 5 was when we felt like we could make Halo games that respect and reflect the true soul of Halo while also being able to build games that can deliver on the scale and ambition of content that players want.”

“The spirit of Halo is more than just the visuals,” agrees Matthews. “It’s the lore. It’s the physics. Playing as the Chief, you’re this huge tank of a soldier – it’s the way that he moves, he feels. We’re all really obsessed about what our players love about Halo. We’re constantly listening to this feedback – and that’s at the core of any initiative like Foundry, or any intention that the studio has about how we move forwards.”

“We’re thinking about the intangibles,” Hintze adds. “The interaction with the Master Chief, or your Spartan, or the enemies. We are very careful about the decisions we’re making in that space – down to the precision and authenticity of the weapons, the authenticity of the animations. There are a list of nuances which we use to verify that we’re on track.”

Beyond the Visor

So, let’s talk about what’s coming beyond Foundry. As you might expect, the team isn’t talking about exactly what those new games will be right now – we’re at the beginning of this new chapter, not the final stages, and it’s fair to say that a new Halo game isn’t imminent. Halo Infinite will still be supported through the Slipspace Engine – you can expect more Operations, and updates to its Forge mode. In esports, Year 4 of the Halo Championship Series, using Halo Infinite, has just been announced. But in the background, the next steps for Halo will be taken.

The quietness is by design. Hintze makes clear that the priority right now is on doing the work, not simply talking about it:

“One of the things I really wanted to get away from was the continued teasing out of possibilities and ‘must-haves’. We should do more and say less. For me, I really think it is important that we continue the posture which we have right now when it comes to our franchise – the level of humility, the level of servitude towards Halo fans.

“We should talk about things when we have things to talk about, at scale. Today, it’s the first step – we’re showing Foundry because it feels right to do so – we want to explain our plans to Halo fans, and attract new, passionate developers to our team. The next step will be talking about the games themselves.”

What is clear is that, yes, it’s Halo games – plural – in development right now. Where Halo Infinite saw practically the entire studio focused on a single, evolving project, Halo Studios has recalibrated:

“We had a disproportionate focus on trying to create the conditions to be successful in servicing Halo Infinite,” says Hintze. “[But switching to Unreal] allows us to put all the focus on making multiple new experiences at the highest quality possible.”

A major part of this shift has been in reorganizing the structure of Halo Studios as a whole, in order to give development teams what they need to make something new.

 “At the end of the day, if we build the games that our players want to play, that’s how we’ll be successful,” explains Van Wyck. “That’s what should motivate what we build. That’s also what this structure has done – we want the people that are day-in-day-out making the games to be the ones to make the decisions on the games.”

The team will also be seeking more input from outside the studio on those decisions:

“We’re seeking earlier and earlier, wider and wider feedback from our players,” she continues. “We started that with The Master Chief Collection, and carried that on with Halo Infinite, and we want to do it even more for our next projects. At the end of the day, it’s not just how do we evaluate, it’s how do our players evaluate it?”

343 Industries was founded to create Halo games but the impression I get is that, in its new incarnation as Halo Studios, the studio has been retooled to put the focus entirely on that goal – without distraction, without impediment, to create better games with players’ hopes and wishes at the heart of the endeavor.

“You asked why we consider this as a new chapter,” says Hintze. “We want a singular focus. Everyone is in this place is here to make the best possible Halo games.”

The post Halo Studios: New Name, New Engine, New Games, New Philosophy appeared first on Xbox Wire.

Future Halo Games Moving to Unreal Engine 5 as 343 Industries Rebrands, ‘Multiple Projects’ in Development

The future of Halo is starting to come into focus. During Sunday’s Halo World Championships, 343 Industries made a number of announcements, including that it will officially be changing its name to Halo Studios and that it’s working on multiple new games. In addition, the newly-rebranded studio say that all future projects will be developed on Unreal Engine, leaving behind the Slipspace Engine utilized by Halo Infinite.

The announcements were unveiled in a seven-minute video shown ahead of the Halo World Championship’s grand finals, which showcased the results of Project Foundry — an experimental project designed to show a Halo game built using the Unreal Engine. While it’s not much more than a tech demo, it offers a glimpse at a fresh beginning for Xbox’s flagship franchise in the wake of 2021’s Halo Infinite.

