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Borderlands 4 launch times come with a nice surprise if you're on PC
Game Reviews

Borderlands 4 launch times come with a nice surprise if you’re on PC

by admin September 8, 2025


We’re just days away from the launch of Borderlands 4, and Gearbox has officially revealed when – exactly – we’ll be able to play it. The full launch times schedule also has a nice surprise for PC players, who will be able to jump in a day early.

Though the game technically launches September 12, because of the way the launch is going to work on PC, Borderlands 4 is going to be playable on September 11 instead.


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On PC, Borderlands 4 has a fixed launch time. What that means is that when it’s out for one country or region, it’s going to be out everywhere else, too. This is true for both Steam, and the Epic Games Store.

On PlayStation and Xbox, however, Borderlands 4 will unlock at midnight local time, which means some parts of the world will be able to play the game ahead of others, simply because of how time zones work.

This is good news for players on PC, who will effectively be playing on September 11. For some, that unlock time falls fairly earlier in the day than others. This is admittedly going to make things a little awkward if some of your friends are getting the game on console (Borderlands 4 supports cross-play), but that’s only really something you have to worry about on launch day.

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Borderlands 4 PC (Steam, EGS) launch times

  • September 12 at 2am AEST – Australia.
  • September 12 at 4am NZST – New Zealand.
  • September 12 at 12am SGT – Singapore.
  • September 12 at 1am JST – Japan.
  • September 11 at 5pm BST – UK.
  • September 11 at 9am PT – California.
  • September 11 at 12pm ET – New York.

Borderlands 4 PlayStation launch times

  • September 12 at 12am AEST – Australia.
  • September 12 at 12am NZST – New Zealand.
  • September 12 at 12am SGT – Singapore.
  • September 12 at 12am JST – Japan.
  • September 11 at 12am BST – UK.
  • September 11 at 9pm PT – California.
  • September 11 at 12am ET – New York.

Borderlands 4 Xbox launch times

  • September 12 at 12am AEST – Australia.
  • September 12 at 12am NZST – New Zealand.
  • September 12 at 12am SGT – Singapore.
  • September 12 at 12am JST – Japan.
  • September 11 at 12am BST – UK.
  • September 11 at 9pm PT – California.
  • September 11 at 12am ET – New York.

Borderlands 4 Nintendo Switch 2 launch times

The Switch 2 version arrives three weeks after PC, PlayStation, and Xbox, as recently announced.

  • October 3 at 12am AEST – Australia.
  • October 3 at 12am NZST – New Zealand.
  • October 3 at 12am SGT – Singapore.
  • October 3 at 12am JST – Japan.
  • October 3 at 12am BST – UK.
  • October 3 at 9pm PT – California.
  • October 3 at 12am ET – New York.



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September 8, 2025 0 comments
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You're listening to Vatican radio, or at least you can with freshly DLCed Indiana Jones and the Great Circle's latest patch
Game Updates

You’re listening to Vatican radio, or at least you can with freshly DLCed Indiana Jones and the Great Circle’s latest patch

by admin September 5, 2025


Oh, throw me in an ancient tomb and lob some snakes down there for good measure, Indiana Jones and the Great Circle got some DLC this week. I can’t imagine why that might have flown under the radar a bit. Anyway, the Order of Giants has brought with it a patch that makes a few noteworthy additions to the base game.

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Getting right into it, Indy update five adds a new “Very Light action experience” difficulty option aimed at folks who “prefer to be challenged by the exploration and puzzle solving, and prefer not to find the combat too challenging”. Tell your nan who likes visiting historical sites and doing crosswords, now’s her chance to whip some Nazis in a video game.

That’s one of these few additions, but the main one that’s piqued my attention’s this: “New Radio MCs have been added to the Jazz and Opera radio stations found on radio sets in Marshall College and the Vatican. You can also now tune the Vatican radio sets to hear news broadcasts that cover the events from around the game’s world.”

That’s a cool touch, being able to turn a knob and hear about what that knob Voss is doing from the 1940s Italian equivalent of those dorks on BBC radio four. Beyond that, Machine Games have whipped out some extra-swanky ray tracing for Indy’s hair, via support for RTX Hair on 50-series Nvidia RTX GPUs. “We recommend enabling this feature only on higher-end GPUs with 16GB of VRAM or more,” they wrote. That’s you told, no uber-luscious trim fidelity for those without top hardware.

