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The next PlayStation State of Play is taking place this Wednesday, focused on James Bond 007: First Light
Game Reviews

The next PlayStation State of Play is taking place this Wednesday, focused on James Bond 007: First Light

by admin September 1, 2025


A PlayStation State of Play is coming later this week. This livestreamed event will be focused on 007: First Light.

The livestream is set to take place this Wednesday, 3rd September. In terms of exact times, it’s scheduled to start at 11am PT / 2pm ET / 7pm BST / 8pm CEST on the official PlayStation YouTube channel.

During this livestream, we’ll get the world first reveal of gameplay for 007: First Light. According to developer IO, this will including car chases, stealth sequences, and some shootouts, so it should be a fairly comprehensive spread.

Watch the reveal trailer for 007: First Light here!Watch on YouTube

007: First Light was first revealed during the June State of Play, and has since been a hotly anticipated game from the creators of the Hitman series. How it’ll actually play is something that should hopefully be answered in a matter of days.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 1, 2025 0 comments
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Vampire Survivors
Product Reviews

Vampire Survivors’ free-roaming online mode is available to play in beta now, and there’s an official boardgame coming too

by admin August 31, 2025



Vampire Survivors’ long-anticipated online mode is finally here, sort of. Developer Poncle announced at the end of this week that online multiplayer has been implemented in the game’s beta branch.

Vampire Survivors has of course had multiplayer functionality for several years. But playing with pals was previously limited to local co-op. Getting Vampire Survivors to work online has proved quite the challenge, as broken down by the online mode’s developer Coherence in a fascinating blog from April. For example, each of Vampire Survivors’ multitudinous enemies rely on local physics interactions, making it very tricky to make those interactions concurrent across a network.

Online mode brings a few important differences to both regular solo play and local co-op. For starters, players are free to roam around the environment as they please when playing online, rather than being restricted to the screen area as is the case with local play. Moreover, players all level up simultaneously, meaning everyone needs to hit the XP cap before levelling can commence. And if you want to play any of the expansions in online co-op, you’ll all need to own said expansion before that is possible.


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Alongside the online mode’s beta rollout, Poncle also revealed that a Vampire Survivors boardgame is in the works, just in case you want a turn-based version of Vampire Survivors that takes up a load of physical space. Poncle says it has “spent a long time making sure the board game ‘feels’ as much like Vampire Survivors as possible” with features including run-based play where you unlock new stuff, a built-in levelling system and key playable characters from the original game.

(Image credit: Poncle)

Finally, Poncle provided a sneak peek of Vampire Survivors’ next major update, which will introduce two new stages, two new weapons (plus evolutions), a “party mode” that enables solo players to be accompanied by friendly NPCs, and two new playable characters (spoilers follow). One of these rolls a dice every 30 seconds to provide various random bonuses, while the other causes “explosive props” to appear while moving around.

If you want to play Vampire Survivors online, you’ll first need to switch to the appropriate branch within Vampire Survivors’ properties menu on Steam. Fortunately, it’s a pretty straightforward process explained by Poncle in its announcement.

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August 31, 2025 0 comments
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Bella Ramsey Tells 'The Last of Us' Haters to Go Play Their Video Games
Gaming Gear

Bella Ramsey Tells ‘The Last of Us’ Haters to Go Play Their Video Games

by admin August 28, 2025


The online discourse surrounding The Last of Us season two was entrenched in unwarranted outrage, sparked by outrage over the show’s centering a gay love story and killing off the franchise’s leading man. The trolling, which resulted in the show getting review bombed, of course, is weird considering that both these major plot aspects are also present in Neil Druckmann’s series of Naughty Dog games.

Recently Bella Ramsey, the show’s Emmy Award-nominated lead (alongside Pedro Pascal), discussed with The Awardist podcast their reaction to the reactive rage-baiters who took issue with Ellie’s lesbian relationship.

“Because there’s nothing I can do about it anyway. The show is out. There’s nothing that can be changed or altered. So I’m like, there’s not really any point in reading or looking at anything,” Ramsey shared. “People are, of course, entitled to their opinions. But it doesn’t affect the show; it doesn’t affect how the show continues or anything in any way. They’re very separate things to me. So no, I just don’t really engage.”