It’s a huge shift for the Halo series, not the least because of the resources poured into the Slipspace Engine over the course of its development. The studio formerly known as 343 Industries notoriously struggled with the Slipspace engine during Halo Infinite’s development, in part because it used tools dating back to the early 2000s. Still, it was expected to serve as the foundation for the series after Halo Infinite.

“Respectfully, some components of Slipspace are almost 25 years old,” art director Chris Matthews said in an interview with Xbox Wire. “Although 343 were developing it continuously, there are aspects of Unreal that Epic has been developing for some time, which are unavailable to us in Slipspace – and would have taken huge amounts of time and resources to try and replicate.”

An early 2023 report suggested that Halo’s developers were ready to hit the reset button on the series after a heavy shakeup within the studio, including transitioning to the Unreal Engine. The report also said that Halo’s developers were focusing on pitching new Halo games while prototyping ideas. Project Foundry appears to be the culmination of that effort.

The newly-rebranded Halo Studios, for its part, is seeking to forge ahead under the leadership of Pierre Hintze, Elizabeth Van Wyck, and Brian Koski, with the studio now working on multiple new games. The three stepped into top roles at the studio in the wake of studio GM Bonnie Ross’ departure in 2022, with series veteran Joseph Staten leaving Xbox in 2023. The new name and engine follows Xbox saying earlier this year that it’s “full speed ahead” on a next-generation successor to the Xbox Series X|S.

“We had a disproportionate focus on trying to create the conditions to be successful in servicing Halo Infinite,” says Hintze. “[But switching to Unreal] allows us to put all the focus on making multiple new experiences at the highest quality possible.”

The projects will be “ready when they’re ready,” Halo Studios says. For now, stay tuned for lots more analysis on IGN as well as Podcast Unlocked.

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

Future Halo Games Moving to Unreal Engine as Developer 343 Industries Officially Changes Its Name

The future of Halo is starting to come into focus. During Sunday’s Halo World Championships, 343 Industries made a pair of significant announcements, including that it will officially be changing its name to Halo Studios. In addition, the newly-rebranded studio say that all future projects will be developed on Unreal Engine, leaving behind the Slipspace Engine utilized by Halo Infinite.

The changes were unveiled in a seven-minute video shown ahead of the Halo World Championship’s grand finals, which showcased the results of Project Foundry — an experimental project designed to show a Halo game built using the Unreal Engine. While it’s not much more than a tech demo, it offers a glimpse at a fresh beginning for Xbox’s flagship franchise in the wake of 2021’s Halo Infinite.

It’s a huge shift for the Halo series, not the least because of the resources poured into the Slipspace Engine over the course of its development. The studio formerly known as 343 Industries notoriously struggled with the Slipspace engine during Halo Infinite’s development, in part because it used tools dating back to the early 2000s. Still, it was expected to serve as the foundation for the series after Halo Infinite.

An early 2023 report suggested that Halo’s developers were ready to hit the reset button on the series after a heavy shakeup within the studio, including transitioning to the Unreal Engine. The report also said that Halo’s developers were focusing on pitching new Halo games while prototyping ideas. Project Foundry appears to be the culmination of that effort.

The newly-rebranded Halo Studios, for its part, is seeking to forge ahead under the leadership of Pierre Hintze, Elizabeth Van Wyck, and Brian Koski. The three stepped into top roles at the studio in the wake of studio GM Bonnie Ross’ departure in 2022, with series veteran Joseph Staten leaving Xbox in 2023. The new name and engine follows Xbox saying earlier this year that it’s “full speed ahead” on a next-generation successor to the Xbox Series X|S.

For now, stay tuned for lots more analysis on IGN as well as Podcast Unlocked.

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

Daily Deals: College Football 25, PlayStation 5 Slim, Marvel’s Spider-Man 2, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Sunday, October 6, below:

EA Sports College Football 25 for $47.99

EA Sports College Football 25 is available on sale for the first time this weekend. This game marked the first college football title from EA since NCAA 14, as a lawsuit regarding player NIL (name, image, and likeness) prevented the company from producing further entries. Many of the older modes have returned to College Football 25, including Dynasty, Team Builder, and Road to Glory. Of course, dozens of new features have been added, including Stadium Pulse, which creates challenging road environments in college football’s biggest stadiums.