The final new feature’s a little tweak to the inventory screen that’ll let you know which of your outfits will act as safe disguises for the area in which you’re standing, and which will instantly alert the guards that there’s a Harrison Ford sneaking around. For all the bug fixes and minor tweaks, you can check out update five’s full notes here.

Our Brendy wrote the following in his Indy review:

Machine Games have reproduced the experience of the Lucasfilm movies in a 99% accurate form. And they have done so in a manner only a megafunded Bethesda studio with a lot of Nazi-killing experience could. Yes, the video gamey seams stand out as you scarf down croissants for health and hear another bigot coughing behind a wall. But just as I’m not interested in Baker’s performance reaching some unobtainable ledge of authenticity, I also don’t want my adventure to abandon the language of games where it doesn’t make sense to do so. I’m happy for this to be exactly the kind of expensive, cinematic, blockbuster explorathon it seemed predestined to be. Sneeze away, little Nazi. I know where you are.

Oh wait. If I’ve got Vatican FM, the holy city’s haven for the hottest hymns and coolest choirs, turned up to max, will I still be able to hear the telltale bodily noises of Hitler’s goons?



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September 5, 2025 0 comments
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If You're Not Already Planning Your Halloween Costume, You're Falling Behind
Gaming Gear

If You’re Not Already Planning Your Halloween Costume, You’re Falling Behind

by admin September 4, 2025


There’s no reason to delay getting in the spirit of Halloween as popular costume retailers begin to release this year’s slate of pop culture-inspired looks. From Spirit Halloween to BoxLunch to PetSmart, there are a ton of fandom fits across stores and online for the while family.

For Squid Game fans we’re excited about the official collaboration between Spirit Halloween and the Netflix hit show. Fans can dress up as players, guards, and the Front Man and there’s an update for the Young-hee doll costume, which now comes in the pink and red look. On the accessories front there’s the fateful key from the final season and an inflatable Young-hee, perfect for posing with in your blood-spattered track suit.

There are also options of the more creepy and altogether ooky variety from another Netflix hit, Wednesday, with new costume looks inspired by season two of the show. Alas, there are no KPop Demon Hunters costumes yet but if you get crafty, you can DIY an outfit repping Huntr/x or the Saja Boys with band shirts available at BoxLunch—there’s more Nevermore fun there too.

Spirit Halloween also has a Jurassic Park collection that steps away from the recent franchise and focuses on the characters from the original film. So there are great Alan Grant, Ellie Sattler, and even Dennis Nedry options, but glaringly no Ian Malcolm. The dinosaur choices range from inflatables to cute baby velociraptors.

For a retro family ensemble, Sesame Street has an extensive monster costume collection at Spirit as well as Bums and Roses. The latter offers cozy, wearable, character-inspired outfits that allow for dressing comfortably without resorting to full fuzzy onesies, featuring sweaters and simple short-sleeve casual cosplay options.

As popular Disney Parks Halloween events begin, families can easily embrace the Disney bounding trend with Disney and Pixar outfits available at Posh Peanut. From comfy Mike or Sully Monsters Inc. hoodies to bamboo character outfits inspired by Alice in Wonderland to witchy velvet Hocus Pocus dresses, there are dynamic ways to play dress-up no matter how old you are.

There’s plenty for Disney fans out there, including a wild baby Edward Scissorhands costume and online retailer PatPat’s spooky Disney drops, which include Hundred Acre Wood friend-inspired playful dresses, cool weather Disney Princess looks, and matching Disney Halloween family sweaters.

And let’s not forget the pets! PetSmart has doggie fits to get them in on the group costume action with looks inspired by Pixar and for superhero fans, Superman’s best bud, Krypto.

 

 

 

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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September 4, 2025 0 comments
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Huang and Wei joke around
Product Reviews

‘Still, you’re paying for dinner,’ Nvidia CEO shoots back after TSMC CEO jokes about his $4 trillion NT net worth

by admin August 25, 2025



Nvidia CEO Jensen Huang is back in Taiwan for weighty negotiations with contract chipmaker TSMC. The talks are thought to be related to the new China-specific B30 chips using the Blackwell architecture. No matter the gravity of the talks, though, the Nvidia head enjoys a very cordial relationship with CC Wei, the CEO of TSMC. Their warm relationship is made clearly apparent in a video showing the two billionaires joking about who will pay the bill for dinner.

