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Remake

Save $40 On Silent Hill 2's PlayStation 5 Remake For A Limited Time
Game Updates

Save $40 On Silent Hill 2’s PlayStation 5 Remake For A Limited Time

by admin August 24, 2025



Silent Hill 2’s excellent remake is discounted to only $30 (was $70) for PS5 at Amazon and Walmart. This limited-time offer matches the lowest price ever for the PS5 and PC survival horror game. PC players can get a Steam key from Fanatical for $37.79.

$30 (was $70)

Originally released for PS2 in 2001, Silent Hill 2 is widely regarded as one of the best survival horror games of all time. A remastered version appeared in the Silent Hill HD Collection in 2012, but Bloober Team’s 2024 remake is a fully rebuilt, modernized take on the Konami classic. The stunning visual overhaul makes Silent Hill 2’s haunting atmosphere all the more terrifying. The reworked soundtrack aptly captures the game’s tone, and the voice actor performances elevate the narrative.

Bloober Team’s remake is a dark descent into a world with an oppressive atmosphere. Full of surreal nightmares, players not only have to survive the terrors stalking Silent Hill but find answers to the questions that have haunted the protagonist James Sunderland for several years.

Now’s a great time to play Silent Hill 2, as the next entry in the franchise releases September 25. Silent Hill f is a standalone spin-off set in the 1960s. Unlike Silent Hill 2’s remake, the spin-off isn’t exclusive to PlayStation on consoles. Silent Hill f is available to preorder for $70 on PS5, Xbox Series X, and PC. Console players should check out Amazon’s exclusive Day One Edition that includes a double-sided poster.

PC players can save 25% on Steam key preorders at Fanatical. The standard edition is only $52.49, and the Digital Deluxe is $60 (was $80). The Digital Deluxe Edition comes with multiple in-game items and outfits as well as early access starting September 23.

With the latter, you’re saving a full $20 and will get multiple in-game items as well as early access starting September 23.

Silent Hill Steam Game Deals

Disclosure: GameSpot and Fanatical are both owned by Fandom.



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August 24, 2025 0 comments
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There's a new Platinum game hidden in the Metal Gear Solid 3 remake that's actually a remake of a rework of a Zone of the Enders 3 prototype
Game Updates

There’s a new Platinum game hidden in the Metal Gear Solid 3 remake that’s actually a remake of a rework of a Zone of the Enders 3 prototype

by admin August 22, 2025


Did you know that the original Metal Gear Solid 3 on PS2 had a reworked Zone of the Enders 3 prototype hidden in it? I didn’t. The secret minigame in question is “Guy Savage”, a barebones hack-and-slasher featuring hook swords, bestial transformations and zombie coppers. It’s framed as a dream of Naked Snake’s – triggered by a combination of torture and an unhelpful reference to Dracula from radio contact Para-Medic during a codec conversation before saving.

The original Guy Savage was directed by long-time Metal Gear Solid writer Shuyo Murata. The dreamy minigame returns in Metal Gear Solid Delta: Snake Eater, an Unreal Engine remake which launches next week. It’s a lot glossier this time, however, because the new version has been contracted out to Bayonetta studio PlatinumGames. They’ve gone to town on the visuals, trading the old jailhouse backdrop for a moonlit graveyard, though the spinning and gouging looks pretty much as before. Here’s a video of the PS2 version, and here’s some footage of the updated one from Gamespot.

Learning about Guy Savage gives me the heebie jeebies, somehow. Delta Snake Eater is Konami’s latest bid to show that Metal Gear Solid has a future after Hideo Kojima, but it’s also a fawning tribute to the guy, a careful recreation of every eccentric flourish that took root under his eye, whether it truly came from Kojima or no.

As I attempted to articulate last August, Delta Snake Eater feels stranger than the average blockbuster remake project because Kojima has built up a brand for bespoke designer’s asides – brilliant or silly titbits born of Kojima’s own proudly brandished fan obsessions, that create a feeling of closeness to the auteur, even if they were executed by one of his underlings.

Konami have extracted all those wonky fossilised organs and sent them off to be rehydrated and plumped up, then pushed them back into the game’s body while grafting on new skin. In the case of the Guy Savage, the fossilised organ is also the aborted stub of another game, the Zone of the Enders threequel Konami cancelled in 2013. Apparently, Kojima wanted the minigame to be Gradius initially, but decided an original game would be better.

