Developer OtherSide Entertainment's lead producer Samantha Stetler explained to me that her coworkers and fellow playtesters were obsessed with fighting over a 澳洲幸运5开奖号码历史查询:Baldur's Gate 3-style, chunky cheese wheel you could pick up in Thick as Thieves; yo♒u play as one of three thieves planning clever Ocean's 11 heists, so there are jewels and other stacks of loot you can creep out of a mission with, but the cheese seemed most appealing to me, too.
While demonstrati🅰ng her character's ability – each rough-and-tumble Brit you can play features a special move, like zipline agility – Stetler snuck around an old manor picking locks, impersonating cube-headed security guards, and even using magic to deploy a cute pickpocket fairy to lift keys. But in the bottom right corner of her screen, where she could stay updated with her rival thieves' movements, a stalemate was unfolding: first one player grabbed the cheese wheel, then the other took it back, then the other yanked it away, and so on.
The gameplay Stetler was demonstrating was completely charming – a more PG, Dreamworks movie take on the 1998 stealth game Thief: The Dark Project, I think. But I admit to feeling a little checked out about it until Stetler herself found a fine⭕ly aged cheese in one of Thick as Thieves' multiple possible, randomized missions.
It was a good cheese, a cheese that could inspire men to scale mountains – or to unrepentaꦦntly betray their friends, as was the case here.
]]>But it makes me wonder, is that really the best we can do? Because the best thriller-killer movies aren't about two murderers working with each other, but against each other, playing cat and mouse from the shadows. For a long time now, Hitman games have had a pseudo-competitive element wherein players cleanly speedrun missions for the highest point total, but I think🐽 the concept has further to go...
Here are the 澳洲幸运5开奖号码历史查询:best action games for you to try after Hitman
The obvious idea would be to have two agents just trying to kill each other, but I don't really think that's the best way to encourage comedy or creativit🐬y. Hitman's mechanics are too tied into the behaviour of NPCs and the skill needed to evade and manipulate them. Removing or downplaying that element risks compromising a large part of what makes Hitman so fun to play. If you don't have to worry about s🤪tealth or disguises, or what the bots think about you, that's about half the game's systems out of the window.
Instead, I'd suggest something that's more like a race, or treasure hunt – both players rushing to find and kill the same targets before the other can do so, trying to remain anonymous the whole time, and even attempting to pick off each other to send them b⛦ack to a random spawn or temporarily put them out of action.
What I'm imagining is somethinඣg like the early Assassin's Creed multiplayer, operating in disguises early on as you try to suss out the target without making it obvious. And look, there's another figure near them, moving suspiciously… another hunter, or just a drunk local? Will you risk your cover and your reputation to ki𒐪ll what might be just an innocent man?
Then, once you find the guy who needs his brains redistributed, it's about trying to work out how to get the best possible kill before your competitor can find and do the same. Shove them off a balcony with a well-placed elbow? The old reliable food poisoning/toilet swirlie combo? Or just put a bullet in them and stuff the carcass into a picnic hamper before walking away with an innocent whistle? However you kill them, you get points according to the neatness of the kill and a new target is sent to both of you, beginning the cycle anew. Except wait, that's not an NPC looking at me from down that corri–BLAM.
Of course, things may be more urgent overall. Maybe you're lining up a sniper shot an𒆙d see your enemy assassin creeping up on your kill with garrotte wire. Your hand forced, you blow the target's head off, losing the chancജe to hide the corpse, but depriving your opponent of any points at all. A C+ for you is still better than a perfect score for them.
🍌Obviously there's a lot of things that would probably need tweaking from the core game, but ideally it should all be to preserve enough of the core Hitman experience and stop the whole thing from devolving into simple deathmatch shootouts. For one thing, there's already enough games like that, and secondly, watching two killers trying to sabotage each other is going to be endlessly more entertaining and fit the dark comedy tone that Hitman has mastered than just blasting assault rifles at other professional murderers.
They're favorites of mine, but did the recent Hitman games make it onto our list of the 澳洲幸运5开奖号码历史查询:best Stealth games?
]]>We sat down with IO Interactive's 007 franchise director Jonathan Lacaille during 澳洲幸运5开奖号码历史查询:Summer Game Fest 2025, and he opened up a little about the unique relationship dynamic between this game's James Bond and his Quartermaster, who fans of the film series will remember as Bond's so🐎metimes father figure and supplier of state-of-the-art gadgets.
(The below quote has been lightly edited for clarity.)
"The Bond that we have today is not tuxedo Bo༺nd, the classy Bond with the martini and so on, ꦛsaid Lacaille. "He's young, he's not the suit guy yet. But Q is more the classy gentleman with a lot of taste, and he will teach Bond what he should wear, manners, you know, why he needs to wear a nice watch and things like that."
It's ironic that my first thought after hearing that was, 'oh so kind of like Nathan Drake and Victor Sullivan from Uncharted' because I specifically made the point recently that 007 First Light in fact isn't an Uncharted-style action game based on commentsꦅ from👍 this same interview. Well, haven't I made myself look like a fool?
Anyway, I'm encouraged that IOI isn't going the safe route and just adapting the most instantly recognizable Bond. Sean Connery was pretty young when he was introduced as Bond at 32 in Dr. No, but even then he very much embrac💟ed the archetypal Bond that Lacaille is describing, so it'll be refreshing to see a scrappier, less elegant Bond.
]]>Coming late to the party after the wave of 澳洲幸运5开奖号码历史查询:Summer Game Fest announcements last week, Konami has hosted its own presentation titled , where the publisher dug into new details about its upcoming games like 澳洲幸运5开奖号码历史查询:Silent Hill f, Suikoden Star Leap, 🦂and Metal Gear Solid Delta: Snake Eater.
Konami played a rerun of the trailer shown at the State of Play, with some new details like the return of MGS 3's Secret Theater (which now has Delta-exclusive cutscenes found as collectibles in the world), and our first look at the Xbox-exclusive S🍸nake Vs Bomberman mode, which replaces the remade Snake Vs Monkey mode in that version. Konami then addressed the multiplayer tease found at the end of the trailer.
🌌Titled Fox Hunt, the new online mode focuses in on the stealth a🐭nd survival that is iconic to the series to take "camouflage and hide and seek to the next level" in order to create "an online experience unique to Metal Gear."
Fox Hunt producer Yu Sahara says "we challenged ourselves to make something unique, that is more than just a shootout" and talks about the back and forth tensionꦯ between searching and staying hidden to make the mode stand out.
Sahara acknowledges that "when we say Metal Gear multiplayer many fans will probably think of Metal Gear Online," but claims "Fox Hunt will be its own, new type of mode." While he appreciates the fans wishing for Metal Gear Online to come back, he says "the landscape of multiplayer games has changed a lot since MGO♎" and that "it took a lot of careful consideration to think about what a new online mode should look like."
On one hand, the original MGO in Metal Gear Solid 3 was a banger that not enough people got to play due to it being early in the console online play era, and it would've been grand if it was remade and left how it was. But, at the same time, Team Sneak was the best mode, and ꧅this seems to be an expanded version of that, so maybe everybody wins, inc🏅luding Konami who can presumably now monetize it compared to MGO.
]]>Casino Royale's Le Chiffre joining Hitman World of Assassination was one of the surprise reveals from 澳洲幸运5开奖号码历史查询:Summer Game Fest 2025. Successfully taking him out will net🉐 you a reward in IO Interactive's upcoming James Bond🐼 game 007 First Light, even though Hitman senior level designer Martin Ansdal has since told us "that does not imply a larger, shared thing" between the two univ✃erses.
In the same interview, we asked how IO Interactive approaches designing a level like this when💧 players have so many different ways to tackle it and complete the mission. Ansdal agrees that this is certainly a challenge "after all the updates" that have been added, including "the banana peel," which can be used to make people slip over in true sl🃏apstick fashion. "So that's something we now have to consider," he says.
Beyond that, though, "the hardest part is actually keeping the target alive, because the player has so many ways" to take them out. Ansdal points to the antics of speedrunners and "some of the stuff they do." He explains: "Le Chiffre took like five 💮months to m🏅ake, and some guy will surely do it in like a second or something."
Are any brave speedrunners going to take that on as a challenge? I hope so. When it comes to solutions to the latest level, Ansdal mentions he's "definitely see꧟n some banana peel shenanigans," as well as "something that required a very special solution," although he didn't🦂 reveal what, teasing that players could "try to figure out the thing" instead.
]]>"I had no idea what was going on," he admits, when asked if approaching this role was different at all from Death Stranding, or if he just "jumped right back into it." Apparently, this is the one thing both roles had in common. He initially explained how odd it was when recording for Death Stranding to𒅌 be in a room with no set and wearing the mo-cap gear, which he described as "green tights" and "dots on our faces." Despite being out of his element, Mikkelsen had no problem delivering a solid performance as Unger.
澳洲幸运5开奖号码历史查询:For his performance in Hitman, Mikkelsen is act𓄧ually stepping back into some familiar shoes, as he'll be playing his Casino Royale character, Le Chiffre.
Ultimately, Mikkelsen answered the question by saying that "there was a difference for sure," before admitting that their core similarity was that he was kind of clueless about what was happening around him. Normally, that wouldn't exactly incite confidence𒁃 in an actor's performance, but Mikkelsen is the type of person many can agree will deliver regardless of whether he's thrown into an empty studio wearing some tights or is in costume on a set. Besides, this lets the rest of us kn𓃲ow that even if we never have any idea what's going on, clearly, we can achieve anything – Mads Mikkelsen is now definitive proof of that.
]]>We caught up with IO's 007 franchise director Jonathan Lacaille during 澳洲幸运5开奖号码历史查询:Summer Game Fest 2025, and we basically asked him for a vibe check. Is 007: First Light the linear, cinematic action game it looks like in its from this week, or can we expect to see more of the Hitman serie🐼s' systems-driven design that IO has become known for these days?
"It's neither," he said. "IOI has a pedigree, and that fits really well with the [007] IP,𒁃 so we are leaning into that, of course. But that would not tell the full story ... we are leaning a lot on wh♐at IOI does best."
So, it definite♐ly sounds like IOI diehards won't be left wanting for the studio's signature style, but Lacaille added that, "We had to come up with a lot of new things that IOI had to learn and to reiterate on to really bring the Bond experience."
He mentioned driving as an example 🐼of a new gameplay mechanic IOI had to learn, as the Hitman games don't have driving. Shooting guns, likewise, is something you really don't want to do much in Hitman, but naturally in a ♏game like 007: First Light, it's a big part of the experience. Still, Lacaille stressed that "we don't want the game to just go by shooting and shooting and shooting. We want to give the player a lot of tools to feel as smart as Bond in the game."
After a somewhat conspicuously long period of silence, 007: First Light is slated for launch next year on PS5, Xbox Series X, Switch 2, and PC via Steam and the Epic Game Store.
]]>"Mads and I worked on a sma꧂ll film🧸 together back in [1998, 99]," Bateson begins.
"94," Mikkelsen replies.
That film is , a short adaptation based on Edgar Lee Master's 1915 po♓em collection, the Spoon River Anthology. Online records indi🏅cate Bateson was right about the release date: 1999. The whole thing is on YouTube here:
"Oh my god. Who am I again?" Bateson continues. "Anywayꦉ, you were at drama school, which is scary. We did this little movie. It was a love triangle. He was having an affair with my wife. The short story is this: it's set in 1895, I go away hunting, he turns up to seduce my wife. She is putting sheets out on the line, and he starts sneaking up and fumbling around with my wife.
"Anyway, he did som💧ething – I'm watching this scene, he's about 25, 30 feet away from me, I'm standing next to the director, we've got a monitor in front of us and I'm watching it live. He goes and leans against this pole as she's putting these sheets on the washing line, and he's like, waiting for ya, I'll wait. And then he does something that totally rocked my boat. He starts spitting – because he's such a romantic guy. He's looking at her, his arms are folded, and he just [spits]. And he does this a co♉uple of times.
"So I lean across to the director, and I'm going, wait a minute. 𝓰That's not very sexy. And I'm looking at him doing it live, and then I look at the monitor, and something was insane. It was brilliant. It was sexy and raw and just, oh, I'm gonna, I'll let you finish and then you're mine. The point is, I leaned across to the director, during the take, and I whispered to him, does Mads know what he's doing? And the director said, 'I don't think so, but don't tell him.' Because it was insanely good."
"It worked on your wife thoughꦅ," Mikkelsen cuts in.
"I'm rather pleas💮ed about that because she's here tonight," Bateson♋ responds. "That was maybe a sign of what was to come. And I've waited 100 years to tell you this story of the talent I saw that day when he was still studying at drama school. Give it up for Mads."
Mikkelsen says he previously had "no idea" that Bateson played Agent 47: "I walked into the room today and the guys were pitching me the game and I was watching it, and all of the sudden, the hitman comes in and I'm like, wait a second, is that David? So yeah, it was my very first thing I ev♑er did, and I got to shag his wife and kill him, so let's see what happens in this game."
"Yeah, you killed me," Bateson says. "Asshole."
]]>"What you saw from First Light, it's a completely original Bond and a completely original universe," senior Hitman level designer Martin Ansdal tells me in a Summer Game Fest interview. "I think they want, really, to d🐎esign a Bond for video games, and that has to be a distinct and separate universe. So there's no plans for crossover."
Since Le Chiffre is a character pulled from the Daniel Craig movie universe, he "would not have been able to exist" in the same world as new game 007 First Light, Ansdal continues, ꦰ"because that createꦐs confusion about what universe it is."
As IO sees it, "you can have Mads Mikkelsen as a guest star in the World of Assassination, but it's important to state that does not imply a༒ larger, shared thing."
Regardless, Le Chiffre's appearance in Hitman has given the team room to create something "more ambitious" than previous Elusive Targets, and Ansdal says that's important for the stu🅷dio, the Hitman brand, and himself as a de♚signer.
"When I go to work, I don't try to make 'content.' I try to do something special, like something that doesn't exist in other games. An experience you couldn't hav𒈔e in any other game. [No] other game will have you dress up as a🌳 flamingo and kill Le Chiffre with a banana peel he slips on. You cannot get that anywhere else."
Check out everything announced at Summer Game Fest 2025 for all you need to know from the kickoff event. The 澳洲幸运5开奖号码历史查询:Summer Game Fest schedule for 2025 continues to roll on, and we'll have more on all the big games as it goes.
]]>I've been lucky enough to get my hands on whole stashes of accessories for the new handheld from notable brands like Dbrand, Snakebyte, STEALTH, and more. Typically, our team likes to spend at least two weeks with every Ninty gadget before we start laying out our thoughts. But unlike the 澳洲幸运5开奖号码历史查询:best Switch accessories, I haven't been able to spend enough time putting each and every one through it𒀰s pacesꦇ for review.
Even though there are still weeks to go until I can fully review every single Switch 2 accessory at my disposal, there have already been some clear standouts. If you're eager to start investing in a top-tier Nintendo Swit💙ch 2 setup, these are the top 4 picks I re൩commend for your Switch 2 right now.
NS2 Killswitch case |
Dbrand❀'s iconic Killswitch case is back, in Nintendo Switch 2 form. The case has been designed from the ground up not only to protect your new shiny handheld but to support handheld mode even when you detach the Joy-Con 2 controllers. Every Killswitch case also comes with a Switch 2 dock adapter, which comes decked out with built-in 4k60 passthrough and doesn't get in the way of your dock's new cooling system.
The Dbrand Killswitch c🍬ase never left my OLED Steam Deck♚, so I was more than eager to try out the iconic accessory brand's version for the Switch 2.
This time around, Dbrand has truly thought of everything. The case not only protects you🥃r new Nintendo handheld, but also provides some extra game cart storage, and gives the Joy-Con 2 controllers a new, comfortable ergonomic grip.
There's a lot to💛 love about the Switch 2 Killswitch case, but the ergonomic handles are definitely the shining star amongst its wealth of features. The orig꧑inal Switch would constantly bring on a pins-and-needles sensation in my hand when played in handheld mode - and I pretty much exclusively played the console on the go.
The new iterations of the controllers have that same uncomfortable flat back, which is handy for fitting the 澳洲幸运5开奖号码历史查询:best Switch cases, but still just as uncomfortable as ever before. So the Killswitch's solution is more than w𓆉elcome.
It's not just the handles that have caught my attention. Even though this case does add an extra bit of bulk onto the otherwise sleek console, none of the important ports are hidden. Even the new kickback sta🤡nd is still accessible, as are the bottom and top USB-C ports, in case you want to give your device a quick charge.