But first, some trillion-dollar chip company CEO humor.TSMC CEO C.C. Wei: We have the honor for $4 trillion guy to be my guest. More than $4 trillion, huh?Jensen: Still, you’re paying for dinnerC.C. Wei: No problem, if you agree with my wafer pricing pic.twitter.com/Y3iBtoVhqyAugust 23, 2025

(click ‘see more’ to watch the video of the tech titan pals)

With these incredibly serious negotiations probably still some way to go, the two tech leaders enjoyed dinner in Taipei. In the video, you can see them standing closely with Huang’s arm around Wei’s shoulders.


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After Huang’s introduction, and explanation that he has been in meetings with “TSMC’s world-class leaders,” earlier in the day, Wei took his turn to speak. “Let me say that we have the honor to have this four trillion NT guy to be my guest.” The sum of four trillion NT Dollars is about USD $130 billion, and is obviously a reference to Huang’s fortune.

Then, Wei started to ruminate about the precise value of his fellow CEO’s wealth, only to be told by Huang to “stop that!” And, as a quick retort to hide his embarrassment, the Nvidia CEO shot back “Still, you’re paying for dinner!”

We get a sense, next, that negotiations are not yet finalized. Wei responded to the dinner bill tease by saying that he was “not bothered [about the bill], as long as you agree with my wafer price.” The video segment ends with the Nvidia CEO laughing, “I agree with your wafer price.”

Image subtitle “I agree with your price” (machine translation) (Image credit: Unique Business News (UBN) Taiwan)

Huang flew into Taipei on Friday on a private jet and is quoted by a Reuters report as stating, “My main purpose coming here is to visit TSMC.” That report shares some insight regarding the underlying purpose of this visit. It is hinted that it might be related to China’s caution about buying more H20 chips, and Nvidia’s plans to tailor a new AI chip for China – the purported B30.

Get Tom’s Hardware’s best news and in-depth reviews, straight to your inbox.

Also, according to Reuters, Huang was in Taiwan to thank TSMC for the successful tape out of six brand-new chips, including a GPU and a photonics processor for Rubin-architecture supercomputers. Every one of those chips is “new and revolutionary,” claimed the Nvidia CEO.

Follow Tom’s Hardware on Google News to get our up-to-date news, analysis, and reviews in your feeds. Make sure to click the Follow button.





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August 25, 2025 0 comments
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Metal Gear Solid Delta: Snake Eater Review - You're Pretty Good
Game Reviews

Metal Gear Solid Delta: Snake Eater Review – You’re Pretty Good

by admin August 22, 2025



There’s a good chance that, at some point in your life, you’ve been so enamored of a piece of media that you’ve considered what it’d be like to experience it for the first time again. Watching Terminator 2, hearing Enter the Wu-Tang, and reading The Dark Knight Returns shaped who I am and, as a result, I remember the moments I experienced them with crystal clarity. Over time, however, those memories have become divorced from the emotions they stirred and what’s left in their place is a longing for those lost feelings.

Video games are the only medium that I think are capable of making that first-time-again fantasy a reality–or as close to one as we’re going to get. Time puts distance between us and the emotionally significant moments we cherish, but it also brings us closer to exciting technologies that can make the old feel new. In the right hands, those technologies can create opportunities to stoke those profound emotions again, even if it’s just a little. Metal Gear Solid Delta: Snake Eater does exactly that.

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Now Playing: Metal Gear Solid Delta: Snake Eater Review

Before getting into what’s new, what can’t be overlooked in making Delta such a good game is the fact that Metal Gear Solid 3: Snake Eater remains a compelling, well-told story that has strong characterization and deals with some heavy subject matter. It approaches this with a strange mixture of self-seriousness and complete irreverence that is uniquely Metal Gear Solid and, for my money, balances both parts better than any other entry in the series. The stellar stealth is supported by systems that feed into the fantasy of surviving in the jungle and braving the elements, whether that be hunting for food or patching yourself up after sustaining injuries. Delta replicates it and, in my opinion, is better for it. The excellent work that the original Metal Gear Solid 3 dev team did remains the heart and soul of Delta, and it continues to shine.