Save $50 Off PS5 Slim

As part of an early Prime Day deal, Amazon has dropped the price of the PS5 Slim by $50. This goes for both the digital and physical editions of the console, with Best Buy also offering an NBA 2K bundle on sale. It’s the perfect time to buy a PS5, with games like Astro Bot and Silent Hill 2 now available on the console.

Marvel’s Spider-Man 2 for $49.99

Marvel’s Spider-Man 2 is also on sale, priced now at $49.99. This matches the previous low, which occurred during the Days of Play sale earlier this year. Spider-Man 2 features both Peter Parker and Miles Morales as playable characters, with a whole new area of New York to explore. You can swing through the city with new suit abilities like Web Wings and take down criminals all around. You’ll need to be prepared, as both Kraven the Hunter and the symbiote Venom are prepared to take you down and rule over NYC.

Visions of Mana for $49.99

Visions of Mana recently released at the end of August, and it’s available on sale for the first time this weekend. This is the first new Mana game in almost two decades, starring a cast of characters on a quest to save the world. In our 8/10 review, we stated, “Visions of Mana finally brings the long-dormant classic RPG series into the modern age, looking great and playing even better thanks to multi-layered class and skill systems that interact in clever ways.”

Final Fantasy VII Rebirth for $49.99

Final Fantasy VII Rebirth is officially on sale at an all-time low price. This sequel to 2020’s Final Fantasy VII Remake brings Cloud, Tifa, Aerith, Barret, and Red XIII outside of Midgar for the very first time, with Sephiroth looming and moving in on his goals. This experience offers well over 100 hours of content, with 36 sidequests and a main story over 40 hours long. If you haven’t played Final Fantasy VII Rebirth, now is the time to score one of the best 2024 titles out there at a discount.

Super Mario Bros. Wonder for $44.99

Super Mario Bros. Wonder was one of the best games of 2023, with a diverse offering of levels and abilities to discover. The Wonder Flower defies all expectations throughout each level, allowing for a Mario experience like no other. In our 9/10 review, we stated that Wonder “looks and plays like the true next step for 2D Mario platformers.”

Meta Quest 3 512GB VR Headset

Hot on the heels of the new Meta Quest 3S announcement, the Quest 3 has officially been marked down by a not insignificant amount. The 512GB model, which previously retailed for $649.99, is now priced at $499.99. The Quest 3 is a superior headset to the new Quest 3S. It has much better optics, with a higher resolution, higher FOV, and a thinner pancake lens design, and it boasts a higher maximum storage capacity.

Demon Slayer -Kimestu no Yaiba- Sweep the Board! for $47.99

Sweep the Board! is the latest game from Demon Slayer – Kimetsu no Yaiba-, focusing on a fun, party-like title that is extremely similar to Mario Party. You play as Tanjiro, Nezuko, Zenitsu, Inosuke, and the rest of the Demon Slayer cast as they traverse through multiple party boards and complete minigames against each other. We’ve seen the Nintendo Switch version drop to $29.99, but this is the first price drop for PS5.

Luigi’s Mansion 3 for $39.99

Luigi’s Mansion 3 is available this weekend at Woot for only $39.99. This is one of the best games available on Nintendo Switch, filled with charm and all sorts of fun puzzles. With Halloween right around the corner, there’s never been a better time to pick up the game if you haven’t already!

PlayStation 5 Pro Disc Drive Available at Amazon

After having sold out for most of September, the attachable Disc Drive for PS5 Slim / PS5 Pro is back in stock at Amazon. If you plan on purchasing a PS5 Pro this November, you will need one of these to play any of your physical games. The drive will require you to connect to the internet once to register it, but after that you can use it offline.

Feature: Nintendo Life eShop Selects & Readers’ Choice (September 2024)

Our picks for the best eShop games in September.

We’re fast approaching GOTY season, so it’s time to strap in and look back at the best of September in this month’s edition of eShop Selects.

