How Metal Gear Solid Δ: Snake Eater Reignites an Iconic Classic  

Summary

  • Learn about new controls and mechanics  
  • Improved audio and visuals elevate gameplay 
  • Familiar characters and plotlines remain pristine 
  • Check out our interview with the developers on the Official Xbox Podcast 

No two players will have the same experience when they step into the combat boots of Snake in Metal Gear Solid Δ: Snake Eater

From the moment players make their first HALO jump behind enemy lines, some will come out of firefights and close encounters with wildlife with barely a scratch. Meanwhile, other players will see Snake covered in knife slashes, bullet wounds, and burns by the time the end credits roll. These visual battle scars are thanks to our new damage system, and are just one part of the visual and audio improvements that have been brought to life in Metal Gear Solid Δ: Snake Eater

To find out more, check out our interview with the developers on the Official Xbox Podcast: 

Ultimate reality and immersion were two major goals our development team sought out to achieve. Naked Snake, our enduring protagonist, can be seen drenched in mud as players dive into cover to avoid enemy detection. Rain pitter-patters on the lush foliage as thunder clouds roll in from a distance. A snake slithering nearby provides a potential snack for the player. The thick vegetation of the jungles, forests, and swamps have been completely remade with cutting edge-detail in Unreal Engine 5 while retaining the original landscape. 

To allow you to take in the new visual changes, we’ve also introduced a new third-person camera and control system. Aiming down sights and swapping between third person and first person while zeroing down an enemy will come across more naturally. Coupled with clever ways of hiding, players can engage enemy guards, either through lethal means or creative non-lethal ways – the choice is yours. These intuitive controls help ease newcomers starting their Metal Gear journey in this riveting origin story. For players looking for a more classic feel, Legacy Style offers the original camera and gameplay options at any time.  

A keystone throughout the production of Metal Gear Solid Δ: Snake Eater has always been to keep the original feel of the game intact. This means including the over-head camera and controls veterans of the franchise will remember. You can easily swap between both control systems throughout the gaming session. No matter what control and camera style you choose to play with, both will deliver that classic stealth espionage action. 

The Metal Gear Solid series has always had a roster of colorful characters with deep storylines that fans have come to cherish, Metal Gear Solid Δ: Snake Eater is no different. We’ve kept the original voice lines in the game, so the scruffy voice of David Hayter as Snake will greet players to the iconic universe of Metal Gear Solid once again. 

Every cutscene is enriched with dynamic lighting, detailed facial animation and improved sound design. Yet they remain completely faithful, shot for shot. Even for long time fans, watching these updated scenes is like experiencing them for the first time. Original voiceover actors were brought back to the recording booth to help update in-game button prompts to keep up with the latest gaming hardware. 

Since its release, Metal Gear Solid Δ: Snake Eater has defined itself as one of the most influential and impactful video games of all time. With an unbelievably detailed update to this classic, both newcomers and longtime players alike can experience this masterpiece like never before. Metal Gear Solid Δ: Snake Eater is the definitive, once-in-a-generation remake you do not want to miss. 

The post How Metal Gear Solid Δ: Snake Eater Reignites an Iconic Classic   appeared first on Xbox Wire.

Marvel’s Spider-Man 2 update includes suit collab and fan favorites, available June 18

A brand-new, free update for Marvel’s Spider-Man 2* is upon us and it’s bringing eight new suits to Marvel’s Spider-Man 2 – including some new designs and returning favorites from previous games. This update, dropping on June 18, also addresses some community feedback and adds stability improvements to the game.

First, we’re delighted to fully unveil four new suits created in partnership with Colm Dillane, AKA KidSuper, and some special guest collaborators. Evenly split between the Spider heroes, these are new takes on Spidey suits designed from the ground up by KidSuper, Vini Jr, Lando Norris, and Rina Sawayama. Check them out – along with some notes from each designer!