Visual changes are the most noticeable contributor to elevating MGS3. While its fresh coat may have been painted on in the most clinical manner possible, that shouldn’t take away from the fact that it makes Metal Gear Solid 3–a third-person stealth-action game about sneaking through jungles, taking out soldiers, and uncovering vast, interlocking Cold War conspiracies–feel alive again.

What impressed me in the original PlayStation 2 release was how the jungle felt like it was teeming with life: numerous species of frogs hop about, snakes slither through grass, the distant sounds of birds, and the too-close buzz of agitated bees, not to mention thickets so dense that I felt like I was lost in an open-world as opposed to being deftly guided through a linear one. After years and countless playthroughs, the child-like wonder it initially inspired faded away, but Delta restores it using the brute force power of the Unreal Engine.

Delta looks absolutely stunning–jaw-dropping at times. In the jungle areas, the environments have the vibrancy and life that you’d expect to come from the naturality of green grass, towering trees, thick mud, decaying bricks, and worn wood, but it never feels artificial and, in fact, feels like it makes good on the Cold War-era, Soviet Union-set vibe in the same way the original did. I have no doubt that there will be discussions about the game’s visuals looking like a dispassionate implementation of Unreal Engine. Despite the fact that games like Fortnite prove it’s a misnomer at this point, Delta at times can look like it has the muted, greyish, brownish industrial footprint that people criticize the Unreal Engine for. But upon closer inspection of both individual details and how all of it coalesces, it becomes evident that skilled artists with a clear vision and direction have poured time and effort into elevating Delta above that.

The Unreal Engine sheen is replaced with touches that come together to give authenticity to the muddy floors, wet stone walls, and metal rusted-looking enough that you worry about Snake getting tetanus. And much of that is reflected on the character models too. Snake’s body–whether you’re wearing clothes or not–will pick up the dirt and grime of whatever he comes into contact with; sometimes even foliage in the environment will stick to him. In a similar fashion, damage is accurately represented on his body and can lead to scars or marks becoming visible. Counterintuitively, playing the game so that you rarely take damage robs you of the opportunity to see this impressive level of detail.

Nevertheless, the takeaway here is that there has undoubtedly been a great deal of work put into the character models. Every single character in the game, from key players like Snake, Eva, Ocelot, and Volgin to less present ones like Sokolov and Granin, or the rank-and-file GRU and Ocelot Unit soldiers, look intricately detailed and, I daresay, lifelike at times. Original MGS3 director Hideo Kojima’s flare for cinematic framing benefits from the new visuals since there are a number of up-close shots of faces or slow-motion movements to intensify action sequences. If you didn’t know that this is exactly how it was in the original, you’d think that Konami was doing all this to show off how good the graphics are in Delta.

If you’re a Metal Gear Solid fan, you’ll be aware of the infamous pachinko machine that gave us a look at The Boss rendered with a level of detail we’d never seen her in before. That elicited a fan response that I’m willing to bet was a factor in getting this remake off the ground–Delta betters that by a considerable margin. The character models look improved and, in particular, the lighting is spectacular. The game takes Snake through a variety of different times of day and cycles through different types of weather, and it’s genuinely impressive how the terrain is impacted and how the overall atmosphere and feel changes. Stepping out into the open in broad daylight when the sun is bearing down left me feeling exposed and desperate to quickly throw myself into nearby grass or behind a wall to cut off sightlines. Sneaking through a jungle at night, with surroundings illuminated only by moonlight and the threat of soldiers suddenly popping up because of limited visibility, was tense, even though I had a good memory of enemy locations and patrol patterns. When the game moves to internal locations such as labs and enemy bases, things become a little less interesting, but still impressive in their visual fidelity. It’s just that, next to the jungle, the interior environments provide fewer opportunities to be wowed as they’re more uniform and predictable.

There are so many details that I want to talk about in Delta, but getting to see just how thorough Konami has been with the visual overhaul is genuinely one of the joys of playing the game. Seeing micromovements of The Fear’s eyes accentuated his reptilian, animalistic nature; Snake’s reflection in The Fury’s glass helmet as he begins his fiery climactic ascent gave me a new level of appreciation for a lot of the character work that Kojima and the team did on the PS2, and there are instances of these kinds of details in every scene. What the limitations of old hardware left to the imagination, the power of modern technology now depicts in glorious detail.