It’s just weird! Video games are weird! They are the ultimate haunted houses. This is probably the only thing I’ve discovered about Delta Snake Eater that seriously interests me. We’ll hopefully have a review ourselves before the remake’s release next week, on 28th August.



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August 22, 2025 0 comments
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Snake hides behind a tree without wearing a shirt.
Game Reviews

Solid Snake’s Actor Wishes For A Do-Over In Snake Eater Remake

by admin August 22, 2025


David Hayter, the long-time voice of Snake in the Metal Gear Solid series, is just like any other creative. He, like most of us who spend years improving our craft, looks back at older work and wishes he could iron out some of the wrinkles. Maybe you wish you’d sung a different note, chosen other words to express an idea, or posed the subject of a painting a little differently. In Hayter’s case, Metal Gear Solid Delta: Snake Eater has him wishing the remake had allowed him to re-record his 20-year-old lines.

In an interview with Inverse, Hayter, alongside The Boss actor Lori Alan and the vocalist behind the game’s music, Cynthia Harrell, reflects on the experience of working on the original Snake Eater game that launched on the PlayStation 2 in 2004. Each of them was surprised to learn that a Snake Eater remake was in the works, but they were more surprised that they were asked to contribute to it. Alan told Inverse she would have expected to be recast, but that’s not the route Konami took. Instead, Delta primarily reuses the 20-year-old recordings from the original. However, Hayter and Alan did hop back in the booth to update some lines for the game’s tutorials. Hayter says that while he’s always down to play Snake again, he wishes Konami would let him re-record his whole performance after gaining 20 more years of acting experience.

“I do feel that I’m a little better of an actor now than I was then,” Hayter told Inverse. “It was fine back in the day, but I would have loved to bring some of the knowledge that I’ve picked up over the past 20 years to it. But you don’t want the [new tutorial] lines to be better acted all of a sudden, because that’ll take you out of the game.”

While Hayter’s involvement in the remake was small, he’s hopeful this means the series is making a comeback after it went on ice following director Hideo Kojima’s departure from Konami in 2015, the laughably misguided survival game Metal Gear Survive in 2018 notwithstanding.

“Anytime they ask me to be Snake, I’m in,” Hayter told Inverse. “It’s the definitive role in my life. It’s so complex and so profound, and there are so many different aspects to both him and Big Boss. So anytime it comes up, I’m down.”

For more on the Snake Eater remake, check out Kotaku’s review.



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August 22, 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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August 22, 2025 0 comments
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Arcade rail-shooter House of the Dead 2: Remake release date announced
Game Reviews

Arcade rail-shooter House of the Dead 2: Remake release date announced

by admin June 21, 2025


Those of you keen to revisit The House of the Dead 2 via its souped-up remake will be able to do so later this summer.

Publisher Forever Entertainment and developer MegaPixel Studio have announced their rail-shooter The House of the Dead 2: Remake will release across Steam, GOG and Nintendo Switch on 7th August. It will retail for $24.99 (I have asked for clarification on UK pricing).

“Take on the lone role of a secret agent as James or Gary, or team up in co-op mode to neutralise the dangerous creatures standing in your way,” reads the official blurb for The House of the Dead 2: Remake. You can check out a trailer for the remake below.

The House of the Dead 2: Remake – Switch and PC Release Date Trailer. Watch on YouTube

As for what this remake will include, the developer promises features such as:

  • Remastered music (with the classic soundtrack also available in the game)
  • Modern graphics
  • Gameplay faithful to the original game
  • Co-op mode
  • Multiple endings and branching levels

Meanwhile, The House of the Dead 2: Remake will also include various game modes:

  • Classic Campaign: Almost two years after the events of the first installment, AMS agents James Taylor and Gary Stewart are deployed to investigate a city seized by undead creatures.
  • Boss Mode: Take on the challenge of defeating the game’s bosses as fast as you can.
  • Training Mode: Polish your skills in several available training scenarios to improve your abilities before deploying on a mission.

Image credit: MegaPixel / Forever Entertainment

This is the second of the team’s zombie games to get the remake treatment. However, reception to the first House of the Dead: Remake’s reception was pretty mixed.