Metro Suit (Miles Morales) – Designed by KidSuper

Fashion designer, Colm Dillane, AKA KidSuper, created the Metro suit for Miles Morales, which comes with additional variant suit styles: red on black, classic Spidey, and teal on purple. KidSuper not only partnered with us to make these suits, but he also worked closely with our special guests to design their suits!


“The puffer design you often see in my KidSuper collections and the exclusive ‘original’ colorway! We came up with designs that felt super original, like something only we could pull off.”

– KidSuper


Ginga Suit (Miles Morales) – Co-designed by Vini Jr. and KidSuper.

Professional Football player Vini Jr. wears his inspiration on his sleeve. A love letter to Brazil and the beautiful, global game of Football, the Ginga suit features a design and default colorway reminiscent of both: a sporty look for Miles Morales with a black, green, yellow, and blue shader. Of course, this suit also features added styles: red on black, classic, and gold on white.


“I wanted it to be a celebration of Brazil’s culture and people. I just love the overall design because it has the energy and action that I associate Spider-Man with, but it’s beautifully mixed with some Brazilian flair. Which makes this suit super special and different from others.”

– Vini Jr.


Fluro Suit (Peter Parker) – Co-designed by Lando Norris and KidSuper 

 Motorsports phenom Lando Norris is all about moving fast. Paired with the high-speed action of Marvel’s Spider-Man 2, Norris’ suit reflects the pace – wholly inspired by racing, complete with a helmet and overalls familiar to those who burn rubber across global circuits. The Fluro Suit features its own suit styles with some variants such as a classic color scheme, white on black, and pink on blue.


“The main inspiration for the design was the feeling of speed. I also wanted to incorporate racing elements and materials like carbon, along with my trademark Fluro colour, which you can see throughout the suit. The carbon style effect on the suit is my favourite.”

– Lando Norris.


Motorchic Suit (Peter Parker) – Co-designed by Rina Sawayama and KidSuper

Singer/Actress/Model Rina Sawayama delivers a badass motorbike look to Spidey’s locker. Decked out in all leather, the Motorchic suit gives Peter Parker a revved-up design unique from any other in Marvel’s Spider-Man 2. The suit features other variants as well: a classic color scheme, black, and gold.


“I really wanted to explore my love of fashion whilst making this suit and what we ended up with I think encapsulates that, it’s fun, practical, edgy and chic. I personally love the metal detailing across the suit, it still feels like what I envision as classic Spider-Man but adds a more rugged feel. It looks pretty heavy duty and like it would stand up very well in combat!”

– Rina Sawayama


We’re also thrilled to announce four fan-favorite legacy suits from Marvel’s Spider-Man and Marvel’s Spider-Man: Miles Morales are being added to the game! Based on community requests, these four suits are being retrofitted for Marvel’s Spider-Man 2, including two for Peter and two for Miles. See what’s in store below!

Last Stand Suit (Peter Parker)

Donning a red leather jacket, the Last Stand suit is a highly requested fan favorite coming to Marvel’s Spider-Man 2! Now updated with our suit styles, the Last Stand suit gets a more classic variant, full black, and an Arachno-Man-inspired yellow and green. 

Into The Spider-Verse (Peter Parker)

Inspired by Peter B. Parker’s design in Spider-Man: Into the Spider-Verse, this iconic look adds a Spider-verse flare to Peter Parker’s wardrobe. Enable the Film Style Animation mode via visual settings to get an even more authentic, filmic look!

Animated Suit (Miles Morales) 

Miles gets a little animated. We’re adding Miles Morales’ Animated suit to Marvel’s Spider-Man 2. This suit is reminiscent of classic cartoons and comics of old.

Uptown Pride Suit (Miles Morales)

Complete with a gold trim, the Uptown Pride suit is a beloved favorite from Marvel’s Spider-Man: Miles Morales that’s making its way to Marvel’s Spider-Man 2! This time, the Uptown Pride Suit gets added colorways: silver trim, black on red, and blue on pink. 

Finally, our latest update brings stability fixes to the game and addresses some player feedback, such as the ability to swap out your parry and traversal abilities from the Symbiote to Spider Arms, and vice versa. This update, version 1.003.000*, will be available on June 18th, so keep an eye out for it! 