Naturally, this is one of the priciest accessories on this list, with an MSRP of $59.99, which is not going to be everybody's cup of tea. The case does come with a custom-built Switch 2 dock adapter with built-in 4k60 passthrough via a USB-C po🃏rt, which helps justify ⛎its hefty price tag a little.
STEALTH Premium Travel Kit |
This STEALTH Premium Travel Kit do𓄧esn't just include a plush, hardback case to protect your Switch 2. It also comes with space for 12 games and an extra𓆏 pair of Joy-Con 2 controllers. Not to mention, the kit includes a screen protector and a charging cable so you don't have to hunt down for them separately.
UK:
I've got a lot of Switch cases on my testing bench right now, but the STEALTH Premium Travel Kit is currently housing my device. The case itself is pretty bulky,ꦆ so it's not ideal for those after a slim fit. That bulk means that there's plenty of room in the case, though - perfect if you like to keep your Switch 2 and its charging cable close together at all times.
The hardback design features a pouch with space for another pair of Joy-Con 2 controllers and a charging cable (there's also one in the box). I'm constantly losing chargers. Even yesterday I was struggling to find the official charger for my OLED Switch that I needed to start the 澳洲幸运5开奖号码历史查询:Nintendo Switch 2 system transfer - so having an extra one at hand is a godsend.
There's also a screen protector in there, but I haven't yet had the time to attach it to the new 9.7-inch LCD display of t🐬he Switch 2. What I have managed to test is the case itself, which has been keeping my Switch 2 nice and safe, despite how clumsy I am with ไeven the newest bits of tech.
My favorite feature of the case itself has to be the game storage, which sits in the middle. The side that rests upon the Switch 2 display is padded with a soft fleece material, which has kept my display free of marks and scratches. Previous ca🌟ses I've owned for t𒉰he original handheld would constantly leave marks on my screen, but this $45.45 / £19.99 version has kept the new display nice and streak-free.
STEALTH Twin Controller Grips |
The♛ Stealth Twin Controller Grips make playing Mario Kart World via local co-op a treat, thanks to the easy-to-press sh⛦oulder buttons and textured ergonomic Joy-Con 2 handles.
UK:
As you can𝐆 probably guess, I've got a lo𓆏t of STEALTH Switch 2 accessories at hand right now. With all the products I have from the accessory brand it's hard to narrow it down my main recommendations based off of first impressions alone, but the Twin Controller Grips are definitely up there - especially if you're a Joy-Con hater like me.
These little grips have spaces to easily pop in your new꧋ Joy-Con 2 controllers, and make them far more comfortable to hold. STEALTH has made sure to included a textured surface to the ergonomically shaped handles so they don't slip around in your sw𝓀eaty palms.
When taking these out for a spin during some local Mario Kart World co-op, I was more drawn to the uniquely designed shoulder buttons. The twin controller grips have these large plastic plates which are easy to press, and a nicer alternative to the awkward finger stretch maneuver I have to perform in order to use the Joy-Con 2's shoulder buttons when its perched on its side.
There is still sad🍌ly some stretching involved, due to the nature of the actual Joy-Con design. Nonetheless, these controller add-ons have already make Mario Kart World a joy when playing the new kart racer with my fiancé.
SteelSeries Arctis GameBuds |
The SteelSeries Arctis GameBuds🔯 weren't designed with the Switch 2 in mind, and yet they've already become one of my go-to accessories for Nintendo's new handheld. Their small size means you can easily store them in a bulky Switch 2 case, and they're compatible via Bluetooth and a lag-free 2.4GHz connection which makes everything from Mario Kart World to NSO games sound sublime.
UK:
Okay, so the 澳洲幸运5开奖号码历史查询:SteelSeries Arctis GameBuds have been out for a while now - long enough to have won the top spot among the 澳洲幸运5开奖号码历史查询:best gaming earbuds I've tested so far. But it just so happens that SteelSeries' signature buds are also compatible with the Nintendo Switch 2, via Bluetooth and the accompanying slim🤡 2.4GHz dongle.
When it comes to handheld gaming, especially of the Nintendo Switch variety, I much prefer to game in the comfort of my bed, and these game buds make that more convenient than ever. The first night I had the Switch 2, I was able to curl up under the duvet with the 90s-themed limited edition game buds in my ears, and it made free-roaming in Mario Kart World feel almost therapeutic. Not to mention, I was able༺ to roll onto my side without the fear of a bulky headset digging into my skull, which is never not going to be preferable.
The 6mm neodymium audio drivers found in these $199.99 / £159.99 buds isn't the loudest and best sound quality you can get for the Switch 2, or any handheld for that matter. And right now, they are a bit on the quiet side, even after toggling off the volume restriction settings on the Switch 2. However, thanks to its active noise-canceling feature, I've been ▨able to play Legend of Zelda Wind Waker in bed without hearing any unwanted noise.
With the Arctis Game Buds at my disposal, playing through a childhood GameCube favorite has been more immersive than ever, and I can't wait to test them with the rest of the Nintendo Switch Online🌟 game library in the weeks to comജe.
Check out our guides to the best Nintendo Switch microSD Express Cards, the 澳洲幸运5开奖号码历史查询:best Nintendo Switch 2 cameras, and the 澳洲幸运5开奖号码历史查询:best Nintendo Switch controllers to get even more value out of your new Ninty handheld.
]]>For a while, the latest Metal Gear Solid 3 trailer was pretty normal - at least by Metal Gear standards. There were stealthy shenanigans, some interesting cutscenes, and a healthy dose of action. After that, there 🦹was a whole section dedica൩ted to the iconic Ape Escape crossover, which continues to look as peculiar as ever.
The trailer appears to draw to and en🌞d, but then we get a tease of something else. we get to watch a character merge out of the background, having hidden from our view by use of an imp🎀ressive ghillie suit. As they drop to the ground, however, their entire appearance changes - instead of leaves and branches, they now appear to be nothing more than a cluster of rocks upon the ground.
That's bad news for the unfortunate goon who comes through right at the close of the trailer, entirely bamboozled by the ca♏mouflage. It's a little confusing - honestly, it's not clear whether this is an excellent active camo s꧃etup, or if it's a hint at some kind of online multiplayer mode.
Long-time Metal Gear Online player (and my colleague) Iain suggests that the small frog figure that gets collected in that clip is a Kerotan - the figurine you ⛄were tasked with collecting back then. And active camo also made an appearance in Metal Gear Online, suggesting that really could be the tease.
Either way, Metal Gear Solid 3 remake is set to ♉launch towards the end of August, so I imagine we'll learn a little more relatively soon.
The 澳洲幸运5开奖号码历史查询:Summer Game Fest schedule 2025 has kicked off - albeit a little earlier than we thought it might.
]]>Suddenly the꧋ floodgates were open, and everyone had their own hopes for crossover games. Dream crossovers like Street Fighter Vs Mortal Kombat, Crash and Spyro, or Jak and Daxter teaming up with Ratchet and Clank, were becoming highly requested. Luckily for PS2 owners, one of the most obvious crossovers ever came to be when Metal Gear Solid crossed 💫over with… Ape Escape.
In Metal Gear, they ask you to say aꦺ lot of we🐼ird stuff; you just sort of roll with it.
Okay, so, maybe Ape Escape and Metal Gear aren't exactly a d𓄧es♍tined duo. But for whatever reason, the powers that be decided that for the third entry in each series, Snake and the titular apes would cross paths. Reasons that even Snake's actor himself – David Hayter – was unaware of. "While we were recording MGS3, they just came in and handed me a script," he tells us, "and my first line was 'Snake Vs Monkey' and I could only ask, 'Why am I saying this?'"
The reason a state of emergency is declared: apes have escaped and fled to a Russian jungle, and the only people able to stop them – Spike and Ji🍌mmy – are away on summer vacation. With nowhere left to turn, the professor goes to Roy Campbell, who knows just the man for the job: the legendary soldier Solid Snake. Snake – begrudgingly – is ripped away from his own holiday at 2am and enters the jungle in search of Specter's mind-controlled simians.
"They just told me that it was a side-game and that was all," recalls Hayter, adding, "Y🌞'know in Metal Gear, they ask you to say a lot of weird stuff; you just sort of roll with it." Sadly, aside from a small intro scene to set the stage, Hayter's voice talents weren't utilised during the minigame.
Snake Vs Monkey sends you through seven stages (each with a title that's a pun on a film's, such as 'Ape Fear' and 'The Apes Of Wrath') in which you must search for and catch those cheeky monkeys. It's a fairly simple minigame, reusing the level design and mechanics of Metal Gear Solid 3 in a faithful recreation of Ape Escape. It even features a level set in the field where Naked Snake and the Boss have their final battle in one of MGS' most emotional moments, now filled with funny♛ l🍃ittle monkeys. Hayter muses, "Y'know it's kind of the soul of Metal Gear; it goes from the sublime to the ridiculous."
While there are some fun touches, like a Shagohod-inspired ape mech in a couple of the stages, they are merely cosmetic; the game boils down to shooting targets�🍸� with the EZ Gun and running into them. Still, for a small side-game in one of best games ever made, it's a fun distraction.
Snake Vs Monkey could have easily been an enjoyable little side-game in MGS3 and that would've been the end of it. However, Japan Studio had other plans. When Ape Escape 3 was released less than a year later, the developer had its o♔wn take on the crossover with the Mesal Gear Solid: Snake Escape minigame. That's no typo. 'Mesal' is a portmanteau of the Japanese words for 'metal' and 'monkey' – 'metaru' and 'saru'. Once again Snake would meet the apes; however, this time David Hayter would not be brought in to voice the legendary Metal Gear hero. "I think it's the first I'm hearing about it," Hayter exclaims when we ask.
Instead, the role was given to another Metal Gear Solid alumnus, Vulcan Raven actor Peter Lurie, who tells us that "someone who knew me from some of my other work came to me and said 'We really want you to play this part.'" Lurie was given very little information in advance. "It wasn't until I actually walked in there that I realised it wa♛s playing Snake, which I was a little surprised at but thought, why not? Let's see what happens."
Yes, some of the Ape Escape crossover content returns in 澳洲幸运5开奖号码历史查询:Metal Gear Solid Delta: Snake Eater, the enhanced remake that's on its way soon.
Ape Escape's Professor is doing his laundry, when he gets a call from his best pal from school, Colonel Roy Campbell. He informs Professor that he has lost contact with Snake, who was infiltrating a base to destroy the newest version of Mesal Gear, and needs help locating him. It turns ou🅰t that a specially trained ape guerrilla force has commandeered the latest Mesal Gear and is deman𓄧ding ten billion bananas within 72 hours or they will fire the mech's 'Lazy Cannon.' Campbell requests the help of the elite ape-catching force of Spike and Jimmy… who are once again away for the summer.
When all hope seems lost, Professor has the brilliant idea of uploading Snake's battle data into a monkey helmet, and thus Pipo Snake is born. In addition to the battle data, Pipo Snake also took on Snake's voice actor. Even though Lurie was pulling double duty, he quite enjoyed playing Snake's monkey variant, saying "they [non-verb🤡al characters] can be a lot more freeing because it can be left up to your own interpretation♍."
While Snake Vs Monkey is a touch underwhelming, all things considered, Mesal Gear Solid is shockingly ambitious. Set aside all the apes and the game feels like a legitimate Metal Gear Solid adventure. The opening areas emulate iconic scenes from MGS1, such as the elevator and the initial approach into Shadow Moses from the beginning of the game, as well as a fist fight on top of a destroyed mech from the finale. The game doesn't stick to co-opting areas from past Metal Gear games, however, and that old Ape Escape flair is soon added with le🍰vels inspired by the likes of Edo Japan and the Wild West. The developers even use small touches like cutscene direction, the way the guards patrol, and posters adorned with bikini-clad monkeys. All of these go to show that this was a true love letter to the greatest stealth series of all time rather than some half-bakedꦕ crossover mandated by a publisher.
I think it's kind of comfortinﷺg for people when the game developer is confiden𓂃t enough to joke with you.
So, how do you get into the mindset of a battle-hardened ape? According to Lurie: "If I remember correctly – and this happens a lot with characters who don't speak 'the Queen's English' – you're given a 'We want a response and this is what emot🌃ion we want to convey.'" However, even when your dialogue is as simple as making 'oo-ki' noises, the direction is ta🎃ken as seriously as any other. "There will be times where a director will tell you in a polite way 'That's really good but let's try it this way, remember, you're trying to convey this.'" Lurie says that's "someone's subtle way of trying to say 'Yeah, that's not it.'"
O🐟f course, the Metal Gear series is known for jumping between utmost seriousness and utter ridiculousness at the drop of a hat. Working on those games, it seems, acclimatises you to the extreme ends of the job. David Hayter agrees with this, saying, "It's kind of cool to create a world like that, where the serious stuff, tragic stuff, and hilarious stuff all comes together." He adds, "I think it's kind of comforting for people when the game developer is confident enough to joke with you. That's the kind of stuff that fans come up and talk to me about all the time. I always feel like when a situation is dire people tend to joke, and, in a way, it sort of mirrors life."
A version of this article originally appeared in PLAY Magazine – 澳洲幸运5开奖号码历史查询:which printed its final issue in 2024. More stealth needed? 7 years on, Agent 47’s attempt to contain a deadly virus in Patient Zero brings the classic Hitman stealth action to an unmatched fever pitch
]]>Just earlier today, the publisher took to social media to post a close-up shot of Splinter Cell main man Sam Fisher sternly staring straight into the camera as if you've just eaten the leftovers he's been dreaming about all day. The screenshot, taken from 2005 Xbox classic Chaos Theory, was accompanied by nothing other than some cheeky emojis and a Splinter Cell hashtag. Very curious.
👁️👄👁️#SplinterCell pic.twitter.com/Uh47DxdNQu
The tease at least has Splinter Cell diehards all considering it's been more than a decade sincওe the last mainline game in the series, 2013's Blacklist, and Ubisoft's Splinter Cell remake hasn't reared its head in ages.
The out-of-the-blue screenshot might just be leading up to a new announcement at 澳洲幸运5开奖号码历史查询:Summer Games Fest 2025 (notE3), which kicks off next week with an opening showcase on June 6, followed by an 澳洲幸运5开奖号码历史查询:Xbox Games Showcase on June 8. (Fingers crossed.) Netflix Tudum also kicks off tomorrow, potentially containing news of the upcoming Splinter Cell animated show. There's also the possibility that jokey tweet is just that: a joke, as cruel as that migꦚht be.
Ubisoft announced 澳洲🔥幸运5开奖号码历史查询:a remake for the fir🥀st stealth classic almost four full years ago now, and offered no more than 澳洲幸运5开奖号码历史查询:some concept art from the game to celebrate the series' 20th anniversary. In the years since, the Assassin's Creed publisher hasn't shown off or talked about the game much - it did, however, make the wait slightly more arduous by 澳洲幸运5开奖号码历史查询:cancelli🌌ng Splint💧er Cell's VR spin-off.
For now, check out some of the other 澳洲幸运5开奖号码历史查询:new games of 2025 and beyond.
]]>Speaking to , Burch – who previously said she got into voice acting – spoke about 澳洲幸运5开奖号码历史查询:Metal Gear Solid and Hideo Kojima's influence on her career.
"Any time a character is introduced in Metal Gear Solid, there's a little text on the screen that comes up, and it says their character name, but then it also it said another name. And at the time, I was like, what is this, who is this?" Burch recalled, adding, "I was abl🍨e t𓄧o look up David Hayter, and I was like, oh my god. That's the actor."
Burch added, "It'd never occurred to me. You know, I loved cartoons and, I guess some part of me knew there's a person voicing Chucky from Rugrats or whatever, but it didn't click with me until that moment that it was a job you could 🍒have."
Burch was asked if Metal Gear Solid influenced ꧃the way she approached acting, and she responded, "I think Metal Gear was the first game I played that was grittier, that was fully voiced."
"So I think it did open up to me, like, what the possibilities of performance in games could be," B🐟urch continued.
Burch was also very complimentary of Kojima's approach to game development and his "gameplay sensibility," saying, "If Metal Gear was just cutscene after cutscene without satisfying gameplay i🌟n between, I don't think they would be as popular as they are."
Burch added, "[♑Kojima] always does som𝕴ething interesting with the gameplay that I think keeps people engaged."