Visuals have taken up the vast majority of this review, and for good reason. Not just because it’s where the most work has been done, but also because, for longtime fans, they’re what is going to be most impactful–those are the people that I think will have the strongest response to what they’re seeing and playing. A great deal of appreciation for what Delta achieves comes from my intimate familiarity with Metal Gear Solid 3–I have played this game so many times that every screen of it is burned into my mind, so seeing what I’m so familiar with but with a level of detail that was simply impossible in the 2000s and, by modern standards, is best-in-class, was often arresting. I’m sure that almost everyone can objectively agree that Delta looks great, but for people like me, the effect of and appreciation for the new visuals goes far beyond. Metal Gear Solid has never looked this good.

What’s more uniformly appreciable for everyone, however, is the new control scheme and the gameplay tweaks implemented to accommodate them. A big part of modernizing MGS3 has been switching to smoother movement and aiming. For the former, Konami has implemented animations and transitions that bring the game closer to the fluidity of Metal Gear Solid 5. Instead of jarringly switching from standing to crouching and then crawling, Snake now naturally moves between the different states and can transition while in motion, which makes navigating environments while using obstacles and hiding opportunities frictionless. Similarly, the way Snake moves his body when laying down and aiming is smooth. It’s not quite as robust as what you can do in MGS5 and crawling can sometimes still feel a bit unwieldy, but it’s vastly improved to the point where it shouldn’t be a stumbling block for anyone new, as it would be if you fired up the original version.

Complementing the freer and more fluid movement is a tighter viewpoint that brings the camera close to Snake, adopting the familiar over-the-shoulder perspective for aiming in third-person. This means you can be far more precise with shots, since Snake, his aiming trajectory, and what you’re aiming at are always in view. Those who haven’t played it may be shocked to hear that wasn’t the case in the original, which had a restricted isometric viewpoint and then more of a controllable camera in the Subsistence version. In both cases, it made for some awkward gameplay moments.

The one trade-off with all this is the fact that this Snake’s newfound efficiency in movement and proficiency with firearms does trivialize a lot of the boss fights, which make up the bulk of the coolest parts of the game. If you’re new to the game, you’ll still find they present a good challenge since each one has quirks that need to be figured out. However, if you know what you’re doing, you can tear through them very quickly. It doesn’t feel like I was able to dispatch them considerably faster than I could if I tried on the PS2 today, but being able to see more, get around more easily, and shoot better means that members of The Cobra Unit feel even more like pushovers now. That is, except for The End; that old geezer is still a geriatric menace.

Delta isn’t completely free of issues. Alongside the new perspective, there is a cover system that has a certain stickiness to it that can be frustrating. It’s not quite the Gears of War glued-to-the-wall level, but more of a gravitational pull towards walls, particularly the corners. That meant that I would accidentally snap into cover when I didn’t intend to, particularly in smaller rooms where the camera is close and there are boxes around Snake. On the one hand, intentionally going into corner cover is appealing since it’s much easier to pop out and fire a shot off with the new over-the-shoulder aiming system, but on the other, I didn’t find myself using that method very much since I could now reliably shoot from the hip or quickly swap into first-person mode and fire off a shot, so all in all, the system ends up getting in the way for me.

When it comes to the other new additions, for the most part they make sense and don’t drastically alter the gameplay experience, instead enhancing it. One is the introduction of a specific button that can be held to enter into a stalking mode that slows Snake’s movements down and makes him much quieter. It can be used when walking, crouch-walking, or crawling. Think of it as the slow-walk that you’d get from tilting the analog stick on the PS2 slightly. Initially, I didn’t really understand why this was necessary and felt it wasn’t that useful since it was so slow. But then I realized it was crucial if you want to sneak up on an enemy to hold them up or get them in a CQC move. The enemies in Delta have better awareness and perception, so if you slow walk or crouch walk behind a soldier without holding the stalking button, they will hear Snake and chaos will quickly erupt. Truthfully, I never got comfortable with getting up close to the extent that I relied on it as a frequent method of engagement like I would in the original; it felt far more risky, which meant when I was attempting a grab or hold-up, I felt more stressed out than I expected. I haven’t felt my palms get sweaty while playing MGS3 in many years, but I was wiping my hands on my pants frequently while playing Delta.