Elsewhere, The House of the Dead is also set for the big screen, with Paul WS Anderson on board to write and direct. Anderson will also serve as a producer, alongside his partner Jeremy Bolt. The duo have also worked on adaptations for the likes of Mortal Kombat (1995) and Monster Hunter (2020), as well as multiple Resident Evil films.



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June 21, 2025 0 comments
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Skyblivion evil character
Gaming Gear

Oblivion’s dungeons suck, Skyblivion is making them better: ‘That’s where the power of a proper remake comes from’

by admin June 20, 2025



If there’s one thing I’ve learnt in my hours with Oblivion Remastered, it’s that Oblivion’s dungeons kind of suck. They’re labyrinthine, exist as one of three types, and when you get to the end of them your grand prize often turns out to be, like, 5 gold and a journeyman retort. And then you have to retrace your steps to get back out.

Bethesda didn’t really crack its dungeon formula until Skyrim, where you could at least be relatively sure you had some kind of prize awaiting you at the end of a long session of hackin’ and slashin’: an enchanted weapon, a new word for a shout, that kind of thing.

When I sat down with Skyblivion lead dev Rebelzize for a chat about the upcoming Oblivion-in-Skyrim remake, it sounded like back-porting that dungeon philosophy to Cyrodiil was gonna be a key goal of the mod project.


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“I think for a lot of people that play Oblivion now, it will be frustrating at times,” said Rebel, “there’s just old game design that doesn’t really translate anymore, and some of that is still present in the remaster from Bethesda themselves, because they’ve not remade it, which is a key difference [from Skyblivion], which is good for us.”

It’s a neat point of divergence between Skyblivion’s fan-made remake of Oblivion and Bethesda’s remaster, which went out of its way to retain all the strange foibles that made the OG game what it is. “We still have something to offer in that we have more or less redesigned every aspect of the game,” says Rebel.

(Image credit: Bethesda, TESRenewal)

“The easiest example is something that was introduced in Skyrim… once you’re at the boss chamber, the final area, you get a loop back to where you started.” In original Oblivion and the remaster, by contrast, “most of the time there’s nothing at the end. There’s no boss or loot or anything to make that delve rewarding. Then once you’ve done that very unrewarding delve, you have to backtrack all the way.”

Not so in Skyblivion. “That’s something I’ve been trying to really hammer on with everyone in the teams, that we make the dungeons fun. And if a dungeon serves no other purpose than to just distract someone from what they’re doing, then it can’t just be a bear den—you know, with a really big black bear—at the end.”

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This is pretty exciting to hear, at least for me. While Oblivion Remastered is very much the Oblivion you remember from 2006 in a lush new wrapper, it sounds like the Skyblivion team is deliberately, consciously pushing things into ‘remake’ territory, and they’re not scared to slaughter some of the OG’s sacred cows if they think it’ll make for a better game. “Oblivion is one of those games that look really good from a distance, because it has those really lush forests, but once you’re in a forest there’s usually nothing between city A and city B.”

The possibility of scattering in new details, new design philosophies, new stuff is, says Rebel, “Where the power of a proper remake comes from, and where I hope we will have some relevance and staying power within internet culture and the Elder Scrolls fandom.”



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June 20, 2025 0 comments
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With Raidou Remastered: The Mystery of the Soulless Army, Atlus proves that the muddy ground between remaster and remake can be a good thing, actually
Game Reviews

With Raidou Remastered: The Mystery of the Soulless Army, Atlus proves that the muddy ground between remaster and remake can be a good thing, actually

by admin June 19, 2025


I really don’t think anyone out there does it like Atlus. For better or for worse, really. The studio marches to the beat of its own drum without a hint of self-consciousness, spinning weird tales about Satanic rites, the power of friendship, and the end of the world (localised to the city of Tokyo). Whether you’re looking at the parent Shin Megami Tensei series, the spin-off Persona games, or the Metaphor-shaped wunderkind that landed last year, Atlus always lands on its feet.

The developer is no stranger to remasters and remakes. Persona 3, weirdly, has had both within the last two years. MegaTen V got the standard ‘definitive’ edition re-release with the sublime Vengeance last year, and we all know about the likes of Persona 3 Portable, Persona 4 Golden, and Persona 5 Royal. It’s a quirk of Atlus’ – to address the flaws, round out the edges, and give you a little more bang for your buck on the second bite of the apple. Consumer friendliness quibbles aside, it does at least mean we get improved versions of solid games with cast iron regularity.