When asked what type of character she would like to play if she was ever cast in a Hideo Kojima game, Burch moved away from her norm of playing heroes, saying, "I don't know if I would get cast for this, but, I think, let's manifest it. I think a Psycho Mantis-adjacent. I think being a villain would be fun. Like, one of his really unhinged villains would be fun."
Hideo Kojima rejected several celebrity appearances, but apparently made darn sure his favorite vtuber is in Death Stranding 2.
Speaking to Edge M⛎agazine, Clint Hocking - creative director on Chaos Theory and a writer and designer on the original Splinter Cell - said that when it came to the third game in the iconic stealth series, "we couldn't have gotten more out of the hardware if we wante🐟d to. In many ways, Chaos theory and a small handful of other titles led the transition to a sort of pseudo-next generation."
That not-quite new generation was kickstarted by the original Xbox. Arriving more than 18 months after the PS2, and well after the Sega Dreamcast, Hocking says that Microsoft's first console kicked off a "paradigm shift in rendering technology." As with any new console, it would take a fꦛew years until developers worked out how to get the most out of the hardware - but by the time Chaos Theory arrived, a few months before the Xbox 360, Hocking and his team had pushed it as far as they thought it coul📖d go.
That work paid off. While Chaos Theory was we🧸ll-received on most major platforms, it was clearly at its best on Xbox, where it still boasts its best scores to this day. Hocking maintains that the improved lighting and rendering on that platform compared to the PS2 and PC releases was⛎ only "made possible for the first time by the Xbox."
Don't believe us? Check out our list of the 澳洲幸运5开奖号码历史查询:best Xbox games of all time.
]]>Speaking to Edge Magazine, Clint Hocking admitted that "development on the first game had been very, very difficult." Hocking, who went on to be creative director on Splinter Cell: Chaos Theory as well as Far Cry 2 (and the upcoming 澳洲幸运5开奖号码历史查询:Assassin's Creed: Codename Hexe), saꦚys that "many of us who went on to work on Chaos Theory felt we could have done much, much better."
Most of the problems, Hocking claims, came from the fact that "we had failed as designers and developers to anticipate how the game would actually play." Eventually, the team at Ubisoft started to realize the errors that had crept in - their stealth game never really offered players enough freedom to work around their errors. Unfortunately, it was too la🌟te to fix things. "By the time we encountered the problem, we had no plan and no time to address it except by forcing a mission failure."
Those failures were so apparent that Chaos Theory was quick to make n🌞ote of them, a brief fourth wall-breaking moment early in the game attempting to make light by telling Fisher that he's not in a video game. Thankfully, however, Hocking and his team had𓆉 a better sense of how to address those mistakes than simply making jokes about them.
"The core game experience did not change significantly [from the original Splinter Cell]," he says. That meant that it was "very clear to us what was working and what needed to be fixed. Our common goal 🥀became simply to deliver - to an exceptionally high degree of quality and polish - all the promises we felt we'd failed to deliver in the first game."
"It seemed to me then, and it still 🐟seems so today, that the only path toward improving what we had done in the best p⛄arts of the original Splinter Cell was to totally unify story and level design from the beginning of the game to end."
That path was the right one - Splinter Cell: Chaos Theory sits at a 94% score on Metacritic for its envelope-pushing Xbox version, a ജfi꧅gure that Hocking says suggests there was little he could have changed that would have made the game any better than it was.
It's been a while since the last Splinter Cell, so here are the 澳洲幸运5开奖号码历史查询:best stealth games you can practice with while we wait for the remake.
]]>Speaking to Edge Magazine, Clint Hocking explains that he "took on too many tasks and too many responsibilities" as the⭕ lead developer behind the Splinter Cell sequel, which was developed in just two years. Hocking, who served as a scriptwriter and lead level designer, eventually also took on the mantle of the game's creative director. Eventually, he found himself working 80-hour weeks, which he's previously said gave him brain damage, resulting in memory loss.
"[I was] effectively doing three jobs at the same time," Hocking says. "I was enthusiastic and passionate about doing that work, but it took a toll on my personal well-being." Thankfully, Hocking h﷽asn't repeated that level of work since - while he did pull double-duty as creative director and scriptwriter on 2008's iconic Far Cry 2, by the time of 2020's Watch Dogs: Legion, he was only servin♛g as creative director, a role he's repeating on the upcoming Assassin's Creed Hexe.
"20 years later, it's clear I would not, and could not do the same [amount of work]. Now I only have one job. I am just the creative director, and I try to surround myself with people who are better than me at those other jobs. Certainly, this has proven ൩more sustainable, and hopefully I'll get to keep doing ♕it for another 20 years."
I𝔉f nothing else, the kind of extended crunch that Hocking is talking about has become less prevalent over the past two decades as devs speak out more against unsustainable work practices, so hopefully, he'll never be in a position to have to work quite that hard again.
While we know very little about Hexe - at the beginning of this year, it namedropped the ꧙project for the first time in more than t༺wo years - the rest of Hocking's collected works are impressive. Splinter Cell, Chaos Theory, and Far Cry 2 were all extremely well-received titles. Unfortunately, both Hexe and the upcoming 澳洲幸运5开奖号码历史查询:Splinter Cell remake are still pretty much A𓆉WOL, so we'll be waiting a while to learn more about Hock✅ing's work.
Want to catch up? Here's a list of all the 澳洲幸运5开奖号码历史查询:upcoming Assassin's Creed games.
]]>As I watched The Strong's director of digital preservation Andrew Borman boot up the unreleased demo in front of me this week, I couldn't understand what I was seeing, at first. A video of the demo (which you can watch below) made its way online last year, but, supposedly Volition wasn't able to save a playable version after parent company Embracer abruptly 澳洲幸运5开奖号码历史查询:shut it down in 2023.
"So here is a playable version of Batman," Borman told me.
The quick demo – whose files were last touched on September 29, 2003 – was created approximately around the same time Volition's idea for a British open-world heist game called Underground was officially canceled. Though Underground was in production for a year, Volition staff told the game about being "a lowlife thief" didn't resonate with its marketing team, who felt the new GTA 3 pulveriz💃ed it.
"If you walk by a car, you have to be able to hijack the car and drive," Volition co-founder Mike Kulas said to Game Informerꦿ.
It seems that, at some point, Volition began wondering if Underground's bones – sneakin🧸g, tiptoeing, strategizing your way to glory – might look better on the World's Greatest De♛tective Batman; the is nearly a perfect copy of Volition's Batman demo, except, instead of a Hitman-looking Brit with a sole patch pirouetting down from the ceiling, the demo features a miraculously buff Batman with his eyes turned to slits.
The playable version I saw looked remarkable for a game from the PS2 era – the smoky Gotham rooftop it's set in seemed ghostly and wet, and the 3AM tension of the setting was nearly thick enough to hide how dumb Batman looked while huc෴king his Batarang.
Like the primordial soup for 澳洲幸运5开奖号码历史查询:Batman: Arkham – and, let's remember, Rocksteady's transformative games didn't start coming out until 2009 – Volition's Batman demo gave the Caped Crusader an arsenal of clever tools to work with, including binoculars, grenades, a grappling hook, and slots for more. He even had to proficiently pick locks by solving puzzles – similar to those found in 2015 game Arkham Knight's rem𓆏ote hacking ability.
Though, the demo's enemies don't seem easily impressed by any of it. After Borman guides Batman up a utility box to take a security guard down from above, the superhero's pleather cape glowing faintly under the night sky, it becomes impossible 🐓to Bat🔯arang the guy from such a big distance. So Borman hops down right next to him – an action that shows off Batman's surely anatomically incorrect array of back muscles – and beams him in the head without any protest.
Hey, listen, I said it was like a primordial Batman: Ar🐼kham installment. And it appeared imperfect – even with a clean shot to the back of a guard's head, Borman's Batarang flew around with the unpredictability of a fruit fly before ultimately connecting with someone's skull.
But "it's a pretty cool little prototype," Bo🌌rman tells me, "and not one that they ever announced, because it didn't get picked up." It's only disappointing that Volition was so ahead of its time.
]]>You are Nina Pasadena, an Insurance Commando and former criminal. In essence, you are cryogenically frozen and then hidden on spaceships as they go about their business. If pirates attack, it's up to you to eliminate them and free the ship's crew. Also, the crew are all cats. Youﷺ will encounter many felines over your time in Skin Deep, including the chef Tornado, scuba diver Casiano, and the rancher Dusty. Once you've met these cats, they'll often email you in between missions, feeding you tidbits of information about their lives and dreams.
Release date: April 30, 2025
Platform(s): PC
Developer: Blendo Games
Publisher: Annapurna Interactive
Ships that you are embarked on have a particular piracy problem. The pirate group known as the Numb Bunch wants you dead, and specifically targets ships that you're aboard. It's up to you♓ to figure out why. I won't go any deeper into the story than that to avo♕id spoilers, but suffice to say the pirate leader has a bone to pick with you.
The missions themselves are consistently fantastic. The ships have vents to crawl through, trash chutes that can flush you into space, airlocks, and eminently breakable windows. Often, these will be locked until you find a code, but finding these is far from onerous. Your eyes are equipped with a zoom function that's less of a standard zoom and more of a CSI-inflected "enhance!" button, allowing you to read notes from clear across a room. Notes are stored in your memory palace, accessible by holding tab. 澳洲幸运5开奖号码历史查询:After the notepaꦚd jamboree that was Blue Prinꦯce, it was a welcome break.
Exploration of the ships isn't limited to theiౠr interior either: getting ch🌱ucked out into space doesn't cue a frantic race back inside for oxygen. Thanks to Nina's third lung, she can survive in the vacuum in nothing but her overalls.
"Thanks to Nina's third lung, she can survive in the vacuum i🐬n nothing but her ov꧑eralls."
This leads to some fantastically open levels where, for instance, if a door is barricaded and you don't have the requisite keycard to open it, you can simply pop outside, float around to that room, then smash the window to gain access. 🌟Special mention should be given to the fact that the ships are wildly different from one another: one is a floating wind power plant (just go with it), another an icebreaker (just go with it again), and yet another ⛎a floating fast food restaurant, complete with a drive-through window that you can man yourself (yeah, I don't know either).
Each ship haꦉs a set of secondary objectives. One is always, as far as I can tell, to find a hidden cassette tape like we're playing Tony Hawk's Pro Skater, but others include being tasked with repairing a mech to use against your enemies, or opening a weapons cache w꧙ith a mining laser. The former, in particular, gave me Shogo: Mobile Armor Division flashbacks, as I stomped around the cargo bay annihilating the elites that had forcefully shoved me off this mortal coil multiple times in the last half hour.
In between missions, you'll occasionally do interstitial sequences such as visiting Little Lion, your former friend and contact in the criminal underworld, or infiltrating a space pirate convention. It's goofy and allows for a nice break after some hair-raising escapes. The latter, in particular, made me laugh out loud multiple times – I spent a great deal of time perusing the convention's various stands, advertising ꦜvarious inventions like a jammer keypad that wa🧔s the size of an SUV.
📖The pirates, too, are very entertaining. There are many ways to approach them: you could become a ghost in the machine and simply pickpocket their Cat Keys, allowing you to free their purring prisoners. You can stealthily take out the standard pirates by bashing open a window or making an airlock explosively decompress. You could also, if you prefer, throw pepper at them, stunning them, then pounce on their back before slamming them into various stations and consoles around the ship like they're giving you the world's deadliest piggyback ride.
If you do decide to take them on, you'll need to eject their heads from their bodies afterwards. They're equipped with devices called Skullsavers, which can sustain their heads, allowing them to float to regeneration pads and regrow their body before reentering the fray. Ejecting their heads gives you their Skullsaver, which you can then flush out of an airlock, a trash chute, or indeed, a toilet. The Skullsavers talk to you throughout, sometimes threateningly, sometimes pleadingly, but they're all going on the same grim journey. If you keep the Skullsaver in your inventory but don't ha﷽ve it equipped, you'll still hear their muffled protestations, which is a nice touch.
Enemy variety is gradually increased over the course of the game – you can expect to fight the standard pirates on every level, but they'll gradually be joined🐈 by other units including engineers, who can lay landmines, and elites, who provide much stiffer resistance. Honestly, a little too stiff. This isn't a game where you'll have a gun most of the time, and you can't kill elites by breaking windows or opening airlocks, so taking them down is annoyingly tough at times. Their health pool is more than double that of the standard space pirates, and they can't be pounced upon, either. They're an annoying little speed bump that interrupts the game's otherwise impressive flow.
Continuing a Blendo Games trend, Skin Deep uses an older engine. In this case, it's id Tech 4, most wel🎃l-known for powering Doom 3. Despite this, Skin Deep's sheer vibes do great work smoothing over any rougher edges. The in-game explanation for this choice is that it's "reliable, understood, solid, and well-used".
As an im🍨sim, you'd expect the game to give you a huge variety of toys to play with, and you 🐓won't be disappointed. Items range from the mundane (mugs) to the sci-fi (the duper, allowing you to make a copy of most physical objects, including the all important Cat Keys).
Many of the items serve secondary purposes, some of which I hadn't discovered until the game's last few levels. For example, the pirate walkie-talkie, which you use to call off alerts, can be smashed against a wall. This makes it spark: create a leak in a fuel line, wait for a pirate to investigate, and then chuck the sparking walkie-talkie, resulting in ℱa quick demonstration of chemistry and thermodynamics, as well as a quick freeze, with the walkie-tal🔜kie and the flammable gas annotated to demonstrate exactly what you've done.
This is just the tip of the iceberg in terms of item interactivity inherent in Skin Deep: you can use soap a♓nd banana peels to trip up and stun pirates, make flammable clouds with deodorant, and distract enemies with cat toys. My favorite combination of tools was the humble lighter and various flammable objects, which I used to ꦉhave many a pirate BBQ.
To make it plain how chaotic and joyous a lot of the 🦩combat can be, let me tell you about the time I defeated pirate reinforcements on a space radio station. After finding notes stating that playing music in the DJ Booth was deafening everyone on 🀅the ship, I dug out an old electronica reel and loaded it up. With music blasting throughout the ship, no one could hear me. I laid an ambush in the drive room staircase, trapping them with a grenade. In the ensuing chaos, I took out two of the trio, with one being taken out by a rocket from his comrade, before making my escape. It's that kind of game.
Another feature that gets titrated into the game is having to call in a rescue pod for the cats. To do this, you need a signal lamp, which you'll aim at a beacon and flash SOS. This summons the pod, into which you deposit the cats before retrieving some weapons from inside it to fight a wave of pirate reinforcements. I use shotguns, rifles (that look like Sten guns, fact fans), and a curiously lethal thing called an Autopistol to take out my enemies. Honestly, guns are perhaps the least interesting part of combat – they feel fine, and are pleasingly silly, but after using deodorant and sparking electronics to MacGyver my way across the ship, they 💙just tend to feel a little dull.
Getting into out-and-out combat isn't something that I'd tend to encourage either, at least without laying an ambush first. 🧸You'꧋re very fragile – if you die, an automatic defibrillator will jumpstart your heart and stun nearby enemies, but if you die after that, you're done. Due to the general chaos in Skin Deep, you'll probably find yourself kicking the bucket a reasonable amount, and it's here that probably the most frustrating element of the game rears its head.
You can save during missions at various terminals, but the game only autosaves at the start of each mission. If you die and haven't saved, then you're cooked. This wouldn't be so much of a problem if the game didn't crash when saving fairly regularly. Trying to load this save would then just give me a console readout displaying information about the crash, forcing me to start the whole level again. Each one only t🐻akes about 20-30 minutes to complete on average, but it's still extremely annoying.
"At times, it fee♛ls like I was playing a game set in the Red Dwarf universe."
As you might have surmised from having to use a signal lamp and Morse code to summon a rescue pod, the game is solidly retrofuturistic. At times, it feels like I was playing a game set in the Red Dwarf universe, all '80s (and older) electronics juxtaposed against futuristic space travel. Other times, it felt like No One Lives Forever, with Nina's one-liners being ♛such a great throwback.
The music, too, is a real joy. The ship that carries pirate reinforcements bla🎃sts out a synthesized version of the Wellerman sea shanty, the game's title drop is accompanied by a full Bond-style intro sequence, and a stakeout mission is accompanied by slinky Pink Panther-esque jazz, tipping the scales even more into retrofuturism. Even the title itself sounds like a film from the 1960s.