Ramsey addressed how that vocal minority of vile-spewing can sincerely excuse themselves from engaging with season three, which will see showrunner Craig Mazin, helming solo after Druckmann stepped back, follow the show’s antagonist Abby (Kaitlyn Dever), who killed Joel (Pascal). The story twist has been around since it debuted in the game, but it still continues to divide The Last of Us fandom and shock casual show viewers during season two.

The shift in leading characters will delve into Abby’s world to inform her worldview. How Ellie comes into play is under wraps but Ramsey affirmed that they hope haters steer clear if they won’t approach the story with an open mind: “You don’t have to watch it. If you hate it that much, the game exists. You can just play the game again. If you do want to watch it, hope you enjoy it.”

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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August 28, 2025 0 comments
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"It really sucks" Battlefield 6 technical director bummed out about those unable to play due to Secure Boot requirement, believes anti-cheat cat-and-mouse game will "never end"
Game Reviews

It really sucks” Battlefield 6 technical director bummed out about those unable to play due to Secure Boot requirement, believes anti-cheat cat-and-mouse game will “never end

by admin August 28, 2025


The Battlefield 6 open betas proved exceptionally popular earlier this month for many, but a significant portion of the PC playerbase were met with a daunting wall to play thanks to the game’s Secure Boot requirement. This technical hurdle is in place for the game’s anti-cheat, a kernel-level bit of software dedicated to curbing a rising cheating problem across online FPS games.

Alas, the Battlefield 6 beta still had a few cheaters running around and ruining things for their fellow players. To find out more about whether Battlefield 6’s Javalin anti-cheat was successful in the eyes of EA, Eurogamer sat down to talk to Battlefield 6 technical director Christian Buhl. Buhl would express pride at the anti-cheat team’s work, sadness for those unable to play due to the Secure Boot requirement, and resigned to him and his peer’s fate in the endless battle against cheaters.

Cheeck out some Battlefield 6 multiplayer gameplay here!Watch on YouTube

“We were pretty happy with how the anti-cheat performed,” Buhl beamed when asked how he felt the anti-cheat held up during the betas. “Obviously I’ll say we can never be perfect, anti-cheat is always a cat-and-mouse game where we’re constantly going back and forth and keeping on top of what the cheaters are doing. But from the beginning this was something we put a high priority on, so when we launch this game we have a really strong anti-cheat program in place.”

Buhl would elaborate by sharing that Battlefield 6 had two anti-cheat teams working on the game, in what he described as a “pretty massive investment” by EA. There’s the EA anti-cheat team that built the Javalin anti-cheat team, as well as the Battlefield 6 anti-cheat team that focused on “integrating EA’s technology as well as monitoring and all the other responsibilities you’d expect from an anti-cheat team”.

The reason for this expense is to ensure a “fair play experience”, which was “critical to Battlefield’s success” according to Buhl. The cost for the user is granting additional access to Battlefield Studios’ and EA’s anti-cheat, as well as enabling Secure Boot on their PC. This led to many turning away from the PC beta, something Buhl is bummed out about.

Those able to get the game running are having a blast.

“The fact is I wish we didn’t have to do things like Secure Boot” Buhl admits. “It does prevent some players from playing the game. Some people’s PCs can’t handle it and they can’t play: that really sucks. I wish everyone could play the game with low friction and not have to do these sorts of things.”

Buhl continues: “Unfortunately these are some of the strongest tools in our toolbox to stop cheating. Again, nothing makes cheating impossible, but enabling Secure Boot and having kernel-level access makes it so much harder to cheat and so much easier for us to find and stop cheating.”

So where does this cat-and-mouse game end? Does it ever end, and will players have to get used to providing kernel-level access, enabling Secure Boot, and opening their door to other technical requirements for new games?

“The short answer is it never ends,” states Buhl. “We expect our anti-cheat team will continue working on technology, and if at some point there’s a new technological requirement that we’ll have to add that’s critical to securing the fairness of the game, we’ll do that. Or we’ll certainly evaluate that. Anti-cheat never ends, it’s a constant cat-and-mouse game. We’re never going to win. Hopefully they’re never going to win. But in the end, we want to be as safe and secure as possible.