Wait, what do you mean “a brand-new Zelda game came out last month”? We know, don’t worry — but what about all of those eShop exclusives, eh? We’ll be looking at September’s eShop releases, and it was yet another busy month for the digital storefront. As always, our staff and contributors voted for their top three eShop games from the list of games we’ve reviewed, with the top three listed below (but all of the other really good ones are here, too)

Read the full article on nintendolife.com

What’s on your bookshelf?: former Zachtronics’ Zach Barths and Matthew Burns

Hello reader who is also a reader, and welcome back to Booked For The Week – our regular Sunday chat with a selection of cool industry folks about books! It’s a double feature this week – Zach Barths and Matthew Burns of former Zachtronics fame! (Do read Edwin’s interview with Zach on their unrealised 40K factory game). Cheers Zach and Matthew! Mind if we have a nose at your bookshelves?

Read more

Silent Hill 2 Is Utterly Miserable (and That’s Why It’s Great)

Warning: this article contains mild thematic and environment spoilers for Silent Hill 2.

The Silent Hill 2 remake is the most miserable experience I’ve had with a game in recent memory.

With an opening sentence like that, you’re probably expecting to read a very negative critique of developer Bloober Team’s recreation of Konami and Team Silent’s survival horror classic. But, in this very rare occurrence, complete and unrelenting misery is actually a positive. The original Silent Hill 2 is perhaps the bleakest, most sombre game ever made and Bloober Team has successfully preserved its miserable magic, ensuring this remake is a deeply effective descent into genuinely uncomfortable terror.

That journey begins with sound and vision. The thick, opaque fog that conceals the town of Silent Hill is part of the story’s instantly recognisable iconography, and the remake’s impressive modern volumetric effects mean it feels thicker and more isolating than ever. Moving away from the monster-infested streets should feel like an escape, but instead you’re forced to find shelter in some of the dankest, most depressingly disgusting residences you’ve ever seen. Much of Silent Hill 2 is themed around a descent, and there’s a clear gradient in the visual texture of each area that communicates that downward spiral. Locations initially feel unkempt and abandoned, such as apartment blocks with peeling wallpaper and empty cupboards. But push onwards and the architecture becomes increasingly oppressive. Recognisable shapes and textures are replaced with rougher, broken alternatives, and eventually the entire area becomes a rusting, decayed husk. What starts as unnerving transforms into truly nightmarish the further you dare to press on.

Contributing to all this, as horror tradition demands, is minimal lighting. You are locked inside dark buildings for the majority of the game’s lengthy runtime (anything from 12 to 18 hours, depending on your playstyle). This becomes increasingly distressing, particularly during exploration of Toluca Prison – the facility’s lights can only be turned on for a few seconds at a time, forcing you to sprint between breaker switches in a mostly doomed attempt to hold back the darkness. Being starved of the sun for such long stretches means that the mere sight of daylight is like gasping for air after spending what feels like days beneath water. It’s deeply, unpleasantly effective.

That visual palette is accompanied not so much by a musical score, but by the most oppressive collection of noises your ears have ever suffered, provided once again by original Silent Hill 2 composer Akira Yamaoka. It’s particularly effective in the late game, when what sounds like an approaching beast is dynamically woven into the orchestration during times of high tension. It makes you second guess every sound you hear, and over time it grinds away at your sense of reality. It’s not easy to simulate insanity, but this soundscape is as close as you can (un)comfortably get.

The most impressive, unsettling achievement is inflicting empathy through gameplay design.

Effective art and sound design has been the flagship feature of many horror games, but these disciplines are the surface of the experience. I don’t mean that disparagingly – the surface is vital – but it’s what’s beneath that truly cements the terror. Games like Resident Evil 4 and Dead Space are, in reality, action games with horror masks, and so are rarely ever truly scary. Silent Hill 2, on the other hand, is a horror game right down to its nerve endings and bone marrow. Its environment and objective design pull on similar threads to the art and sound, constantly seeking new ways to unnerve you. Each location visited is an obtuse puzzle to be solved. You’re forced to walk circuits of each floor, backtracking to find keys or hidden entrances to rooms that will once again send you backwards to progress. This almost spiral-shaped route through the apartments, hospital, hotel and more forces you to endure increasing mental exhaustion.