Despite the bugs and the paucity of autosaves, I do strongly recommend Skin Deep. Tꦅhe frustration that I felt after each crash was certainly inten💛se, but these bugs will be ironed out given enough time. The game itself is beautifully imaginative, fun, chaotic, and, once again, stylish in the extreme. Get in the cryo-pod, it's time to fight some space pirates.
Skin Deep was reviewed on PC, with a code prov⛎ided by the publisher.
Get sneaky with out 澳洲幸运5开奖号码历史查询:best stealth games!
]]>As translated and shared online by Genki, Kojima spoke about the movie on Koji10, his radio show. Genki's translations state that Sarnoski is "smart, has good taste, and is a very nice person, so is happy he can direct the film." Also, the director "doesn't seem like a typical Hollywood person" and has played Death Stranding and 澳洲幸运5开奖号码历史查询:Metal Gear Solid 1, but Kojima stopped him from playing 2 and 3.
Hideo Kojima says the Death Stranding live-action film with A24 will be an unbelievable and strange film! via @koji10_tbs He says Director Michael Sarnoski is smart, has good taste and is a very nice person so is happy he can direct the film. He says Michael properly played… pic.twitter.com/pJXH3kMfᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚMP
It is unclear why Kojima would stop the director from playing those games. It could be that he wants the director to have his own take on the work rather than simply trying to emulate Kojima himself. If so, that's quite a big leap of faith and a huge🅷 compliment. Or, it could just be that the movie-loving Kojima wants to see someone else's interpretation because he could learn from it or appreciate it differently.
O✱bviously, playing Death Stranding feels like a no-brainer, and Metal Gear Solid is a good way to get into the mind of Kojima and understand how he sees the world. Maybe the Metal Gear games are just too different from Death Stranding, and Kojima didn't want the director t🐎o be influenced into a more action-heavy style?
In the meantime, check out everything we know about Death Stranding 2.
]]>As , Metal Gear director Kojima recently wrote an essay for the to discuss voices and voice acting in games, in which he notes that when he entered the games industry in 1986, "games still couldn't speak. Characters did 🏅not have voices." Not only this, but Japanese "kanji fonts weren't supported," with katakana characters used instead.
There are three main writing systems in Japan – kanji, hiragana, and katakana – which are all used interchangeably for different purposes. Kanji is often used to write words like nouns and parts of verbs, while hiragana and katakana are phonetic s🍒ymbols that represent syllables. Generally speaking, hiragana is commonly used for grammatical reasons, while katakana is used to spell out foreign loan words, amongst other things. Needless to say, you wouldn't normally see🦄 a whole script written solely in katakana, but this was the way things had to be.
"ꦺSolid Snake, the protagonist of my debut title Metal Gear (1987), was born as a silent 'tough guy' because of these circumstances," Kojima continues.
Kojima doesn't explain the technicalities of exactly why kanji characters weren't used, but as Automaton points out, memory constraints were likely an issue. There are tens of thousands of kanji characters in existence, although there are over 2,000 "core" ones you can expect to come across in more regular use. Either way, that's a lot to store. There's also a high likelihood that ꧂on lower-resolution screens like those of the MSX2 and NES, complex kanji characters would have been difficult to convey and, f🍸urthermore, read. Katakana symbols are much more simple, and therefore would show up clearer on a small screen.
Snake obviously didn't stay so quiet forever, howeꦯver, with him getting an actual voice in Metal Gear Solid, allowing us to see him "delivering snappy lines reminiscent of 007 or Lupin the Third."
Be sure to check out our roundup of 澳洲幸运5开奖号码历史查询:upcoming Hideo Kojima games to see what the director is working on now, including 澳洲幸运5开奖号码历史查询:Death Stranding 2: On the Beach.
]]>Of course, any card-carrying member of the Nintendo gaming community of a certain age will fondly remember lighting up their friends in 1997's GoldenEye 007, the Rare-developed splitscreen multiplayer first-person shooter based on the 199﷽5 James Bond movie, GoldenEye. Frankly, if this fancy new Project 007 doesn't include some sort of splitscreen multiplayer mode in tribute to the glory days of multiplayer FPS, what's even the point?
Coming back down to earth, we have zero ind🃏ication that Project 007 will have a multiplayer mode, much less splitscree▨n, with the focus being the stealth gameplay that IO has become known for through the Hitman series. And all joking aside, that sounds delightful.
For everything we know is coming to Nintendo's new console, do check out our guide to 澳洲幸运5开奖号码历史查询:upcoming Switch 2 games.
Ground Zeroes serves as a prologue to the other 澳洲幸运5开奖号码历史查询:Metal Gear Solid 5, The Phantom Pain, with the Steam description proclaiming that it "gives core fans the opportunity to get a taste of the world-class production's unparalleled visual presentation and gameplay before the release of the main game." As Kojima writes in a tweet celebrating the anniversary (which has been machine translated), the 澳洲幸运5开奖号码历史查询:experimental installment🌊 was "originally planned" to show off Konami's proprietary Fox Engine and "open-world infiltrat🃏ion" gameplay.
//t.co/5RQQGCFnbZ pic.twitter.com/94D6wXXIUN
Beyond that, Kojima reminisces, Ground Zeroes introduced new gameplay elements – in fact, he says "as many gameplay elements as possible were included." At the end of the day though, this didn't rectify the main criticism of the game – its length. With a two-hour main story, Ground Zeroes is an undeniably bite-sized experience – HowLongToBeat may list it as a , this is still significantly shorter than its follow-up,🦄๊ with The Phantom Pain's main story alone .
Kojima notes that now𓆏, over a decade on, Ground Zeroes is looked at much more favorably, but it debuted as the lowest-rated main game in the Metal Gear Solid series. An average Metacritic score of 75 is still nothing to be sniffed at, but its director clearly knows what caused it, pointing to comments that questioned, "'why would they sell a trial version even at a low price?'" At launch, you could expect Ground Zeroes to cost up to $40, so it was always going to be a considered purchase if you value a lengthy runtime.
These days, Metal Gear Solid 5: Ground Zeroes is significantly cheaper to buy even when it's not on sale, which probably helps remedy these complaints. Kojima is clearly pleased to see so many people love the game today, though, as his T🐬witter profile has been filled with retwee꧃ts of fans sharing their praise and lengthy playtimes, with some going well above 100 hours – so much for a "trial version," huh?
For more games like Metal Gear Solid, be sure to check out our list of the 澳洲幸运5开奖号码历史查询:best stealth games you can play right now.
]]>Styx: Blades of Greed is the name of the newest adventure, coming to PC, Xbox Series X, and PS♑5 later this year. Its reveal trailer is, sadly, only an animated teaser of our ugly green goblin hero doing what he does best: skulking through🧸 the dark, quietly ridding the world of humans, stealing goodies, and then making a quick escape over grimdark fantasy rooftops.
We do get a tease of some new tricks up Styx's sleeve, however, including a couple magical spells and 🌱a Zelda-like glider that he uses run away from foes, potentially hinting at more vertical, open levels.
"Craft weapons and potions before executing your next scheme," the description reads. "A wide range of abilities is at your disposal: Cloning and Invisibility return thanks to your Amber skills. Master Mind Control and Time Shift abilities granted 🎀by Quartz. Every situation is a stealth puzzle you can solve in multiple ways."
All that aside, it's just nice to see a stealth series that's not tied to a nostalgic two or three decade-old name continue in this day and age. Metal Gear Solid seems relegated to remakes and re-releases without Hideo Kojima at the helm. 澳洲幸运5开奖号码历史查询:Ubisoft's Splinter Cell remake has been stuck in development purgatory for years. Dishonored is likely staying away from the limelight while Arcane Lyon works on 澳洲幸运5开奖号码历史查询:Marvel's Blade. Hitman developers IO Interactive are also working on a licensed IP with its 澳洲幸运5开奖号码历史查询:upcoming James Bond game. Oh, and Thief is... resting in p💖eace, I guess. That means the genre has largely been left in the hands of indie games, action blockbusters that use stealth as an afterthought, and, now, Styx. All hail o๊ur shadowy green overlord.
For now, why not reminisce with our list of the 澳洲幸运5开奖号码历史查询:best stealth games of all time.
]]>But the path to her chamber is fraught with all manner of dangers. As a "patient" in the asylum, locked up for trying to expose the horrors behind its walls, Alfredo needs to use stealth to his advantage as well as holding tight to his sanity, banishing spirits (imaginary or real?) known as ànima, and leading his small group of renegade inmates to freedom – or die trying. The mechanics of this RTT adventure will be familiar to any fan of Desperados 3, 澳洲幸运5开奖号码历史查询:Shadow Gambit, or similar Mimimi Games' titles – but Blasphemous developer The Game Kitchen goes the extra mile when it comes to incorporating some seriously spooky themes into the mix. All of these elements work together to create a brilliantly tense narrative experience, hewn together with clever stealth tactics that reflect its unique world and transform the scenario into something even more high stakes – and that's just the first hour.
The smooth blending of theme and function is one of the things I'm enjoying most about The Stone of Madness. As a stealth strategy experience set in a very well-articulated world, the developer reshapes genre staples to abide by a new set of rules that constantly remind the player of where and what they'r🧜e playing. An example of this? The ever-present vision cone.
To spot the enemy vision cones, it's a matter of swivelling the right Nintendo Switch joystick. A small arrow appears at the base of my character, and pointing it in a given direction reveals not only any nearby enemy (in the early game's case, usually an asylum warden) but a green cone indicating their field-of-vision. Usually, getting caught in one of these is the worst thing you can do in the 澳洲幸运5开奖号码历史查询:best stealth games – but here's where The Stone of Madness starts doing things a little differently. Wardens, tasked with monitoring inmates throughout the monastery, don't react to Alfredo's presence all of the time. In certain areas where he is meant to be, like the gardens or other communal areas, passing through their vision cones is totally acceptable – unless he is trying to steal something or sneak off to a restricted zone. But of course, to reach that crying woman from earlier, I have to send Alfredo into one of these restrictedꦜ zones – and right past one of his greatest fears.
The more I uncover about The Stone of Madness, the more the ꦫintrigue eꦚats away at me.
The Stone of Madness's fear and sanity system is tied to the "negative disorders" each protagonist suffers from, corresponding to their personal traumas. As a holy man, Alfredo fears corpses and violent situations, while gentle giant Eduardo's fear of the dark is a result of his many years spe🃏nt in solitary confinement. The longer a character spends exposed to their fears, the further they chip away at their precious sanity, which adds even greater friction to the already tense stealth syst🅘ems at play. Still, with Eduardo now in tow, Alfredo's mission to rescue the crying woman is that much closer to completion, all thanks to the mute man's set of Revelations.
These special skills, held by individual protagonists respectively, vastly increase your chances of success when used in tandem with others. Alfredo's lamplight is useful for finding hidden clues around the monastery, for example, exposing hidden passageways. Meanwhile, Eduardo's brawn allows him to push crates and clear sไaid passageways for the group to progress. It's thanks to this strength that I see the duo distract a guard to sneak past them unnoticed, and all it took was chucking some rubble down the stairs.
Narrative and historical ꦺcontext clues sta🌠rt piling up as I unlock more protagonists, shading in each character's personality, backstory, and suggesting their differing experiences of life in 18th century Spain.
After stepping into a rec room as Eduardo, for example, searching for said rubble to throw as a distraction tactic, I position him in front of a nearby sign and discover that he can't read. He's still vastly more respected than newcomer Alfredo in the eyes of the other inmates, who are much friendlier to Eduardo and will readily turn a blind eye to his ജsneaky acts. Meanwhile, feisty Leonora has no qualms about knocking out a guard or two with her trusty plank of wood, vengeance for the ill treatment of women being held in the facility, though she does feel a twinge ✤of guilt when she must assassinate them. It all speaks to how thoughtfully each character has been integrated with the story and its context, this characterization further established in short animated cutscenes peppered throughout the adventure in refreshing, cinematic bursts.
The more I uncover about The Stone of Madness, the more the intrigue eats away at me. It's a slow and steady mystery to uncover, your patience rewarded with each layer peeled back and each new character recruited. It's my favorite kind of Nintendo Switch experience, perfect to pick up and play between the litany of 澳洲幸运5开奖号码历史查询:new games yet to come in 2025, and I can't wait to see how the story plays out – and where exactly this crying woman is hiding...
Here's all the 澳洲幸运5开奖号码历史查询:upcoming PC games coming in 2025 and beyond.
]]>in a lush and flowering valley, the Hideout will act as warrior protagonists Yasuke and Naoe's home base, the same role it's had in previous Assassin's Creed titles. But Shadows' leafy green sanctuary comes with an 澳洲幸运5开奖号码历史查询:RPG twist – Ubisoft that you'll be able to personalize it almost as extensively as your very own 澳洲幸运5开奖号码历史查询:WooHoo pad in The Simsꦚ. With more noble, 𝓰samurai intentions, of course.
"It's pretty ambitious," says systems associate director Dany St-Laurent. "After fortresses, villas, homesteads, pirate coves, café-the🦋atres, moving trains, ships, settlements, assassin bureaus... we knew that if we wanted to make anything new on that front, we had to take a bold step forward. That meant giving players the option to build their homebase with complete freedom."
You'll have over an acre of land to plow and place as many buildings♛, bushes, and sakura trees as you need to feel true happiness. In the layout Ubisoft shares, it seems like the Hideout can be hammered into all kinds of evocative shapes, too, from an austere camp area, to a summer palace surrounded by trees, to a snowy training ground punctured by rock.
To begin customizing everything, even what your inconsequential floors are made from, you'll have to collect wood, minerals, and crops that you either find throughout Shadows' open world, or require your scouts to slowly smuggle in. Through similar sneaky looting and skulking, you'll accrue additional decor for important main rooms like the forge, which lets you upgrade and remodel your weapons, or theme rooms 🅰like the Zashiki, which improves Yasuke and Naoe's health regeneration.
As the game progresses, the Hideout will fill with more and more sa🃏ke-sipping allies, which St-Laurent says "makes the Hideout feel like the beating heart of the league."
"We gathered th🍎e writers [...] in a meeting and had them create interactions inspired by questions like, 'What would happen if these two characters suddenly became roommates?'" St-Laurent explains. "I really love all the cool little moments they came up with."
Then, all that's left to🍎 do is populate your welcoming household with enough little baby animals to make your eyes water.
These domesticated angels can be unlocked by petting puppies and kitties throughout Japan, but you can also capture wild fauna through Sumi-e paintings, which let you bring home fluffy tanuki, foxes, and other roaming creatures. To demonstrate, Ubisoft shares an outrageousl🍒y cute video of the fierce samurai Yasuke lowering to one knee to call the tiniest, trotting deer "beautiful" and scratch its happy face.
"There are progressions, o𝓡f course," Ubisoft creative director Jonathan Dumont tells Apple about the Hideout in . "But it's peaceful. You can say, 'I feel like putting some trees down, seeing what I collected, upgrading my buildings, and petting the cats.'"
]]>Skin Deep has been described by journalists in the past as and you might equally call it a slapstick comedy Dishonored or a Hitman game with even more delectable, in-depth gameplay systems to mess with. In the most basic terms, it's a first-person stealth game 🤡where you play as the delightfully named Nina Pasadena, an insurance inspector how pops out of cry🃏ofreeze to "handle the situation" whenever a ship is taken over by space pirates.
Let's say it's just you and an unaware pirate alone in a room. You might pick up a metal bar - perhaps the one that was securing the door you just unlocked - and run up to bash him, but that's boring. Maybe instead you should grab a box of pepper, toss it at him to start a sneezing fit, and then hop on his back to repeatedly ram his🐟 head into nearby objects and computers. Be careful when you do though, because you can easily destroy information term🎃inals with essential intel or helpful health stations in the struggle.
In one instance, I smashed out a window to send an enemy shooting out into the vacuum of space. I closed a security shutter to seal the hole and restore gravity, but suddenly found I was taking damage beca🉐use I was walking through the shards of glass from the broken window. I peeled that glass out of my feet - those Die Hard comparisons are apt - and suddenly I had a glass shard I could use as a weapon against further enemies.
In another sequence, I set off an alarm and was being harassed by a flying robot that attacked by firing its needle-like body directly at my🍬 torso. I had just enough health to survive the attack and peel the bot's body back to, again, be able to use it as a weapon through the rest of the level. Damn near every object in the game appears to be a multipurpose item equally capable of taking out bad guys as it is causing your own doom.