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August 28, 2025 0 comments
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Acclaim returns, announces "Play Acclaim" Showcase on September 10th
Esports

Acclaim returns, announces “Play Acclaim” Showcase on September 10th

by admin August 27, 2025


Yesterday, publisher Acclaim came back from the dead and announced that their first “Play Acclaim” Showcase will take place on September 10th at 2:30PM ET/11:30AM PT.

Acclaim is back. Not as a reboot, but a rebirth for the iconic publisher that dominated players’ living rooms for more than two decades. Acclaim today announced the first “Play Acclaim” showcase and released a new teaser video.  The Showcase will take place on the official Acclaim YouTube channel on September 10th at 2:30PM ET/11:30AM PT. Coming hot on the heels of last week’s social media reveal, it hints at what’s next for the brand, which saw its long-awaited return on March 4th, 2025.  This tantalizing tease offers a fleeting glimpse of Acclaim’s upcoming lineup of titles while celebrating the brand’s unforgettable legacy. Blink and you might miss it. Hidden in the static, behind the glow of CRT screens, are the titles that will lay the foundation for this exciting new chapter for Acclaim. 

This isn’t nostalgia for its own sake. It’s something else: a kind of retrofuturenostalgia, paying homage to and embracing the brand’s unmistakable DNA and history while charting a bold new course into the future. 

“We’re not here to chase ghosts,” said Alex Josef, CEO of Acclaim. “We’re here to take the energy and chaos that made Acclaim unforgettable and channel it into something new. The old screens are cracking, and what’s coming through is something exciting and different.” “You can’t rewrite the past,” Josef added. “But you can build upon it. This is about owning our story and moving it into a future that feels bold, energetic, and completely fresh.”

For more on Acclaim, stay tuned to GamingTrend.


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August 27, 2025 0 comments
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Play Solana To Launch First Handheld Gaming Console In October
NFT Gaming

Play Solana To Launch First Handheld Gaming Console In October

by admin August 27, 2025



The Solana ecosystem is taking a leap into hardware with the forthcoming launch of its first handheld gaming console. 

Play Solana, a project dedicated to building a Web3 gaming device on the Solana blockchain, announced that it will start shipping its Play Solana Gen 1 (PSG1) device on Oct. 6. 

The device comes with gaming-ready specs, including an octa-core ARM processor, 8 gigabytes of RAM, WiFi and Bluetooth connectivity and a touch LCD display. It also includes a built-in hardware wallet and fingerprint authentication, allowing users to store crypto assets while playing games. 

It also launched a limited non-fungible token (NFT) collection that allows a group of 2,000 holders to have early access and other ecosystem perks. 

Source: Play Solana

Solana dives deeper into physical products

The launch comes as the Solana ecosystem continues to push deeper into consumer-facing products, following earlier experiments such as the Saga smartphone. 

In 2022, Solana Mobile, a subsidiary of Solana Labs, introduced Saga, an Android-based, blockchain-focused smartphone.

It gave users access to native Web3 tools like a Seed Vault, the Solana Mobile Stack and a decentralized applications (DApp) store tailored for Solana ecosystem participants. 

The Saga introduction triggered mixed reactions from community members, but ultimately saw a successful launch in 2023, causing a frenzy among users.

In 2023, the product fetched up to $5,000 on eBay as the phone came with a free airdrop of the BONK memecoin. The phone had an original $599 price tag on the Solana Mobile website. 

In 2024, Solana Mobile unveiled a second-generation mobile phone, saying it would not just be a “memecoin phone.”

In 2025, the phone had 150,000 pre-orders, with revenue estimated to be at $67.5 million. On Aug. 5, Solana Mobile said it started shipping the Seeker phone in over 50 countries. 

Related: Solana gaming studio Mirror World raises $12M in funding

Web3 gets handheld gaming devices

Apart from Play Solana’s PSG1, blockchain network Sui also dived into physical Web3 gaming devices.

In 2024, Sui blockchain creator Mysten Labs said it would deliver SuiPlay0X1, a handheld gaming device integrated to the Sui network in the first half of 2025. 

Magazine: Solana Seeker review: Is the $500 crypto phone worth it?



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August 27, 2025 0 comments
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Decrypt logo
GameFi Guides

Kindly MD’s $5B Bitcoin Play Comes as DATs Raise Fears for Wider Altcoin Liquidity

by admin August 27, 2025



In brief

  • Nasdaq-listed Kindly MD filed an automatic shelf registration for up to $5 billion.
  • The move follows a $679 million Bitcoin purchase through its subsidiary.
  • Analysts warn Bitcoin-focused treasuries may drain liquidity from altcoins.