This fatigue, combined with the seemingly relentless length of each area, robs you of hope. It’s particularly horrible in the final third, when you’re forced to navigate the prison and the subsequent labyrinth back-to-back with absolutely no respite. These locations feature long stretches of near-impenetrable darkness, thematically grim puzzle work, and the most aggressive, grotesque enemies in the entire game. The resulting emotional toll effectively communicates the mental space that the protagonist James Sunderland finds himself in. And that’s Bloober’s, and by extension Team Silent’s, most impressive, unsettling achievement: the ability to inflict empathy through gameplay design.

The miserable tone of Silent Hill 2 is maintained through a number of other gameplay tricks. As mentioned earlier, the story revolves around James’ descent into horror, and that’s represented both metaphorically through the visual design, and literally through a frequent need to jump into pitch-black holes. Each leap requires you to press the action button a couple of times, replicating his hesitancy and reluctance to leap into the unknown.

As the atmosphere becomes increasingly unbearable, there’s nothing built into the campaign to offer any levity or security. In the Resident Evil series, for instance, you gradually collect an increasingly powerful arsenal, allowing the late-game to be an exciting, explosive romp through blood and guts. It also toys with its dialogue and monster design, often opting for goofy characterisation that secures the series its beloved ‘cheesy horror’ credentials. Last year’s Alan Wake 2, despite clearly being inspired by Team Silent’s work, features absurdist humour and Lynchian direction to lean into the weird instead of horrifying, allowing for laughs to cut through the tension. Silent Hill 2, though, has none of this. For the most part your weapons are a broken pipe and a pistol, and even when you do get access to something a little more hard-hitting it’s nothing more than a simple shotgun or rifle with a long reload time and limited ammo. Alongside a difficulty curve that sees familiar enemies become erratic, wall-crawling freaks, Silent Hill 2’s atmosphere consistently finds ways to suffocate you.

Silent Hill 2 isn’t about having fun, it’s about exploring parts of the human experience we traditionally avoid.

It’s not usual for an assessment to use terms like ‘suffocate,’ ‘oppressive,’ and ‘miserable’ as positives, but horror is not a usual genre. It’s one of only two entertainment categories built around eliciting an uncontrollable response from the audience (the other being comedy). Horror is an emotion-manipulating machine, and the genre’s most effective stories can force us to experience feelings we typically don’t encounter in our everyday lives. Horror films spend their entire runtimes exerting different levels of pressure in order to achieve that manipulation, and the most effective etch images in our mind that continually reappear when the lights go out.

Video games are a very different medium, though, and their experiential nature enables them to manipulate us in more intense ways. Rather than ask us to observe, they demand that we interact, typically for four, five, sometimes even 10 times longer than an average scary movie. This can force us to experience a very different reality. While there’s a frequent insistence from some parts of the player community that games are only about fun or escapist entertainment, that’s often not the goal of many developers. Sometimes that goal is communicating uncomfortable ideas, and the path to that is through exposing us to a reality that’s deeply unpleasant. Silent Hill 2 isn’t about having fun, it’s about exploring grief and guilt – parts of the human experience that we traditionally avoid. Strangely, there’s an uncomfortable thrill in actively exploring those ideas via a video game.

The 2001 original’s technical limitations helped contribute a few thorns to that painful experience; the semi-fixed camera made environments feel restrictive and claustrophobic, and the awkward aiming installed each encounter with a sense of desperation. Bloober Team’s remake prunes those thorns, replacing them with modern third-person controls that make the experience a little friendlier to play. But those are the only significant concessions provided, so while combat sequences are perhaps a little less panicked than they once were, Team Silent’s nightmarish vision is preserved. It means the remake is a modern reminder not just of an era where Konami was a master of survival horror, but also the significant power of Silent Hill 2’s unrelenting misery.

Matt Purslow is IGN’s Senior Features Editor.

Poll: Box Art Brawl – Duel: Mario Party Advance

A portable party.

Hey everyone, welcome to this week’s edition of Box Art Brawl!

Last time, we saw three 3DS covers go head-to-head as we matched up the regional variants for Professor Layton and the Miracle Mask. Despite having all those options, it was Europe that walked away with a commanding win after taking 56% of the vote. North America followed behind with 27%, while the paired-back Japanese edition brought up the rear with 17%.

Read the full article on nintendolife.com