The demo is pretty short with some fairly small stealth sandboxes, but I'm already imagining a dozen more ways I could've completed each area. This is a capital-S sandbox, with more interlocking gameplay systems than you can count. You can throw objects at distant buttons to open doors and activate other pꦜieces of machinery. You can squirt hand sanitizer to create a flammable cloud of fumes. You can crawl through vents, but they're so dusty you have to manage a sneeze meter that can alert enemies.
Those enemies can also keep respawning unless you figure out a way to shoot their floating skulls oꦫut the airlock - wait a minute. I could probably use one of those skills as a distraction and drop everybody's head down the trash chute at once, couldn't I? Hang on, I need to go try another run real quick...
For now, you can check out the Skin Deep demo for yourself . The🦩 game launches in full on April 30, and I can't wait to see more.
]]>With early impressions painting the picture of a remake that captures the ex♔perience of the original, it already looks like longtime fans are in for a treat, and with fresh modes and more rounding out the adventure, i🗹t promis🉐es to be a great way for newcomers to experience the iconic stealth game.
With one of the 澳洲幸运5开奖号码历史查询:best game stories - even if it is pretty complex - and lots of bells and whistles that will bring it into the modern era, it's quickly shaping up to be one of the biggest 澳洲幸运5开奖号码历史查询:new games for 2025. With m💖ore trailers giving us a look at gameplay, fresh details dropping about a new mo🐲de, and more, read on below for a full recap of everything we know so far about Metal Gear Solid Delta: Snake Eater.
Th🐬e Metal Gear Solid Delta: Snake Eater release date is August 28, 2025. That means we only have a few months left of wait💦ing, folks.
This Metal Gear Solid 3 remake has been a long time coming, as well. The title was initially announced in 2023 with a 2024 launch window. However, the upcoming game was pushed back, leaving fans wondering about the new Metal Gear remake for a few months. With the wait almost over, now is the perfect time to check out our list of the 澳洲幸运5开奖号码历史查询:best stealth games꧋ of all time to get you back into the sneaking mood.
Metal Gear Solid Delta: Snake Eater will be launching on PS5, Xbox Series X, and PC when August 28 comes around this year. Like most big game releases, console fans can also expect to see a physical release of the title on launch day. However, PC players will only have a digital copy of the Metal෴ Gear Solid 3 remake available to them.
The game will also be available for PS5 Pro players as it's officially on the list of 澳洲幸运5开奖号码历史查询:PS5 Pro-enhanced games over at Sony. So, yeah, there are plenty of choices for you platform-wise. If you're looking for more details on Sony's latest console before picking up this game, you can check out our 澳洲幸运5开奖号码历史查询:PS5 Pro review for more details!
The good news is that Metal Gear Solid Delta: Snake Eater pre-orders are now live on Steam and both PlayStation and Microsoft's storefronts. Pre-ordering theꦜ standard edi🌊tion of the game will cost you $69.99/ £69.99, while pre-ordering the deluxe edition will run you $79.99/£79.99.
The deluxe edition will give you access to the game two days ahead of the base release date, meaning you can start playing on August 26. It also comes with the "Sneaking DLC pack" which includes a handful of cosmetic item꧟s such as new uniforms and equipment for Snake.
Below is a list of e🎃verything included in the Sneaking DLC pack:
There have been several Metal Gear Solid 3 remake trailers, but the latest showing came during the 澳洲幸运5开奖号码历史查询:PlayStation State of Play June 2025 showcase during Summer Game 𓆉Fest. In it, we get to see some gameplay in action, with Snake sneakinꦕg in various ways up above and low to the ground - we even see him the water (complete with a crocodile disguise). Of course, the signature box makes an appearance, too.
Metal Gear Solid Deꦐlta: S✨nake Eater is a stealth action game that will primarily stick to the gameplay of the original PlayStation 2 game. You'll be sneaking through forests and bases, taking down guards, and trying to fight off the subordinates of the Boss.
In the trailer shown during the 澳洲幸运5开奖号码历史查询:February 2025 PlayStation State of Play showca🧸se, we also saw Snake using some martial arts to overpower a guard. This indicates that "close-quarters combat" or "CQC" - aka the hand-to-hand combat system from the original game- is m꧙aking a comeback in this remake as well.
In terms of new features i🔥n Metal Gear Solid Delta: Snake Eater, the big♉ difference is visuals. The remake looks stunning, and cut scenes feel dynamic as they allow you to zoom in and out of each 4K scene with ease. The PlayStation 2's original control scheme, which, let's be honest, was far from perfect, has had an overhaul in Metal Gear Solid Delta: Snake Eater as well, along with animations getting a fresh coat of paint as well.
As our hands-on Metaꦜl Gear Solid Dღelta: Snake Eater preview (which you can w𓆉atch in video form above) of the game points out, in terms of remakes, it takes more of a purist appr🅷oach. It makes quality-of-life improvements and upgrades the visuals, however, the original's gameplay and core story are largely untouched.
Another fun gameplay feature that's returning in the remake is that PS5 players will have an Ape Escape mode where Snake has to chase and catch cartoonish monkeys with a habit of mocking you across the map. This mode is, of course, from the Metal Gear cross-over with the Ape Esc𓃲ape games. However, Xbox players won't be getting to experience this since Ape Escape is a Sony Property.
Instead, Xbox players will ♚be getting a mode with a Bomberman crossover. We're still waiting on news regarding what PC players will be getting here, so stay tuned a𒁃s more details head our way.
During the showcase, a Metal Gear Sold Delta Snake Eater online multiplayer mode 澳洲幸运5开奖号码历史查询:was revealed. Called Fox Hunt, the new, original mode is said to broaden "the franchises core𒆙 stealth element where players must utilize their environments to camouflage and evade opposing players".
Fox Hunt producer Yu Sahara spoke on the online multiplayer mode for Snake Eater, and put emphasis on the fact that will many will think on Metal Gear Online, this is very much it's own an original expe♔rie🅠nce, saying that "the landscape of multiplayer games has changed a lot since MGO".
The big question on♓ everyone's mind about Metal Gear Solid Delta: Snake Eater's development is whether Metal Gear creator Hideo Kojima was involved in the project after he publicly split with Konami. Well, we're here to set the record straight. Kojima Productions is not involved with the new Metal Gear remake.
The title is instead being handled by Konami's internal developer, Konami Digital Entertainment, and Virtuos (who has co-developed titles such as the Final Fantasy X/X-2 HD Remaster and Assassin's Creed Liberation Remastered). Despite the fact that neither Kojima nor original artist Yoji Shinkawa is🐠 involved in the new game, Konami has made sure to stick to a faithful adaptation of the original game. The Metal Gear official Twitter account reaffirmed this point in a post, explaining how it led to the game's name "Metal Gear Solid Delta".
"The Delta symbol (Δ) was chosen because its meaning fits the concept of the remake project," the official Metal Gear account clarified. "Delta me🌱ans 'change' or ♔'difference' without changing structure."
The Delta symbol (Δ) was chosen because its meaning fits the concept of the remake project. Delta means "change" or "difference" without ch♈anging structure.#MetalGearSolid#MGSDelta pic.t🥂witter.com/LRWrNzg3he
Metal Gear Solid Delta: Snake Eater is also the first Metal Gear game not to use Fox Engine - which was a proprietary game engine by Konami. Instead, the game uses Unreal Engine 5. It's an end of an er꧋a, folks!
For more future titles, check out our guides on all the 澳洲幸运5开奖号码历史查询:upcoming Hideo Kojima games and all the澳洲幸运5开奖号码历史查询: new PS5 games heading our way.
]]>After some leakage, 澳洲幸运5开奖号码历史查询:Metal Gear Solid 3 remake's release date was properly announced during 澳洲幸运5开奖号码历史查询:PlayStation's State of Play: August 28 o꧅n all platforms. What was even more exciting, however, was confirmati🅺on that the original game's weird Ape Escape crossover would return in glorious high definition, with Snake chasing and catching the cheeky monkeys across the map.
Ape Escape 🍎is the property of Sony, though. Even though the publisher hasn't done anything with the cult platformer in a decade - aside from a really sweet Astro Bot homage - the MGS 3 mode is seemingly being locked onto PC and PS5 versions of the game, shutting out Xbox Series X|S players.
Not content with leaving anyone out, publisher Konami is more than making up for the loss with a Bomberman crossover mode on Xbox consoles. Instead of an Ape Escape tease, the MGS Delta trailer uploaded to Xbox's channels ends with a "Snake VS ???" text slapped on top of Bomberman's silhouette. "The special game Snake vs Monkey' to capture the Pipo Monkeys is back for PS5 and Steam," the trailer's description explains. "A different special game will be implemented for the Xbox version!" There's currently no word on what the Bomberman mode is or💫 whether it's also coming to PC in the future, but that hasn't stopped some fans from getting a little envious.
"Not gonna lie, Snake vs Bomberman sounds cooler," one commenter on said. "I'll be honest, I think I'd rather take the Bombe꧃rman one,ౠ" another agreed. "I'd rather have Bomberman on PC," said a third. The only truly based comment declared "all platforms should have all options." Here, here.
It does feel like a throwback to the 360/PS3 era where multiplatform games would get console-specific features. Like, how random was it that Soul Calibur had Yoda for Xbox peeps and Darth Vader for PS3 players? I wonder what a potential 澳洲幸运5开奖号码历史查询:Nintendo Switch 2 port would have in store.
In the meantime, keep an eye on all the other new 澳洲幸运5开奖号码历史查询:games of 2025 and beyond.
]]>"We've heard from many, many fans that they want to see the Metal Gear series back in action," Okamura writes on a . Metal Gear is a legendary series, b🦩ut it's been ten years since the last numbered entry, so the team noticed there were "more and more players who had never played a Metal Gear game, or even heard o▨f one."
That realization is what led to the decision to remake Metal Gear Solid 3: Snake Eater rather than just remaster the 2004 game with more modern graphics. "We just didn't think it would be satisꩵfying to play if that was the only update," Okamura explains. "So in the end we remade nearly all the animations, and found ways to refresh almost every facet of the game, as well as fully realizing elements that were held back by tech🦹nical limitations at the time of the original."
A 21-year-old game with modern graphics but PS2-era animations would have looked very uncanny, so I think the decision to do a full remake makes sens𒈔e. But for those of you 🌠worried that this won't be the Snake Eater you know and love, Okamura has already thought of that.
"We knew that not only would this remake 澳洲幸运5开奖号码历史查询:need to satisfy Metal Gear fans, it ♊would also have to stand strong enoughꦉ on its own merits for new players to enjoy," he writes. "We decided to take the approach of modernizing the gameplay only where it was really needed, and otherwise preserve the original experience of the game as faithfully as possible."
Metal Gear Solid Delta: Snake Eater comes out August 28, 2025 on PS5, Xbox Series X, and PC. Pre-orders are live now and s𓆉ome versions of the game come with bonuses such as additional uniforms for Snake to wear and some masks for him to utilize.
If you can't wait until August, check out all the 澳洲幸运5开奖号码历史查询:video game release dates for the year to see what's coming sooner.
]]>"The remake maintains what players loved from the original, like the story, characters, voice acting, gameplay, and music, but presented now in an even more immersive experience," the new🔯 trailer reiterates. "The special ga♛me “Snake vs Monkey” to capture the Pipo Monkeys is back for PS5®!" (Delta: Snake Eater is, of course, also coming to Xbox Series X and PC.)
That leak means that there's not a huge amount of new information here, although I will admit to raising an eyebrow at a couple of things. There's that eye bulge from infamous boss The End, o🌟f course, as well as the moment that Snake aims a rocket launcher with his bad eye. But both of those paled in comparison to the appearance of that Ape Escape cameo - a cheeky monkey appeared at the end of the trailಞer to smack its behind several times, which is clearly in-line with Kojima's original vision.
Our own resident Metal Gear Knower Oscar found that 20 years of muscle memory made Metal Gear Solid Delta feel like playing the original, and reckons fellow fans will know that that's no small thing. You'll find more details on the upcoming remake in 澳洲幸运5开奖号码历史查询:our hands-on report from last year, sizing up the prettiest version ꦡof one of the greate♍st stealth games ever made.
It's so good, in fact, that maybe it'll make our list of the 澳洲幸运5开奖号码历史查询:best stealth games.
]]>The seems to have made a whoopsie and uploaded an August 28 release date for Metal Gear Solid Delta, a faithful remake of Hideo Kojꦛima's classic action-stealth game, this time built in Unreal Engine 5.
It's seemingly not just a speculative date, however. The PlayStation mobile app provides further con🎶firmation as a leaked trailer also contains the same August date, new🦂 looks at its gameplay, and a surprising Ape Escape tease at the end, showing one of the titular apes cheekily shaking their backside before running off into the forest.
The store listing confirms it's the same Snake vs. Monkey mode from the original PlayStation 2 release, where you'll need to sneak around the stage and grab all the "escaped apes running amok." I'm guessing this mode could be exclusive to the PS5 version as Ape Escape is a Sony series, but Konami has yet to confirm anything, including 🎀the release date, for itself.
It seems like Konami is committed to remaking the original Metal Gear Solid 3 as faithfully as possible, however. We know it's got a 'Legacy Style' control s𝓰cheme and visual fi🙈lter to mimic Metal Gear Solid 3's distinct feel, and its 澳洲幸运5开奖号码历史查询:dev♛elopers are retaining the original cast while reconstructing some 🐈un🌠used voice lines from 2004 for new dialogue. Remaking a pretty random collaboration with a cult classic platformer like Ape Escape, which hasn't gotten a new entry in 15 years, is just the icing on the cake.
For now, don’t miss a single exciting release with our 澳洲幸运5开奖号码历史查询:new games of 2025 and beyond release calendar.
]]>Developer The Shady Gentleman and publisher first revealed SteamDolls , and at long last it's now due to launch into Steam Ear൲ly Access on Tuesday, February 11.
Hale was recognized by Guinness World Records (via ) in 2013 as the world's most prolific female voice actor, and her career spans more than three decades and crosses into animation, TV, movies, and video games. It's really hard to succinctly highlight her most famous roles, but well, here g📖oes: among literally dozens of video game roles she's played Samus in Metroid Prime, Naomi Hunter In Metal Gear Solid, Bastila Shan in Star Wars: Knights of the Old Republic, Commander Shepard in Mass Effect, Sarah Palmer in Halo 4, Rosalind Lutece in BioShock Infinite, A♏she in Overwatch, and Bayonetta in Bayonetta 3.
Hayter is also a hugely successful actor across various mediums, but he's best known for playing the original Solid Sn♚ake in 1998's Metal Gear Solid and reprising the role all the way up to 2010's Metal Gear Solid: Peace Walker. He also played the character in Smash Bros. Ultimate and is re-recording voice lines for Metal Gear Solid Delta: Snake Eater.
Christopher Randolph is a big deal too, being the longest ♛serving En🐻glish voice actor in the Metal Gear franchise and playing the English version of Hal "Otacon" Emmerich and Dr. "Huey" Emmerich.
In a , Hayter describes SteamDolls as "a badass, side-scrolling, stea⛦lth-action, steampunk bloodbath." on her own Twitter account, although Randolph isn't as active these days and has yet to say anything publicly about it.
Star-studded cast aside, SteamDolls looks like a solid (no pun intended) Metroidvania with a neat comic book-inspired Steampunk aesthetic. If you're into that sort of thing, or if you just want to hear the original trio voicing a stealth game again🐼, you can download t🐭he demo on ahead of the Early Access release.
Find out which Metal Gear games made our list of the 澳洲幸运5开奖号码历史查询:best stealth games ever made.
]]>That might raise alarm bells for some, both within Gearbox and without. The Borderlands series has always used crass humor to its advantage, but there seems to be a desire to move away from the worst excesses of its toilet humor - after Borderlands 4's showing at The Game Awards last month, narrative director Sam Winkler said 'skibidi toilet' and 'hawk tuah' references weren't the kind of thing he wanted the game to feature.
While Gearbox isn't looking to scrape the lowest depths of the brainrot comedy barrel, it's not planning to deviate too far from classic Borderlands♈ tone. Nicholson promises that Borderlands 4 wiℱll "retain the fun and sometimes over-the-top writing players expect from us that makes us so unique." If you're wondering how that relates to the rest of the series, Nicholson says that while the tone is likely to evolve as the game does, Gearbox has been aiming for somewhere between the original game "and the humor and comedic opportunities we explored in Borderlands 2."