Enemies can now see much farther and have better awareness of what is above or below them. I was surprised to find that I aroused suspicions from positions that I know for sure are safe in the original game, so veterans shouldn’t underestimate soldiers in Delta–they’ve got some new tricks up their sleeves. On top of that, some of the weapons behave a little differently. In particular, as someone who prefers the non-lethal play style and relies on the MK22 for it, physics come into play and bullet drop is more severe, so you can’t easily send tranq darts into heads from long distances. Even at close range, you need to account for changes in trajectory. I went in thinking I could carry on running rings around enemies and putting them to sleep quickly, but found myself burning through ammo reserves and silencers due to the changes in gun behavior. The same goes for recoil on assault rifles and sway on the RPG during the escape sequence–careful where you’re firing those rockets.

The remaining differences come largely as quality-of-life tweaks. A new compass that is accessed from the equipment menu will pop up in the corner and point the way to the next objective when equipped; the life, stamina, and camo index have been moved to the bottom middle of the screen, freeing up the rest of it so you can soak in the visuals; the camo and face paint swap feature can be accessed through a shortcut assigned to the D-pad but uses pre-determined combinations, so there’s still value in going into the full menu and individually selecting your desired outfits. The codec can also be accessed through a D-pad shortcut, which makes getting to the save screen much easier, and you can also tune the radio to specific frequencies from the shortcut too. Finally, when enemies become suspicious or are alerted, an on-screen indicator where the enemy with eyes on you is located. You don’t get the last-chance shot from MGS5, so it’s mainly just a good way to improve situational awareness for the player and, if you’re quick enough, get out of sight.

There are other aspects of Delta that didn’t land for me. For some reason, Konami felt the need to re-record the Snake Eater vocal theme. Admittedly, I don’t dislike it–in fact, Cynthia Harrell’s vocal performance remains top notch–but it just feels… wrong. Again, a lot of that is because of my familiarity with the original and how jarring it is hearing a different version of it. However, it does throw the timing of the iconic ladder climb off slightly. And while the visuals are high-quality, there are moments where blemishes become far more noticeable. At times, there is artifacting around strands of hair when they’re up against certain backgrounds. Eva and The Boss can sometimes look like they’ve got a jumble of pixels stuck to the sides of their heads. And occasionally, there are stutters during cinematic sequences when a lot is going on, as the game lurches to get all the visuals and effects going after a cut.

But these are small idiosyncrasies in a game that has otherwise been made with a clear reverence for the source material. There has been a lot of toxicity around the Metal Gear Solid franchise for a while now, and some of that no doubt lingers and will color the sentiment around Delta. After all, Kojima isn’t involved in Delta and fans of Metal Gear Solid have a longstanding animosity toward Konami because of the high-profile break-up between the two parties, as well as the reported impact the dissolution of the relationship had on Metal Gear Solid 5.

However, it can’t be denied that Konami has done right by Metal Gear Solid 3 with Delta. There’s love put into the project and, at times, it feels like an appeal to fans from likeminded fans at the studio. It’s evident in the details that only longtime Metal Gear obsessives will appreciate: the fact that the game can be played in its original form with the new visuals through the Legacy control options; the various new camos from post-MGS3 titles that are available (though admittedly as DLC); the inclusion of extras such as the new secret theater; the food, camo, and model viewer, as well as Snake Vs. Monkey; or that the Guy Savage minigame, which has been omitted from various HD collections, making its return. It’s legitimately awesome in the new version, which is unsurprising since Platinum Games developed it.

Delta isn’t the first instance of Hideo Kojima’s beloved classic being updated and re-released, but it is the first complete rebuild of MGS3. It successfully modernizes visuals, tweaks game design, and updates controls so that the game sits comfortably alongside its action game contemporaries. From a content perspective, Konami has played it incredibly safe, using the same voice work and music, and leaving the story completely unaltered–effectively making Delta a one-to-one remake. But I can’t fault that, especially when I found myself once again enraptured by Snake’s tortuous mission to pull the world out of nuclear danger and fight for survival in a dangerous jungle. The impact of Konami’s efforts was such that, for eight hours, I wasn’t an adult yearning for the lost feelings that made me love Metal Gear Solid 3; I was the teenager living them for the first time again.