If you haven’t had a chance to jump in yet, now is a good time as any: Marvel’s Spider-Man 2 is currently featured in PlayStation’s Days of Play celebration! That means big discounts for physical and digital editions across PlayStation Store and at participating retailers! Be sure to get the game before the promotion ends on June 12, 2024!

We look forward to hearing what you think when the update hits next week!

*Internet connection required for update v.1.003.000

Someone finally beat the hardest racetrack ever made in Trackmania, and it only took them 220 hours to finish

It took over a month of racing and 220 hours of playtime but a Trackmania player has finally beaten the racing game’s most horrendously difficult map. For those of you only now noticing that tens of thousands of Twitch viewers have been religiously watching video game Hot Wheels, let me elucidate. Deep Dip 2 is a fan-made tower of racetracks that was published as a challenge to the racing game’s community last month. It is 16 floors of unfathomably difficult ramps, tunnels, ledges, pipes, and beams. A simple mistake sees drivers plummeting to the bottom, like the sad cauldron man of Getting Over It. The first three players to finish would share a prize pool of over $32,000. Over the weekend, one player has now managed it, and another has since joined him. Third place is still up for grabs but, mate, I wouldn’t recommend it.

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The first 45 minutes of Dragon Age: The Veilguard feel as much like Mass Effect 2 as Inquisition

Good news, everybody! Dragon Age: The Veilguard – previously Dragon Age: Dreadwolf, strictly speaking Dragon Age 4 – is not the bantzy heist romp suggested by its debut trailer. Less Good News for returning players: going by the 45 minute segment I was shown at Summer Game Fest, Dragon Age: The Veilguard is more of a single-character action-RPG plus entourage, than a proper party-based affair in the vein of 2014’s Dragon Age: Inquisition. You do get a party, drawn from a retinue of seven, larger-than-life, romanceable companions encompassing a range of classes, abilities and go-faster hairdos, but control of that party has been streamlined, and there’s a God Of Warlike emphasis on booting Fade demons into pits. Hmmm.

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Dragon Age: The Veilguard: The First Preview

Dragon Age: The Veilguard is off to an interesting start, to say the least. Coming off the somewhat controversial decision to change the name, BioWare re-introduced the series to fans with a two-minute trailer that drew unfavorable comparisons to Fortnite and Marvel. BioWare quickly followed with a twenty-second tease that was met much more positively – yet another jolting turn in what has been a rollercoaster decade for the franchise since Dragon Age: Inquisition.

Over the weekend, I watched as BioWare finally took the wraps off Dragon Age: The Veilguard over the course of an hour-long presentation in which they showed off the character creator, a broad swath of the gameplay, and the battle system. Director Corinne Busche also took the time to answer some of my biggest questions around The Veilguard’s romantic options and exploration.

First, the graphics. Running on the latest iteration of the Frostbite Engine, at least one source told me that The Veilguard targets 60fps. In a subsequent conversation, though, an EA representative said, “Dragon Age: The Veilguard will feature performance and quality modes on consoles to ensure players can choose the visual fidelity they prefer. We’ll have more to share on exact performance as we finish development in the coming months.”

Whatever the fidelity, it’s evident that The Veilguard is heavily stylized, and whether that look lands is mostly a matter of taste. It’s worth pointing out that Dragon Age has always been a riot of art styles and I’m not so sure that the series needs to return to the blood-spattered style of the original. What matters to me is polish and a cohesive sense of identity, and in that sense The Veilguard seems like a logical evolution of Inquisition, which itself was quite stylized.

Also, The Veilguard actually has good hair this time around, which, finally.