Borderlands 4's new setting - the planet of Kairos - "is a world where the outlook is bleak, the stakes are real, and the characters treat them as such," says Nicholson, immediately distancing this new game with the fairytale, tabletop stylings of recent spin-off 澳洲幸运5开奖号码历史查询:Tiny Tina's Wonderlands. But for the (slightly) more serious way in which Gearbox is approaching Borderlands 4, itꦿ still won't be "without the zaniness, oddity, and mayhem that makes a Borderlan🉐ds game a Borderlands game."
Developer: Gearbox
Publisher: 2K
Platform(s): PC, PS5, Xbox Series X
Release date: 2025
Toilet humor isn't the only thing that makes a Borderlands game, of course, and Nicholson explains that loot fiends and build optimizers might be better catered to than ever. While he wouldn't reveal whether Borderlands 4 will offer the loot rarity rework that many die-hard fans think is long overdue, he did note that the fourquel "will feature billions of weapons and accessories for players to acquire." That suggests that the team has stepped up from the billion weapons it professed to have included in 澳洲幸运5开奖号码历史查询:Borderlands 3 and Wonderlands, and that's not all - Nicholson also promises "the deepest and diverse skill trees of any Borderlands title yet," as G🌳earbox attempts to give players "an unprecedented level of expression."
All that's part of what he claims is "a significant next step in the evolution of the genre." Nicholson says Gearbox is holding fast to the idea that Borderlands is the first looter shooter, but claims that Borderlands 4 will give players "more freedom to lꦓoot and shoot than they've ever had before." There's still a lot more information to come on that front ahead of launch, but it's interesting to see that the studio is pointing to the seriesℱ' origin, even as it works on something of a new format for the games.
I say something of a new format, because it's still not entirely clear how much of Borderlands 4 is an open world. Gearbox CEO Randy Pitchford recently attempted to clarify that while he wouldn't say that Borderlands 4 was an open-world game, it is "the most open and free" game in the series, with much more room for exploration than previous entries in the serie⛦s.
When we asked Nicholson to expand on that, we got a slightly closer idea of what Gearbox is trying to achieve. "Borderlands 4 does have some open-world-li꧂ke features," he says. You'll find "seamless travel between zones," for instance, and more dynamic, discoverable side missions and events. Add in new traversal systems, and the world does start to open up. That said, Nicholson points out that 🍃"we did not set out with the intent to create an 'open world game' in the traditional use of that term." The Borderlands games have always had large zones to explore, and those will be back in Borderlands 4. Now, however, they'll be more closely integrated with one another, and with no map loads, players will be getting a more seamless experience.
There's stil🀅l a lot to learn about Borderlands 4, and Gearbox seems like it's got an interesting balancing act on its hands. A clear desire not to stagnate into the series' baser elements and to push the technology onwards doesn't always knit neatly with a need to ensure that Borderlands 4 remains a Borderlands game, with all the zaniness and toilet humor that entails. Bigger and bolder, certainly, but more Borderlands? We'll have to wait and see.
Big in 2025 is the annual new year preview from GamesRadar+. Throughout January we are spotlighting the 50 澳洲幸运5开奖号码历史查询:most anticipated games of 2025 with exclusive interviews, hands-on previews, analysis, and so much more. Visit our 澳洲幸运5开奖号码历史查询:Big in 2025 coverage hub to find all of our articles across the month.
Stay locked in with our 澳洲幸运5开奖号码历史查询:best FPS games list!
]]>Both snakes are valid, but it's hard to listen to their slithering whispers at the same time. Able to play and go hands-on with the first coupl😼e of hours of Metal Gear S🔴olid Delta for myself, encompassing only the prologue Virtuous Mission, this amounted to a straigh𝄹tforward playthrough of the opening and then a more leisurely run taking it all in and pushing the buttons of enemy guard and animal AI alike – sorry, crocodiles, you're just too tasty to leave alone.
Developer: Konami, Virtuous
Publisher: Konami
Platform(s): PC, PS5, Xbox Series X
Release date: 2025
For the new FOX recruits out there, Metal Gear Solid Delta once again sees Naked Snake sent behind Soviet enemy lines in the 1960s to extract a defecting scientist, who has been helping to develop a mobile nuclear weapons platform. Naturally, complications arise, and he must balance jungle stealth with simply surviving, nabbing animals for food, for instance (I see you there, crocs, I warned you!). The original combines Bond-like spy thrills with the best sneaking the Metal Gear series at the time had to offer. Many would consider it one of the best games ever made. So I'm pleased to report, a🉐ll that stuff that made it such a classic is present here in Metal Gear Solid Delta.
Beyond hidden rubber ducks to now find in addition to the returning rubber frogs (one in each map), great care has deliberately been taken by the developers to ensure it still feels like the iconic game fans remember. All while also being slick enough for newer players to get into without having to think too hard about it being technically an older game. It creates a smooth feeling to play, where it essentially handles like your rose-tinted memories. Of course the game always looked this good and was this straightforward to control. This is a game made with the idea-slash-nighttime-anxiety-thought that the "y🐭ounger generation of gamers aren't familiar with the Metal Gear seri💞es anymore."
At the same time, though, it can almost be hard to appreciate those enhancements because of it. Like Naked Snake rocking the perfect camo for the occasion, by design they blend into the background. Although in my demo I could only play with the modern controls, introducing things like a crouch walk, and a marginally more intuitive control scheme (okay, okay, probably a lot more intuitive, I'm just a Metal Gear sicko whose synapses are 澳洲幸运5开奖号码历史查询:always ready to r✤eturn to the legacy contr🦩ols), I kind of didn't n🎃otice them much unless I explicitꦑly made myself think about it.
Likewise, the fancy new visuals in Metal Gear Solid Delta are undoubtedly very pretty, but after a few minutes of play, poking around the forests of Tselinoyarsk, I lose sight of the brushstrokes and my brain begins to interpret it as simply Metal Gear Solid 3, same as it ever was. All this isn't helped by the fact that Metal Gear Solid Delta is very clearly grafted onto the bones of the original game as directly as possible – it's an entirely different proposition to Konami's recent 澳洲幸运5开奖号码历史查询:Silent Hill 2 remake developed by Bloober Team.
Map geometry seems unchanged, with load points right where you remember them. Guards still aren't very smart. Apart from crouch walk, Naked Snake's movement options are much the same (no 澳洲幸运5开奖号码历史查询:Metal Gear Solid 5 style diving here!). 澳洲幸运5开奖号码历史查询:The devs say it's "almost too f✱aithful". There are times when these🌠 philosophies clash – tranquillized🐼 animals will still suddenly pop into a spinning cage model for Snake to scoop up – but to me that's the original charm shining through.
It's tempting to find this disappointing, even while intellectually acknowledging the amount of effort that must have still gone into making Metal Gear Solid Delta. After all, there's not going to be much to surprise or delight veterans like me. Woefully, I might only be able to enjoy this flashy overhaul as much as the original Metal ⭕Gear Solid 3.
Wait a minute… Enjoy a game as much as the original Metal Gear Solid 3? That's actually an incredibly high bar. Often with remakes, rereleases, remasters, reduxes, and retools there can be some conflict between the quality of the source material and the ambition of the team putting together the new version. Here, they're perfectly in sync. It might not be the expansive reimagining some dreamed of, but if the limitation Metal Gear Solid Delta faces is being beholden to feeling too close to one of the 澳洲幸运5开奖号码历史查询:best PS2 games of all time? That'ꦫs certainly no bad thing. It's time to go dark, and submerge once more into a Russian march, crocodile cap firmly attached to head. Soon, we shall emerge.
Big in 2025 is the annual new year preview from GamesRadar+. Throughout January we are spotlighting the 50 澳洲幸运5开奖号码历史查询:most anticipated games of 2025 with exclusive interviews, hands-on previews, analysis, and so much more. Visit our 澳洲幸运5开奖号码历史查询:Big in 2025 coverage hub to find all of our articles across the month.
Stay sneaky with our 澳洲幸运5开奖号码历史查询:best stealth games list!
]]>Speaking with , Eveillé, who joined Arkane Lyon during the development of Dishonored 2 in QA, recalls that "I think when⭕ Bethesda was looking at the numbers, they thought, OK, Skyrim sold so much. And it cost less than Dishonored 2 to make. So they were asking questions. From an executive spend standpoint, it makes sense to ask those questions of, 'Why should we keep going with you?' But we knew that we had a kind of seal-of-quality protection, making what would maybe be considered the most refined games of the whole Bethesda catalogue."
The reputation epitomized by Dishonored "kind of saved the studio," Eveillé says. Studio director Dinga Bakaba was also instrumental in establishing Arkane's position, Eveillé adds, giving "confidence back to the upper management" after studio founder Raphael Colantonio left to form his own studio. Bakaba's argument, in Eveillé's words, that Arkane should "stop trying to make buzzword games, games-as-a-service and all that kind of stuff" and instead "make something special" proved essent꧟ial to the "future success" of the company. 2017's Prey and 2021's Deathloop upheld this approach.
The bitter irony here is that Prey dev Arkane Austin was only shut down after the failure of Redfall, which you could not unreasonably call a buzzword game-as-a-service, and which lost Arkane's true strengths to buggy live service trappings. Colantonio previously called Microso𝓀ft's decision to close Arkane Au🐈stin "stupid," a🐷rguing that "recreating a very special group like that is, I would dare to say, impossible."
The collapse of Redfall is still held up as a textbook case of a great studio being shoehorned into a doomed, ill-fitting project and then cast away by its corporate owners when impossible expectations proved impossible. Arkane Lyon, meanwhile, is working on 澳洲幸运5开奖号码历史查询:Marvel's Blade.
]]>Thick as Thieves, from OtherSide Entertainment, revealed its first traileꦆr during The Game Awards 2024 and is looking towards a𓆏 PS5 2026 release date - though the launch date for PC and Xbox remains unconfirmed. OtherSide co-founder Warren Spector – himself a legend in the immersive sim genre thanks to his work on Deus Ex and Ultima Underworld – told GamesRadar+ at a preview event ahead of TGAs, that the goal was to make "a stealth action game, with a capital S and a capital A."
"If you had all of the great stealth gameplay that makes classic immersive sims good, but your opponents weren't only A.I., or security, or traps, but they were other thieves who were just as clever as you were, that would be an incredible due🤪l of wits," lead designer David McDonough explains.
Big in 2025 is the annual new year preview from GamesRadar+. Throughout January we are spotlighting the 50 澳洲幸运5开奖号码历史查询:most anticipated games of 2025 with exclusive interviews, hands-on previews, analysis, and so much more. Visit our 澳洲幸运5开奖号码历史查询:Big in 2025 coverage hub to find all of our articles across the month.
Developer: OtherSide Entertainment
Publisher: Megabit Publishing
Platform(s): PC, PS4, PS5, Xbox One, Xbox Series X|S
Release date: 2026 for PS5, TBC for PC and Xbox
"Wits" is a deliberate word choice, as there's no single correct way to pull off the perfect score. Each 20 to 30-minute session pits four players – each choosing a character with a signature skill that can be further customized with tools as the game progresses – against each other. All of them are trying to go after the main objective that their꧂ thieves guild wants them to swipe, but they also have individual, personal narrative quests (not to mention any other opportunistic looting they might get around to).
In edited footage from pre-alpha footage that the OtherSide team showed GamesRadar+, the player first takes to the streets. Thick as Thieves is set in a city that resembles Glasgow or Liverpool in the early 19th century, complete with streetcars, neon lights, and other hallmarks of the early electric age. Yes, there's also magic, but think less Wizarding World and more of a tool like any other, just with a high cost – McDonough notes that a player could use "a bound fairy in a jar" to steal a key," for instance. Spector describes the world as "a character" in the game, one that players would learn more about as they completed main missions in multiple sessions. That earned knowledge will in turn help thieves case the joint, so to speak, and the ongoing, live-support model OtherSide is pursuing suggests there will be plenty of ways to continue a🌺nd ꦛexpand on Thick as Thieves' story and gameplay with new content.
As we watch, the player thief attempts to get into a manor by using a seemingly magitek grappling hook to go to the roof. "We're really proud of our rooftops. They're an incredibly entertaining play space,"🌼 chirps game director Greg LoPiccolo. Upon seeing a rival thief up there, the player instead heads for the sew💮ers. He finds a clue, picks a lock, makes it up into the mansion, and sets a knockout gas trap behind him should any other thief try to gain access this way rather than one of the myriad of other possibilities.
"Everything you do ripples out into the possibility space of the game and comes back at you," McDonཧo𒁃ugh explained. That goes for other players' actions, too. "You can come to a manor and find you have a hard time breaking in because another thief was there 10 minutes earlier."
We get t🌳o see that in reverse when our player knocks out another thief by ambushing them from behind. Direct 🏅combat like this is possible in Thick as Thieves, but it's difficult without the use of stealth and planning, and charging a computer-controlled guard head-on would likely be suicide. Eventually, the player was able to swipe the coveted object and run back to stash it – albeit with every other thief alerted that somebody had the MacGuffin.
This was how one playthrough went, but the next one would no doubt be quite different. There's a randomization ele💯ment to each session, and a different approach might be required for a slightly tweaked mission. And then there are the other thieves who have their own changing strategies, too. One could kick in a door and blow past guards in a smash-and-grab attempt; another could be unseen in the rafters the entire time before swooping in to K.O. the first thief. These seemingly endless possibilities and viable playstyles make Thick as Thieves a more complex game than ꧑a shooter, where McDonough notes that factors like gear score, accuracy, and twitch skills tend to be-all and end-all factors that determine a winner.
"This game is much more of a mental ga🍸me where a wide variety of success and failure is possible to a degree that is rare in all games — and especially in mಌultiplayer games," he says. "Stealth is the engine that makes this."
Thick as Thieves is set to launch in 2026 on PC, PlayStation 5, and Xbox Series X. Until then, here are the 澳洲幸运5开奖号码历史查询:best stealth games you should play to pass the time.
]]>In a 2003 interview originally featured in Hyper PlayStation 2 magazine and now available on , Metal Gear Solid art director Yoji Shinkawa and veteran Square Enix designer Tets🔥uya Nomura spoke about their design processes. Shinkawa in particular discussed how having spent his career largely working on action games led to a particular focus on his characters' behinds.
"I've done more action games than any other in my time," begins Shinkawa, while asking Nomura what's different about designing characters for an RPG versus an action title. "So I spend a lot of time fussing over the details of the charac💞ters' backsides, since that's the side the player sees the most in-game. Especially the butts," he laughs.
In response, Nomura, who was working on 澳洲幸运5开奖号码历史查询:Kingdom Hearts at the time, replies that it's important that character designs work while in motion, something that isn't as much of a concern in an RPG. "There's no real design limits for RPGs, but in action games you have to make sure it looks good in motion. In RPGs the characte෴rs perform a wider variety of movements and actions, so more than movement per se, I focus on making their designs fit into the world and atmosphere of the game."
Beyond Snake's rear end, Shinkawa has been responsible for some of the best-looking games of the past few decades, working as an art director on all of the Metal Gear Solid series, Death Stranding, and currently, 澳洲幸运5开奖号码历史查询:Death Stranding 2, in which we&apos🌠;ll all be hoping for some more stellar work from the m🌜aster himself.
Be sure to check out our hands-on preview of 澳洲幸运5开奖号码历史查询:Metal Gear Solid Delta: Snake Eater to see what we've made of it so far.
]]>The Western world hadn't really seen much of Hideo Kojima up until that point, what with a lot of his projects – however significant they are – sidelined onto doomed consoles or stuck without a localised version for years. Even the earlier Metal Gear games kind of just passed much of the world by wཧithout too much attention, and then, one day in 1997, everything changed. While footage of Metal⛄ Gear Solid had already been shown at Tokyo Game Show back in 1996 and earlier, it wasn't until E3 the following year that gamers really got a glimpse of what would go on to be one of the PlayStation's defining games. And from that point on, the hype was tangible.
"One thing you have to remember is that the first time the world saw this trailer, it was not just on some little TVs at the Konami booth," says Richard Ham, who was the design lead on the PlayStation's Syphon Filter. "This was on a gigantic jumbotron screen that towered over everything, I think it was the first time anything like that had ever happened at E3. And as I recall, every hour they would play that trailer, and for the entire convention this would become like appointment viewing – there'd be a huge crowd and so everyone would come and sit and watch. One thing I remember is being surrounded by a bunch of grizzled hardcore veterans screaming and whooping and hollering [as they] couldn't believe what they were seeing." The massiv♚e excitement surrounding that trailer even took Hideo Kojima by surprise, and naturally led Konami to push particularly hard on marketing MGS by the time it was released in 1998.