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August 22, 2025 0 comments
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Rusty Lake is back with another deliciously macabre adventure, and if you've slept on the overlooked series you're missing out
Game Updates

Rusty Lake is back with another deliciously macabre adventure, and if you’ve slept on the overlooked series you’re missing out

by admin August 22, 2025



If you’ve been reading Eurogamer for any length of time there’s a good chance you’ve already seen me harp on about the shamefully overlooked Rusty Lake series. It’s a wonderfully macabre thing; strange, haunting, often unexpectedly disturbing, but also brilliantly accessible, and cheap as chips too. I love it, and will never stop telling people about it in a bid to share that love, so here I am again now that new game Servant of the Lake has been revealed.


Before we get onto the new stuff, though, a bit of background might be in order, seeing as Rusty Lake is celebrating its tenth anniversary this year and has one hell of a back catalogue to enjoy. Not including Servant of the Lake, the series now consists of 18 games and a short film; some are fully fledged premium offerings – usually lasting a couple of hours and most often released under the Rusty Lake label – while the rest, known as Cube Escape, are shorter (and somewhat less polished) free-to-play companion pieces.


By and large, though, all follow the same basic formula, melding casual point-and-click puzzling with room-escape-style conundrums. And with a few notable exceptions, the key word is “casual”; these are brilliantly accessible adventures, most memorable for their irresistibly macabre ambience, and the fascinating history of the mysterious Vanderboom family at their centre, rather than any radical design convolutions.

Servant of the Lake announcement trailer.Watch on YouTube


Early games are pretty shameless in their debt to David Lynch and Mark Frost’s seminal TV series Twin Peaks (right down to a murder victim called Laura and a detective called Dale), but it doesn’t take long for developer Rusty Lake to establish its own deeply weird, and decidedly idiosyncratic lore. And with each entry usually approaching the story from a radically different direction – one, for instance, plays out during a horrifically doomed birthday party, and another takes place entirely from within a cardboard box – it all adds up to a wonderfully sinister (and narratively intertwined) saga of standalone adventures.


Traditionally, I’ve tended to recommended Rusty Lake: Roots as a good starting point – it’s a beautiful and surprisingly moving tale, charting three generations of the Vanderboom family, from 1860 to 1935, as they live and die in the same house. Other standouts, though, include The White Door, which does some striking things with its engaging split-screen presentation; and if you wanted to see developer Rusty Lake really flexing its design chops, there’s the deeply impressive The Past Within, which reimagines the series’ familiar formula as a brain-melting co-op experience that demands constant communication as two players navigate the same room in different time periods.


It is, to reiterate, consistently fantastic – and often overlooked – stuff. All of which bring us to Servant of the Lake, the series’ first premium entry since 2023’s Underground Blossom, which took players on a journey through the life and memories of Laura Vanderboom as she travelled from one station to the next. As its name suggests, Servant of the Lake – a more traditional single-player point-and-click adventure – finds yet another new perspective to tell its story, this time visiting the Vanderboom House in the decades prior to Rusty Lake: Roots, as seen through the eyes of its housekeeper. “Solve the puzzles needed to fulfil your daily tasks,” teases its blurb, “look after the household, welcome the visitor and ensure their comfort while helping the family achieve their alchemical ambitions!” Death, darkness, and other assorted weirdness – usually involving saucer-eyed shadowmen – will almost inevitably ensure.

Here’s the equally unnerving Rusty Lake short film.Watch on YouTube


There’s no release date for Servant of the Lake yet, but this nebulous window between now and its eventual arrival would seem, if I might be so bold, to be the perfect opportunity to catch up on earlier events in the Vanderboom saga if it’s so far passed you buy. Better still, the bulk of the series – which was already absurdly inexpensive to start with – is currently discounted on Steam to celebrate Servant of the Lake’s reveal. The Cube Escape Collection, for instance – which includes nine smaller-scale games – costs £2.99, while the premium Rusty Lake titles cost between £1.19 and £3.99. Oh, and there’s an £18.11 bundle containing everything too! All this, I should say, works on both Mac and PC, and if you’d rather take the no-money-now approach, the Cube Escape series is free to download on iOS and Android. Thank you for listening to my TED talk on Rusty Lake. I will now be taking questions.



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August 22, 2025 0 comments
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