In the shadow of Mass Effect 2

For what it’s worth, there’s plenty of nods to longtime fans, including the return of Varric, who Busche calls the franchise’s “Obi-Wan Kenobi,” along with some “killer cameos.” It’s Varric who narrates the story’s opening section, recapping the events of previous games and explaining the motivations of Solas, aka the Dread Wolf. While The Veilguard is once again a standalone story, with Rook joining The Warden, Hawke, and the Inquisition in the ranks of Dragon Age protagonists, it starts in a breathless state of in media res as a group of heroes try to stop Solas before he tears apart the barrier between Thedas and the spirit world.

“We want to get you right in,” Busche explains. “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.”

What follows is basically one long action setpiece as the main characters sprint through Minrathous, a city under attack by demons (this is another big moment for fans, who have been waiting for ages to see the capital of the Tevinter Imperium). While it’s unwise to draw too many conclusions from such a brief section of the game, it’s easy to wonder just how linear The Veilguard will end up being.

“Yeah, so it is a mission-based game. Everything is hand-touched, hand-crafted, very highly curated,” Busche says, echoing a talking point that comes up repeatedly throughout the presentation. “We believe that’s how we get the best narrative experience, the best moment-to-moment experience. However, along the way, these levels that we go to do open up, some of them have more exploration than others. Alternate branching paths, mysteries, secrets, optional content you’re going to find and solve. So it does open up, but it is a mission-based, highly curated game.”

Pressed for more details on sidequests and optional content, Busche says, “Some of them are [highly curated], especially when it involves the motivations and the experiences of the companions. You’re really along on this journey with them. Others, you’re investigating a missing family… and the entirety of this bog is open up to you. You’re searching for clues, finding a way to solve their disappearance. So really it’s not a one-size-fits-all solution. But I do want to emphasize that hand-crafted and curated is our approach.”

Alternate branching paths, mysteries, secrets, optional content you’re going to find and solve. So it does open up, but it is a mission-based, highly curated game

It reminds me nothing so much as Mass Effect 2, with The Lighthouse – The Veilguard’s equivalent of Skyhold – standing in for the Normandy. I suppose it only makes sense in light of Dragon Age’s unique relationship with Mass Effect 2. Fans will recall that the original Dragon Age: Origins was basically a AAA CRPG – a continuation of BioWare’s isometric RPG legacy on PC. Mass Effect 2 followed just a couple months later, garnering praise among mainstream critics for its transition to full third-person shooter. Ever since, BioWare has prioritized action over gritty RPG mechanics, and the latest Dragon Age is no different.

But The Veilguard’s connection to Mass Effect 2 perhaps runs even deeper than that. Mass Effect 2’s story centered around Shepard recruiting companions from around the galaxy, Dirty Dozen-style, before ultimately embarking on a Suicide Mission where every character is at risk of dying – one of the most famous quests in gaming history.

Busche hints that something similar might be in The Veilguard. Asked whether The Veilguard will feature permadeath, she teases, “I don’t want to get into spoilers but you just might [lose some characters]. Now in what we saw there, obviously no one died. In a situation like that they can get injured, they can influence how they think about you. If they’re ready to hit the field with you, it does get more dangerous. We might lose some people along the way.”

Dragon Age: The Veilguard is more of an action game than ever

So with that in mind, let’s talk a bit about Dragon Age: The Veilguard’s battle system, which reduces the party size from four to three and in so doing becomes more action forward than ever. It features what Busche calls “sophisticated animation canceling and branching,” with the design centered around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers. Much of its strategy lives in its ability wheel, which stops the action either by tapping or holding the shoulder button and allows you to issue orders as you see fit. In particular, companions can be kitted out as support units and healers, which Busche cites as a big player request after Inquisition.

“The combat system is an interesting challenge going into the fourth iteration of this game because as you know, every Dragon Age has reinvented combat to some degree,” Busche explains. “Of course, pause and play strategy is always the backbone of it. But what that means is that, in addition to fans of all three prior games and welcoming in an entirely new generation of fans, we’ve got a pretty diverse player base to accommodate to.”