Over 12 million demo discs ma🔴de it to players around the world, so there was a great deal of anticipation around what might well have felt like a debut game from Kojima, however inaccurate that was. "This is it. This is the surprise hit of 199෴8," read a standfirst within CVG's February 1998 issue. "You can have your Tekken and Resident Evil sequels, but if you're after original software, watch this!"
This feature originally appeared in 澳洲幸运5开奖号码历史查询:Retro Gamer magazine. For more in-depth features and interviews on classic games delivered to your door or digital device, or !
Metal Gear Solid was featured in an article looking at the "Hot Games Of '98!" and given a detailed rundown of what the game was all about, focussing on its stealth-heavy gameplay, the high-tech espionage story and its fully 3D environment. Curiously, the article also drew close attenꦉtion to its cinematic qualities. "When playing the game you could be mistaken that you're watching a movie," it read. "That's because the project's director, Hideo Kojima, actually wanted to be a movie director before he got interested in games. This is evident꧙ when you see the movement of all the characters and how enemies react."
Even before the game was released, the thing that stood out for most people wasn't just the 'thinking man's shooter' gameplay nor the top-tier 3D graphics, but instead it was the presentation of the game and its narrative. "It was so next-level, so many interesting camera angles for everything," says Richard. "It felt so cinematic. Cinematic gameplay is something I was trying very, very hard to achieve with Syphon Filter, with camera loc💧ks and being a fan of John Woo and action cinema." Syphon Filter, in the end, offered a "radically different kind of experience" than Metal Gear Solid, but that trailer for all its clever presentation and pseudo-real E3 glamour was a concerning moment for Richard and the team at Bend Studios. "I was despairing," he says. "It looked like they were doing everything that we were trying to do, better."
No one could deny that Kojima's love of movies had an important impact on the way he directed his games, but to overlook the pacing of the game would be discrediting the famed creatওor – who these days gets some unfair treatment from gamers for his almost bookish attention to replicating a film-like experience in his modern games. But back on the original PlayStation, a game that was like a movie was something to strive for and that was something that Metal Gear Solid provided in a way no other game had 💖before.
"In 1998, many people in the industry were talking about the convergence between movie and videogames," says Francois Coulon, who was the creative director of Sꦺplinter Cell. "Probably because at that time, videogames were somehow jealous of the movie industry, feeling unfair not to be seen andꦬ perceived as an art as the movie industry could be. For a creative person trying to get videogames out of its cultural niche, seeing a sci-fi or heroic fantasy character in a two-minute-long, high-res cinematic before playing him as a ten-pixel high character for hours sounded totally wrong."
When Final Fantasy VII released on the PlayStation the year earlier, many had claimed that this was the best that videogames could look, but then the FMVs would end and you'd go right back to characters with cubic hands and three-pronged spikes for hair. Metal Gear Solid didn't have that separation: everything that was shown in a cutscene was 🔜then playable in the next gameplay moment, and while the game might not have aged particularly well in the visuals department, it helped to build that immersion – that cinematic experience – by never separating those two distinct parts of the game.
"When you started MGS, you were launching a consistent visual experience," says Francois, "with the opening cinematic played from the engine, with the same resolution as the game, in an almost realistic setting." Francois adds that it wasn't just about being consistent with the graphics, however, because MGS transitioned from cutscene to gameplay without loading screens, visual swaps or cues to let the player know that the gameplay was coming. The player was always playing. "Going further into the game, it provided a fully action movie-like experience. "Think 🃏of the sequence with the jeep in the tunnel, for example. This was going much further than all previous action games. And that was totally inspiring."
Nowadays videogames are all agog about that 'fully immersive' experience, and never taking the player 'out of the game.' For some, exposition and narrative is one of the biggest ways of doing that. Ironically, Kojima's approach to cutscenes grew to become outdated as developers learnt how to tell stories without ever wresting control fr♍om the player, but transitioning from quieter moments of character dialℱogue to full-blown gunfights with minimal separation between storytime and gameplay was arguably one of Metal Gear Solid's biggest innovations. Even the long, highly wrought explanations that accompanied each cutscene felt novel at the time and it drew everyone in, gamers and developers alike.
Naturally all of these attempts to ape cinema would be for naught if there wasn't a story worth telling, and in that sense Metal Gear Solid really stood out among the crowd. The industry was still trying to figure out strong narratives for a videogame, and while the PlayStation had already had 💝some flashes of brilliance in this regard, MGS was on a whole new level. "I think the story itself is a very simple one," says Jeremy Blaustein, who had worked on the original MGS as a translator at Konami. "Save the girl and save the day. It's a classic spy story or an adventure story." And he's not wrong, the tale itself is not so complicated: a hardened war veteran is sent behind enemy lines without any sanctions to single-handedly stop a nuclear launch, it's the plot of practically every Eighties action movie.
But it was the multiple layers to the story that made it enthralling, the unravelling of secrets and the way the distinct characters interacted with one another. "I think that the characters are very interesting and that is one of the most compelling aspects of it," adds Jeremy. "I tried to give each character a unique voice and point of view after se🦩eing how much Mr Kojima had worked to 🎃do the same thing in Japanese."
Even as the seri𒅌es rolled on, memories of those more iconic conversations – the Master Miller reveal, for example – are tied to the overall experience of playing Metal Gear Solid, in part because it was a first time meeting these unique personalities, in part because of the piecemeal answering of hidden agendas and mysteries, but also very much because of their quippy dialogue and professional voice acting.
In fact, voice-over was just not a common practice at that point in time, less so to the standard that Konami put into the game. David Hayter became iconic as the voice of Solid Snake, and from there one of the PlayStati🐬on's most recognisable characters. "I always viewed Solid Snake as an antiheroജ," says Jeremy. "That's why in my mind the choice to make him sound like Clint Eastwood was obvious. I wanted him raspy and tired of war, and someone burned out. In my mind, the Clint Eastwood character fit the bill exactly."
For all this talk of battle-weariness🅘 and nuclear war, however, let's not forget that this was very much a game with a sense of humour. If there was a dramatic DARPA Chief death, it was very shortly countered by an equally tongue-in-cheek retort (and accommodating camera focus) about Meryl's behind. "The characters are very cartoonish in a fun way," says Jeremy, "but the setting is very realistic. It was my feeling that a realistic setting was necessary in order to maintain the feeling of authenticity that would allow for such cartoonish characters to be accepted without being laughed at."
Genetically modified soldier🐎s, nanomachines, cloaking devices, cybernꦍetic ninjas and of course a stomping nuclear mech were just some of the far-flung pseudo sci-fi that Metal Gear Solid touched on, and that's nothing considering the route that the series took in the long term. But all of it tied into fairly level-headed metaphors, and Kojima definitely had things to say about war, its impact on society and even its effects at an individual human level. "Do you think love can bloom even on the battlefield?" Dr Hal Emmeric, better known as Otacon, once posed to Snake in the game. It's a memetic line and one that drew attention for its cheesiness, but it's a good example of the varied threads that Kojima wanted to pull on with this cast of characters.
"They lean into it, they find the funny, and it൲'s just an oddball mix of stuff."
It all added a richness to the story, and that's even before discussing its more supernatural elements🏅: a wolf-mother sniper, a shamanistic raven-father toting a gatling gun, a telepathetic lunatic with a gas mask, all of it rounded out by a fistfight to the death between two cloned super soldiers. Read a string of words like that and you'd be forgiven for snorting at MGS, but its presentation, its cinematic narrative and the deftness with which the game handled its brevity directly alongside its more poignant topics made it one of the most compelling games on the PlayStation.
"Another thing that I really do think is incredibly important about Metal Gear is its absolutely odd, quirky sense of humour," says Richard. "It's the thing that they kept doubling down on that pretty much nobody else does. It's just fundamentally weird that a cardboard box is your most powerful weapon in the game, that's just strange, but they don't care. T🙈hey lean into it, they find the 💛funny, and it's just an oddball mix of stuff."
How many games can say they have universally changed the appreciation of the humble cardboard box? It might be ridiculous to think of the world's most famous infiltrator hiding in a cardboard box, but it perhaps highlights Metal Gear at its best, just as Richard suggests. It's all very silly, at the heart of it, portrayed through an oh-so-sincere lens, so the idea of a cardboard box being the greatest asset for a sneaking mission just makes sense. The box became so icജonic that it evolved just as much as the series did, while countless memes surfaced around it and the team at Konami found fun ways to include knowing in-jokes as the series grew over the years. But the gameplay wasn't all military-grade packing solutions.
"Most people would say the story or setpieces [are the most inspiring parts of MGS], which I also love, but it is the refinement of the stealth gameplay that really sticks with me," says Antonio Freyre, an indie dev♊eloper whose most recent game is inspired by the Metalꦛ Gear series. "No other game has been able to get to that quality and elegant simplicity that the MGS games can do."
Certainly as far as stealth gameplay goes, Metal Gear Solid is not overly complicated: watch the minimap, avoid those cones of vision and if you get spotted go and hide under a truck until everyone completely forgets you were there. It's a permissive game, actually, Game Over ("SNAAAAAKKKE!") simply drops you right back at the start of the room where you entered, there's no traipsing back from your last save point or having to repeat a half hour of gameplay. But there are layers to it: footprints in the snow or the sounds of your steps on grated floors could give you away, smoking can help you spot infrared tripwires and there's usually plenty of things to crawl under and hide. At the time players were astounded by the ability to rap on walls to intentionally draw a guard's attention, luring them from their patrol routes to allow Snake to knock them out – or simply bypass them from a different perspective. "The first time I saw Metal Gear Solid was at a Blockbuster," adds Antonio. "They had the demo to play in the store. I didn't understand English back then so I had no clue what to do. I was stuck and couldn't get past the [starting] Cavern area. Every time we went to Blockbuster, I'd try it again. I was captivated by this strange game where I h🌠ad to hide."
For the first time, players were asked to not fire a weapon – if they could help it – and instead use their wits to make it through a level. It was a completely new experience for many, not least since the earlier Metal Gear games had passed most by. "MGS showed us how stealth mechanics should be done," says Francois, who especially points to the "clear rules" that are provided to the player to know exactly what is happening in the game and how to react to it. "It is a complete and consistent set of rules that set the way for any stealth game," he adds. "Remove one of its elements and the experience will be du꧋ll, frustrating or ri💟diculous. MGS was perfectly executed in that regard. No frustration – you know when you lose and don't blame the game for it."
That's not to say there weren't moments of action, too. In fact, the pacing of Metal Gear Solid is ☂something that gets overlooked, but with all those drawn-out Codec calls and quiet monitoring of patrol patterns, there was sen♔se to add in moments of mandatory combat or set-piece battles. By 1998 the idea of a boss fight was already a long-worn concept, but even here Metal Gear Solid made sure to find new ways to keep these things fresh.
The most obvious is the fight with Psycho Mantis, where players c🐻ould swap the controller to the second port to avoid the mind-controlling capabilities of the creepy psychowarrior, but practically all of Metal Gear Solid's boss battles are memorable for one reason or another. Learning that bullets won't win the day against Cyborg Ninja, a first-person sniper battle in a snowstorm with Sniper Wolf or even going mano a mano with a flipping Metal Gear REX are just some of those stellar boss battles that Metal Gear Solid conjured up, and they only ramped up with inventiveness and impact with each new release.
Ultimately, Metal Gear Solid was the game that put Kojima on the map for a generation of players, catapulting him to auteur status in a way that practically no other game director has been. Even now it feels very much like a game with a personality, with a very strict vision on what it is, what it wants to do and how it wants to do it. And while Kojima has sinc🤪e stepped away from the series, for more than two decades it defined his creative endeavours. "If the series has been so iconic f꧑or so long, it is simply because all the games were brilliant!" says Francois. "How many game series have been able to succeed over the years without slowly decreasing and repeating itself?"
Francois points to Kojima's purity in game design, his high-level vision and a team able to execute it all to perfection as the reasons for the series' long-lasting adoration. "It is hard for me to measure the impact of Mr Kojima alone vs Kojima and his team but, to be honest, it is not important🅷. A creative lead in this industry is someone who can convey his vision to other team members so that they can also bring something to the creative table. I don't know how Mr Kojima is managing his teams but the result speaks for itself!"
While there's a deeper story behind the details of how Konami would later go on to handle Kojima, his team and the Metal Gear franchise as a whole, the fact is only a handful of games have had the immediate cultural impact that Metal Gear Solid was able to generate. It became one of the PlayStation's most important releases, it snuck Tactical Espionage Action into a trigger-happy industry and it justified the relevance of gaming as a pastime to game developers and players desperate for videogames to become accepted as more than just toys for kids. If there was doubt, Metal Gear Solid proved gaming could be about so much more than squishing goomba's and blasting cy🌼berdemons and could, in fact, compete with movies.
Want to jump into some tactical espionage action? We've got our 澳洲幸运5开奖号码历史查询:best Metal Gear games list right here for you!
]]>From the shores oཧf southern Italy to the rain-lashed streets of Hong Kong, 47’s outings have been as diverse as they are devastating. Still, I keep coming back to one mission in particular: Patient Zero in which a simple subversion of the Hitman formula makes for one of the most memorable jobs of all. Even now, on the other end of the entire trilogy, it remains unique – despite the comparatively rapid pace of completion that its premise demands.
The mission is simple: to stop a genetically engineered virus from spreading by infiltrating a medical facility and assassinating a would-be bioterrorist and a rogue researcher. It sounds easy enough, however, soon after setting fo🗹ot within the snow-covered grounds of GAMA, Hokkaido’s private hospital, it is revealed that the disease has started spreading among staff. An "Infected" counter appears in the top-left of the screen and sits next to your standard assassination objectives. The longer you take, the more you see this number shoot up.
Jumping from person to person, there's no downtime – anyone who is infected becomes a new target right away, meaning you’re forced to quickly adapt your strategy to counter this escalating thr⛄eat. To make matters ꦰworse, without a hazmat suit, Agent 47 himself is vulnerable to infection, rendering most of the map’s easily accessible disguises useless. Sorry 47, but there's no fooling a virus with a fake moustache or a waiter outfit.
The bald assassin has simply never faced a threat quite like it. It’s like a game of cat-and-mouse in which𒅌✃ the virus always has the upper hand. In a series centred on meticulous planning, it’s thrilling to suddenly be placed head-to-head with such a dynamic opponent, and one that's extremely hard to predict.
This new challenge encourages you to embrace gear that would otherwise go unused,♒ with assault rifles and room-clearing explosives becoming almost essential to keep things under control. It’s also one of the only real chances you’re given to run wild with the full arsenal and, as the last mission in a tricky campaign, a seriously cathartic send-off.
As for the rest of the campaign, it’s good and offers some interesting subversions of the franchise’s established mechanics but doesn’t quite reach the same heights. Colorado's The Vector sees Agent 47 trading slick movement for a sniper's nest; B🍨angkok's The Source sees the usual hotel taken over by a cult that has Agent 47 play around with their belief systems; and Sapienza's The Author revolves around a fun tongue-in-cheek fan convention for a popular novelist who has become indoctrinated into the cult's virus-worshipping beliefs.
Still, they all nicely lay the groundwork for Patient Zero, where it all goes well and truly off the rails in an explosive and fast-paced fashion that no other Hitman mission has ever managed to replicate. Make sure you don't skip this one, even if the campaign menu is a༺ little tricky t♕o find.
A version of this article originally appeared in PLAY Magazine – 澳洲幸运5开奖号码历史查询:which printed its final issue in 2024. Want to get sneaky with it? Then check out our list of the 澳洲幸运5开奖号码历史查询:best stealth games! We won't tell.
]]>In a 1997 interview originally published in Famitsu (uncovered by ), Kojima says "The one thing I want to avoid, though, are those tedious scenes where characters are justꦐ blabbering at each other for 4 or 5 minutes." All you can do is laugh when you read that given how long the𒅌 cutscenes are in Kojima's games these days.
According to , three of the five longest cutscenes in video games appear in Kojima projects. Metal Gear Solid 3: Snake Eater has a 24-minute one, but th♍at's lightwork compared t𝓡o the others higher on the list. Death Stranding has one that's 31 minutes.
I remember watching my housemate play 澳洲幸运5开奖号码历史查询:Death Stranding during lockdown and it felt like I was sat for a film. I enjoyed it thoroughl🦹y, but I can see why that's not everyone's cup of tea.