Nasdaq-listed healthcare firm Kindly MD filed an automatic shelf registration statement with the SEC on Tuesday, electing to distribute up to $5 billion in stock as it expands its capital reach following a $679 million Bitcoin purchase last week.

“Bitcoin will serve as our primary treasury reserve asset, and we are focused on accumulating a long-term Bitcoin position,” Kindly MD stated in the filing.

The filing establishes Kindly MD as a Well-Known Seasoned Issuer, a designation that allows the company to tap capital markets with more flexibility. 



It also authorizes a mix of instruments beyond common stock, with distribution handled by underwriters including Cantor Fitzgerald, TD Securities, and B. Riley Securities in the U.S., as well as Canada’s Canaccord Genuity, among others.

Last week, Kindly MD disclosed a $679 million Bitcoin purchase through its subsidiary, Nakamoto Holdings, marking the first acquisition under its new treasury reserve strategy in a move it said reinforces its “conviction in Bitcoin” as “the ultimate reserve asset” for corporations and institutions.

While the WKSI status “clearly gives a company an advantage in capital raising,” it also imposes pressure “due to the large issuance volumes and high market volatility risks,” Jay Jo, senior analyst at Tiger Research, told Decrypt.

At the expense of altcoins

“Institutional crypto exposure has, without fear, expanded into corporate balance sheets and treasury strategies,” Kelvin Koh, co-founder and CIO at Asia-based venture capital firm Spartan Group, told Decrypt. 

This has been the case since “the approval of U.S. Bitcoin ETFs in early 2024,” which had aligned with the Trump administration’s pro-crypto policies that “have eventuated as promised,” Koh said.

Those events have “normalized crypto exposure” and “opened the door for altcoin-focused digital asset treasuries,” he added.

Yet the continued accumulation and expansion of DATs might open broader trade-offs, Koh opined.

“While DATs bring significant liquidity to the assets they target, for now this may be at the expense of the wider altcoin market,” he said.

Koh co-authored a separate research paper on the future trajectory of DATs, where he traced the trend’s first forays.

“DATs were almost exclusively Bitcoin-focused, with their appeal grounded in Bitcoin’s narrative as a scarce, non-sovereign store of value acting as a hedge against fiat currencies,” Koh wrote.

As a model, DATs rely heavily on raising equity to buy crypto, giving them high exposure to volatility that could cut off new capital and force asset sales that risk amplifying market declines, the paper argues.

“When hundreds of firms pursue the same strategy, the market structure becomes fragile,” Koh warned.

Decrypt has approached Kindly MD for comment.

Editor’s note: This story’s headline has been updated to better reflect Koh’s statements.

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August 27, 2025 0 comments
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PlayStation CEO doesn't want first party studios to "play it safe" but "fail early and cheaply"
Game Reviews

PlayStation CEO doesn’t want first party studios to “play it safe” but “fail early and cheaply”

by admin August 26, 2025



PlayStation CEO Hermen Hulst wants the company to mitigate expensive risks with its future games, following last year’s high profile failure of live-service shooter Concord.


Speaking to Financial Times (via IGN), Hulst reflected on Concord’s failure in comparison to the huge success of mascot platformer Astro Bot. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply,” he said.


Playstation has now put into place more supervision of Sony’s owned studios, to ensure Concord’s fate isn’t repeated. “We have since put in place much more rigorous and more frequent testing in very many different ways,” said Hulst. “The advantage of every failure…is that people now understand how necessary that [oversight] is.”

9 Adorable Astro Bot Gameplay Moments & Features That’ll Melt Your Heart – ASTRO BOT GAMEPLAY REVIEWWatch on YouTube


Analysts estimate Concord cost Sony around $250m, but was infamously shut down just two weeks after launch, resulting in the closure of its developer Firewalk Studio. Astro Bot, meanwhile, sold 1.5m copies in its first month and, by March this year, had sold 2.3m copies.


As a result of Concord’s failure, Hulst suggested to FT PlayStation isn’t so intent on releasing live-service games as it once was. That mirrors comments from Sony’s chief financial officer Lin Tao earlier this month, who admitted the company’s live-service strategy is “not entirely going smoothly”.