While she offers comparatively few specifics, Busche hints at some of the deeper strategy behind the battle system. Weaknesses and resistances will apparently play a major role in the combat, with abilities being designed to exploit them accordingly. One character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them. Likewise, the bonds that Rook forges with companions like Neve, a detective, and Harding, who returns from Inquisition as a full partner, determine how party members grow and what abilities become available. Those bonds are in turn determined by the choices you make using BioWare’s famous dialogue wheel, which returns for The Veilguard.

I was heartened to see some of this depth make its way into the battle system, which has a fluidity to it thatl Dragon Age: Inquisition lacked. It further includes individual specializations for each class, including Duelist, Saboteur, and Veil Jumper for Rogue, as well as an overarching backstory based on the faction you choose. Players used to choosing a backstory and having it be totally irrelevant to the story will be happy to know that it impacts the dialogue more this time.

After all it’s the characters who will determine the success of Dragon Age: The Veilguard. Larian ironically stole some of BioWare’s thunder with Baldur’s Gate 3, but this is still the studio that gave us Leliana, Liara, and Varric among many others, and it practically invented the RPG romance as we know it today. It’s been less than a week since the first official trailer and Lucanis fanart is already manifesting on social media.

I’ve been a fan of all three for different reasons. But Origins is when I fell in love with the franchise

“Each of the companions that you journey with has really complex backstories, problems of their own, deep motivations. And these play out through some really well fleshed-out character arcs; missions that are unique to them, but ultimately tie into the larger story,” Busche says. “And along the way we’ll make consequential decisions for each of them, sometimes affecting who they are, sometimes heart-wrenching – I’ve cried more than once – and sometimes pretty joyous.”

Many years ago, I stood in a room with Mike Laidlaw as he talked about the tremendous amount of work that David Gaider, Ben Gelinas, and other writers put into building Dragon Age’s world (Gaider, it should be mentioned, is very active on X/Twitter and is definitely paying attention to The Veilguard). That effort has earned the series an enduring fanbase despite being on hiatus for more than a decade. Busche, a self-described RPG fan who says she loved Baldur’s Gate 3, counts herself among them.

“I’ve been a fan of all three for different reasons. But Origins is when I fell in love with the franchise,” she says.

When The Veilguard arrives later this fall (it doesn’t yet have a firm release date), it will be more than a big moment for BioWare – it will be a huge moment for the fans. The Dragon Age fans I know, many of them women, are palpably excited to have this franchise back in their lives after waiting for so long. It’s too early to say whether or not Dragon Age: The Veilguard will live up to their expectations. All I know is that it’s good to finally be back in Thedas after all these years.

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.

Random: Sakurai Demonstrates The Importance Of The Finer Details

Breaking the fourth, fifth, sixth wall.

Masahiro Sakurai is known for his keen eye for detail and staunch perfectionism, but his latest YouTube video demonstrates just how many revisions are required for even the smallest details.

The majority of the video focuses on one particular example of this. He discusses the Mishima Dojo stage from Super Smash Bros. Ultimate, showcasing the initial design submitted by his team. He highlights that the destroyed wall on the left-hand side looked as though something had taken a huge bite out of it, and wasn’t a good representation of how planks of wood would break.

Read the full article on nintendolife.com

Metal Slug Tactics’ demo is pure nostalgia for better and worse

I’ve always loved the art of the Metal Slug series of side-scrolling shooters, so I’ve been keeping a keen eye on the fetching grid strategy antics of Metal Slug Tactics ever since it was first announced. For as long as I’ve been excited, I’ve also been worried. It’s been a polarising experience, like being alternately fed delicious sandwiches and those inedible rotlogs they sell at Subway. Still, I’ve remained cautious: is all this great pixel-art just a shroud pulled over a ho-hum tactics game to rescue it from naffness? It’s with this in mind I hungrily dove into the Steam Next Fest demo, as one might hungrily dive into a bin to eat literal garbage if their only other option was Subway.