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With Atlus’ latest joint, Raidou Remastered: The Mystery of the Soulless Army, the developer has muddied the waters a little between what a remaster and a remake is. That’s nothing new, of course; Square Enix remade Final Fantasy VIII without the original source code and dubbed it a remaster, and we’re getting the same with Final Fantasy Tactics later this year. But I have found the route Atlus has taken here quite fascinating.

The curious PS2 game (which originally enjoyed a 2006 release in Japan and North America, and 2007 in PAL regions) carries on Atlus’ fascination with the occult and the Satanic, but with one major variation from all the developer’s other titles (up to and including Metaphor): this one is an action-RPG. And ‘Raidou Remastered’ is a bit of a misnomer. What we’re getting here is more of an enhanced version, with a lot of significant changes to the PS2 original.

There are remake-level changes in this remaster: for a start, Atlus has remade the game’s pre-rendered backgrounds into actual 3D. It has added voice acting. It has lifted the improved combat system right from the second Raidou game and transplanted it into the first. It has tinkered with the menus, adding modern MegaTen/Persona systems into the demon fusion process. You can even dash on the overworld, for Christ’s sake. These things might sound small, but it makes a fundamental difference to the overall flow of the game.

A streetcar named ‘conspire’. | Image credit: Sega

It’s odd, because I remember the game looking and playing exactly like this. So out of curiosity, I booted up an old (and now quite expensive) version of the game on my PS2, and it’s fascinating what nostalgia does. The original Raidou game is a right pig to play. Atlus has worked some developmental magic in this re-release, and put a lot of effort into it, too. But maybe that’s to be expected when many of the same developers that worked on Raidou and its sequel during the PS2 era are still, inexplicably, working at the studio.

In my head, what’s happened is that Atlus has been able to say to its staff: “hey, remember that game you very nearly got right at launch in 2006? Have another swing at it”. The interceding nineteen years have clearly emboldened the developers, and the result is this remake/remaster crossbreed that sets out a template for how developers should be treating rereleases of the sixth (and maybe even seventh) generation of video games.

This curious halfway between full remake and barebones remaster is a beautiful chimera that has paid homage to the weird, slightly off-beat original game, whilst making it more accessible and easier to play. There is even brand new content (mostly revolving around demon’s pilfered from the ranks of SMT V, like Hayataro), which helps pad out the skinnier experience you’ll find thanks to the decreased encounter rate. This is a good thing, trust me.

The cutscenes have also been remade to reflect the new style. | Image credit: Sega

Raidou Remastered still has its flaws, don’t get me wrong: the 1930’s Japanese setting is wonderful, and plays host to a truly you’ve-got-to-see-it-to-believe-it plotline, but the storytelling has aged. The combat, whilst much better this time around, is still fairly limited, and if you’re not in it for quite simple ‘Simon Says’ action, you will probably get bored of it all quite quickly. It’s still a PS2 game, and one you can wrap in about 20 hours, at that. Which, hey, as a busy person, I’m actually pretty OK with.

But it’s what this game represents that enthuses me the most. It’s an efficient, smart way of reusing old code to make something worthwhile and new, a peculiar halfway between remake and remaster that I think respects the developer and the consumer in equal measure. Trust Atlus to happen upon this Frankenstein’s monster of a solution to rereleases. It’s all very on-brand.

My deep, aching hope is that Sega and Atlus will use this unexpectedly strong foundation to work through more of its classic PS2 catalogue. If we get a Digital Devil Saga 1 + 2 rerelease on modern platforms because of the success of Raidou Remastered, you’ll never hear me shut up about it.



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June 19, 2025 0 comments
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Prince of Persia remake apparently still on track for 2026, per Ubisoft
Game Updates

Prince of Persia remake apparently still on track for 2026, per Ubisoft

by admin June 17, 2025


“Yep, we’re still deep in the game — exploring, building, and ensuring the sands move with purpose,” the post reads. “This game is being crafted by a team that truly cares, and they’re pouring their hearts (and a lot of coffee) into every step. Thank you for sticking with us.”

The post was accompanied by an image of a beautiful domed building set against the backdrop of a setting sun, though the game’s titular prince does not appear in it.