Indeed, Bungie’s Marathon reboot was indefinitely delayed after its initial unveiling earlier this year.


Instead, Hulst’s strategy is to grow Sony’s IP into long-lasting franchises, just as Astro Bot has gained positive notoriety with each game released.


“We take a very intentional approach to IP creation…understanding how a new concept can turn into an iconic franchise for PlayStation, that can then again become a franchise for people beyond gaming,” said Hulst.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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August 26, 2025 0 comments
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A sniper in front of a wall of fire.
Gaming Gear

The best way to wait for Battlefield 6 is to finally play Battlefield 5, an underappreciated gem

by admin August 26, 2025



MORGAN PARK, STAFF WRITER

(Image credit: Future)

Last week: Got all sappy about the server browser and got very close to downloading Quake.

The Battlefield 6 beta got its hooks into me and my friend group in a way few shooters can, and I know that because we’re spending the 46-day wait for its release by playing other Battlefields. The natural first choice was Battlefield 2042, as it has a new event with unlockable Battlefield 6 skins, but surprisingly, we’ve gravitated toward a game that most of us completely ignored at the time: Battlefield 5.

PC Gamer liked Battlefield 5 when it came out in 2018, but there were plenty of reasons it got the cold shoulder from the wider FPS community. DICE’s ugly Battlefront 2 loot box fiasco was still fresh. Plus, battle royales were the new hotness, and the explosive popularity of free-to-play Fortnite was making full-priced multiplayer games look old-fashioned. And generally, the genre was tending toward sweaty competition over casual chaos—my most-played shooters at the time were Rainbow Six Siege and Overwatch.

I owe Battlefield 5 an apology, because it’s really good. I picked it up on sale a few years ago, but I’m only now appreciating its weird guns, smart class choices, and absurdly pretty maps. Thousands of people still play it on Steam every day, and the Battlefield 6 hype has triggered a new surge (its 24-hour Steam concurrent peak was over 12,000 yesterday). It’s not on sale right now, but if you’re interested, it’s on PC Game Pass.


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I can see why it’s some people’s favorite: Battlefield 5 plays very differently from the games that came before and after it. DICE got pretty experimental with classes, weapons, and vehicles—not every big swing worked, but some of its ideas were so good that I’m sad they didn’t survive in BF2042:

(Image credit: EA)

Spotting

Easily Battlefield 5’s most controversial change to series norms is a huge nerf to spotting. Instead of pressing Q to place a tracking diamond on moving enemies, spotting is an imprecise ping by default. There are some ways to live ping enemies with gadgets, but the only class with a traditional spotting tool is the Recon’s spotter scope. The result is way fewer red diamond symbols telling on each other, but spotting is still a factor.

It’s wild how differently Battlefield plays when stealth is actually viable. Smokescreens can meaningfully blind enemy squads long enough to get a few revives in, and vehicles can even sneak up on you if you’re not watching the minimap. This iteration of spotting feels fairer and more intentional than in BF2042 or the Battlefield 6 beta. I’m a total convert.

Bandages & ammo

To encourage teammates to lean on each other, Battlefield 5 placed hard limits on ammo and healing. Automatic healing takes longer to kick in than usual, but everyone spawns with one bandage that can self-heal quickly. The catch is that you can only get another bandage by finding a medic or a supply station.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Ammo reserves are also smaller, but in turn, both Support and Medics can now toss bandages/ammo packs to individuals from a long distance. It’s a really cool way to make the ammo jockey a more active and consistently useful role—we’ve all had teammates who never seem to use ammo and health stations dropped on the ground, so the automatically accurate toss can be a lifesaver.

Battlefield 2042 ditched the bandage system, but the tossable pouches eventually made their return as a secondary gadget—they’d fit right into Battlefield 6, too.

Classes

Unlike BF2042 and BF6 by default, Battlefield 5 has class-locked weapons (hurray). I like that each class has a clearly defined role, but Battlefield 5 is also a great example of allowing some gun overlap where it makes sense. Medics, for instance, are SMG specialists, but they also have access to a few bolt-action carbines for when close-range isn’t cutting it. That said, Assaults can feel dominant with the double whammy of overwhelming assault rifles and anti-armor RPGs.