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Exclusive: Fresh Jurassic Park: Survival Details Revealed, Including New Locations and More

At The Game Awards last December, Jurassic Park reared its scaly head to the audience in the monstrous form of Jurassic Park: Survival. It’s a new adventure game (no relation to the canceled early 2000s action game of the same name) made by Saber Interactive in partnership with Universal. At the time, they didn’t share much detail. But today, Saber and Universal have given IGN an exclusive peek into their rendition of Isla Nublar — new characters, new locations, new dinosaurs and all.

Universal and Saber have shared with us an internal Q&A conducted with Universal Products & Experiences executive producer John Melchior and Saber Interactive creative director Oliver Hollis-Leick, which contained a number of tidbits about what to expect from Jurassic Park: Survival. Going in, we already knew the game will take place one day after the events of the 1993 film. The action will follow InGen scientist Maya Joshi, who has been left behind on Isla Nublar after the characters of the film depart. There, she must survive and attempt to escape the park, avoiding dinosaurs and other hazards as she goes.

From Melchior and Hollis-Leick, we learned that we’ll not only be revisiting iconic locations from the 1993 film, but we’ll also be seeing brand new ones. This particular setting allowed the developers to explore places that were only implied in the film, but never seen — distant buildings, places where visitors were meant to stay the night, and so forth. And the locations that we’re familiar with may have been changed by the aftermath of the film.

“We have been working with all our stakeholders on what the island would have looked like after the events of the film,” Melchior said. “This includes areas we all love like the Visitor’s Center and the T-Rex paddock. But also, what we didn’t see, things that were not part of the tour or got cut off by the storm. Those on the island were supposed to be there overnight, so what does that mean? What would they have seen and where would they have stayed if everything went according to plan? That is where we are starting. One thing is certain – the island is as much a part of the story as the characters and dinosaurs.”

Speaking of the characters and the dinosaurs, it sounds like we’ll see new ones of both. Hollis-Leick specifically refers to “new characters,” plural, meaning more than just scientist Maya Joshi. And in response to a question about “special dinosaurs” in the game that aren’t in the movie, Melchior uncryptically replied with “Life finds a way…”

As for what you’ll be doing as Maya, we still haven’t seen gameplay yet. But Hollis-Leick offered this explanation of how exploring the island will work:

“The island is full of different types of terrain, many of them quite challenging. The player will need to use caution and planning in some cases, checking routes in advance. There will also be times when the player will need to move very carefully through an environment to avoid the attention of certain predators. Maya, the main character, is neither superhuman nor an action hero. There are real risks for her around every corner and the player will need to use a mixture of intelligence, grit and patience to survive the island’s many challenges.”

There’s still plenty we don’t know about Jurassic Park: Survival, and there’s certainly pressure on it to nail the nostalgic vibe of the film. Melchior says that Jurassic Park is the “most requested” game for Universal to make. Sure, there’s the Jurassic World Evolution series from Frontier Developments, but the management sim rendition on the franchise is a very different beast from a single-player adventure. Unfortunately, we may still have a while to wait, as Universal and Saber aren’t sharing a release date just yet, but did confirm the game won’t be out in 2024. We’ll see it out eventually on PS5, Xbox, and PC.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

FACEMINER is a dystopian management sim where you’ll take great pleasure in harvesting mugshots for money

AI nowadays is big business and it’s pretty terrifying, honestly. FACEMINER captures both of these things well, as it sees you build a biometric data processing empire from scratch. And most scary of all, is you’ll relish upscaling your organisation as you mine mugshots. I mean, I went from, “Hmmm, this is dubious”, to a sicko excited by the fact I didn’t have to click much to harvest strangers’ portraits. Nic wrote about it a while back, but I’d like to draw attention to it again as it’s very good.

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Nintendo Issues Multiple DMCAs On The Modding Site ‘GameBanana’

Smash Bros. Ultimate and Zelda: TOTK targeted.

Nintendo has seemingly issued multiple DMCA takedowns against mods hosted on the community site GameBanana.

As member ‘Waikuteru’ highlighted, more than 60 separate DMCA takedowns have been issued over just a few days with 40 directed at them specifically, rendering their GameBanana profile empty of mod submissions.

Read the full article on nintendolife.com