There was no Ubisoft Forward showcase at this year’s Summer Game Fest, so the update, sparse though it may be, was likely posted to ensure players know the game is still on the way, and — as far as we know — still scheduled for a 2026 launch. The game’s official website states that it will launch on PlayStation 4, Windows PC, and Xbox One.



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June 17, 2025 0 comments
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Prince Of Persia: The Sands Of Time Remake Shows Signs Of Life With Small Update
Game Updates

Prince Of Persia: The Sands Of Time Remake Shows Signs Of Life With Small Update

by admin June 17, 2025


Ubisoft has provided an update on its long-in-development remake of Prince of Persia: The Sands of Time. No, it’s not a release date, but it is confirmation that the game is, in fact, still happening.

A new post from the official Prince of Persia X account frankly states, 

“Yep, we’re still deep in the game — exploring, building, and ensuring the sands move with purpose. This game is being crafted by a team that truly cares, and they’re pouring their hearts (and a lot of coffee) into every step. Thank you for sticking with us.” 

Additionally, the post shares a new piece of artwork (posted in the header above). 

 

It’s a rare update for the troubled title, which was first announced in September 2020. The remake of the 2003 classic was originally in development at Ubisoft’s Indian studios in Mumbai and Pune with a planned launch in early 2021. The game was initially billed as a ground-up remake with improved textures and lighting, modernized combat, new cinematics, and re-recorded dialogue from the original voice actors (including Prince actor Yuri Lowenthal).

A few months after its reveal, the game was delayed a few months, then postponed indefinitely. In 2022, development was transferred to Ubisoft Montreal, the studio behind the original Sands of Time, which effectively reset its development. During Ubisoft Forward in 2024, the publisher announced a 2026 launch window for the remake, and it’s unclear what the new scope of its improvements will be.

When it was announced, Prince of Persia: The Sands of Time remake was slated to launch on last-gen consoles and PC. It’s unclear if the game will still launch on those platforms, as one would imagine development would shift to current hardware. Until we learn more, you can watch us revisit the original game in this episode of Replay.  Be sure to also check out our review of the last Prince of Persia title, 2024’s The Lost Crown, here.  You can also read our preview for another upcoming spin-off, The Rogue Prince of Persia, which is slated to launch out of Early Access in August. 



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June 17, 2025 0 comments
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Ubisoft Reminds Us It's Still Making Prince Of Persia Remake
Game Updates

Ubisoft Reminds Us It’s Still Making Prince Of Persia Remake

by admin June 17, 2025



Image: Ubisoft

Remember that Prince of Persia: The Sands of Time remake Ubisoft announced back in 2020? The one that was supposed to launch four years ago? Well, it’s still in development according to a new update from the publisher after the game was a no-show during Summer Game Fest.

The Week In Games: Pokémon With Guns And More New Releases

Back in September 2020, Ubisoft announced a remake of 2003’s Prince of Persia: The Sands of Time. It was set to launch in 2021 and was being developed by Ubisoft Pune and Ubisoft Mumbai. But then in December 2020, the game was delayed until March 2021. In February 2021, it was delayed again with no new release date given. Over a year later, in May 2022, Ubisoft announced that Ubisoft Montréal—the studio behind the original Sands of Time—was taking over the project. And it was then revealed that development on the remake was essentially starting over. At Summer Game Fest 2024, Ubisoft re-announced the Sands of Time remake with a tiny teaser and a new 2026 release date. That brings us to today, when Ubisoft really wants you all to know that things are going great. Promise!

On June 16, over a week after Summer Game Fest 2025 wrapped up, Ubisoft shared a small update about the Sands of Time remake. Some fans were nervous that the game might have been delayed again or canceled after it went unmentioned during any SGF-related event or showcase. Ubisoft has now said that’s not the case, claiming the game is still “deep” in development.

“Yep, we’re still deep in the game — exploring, building, and ensuring the sands move with purpose,” said Ubisoft on Monday. “This game is being crafted by a team that truly cares, and they’re pouring their hearts (and a lot of coffee) into every step. Thank you for sticking with us.”

In a follow-up message on Twitter, Ubisoft told people to go check out a different, already released entry in the series, The Rogue Prince of Persia, while “development continues behind the scenes.”

So…there you go. Ubisoft is still remaking Prince of Persia: The Sands of Time. If it lands its 2026 release date, it will be out just in time to celebrate the original game’s 23-year anniversary.

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