The odd class out this time is the Support, whose gadget pool of repair tools, mines, and ammo boxes isn’t terribly exciting. What is exciting are heavy machine guns: they’re exclusive to Support and among the deadliest guns in the game, but interestingly, they’re inaccurate unless you mount their bipod on a wall or the floor.

You basically become a glass tank—locking down entire zones with a laser beam that can melt squads in seconds, checked by the very real danger of being still while doing it. It’s the best modern example of a class weapon having a major influence on its playstyle, so it’s a shame that DICE is favoring a Call of Duty-style free-for-all in Battlefield 6.

The Pacific maps

Back in 2019, Battlefield 5’s final major update added a new faction, several new guns, vehicles, and a handful of Pacific theatre maps inspired by Battlefield 1942. With their own playlist that’s still active, they’re the highlight of the whole package, and all the proof I need that nothing captures the complete Battlefield experience (infantry, boats, jeeps, tanks, and planes) quite like Wake Island. The only thing it’s missing is helicopters.

Battlefield V – Wake Island Overview Trailer (2019) Official 4k – YouTube

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The server browser

If you want to play a specific map or mode, you can easily go find it. Battlefield 5 was the last of the series with a server browser that included official matchmaking servers, so there’s never a shortage of servers to choose from (even if you’re stuck in a queue for a bit). Fingers crossed that curating your experience in the Battlefield 6 “Portal browser” will be as useful.



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August 26, 2025 0 comments
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A side-by-side image shows Venom Snake and Naked Snake from promotional art for Metal Gear Solid Delta: Snake Eater.
Game Reviews

How Much Does The Snake Eater Remake Play Like MGSV?

by admin August 22, 2025


I’m far from alone in the assertion that Metal Gear Solid V: The Phantom Pain featured some of the best stealth mechanics of the series. Were they packaged with a story and overall level design that did them justice? I say no to that, but I can’t deny that MGSV plays like a dream. Oh, and the plot twist was super neat, for the record.

When Delta, the remake of 2004’s Snake Eater, was announced, many an MGS fan hoped that the game would play similarly to MGSV, and would perhaps even run on the celebrated Fox Engine.

Folks, I’m here to tell you that’s not the case. As I alluded to in my review of the fancy new remake, Delta plays much like the MGS3 you remember from just about any of its re-releases over the years. Plus, it runs on Unreal. And in my experience, that worked out well. I experienced very few technical issues during my time with a pre-release build provided by Konami. I was not thinking about graphics engines; I was fully immersed.

But let’s have a chat about how this game plays in its moment-to-moment gameplay and put Delta under the microscope to compare it against The Phantom Pain and the original Snake Eater as it exists in the current Master Collection.

Movement and shooting

Delta and MGSV feel very different in motion, but it does feel like there’s a similar animation framework under the hood. Delta has a slower pace to it. MGSV’s Venom Snake is a bit choppier in his movements (not choppy in a bad way, but he has a kind of rigid urgency in how he moves that doesn’t feel present in Delta). Play some animations next to each other and you’ll see similarities, but to me, both with what I can see and what I have felt while playing Delta for 30 hours, the new remake feels smoother even compared to the impressive, and somewhat speedier, gameplay of MGSV.

© Gif: Konami / Claire Jackson / Kotaku

Unlike MGSV, Delta does not feature a sprint option. Snake’s speed when you’re pushing forward on the analog stick (or the W key on keyboard) without using the stalking feature is his top speed. In my opinion, sprint wouldn’t have worked in the remake as the environments are just too small. They feel as dense and lush as a jungle should be, but even compared to those in MGS4, these environments are smaller. It’s a PS2 game after all!

Snake’s forward roll from the 2000-era MGS games is back and it functions like you remember it. You can roll into enemies to damage them. Rolling is key to non-lethally damaging certain bosses, and is especially important when trying to beat Volgin without “killing” him.

Snake can now hop over waist-high cover like in MGSV, something not possible in the original.

A very odd, basically insignificant change for all but the most diehard MGS freaks (and I’m one) is that flattening yourself against an opened locker door does not close the door. Does this matter? Here, no. There aren’t many lockers in the jungle. Should we ever see a Delta-fied MGS2, however, I’ll make a case for keeping this quirk in that game.