Metal Gear Solid 4 really takes the cake, though. It has a cutscene that's a whopping 71 minutes lo🐭ng. That's the length of some horror movies.
Kojima did preface his early quote with the following: "I'm worried about the cinematic presentation. In order to make the direction effective, I feel like I may have to add unskippable cutscenes. The story for Metal Gear is very complicated, so I think cutscenes will be necessary." So, we can clearly see he de💖cided to lean into the skid rather than find a workaround.
He adds, "For Metal Gear, too, I'm trying to get as close to film as possible. What I mean 🥂by that is an😼 expansive, well-written setting, making the polygon characters 'act', and lighting effects [...] When you've finished Metal Gear, I want you to feel like 'ah… I understand now.' That's my goal. In that sense, too, it's a cinematic or literary experience."
I'm a big fan of cutscenes. While it's great when a game can tell its story through gameplay and the environment, sometimes it's nice to just sit back and watch the drama unfold. One of my favorite video games, Jak 2: Renegade, held the record for the most cutscenes in a video game at the time, and I think it's what marked Naughty Dog's shift into a studio known for telling great stories. I'm excited to see what the team does with 澳洲幸运5开奖号码历史查询:Intergalactic: The Heretic Prophet.
If you're hungry for some great cutscenes, check out what 澳洲幸运5开奖号码历史查询:upcoming Kojima games there are.
]]>In a 1998 interview with The PlayStation magazine, now available on , 澳洲幸运5开奖号码历史查询:Metal Gear Solid director Hideo Kojima a𝓀nd designer Yoji Shinkawa discussed the duo's approach to character design, and how Kojima's requirements ended up causing Shinkawa more than a bit of trouble.
When asked about what kinds of character design requests๊ he had, Kojima frankly answers "Hardboiled. It's a serious, heavy story, and I wanted characters who could handle that world." Further to this, he adds a few caveats for what he wanted to avoid in a character design, laughing that "Designs that are 'dishonest', weird, or that are just meant to be visually stimulating - like female characters with huge busts - I don't like those."
The reason for these strict criteria was simple. "I wanted characters who, j🔴ust from looking at their clothing you'd be able to tell what kind of person they were, and what their motivations were," he explains. Shinkawa chimes in to say "That's one reason why I struggled a bit with Snake's design," to which Kojima replies "I remember. You struggled a lot. (laughs) The first design looked like Captain Future, and he was orange-colored."
Of course, one could argue that Kojima broke this streak with MGS 5's Quiet, who has received criticism for being over-sexualised in her design, though it would be hard to dispute that her design hasn't since become iconic in its own right. With Kojima having now left Konami permanently, however, it rꦐemains to be seen whether or not his strin🐻gent design philosophy will be present in any future Metal Gear Solid titles.
If you're a Metal Gear Solid fan, check out our list of the 澳洲幸运5开奖号码历史查询:best stealth games to play right now.
]]>"From the very first [design] plans I drafted, Shinkawa was in there changing things on 🌳his own," Kojima told PlayStation in a . He cited Cyborg Ninja as a product of his and﷽ Shinkawa's "push-and-pull" creative process, explaining that he originally had no plans for a totally jacked android man.
Despite this, Shinkawa felt compelled to draw one🎃 because, as he explained to PlayStation, "it's cool."
"I thought he would just be a normal soldier enemy," Shinkawa continued. "I had a number of different patterns in mind, and I thought I'd try drawi𒀰ng something cyborg-ish, and this ninja-looking guy is what came out. Once I gave him a katana, the character really came to life for me."
"There were a lot 🧜of things added like that," Ko𓂃jima said. "'Hell yeah, a ninja cyborg!'"
In the end, Metal 🌱Gear Solid became stocked with Kojima's and Shinkawa's most wayward ideas like an overflowing costume closet. An eye patch here, some camouflage ther🦄e…
The psychic antagonist Psycho Mantis, for example, would never have been glued to his re💛cognizable, menacing gas mask i🉐f Shinkawa hadn't spontaneously added one to his design.
"Why a gas mask? I don't know," Kojima said. "And then Shinkaw𒊎a was saying how underneath the mask he has no face. Why no face? Beats me."
"For my part🎐, I wasn'🅺t against adding [these details]," Kojima continued. "Unexpected things like this are part of the fun."
]]>From Death Stranding to Metal Gear, Kojima is no stranger to smash-hit game successes. If you've played any of his titles and have felt almost as though they carry a touch of cinema within them, however, past Kojima knows why. Speaking in a 1999 alongside fellow video game mastermind Yasumi Matsuno, the legendary lead explores what he calls his generation's "cinema DNA" - and how it's i꧃nfluenced his work.
"My generation really took a lot from the cinema, and much of that remains an unconscious influence on what we make today. I like to call it ouꦓr 'cinema DNA,'" jokes Kojima. "Having grown up with movies and their influence, no matter what I attempt to create, that DNA will always make its influence felt and lend to my creations a 'cinematic' shape. For those who grew up in the 'manga generation,' likewise, all their own art has traces of manga in it."
Kojima continues, expressing concern over younger devs' own experiences and their access to other forms of media like film as video games were beginning to take over. "On the other hand, one thing I'm a little worried about today is that the current generation of young game creators has grown up on video games themselves, and I don't know if they've had time or room to absorb the influence of other ar𒊎ts and mediums."
As for Kojimꦫa's games, films' influence on them is undeniable. "In my case, it's not so much that I'm conscious of movies when I create, it's more that, as a result of having grown up with them, everything I make ends up feeling somewhat like a movie," he admits. "It's all stuff I absorbed unconsciously: a sense of what's 'cool,' beautiful framing, stylish lighting." And "it's all influenced me in one way or another."
The lead concludes that "A single work becomes invested with many unconscious strands." Even though this interview took place in 1999, Kojima's words seem more relevant than ever. His upcoming project OD, which he describes as 澳洲幸运5开奖号码历史查询:"a bit 🐈risky" and "a game like no other," is being produced in collaboration with comedian and filmmaker Jordan Peele, after all, and Kojima has the 澳洲幸运5开奖号码历史查询:Death Stranding movie coming as well.
]]>Talking to Nice Games way back in 1999 (available now due to the great work over at ), Kojima explained how the kernel that would eventually become Metal Gear was Konami's desire to make a "war game." Kojima said that a ♛team of veteran Konami developers had an idea for a war game and then scrapped it, and then came up with another, and scrapped that, and so and, so forth. Eventually the project fell into Kojima's hands, a❀nd he put forth an idea for an "escape game" inspired by the 1963 movie The Great Escape, but was told "'There's no games like that'."
"I was still a new planner at Konami, so I guess no one was inclined to🦹 listen to what I had to say… there was just zero motivation from the start," Kojima said. "It was like, what do I have to do here, do I have to start beating people up? (laughs)"
Kojima said he was so frustrated with the situation that he was consideringꩵ leaving Konami entirely, but another veteran employee gathered a meeting and presented Kojima's vision, and sure enough "the people around me started to change thei♑r attitude."
"Of course everyone still had their doubts about the basic premise," Kojima said. "They were all asking, 'will an escape game really be fun…?' But once we got a working buil꧑d running, and they saw that exclamation mark pop up when the enemy gets surprised, that sold them on the concept. They all changed their tune then: 'This is gonna work!'"
Long story short, thank goodness for that effin' exclamation point. To think that the absence of such a relatively minor feature could've meant no Metaಞl Gear forever is mind-boggling, and it makes you wonder what beloved series exist in other universes but not ours simply because whoever pitched it in our universe didn't show off the exclamation point. I'm gonna go lie down.
❗ What do you mean Metal Gear isn't on our list of the 澳洲幸运5开奖号码历史查询:best NES games?❗
]]>Posted online by , the interview, originally published by Nice Games, reveals a lot about Kojima's ambitions and the challenges he faced making Metal Gear. By the time Kojima joined, Konami was two years into making a war game that wasn't going any𓆉where.
"That was how the project came to me," he explains. "What I was fixated on making, in the scope of a 'war' game, was an escape game. You know that old movie, The Great Escape? I thought it would be a🎐wesome to make a game built around a concept like that, of trying to escape from somewhere. But when I told the senior devs on the team about my idea, they were very dismissive: 'There’s🅺 no games like that.' I was still a new planner at Konami, so I guess no one was inclined to listen to what I had to say… there was just zero motivation from the start. It was like, what do I have to do here, do I have to start beating people up?"
Fortunately, it♏ didn't come to blows. The situation did devolve into "passive-aggressive resistance," but an older employee took a shine to his ideas and the project "was finally able to start moving in a positive direction."
Kojima says the team still wasn't fully sold on his idea until they saw the iconic exclamation mark appear above an enemy's head when they were surprised in a working build of the game. 🔥"That sold them on the concept."
As everyone knows, he's a huge movie fan, even noting The Great Escape as an inspiration for Metal Gear, so why didn't he get into the film industry? "The film industry in Japan is very closed off, and no one will give you money to finance a movie," he says. "Even if you get h🌞ired by a studio like Toho, you won’t be permitted to direct anything for a while. I guess that’s to be expected, but I’m not the kind of person who can be content in a servile role like that."
After a stint writing fi🦩ction, he thought he'd have to get a "normal job," something every writer can re🦂late to, but then he started to play the Famicom and realized games were potent vehicles for storytelling, too.
"As I became familiar with the different games, I started to become more interested," he remembers. "It was like, 'ah hah, there’s a whole world here to explore too.' What made up my mind to get into this industry myself was 澳洲幸运5开奖号码历史查询:Super Mario Bros. and The Portopia Serial Murder Case. They weren’t the 'bleep bloop' games of old; these games ha🌞d their own worlds and stories. I felt a certain authorial quality in them."
Kojima says at the time he lived in the Hyōgo Prefecture, which bordered Osaka, where Konami first starte🦹d as a jukebox rental and repair company, so the company was a good fit for him. The rest is history, and now he gets to make some of the most cinematic games out there and regularly meets with the brightest up-and-coming movie stars of the moment.
If you're a fan of the man, check out our list of all the 澳洲幸运5开奖号码历史查询:upcoming Hideo Kojima games.
]]>The stealth-action game Thick as Thieves comes from some of the creators of the influential Thief game series, but the new title from OtherSide Entertainment and Megabit adds one very important wrinkle to t🍰he stealth immersive sim genre: 𝓰you aren’t the only player trying to steal what you’re after.
Thick as Thieves, which had its first major reveal during The Game Awards today, December 12, is a 🎀PvPvE game that takes players to a metropolis in an alt-history version of the early 1900s. The curving cobblestone streets of a North British-style city are lit by neon and subᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚtle magic, with thieves prowling the rooftops and roaming the sewers.
The core game loop sees four thieves — each controlle💖d by a different player and each with their own techniques and equipment — balancing individual que🅷sts that progress their character’s story and a main job where they’re directly competing with each other to pull off a great heist on behalf of their thieves’ guild. There’s no "right" way to pull off a perfect score; you could sneak through an entire mission without being seen once, or barge in at the right moment to KO a rival thief in an ambush and swipe all their hard-earned (ill-gotten) gains. Just make sure you watch out for guards and other environmental obstacles — or even put them to use by siccing them on your rivals.
"Typically immersive sims haven’t had that flow that a lot of games had. And we thought we could do better," Warren Spector, one of the main creators behind Thick as Thieves (and also the Thief and Deus Ex games), told GamesRadar+ at a preview event before The Game Awards. "We said, 'Let’s make a stealth action game, with a ꧅capital S and a capital A.'"
Thick as Thieves will attempt to steal g♐amers’ hearts in 2026 when it’s released for PC, PlayStati꧅on 5, and Xbox Series X|S. Check back later this week for more in-depth info from GamesRadar+’s preview of the game.
And check out all our 澳洲幸运5开奖号码历史查询:Game Awards 2024 live coverage.
]]>While Metal Gear Solid 2 came out in 2001, Hideo Kojima and the development team at Konami were hammering awa🦋y at the sequel years before Hollywood even bought its first motion-captured characters to life on the big screen. Remembering the game's production on its 23rd anniversary month, Kojima shared some insight over on social media.
"We experimented with magnetic motion capture in 'Metal Gear Solid: Integral', and in MGS2, we adopte🌺d optical motion capture for the first time," the famed director recently . "Was the shooting done about 25 years ago? Well, back then, everything was trial and error,ဣ but every day felt fresh and exciting."
We experimented with magnetic motion captur♐e in "Metal Gear Solid: Integral", and in MGS2, we adoptedꦜ optical motion capture for the first time. Was the shooting done about 25 years ago? Well, back then, everything was trial and error, but every day felt fresh and exciting. //t.co/r1EZnTha0o
Magnetic motion capture had actors wear metallic body suits while their movements were recorded via magnetic sensors. It's a method that's still sometimes in use - and is relatively cheaper than other mocap routes - but Konami seems to have upped the ambition ༒for its sequel. With optical motion capture, a bunch of different cameras would likely record the subject from all angles and that footage would then be used to recreate the movements in-game.
Kojima has been opening up about the series' past more than usual recently, especially as PlayStation's 30th anniversary looms. He just told the story about how he moved to Tokyo alone with 𝐆nothing but a console and a TV to make the very first ✨Metal Gear, for example.
Reminisce with our list of 澳洲幸运5开奖号码历史查询:every Metal Gear game, ranked.
]]>A decade ago, Rasheed Abueideh made a name for himself with the critically acclaimed and award-winning Liyla & The Shadows of War, which told the story of children trying to survive through the 2014 conflict in Palestine. Despite widespread love pouring in for Liyla, Abueideh says that he "struggled to carve out a sustainable career in the games industry" in the years that followed due to funding partners being wary about seeming too political. That's when he o𓃲pened a nut roasℱtery in the occupied West Bank, though Abueideh says the business is now empty as "Israeli colonists terrorize the roads of the West Bank, making travel to his roastery unsafe."
So, Abueideh has turned his gaze back to game development with Dreams on a Pillow, a game that's "inspired by a historical Palestinian folk tale set during the ethnic clea൩nsing that was the 1948 Nakba," according to the fundraiser page on . "Like all oral folktales, the story of Omm has numerous variations, however, all stories share the same fundamental elements: a young mother living in Palestine had her husband🌳 murdered by the Zionist invaders, and she ran to her home to retrieve her newborn child from the bed."
The pillow that Omm mistakenly takes and carries through the entire game is a key object. While it's in her🌃 hands, she can't full🎀y interact with the environment with jumps, crawls, and rock-throwing, and thus, can't properly evade foes that wish death on her. When she puts the pillow down, however, she's quickly engulfed by nightmares that close in on her. So I'm guessing we'll need to complete puzzles and obstacles quickly in order to make it out alive and with Omm's mind intact. I'm also interested in the promise that the game will include "historical documentation and imagery" in select scenes.
Dreams on a Pillow has alไready raised $49,000 out of its $194,000 total funding goal with 49 days still left to go, with the aim of being able to pay for "salaries, outsourcing, and asset creation." The game is aiming to launch sometime in 2026.
Take a look at some other 澳洲幸运5开奖号码历史查询:upcoming indie games of 2024 and beyond for more.
]]>"'Can't♚ Sa▨y Goodbye to Yesterday,' the ending theme of MGS2, is my favorite song out of all the music in the Metal Gear Solid series," Kojima writes in a lengthy .
Because 2001's Metal Gear Solid 2 is set in an alternate history version of New York City, filled with 🔯shadows an🅠d secrets, Kojima says he and his team "decided from the start" that the game's ending theme should be jazz, "a genre [composer and producer] Rika Muranaka excels in."
"This piece was created well ahead of the game's completion, with a lot of time and effort put into it,🐎" he aꦫdds.
'Can't Say Goodbye to Yesterday' is an orchestral ballad, swinging sweet and drowsy like an autumn leaf. Ove🌳r a gush of violins, singer Carla White lets the haunting chorus pour forth: "I can't say goodbye to yesterday, my friend / &apℱos;cause I know how good it has been."
"The lyrics are amazing," Kojima continues to say in his Twit💙ter post. And Kojima is far from the only person who f✅inds 'Can't Say Goodbye to Yesterday' emotional.
"I listen to this [song] often," one Metal Gear ꦚSolid 2 player . "I remember staying up all night, playin🍌g the game when my best friend and I were in middle school. This song played at around 4 AM, and we were both floored."
That s♔eems like an appr൩opriate reaction. The best video game music stays with you well into the night, way after the credits roll.
]]>