© Gif: Konami / Claire Jackson / Kotaku

Comparing the feeling of guns is a tough gavial to wrestle as MGSV features a wildly different palette of weaponry with different ammo counts, even among similar categories. Also, MGSV let you upgrade weapons to improve their performance. No such mechanic exists in Delta. What you find is what you get.

© Gif: Konami / Claire Jackson / Kotaku

Delta’s shooting feels like it splits the difference between the over-the-shoulder standard we see in every damn third-person shooter these days and what exists in the original Snake Eater. You can swap camera orientation to the left or right on the fly, like in MGSV. And the speed of shooting feels a touch closer to MGSV, but only on a very superficial level. It still feels like the pacing of Snake Eater, and you kinda have to play it to really feel what I’m talking about here. You’ll experience this most directly if you get caught and have to shoot your way out of a situation.

© Gif: Konami / Claire Jackson / Kotaku

A non-animation-related change Delta makes from the original concerns how the tranquilizer pistol functions. There’s a distinct bullet (dart?) drop over a distance, Making this pistol dramatically less OP. To me, this is a huge win as the tranquilizer gun, while essential for the series’ meta commentary on violence, made it too easy to quickly put a number of guards to sleep, often diluting the sneaking experience. In Delta, you’re gonna have to get closer to the enemy if you want to put them to sleep without doing a bunch of physics in your head to calculate where that dart is going to land. This makes for a more challenging and immersive experience.

Close-Quarters-Combat (CQC)

MGS3 introduced CQC to the series, deepening the way you would enter and leave combat. Before this, Snake had a simple punch-punch-kick animation and the ability to flip an enemy or grab them in a chokehold, from which you could either knock them out through strangulation or snap their little digital necks.

MGSV expanded CQC to include all manner of new moves such as throwing an enemy up against a wall, stealing their gun, or going all Neo on a swarm of enemies with a rapid series of punches on multiple targets when surrounded. In Delta, you still get that old familiar punch-punch-kick animation with three taps of the melee button. It feels a little awkward to be honest, being mapped to the right trigger on a controller, but that button serves as your CQC command here, just as it does in MGSV.

© Gif: Konami / Claire Jackson / Kotaku

Snake’s moveset is otherwise just like it was in the original (at least as far as I can tell after 30 hours). You can grab with similar speed and movements; you can toss an enemy down to the ground by combining the CQC button with a directional movement. This feels easier to do in the Remake than it does in the original. Holding enemies up at gunpoint, however, is a little trickier. You have to be real close to do it. I didn’t hold up enemies a whole lot during my playthrough as I found I wasn’t close enough and ended up getting spotted too often. Maybe with future playthroughs I’ll get a better sense of that, but it feels harder than it did in the original, and even compared to MGSV.

© Gif: Konami / Claire Jackson / Kotaku

CQC in Delta sticks very close to how it was in the original game. There’s a more dramatic flair at work in the animation that can sometimes feel different, but Snake typically grabs and tosses enemies at a similar pace as in the original Snake Eater.

It feels like Snake Eater, it tastes like Snake Eater (with a bit of hot sauce)

While Delta has clearly taken some cues from MGSV, and maybe it even borrowed some animations here and there, the experience of playing this remake almost never feels like Phantom Pain. Yes, Snake can now crouch walk and transition to crawling in a way that doesn’t exist in the original Snake Eater, but otherwise everything feels like an analog copy of the original. Analog in the sense that it’s not a pure copy, and features a few quirks of its own.

© Screenshot: Konami / Claire Jackson / Kotaku

When in battle, Delta also feels dramatically more similar to its original in my experience. Phantom Pain is snappier, faster, conceived as a modern third-person shooter. The new camera style of Delta can make things easier (veterans should probably start on Hard mode, as I mentioned in my review), but you’re still in trouble when the enemies spot you and start increasing in number. It is hard, as it was in the original, to shoot your way out of situations. MGSV, in my experience, could let you be more of a bloody menace if you so desired. Delta, however, aims to preserve the outnumbered, outgunned feeling of the original.

Delta’s unique additions to the Snake Eater formula feel grounded in its roots with gentle modern modifications. A Snake Eater mod of MGSV this is not. So if you’re like me and hold that 2000’s-era MGS experience in high regard, get ready for a wildly satisfying modern tweak of a legendary stealth game.



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