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Metal Gear Solid 4: The Flawed Masterpiece Kojima Didn't Want to Make

This is an IGN opinion piece from Charlie Lopresto, who believes that love can bloom, even on a battlefield. He first encountered Metal Gear Solid on a demo disc from Pizza Hut and has since completed three hundred missions in VR– the kind that’s indistinguishable from the real thing.

Like Old Snake, Metal Gear Solid 4: Guns of the Patriots is a fossil. A genetic dead-end of gaming evolution, the unhinged and overflowing masterpiece that barely left a mark on the artform. Despite its commercial and critical success, MGS4 is rarely regarded as top tier Metal Gear. But is that actually fair?

Trapped on dead console hardware for the better part of its hard life, thanks to the new Master Collection Vol. 2 it’s finally possible for everyone to experience MGS4, from series diehards who first fired it up in 2008 to people completely new to Metal Gear who have absolutely no idea what they’re in for.

All of them will reckon with the many, many questions MGS4 brings to mind, like: Will we ever see a game like this again? Why did we stop talking about it? And, perhaps most importantly: MGS4 is really good, isn't it?

“The Lightning in That Rain”

Hideo Kojima did not want to make Metal Gear Solid 4. He publicly declared his desire to end the franchise as early as MGS 2, then proclaimed that he was finished with the saga after Snake Eater. Kojima’s words were weary but his deeds said otherwise. He wasn’t really ready to move on– both of those games ooze with a sense of momentum and life.

Guns of the Patriots feels different. There’s a gloomy weight to the game, like a funeral – the raucous kind where friends, grudges, and flames gather to settle scores, awkwardly hook up, and celebrate the end.

Prior to MGS4, we’d last seen Solid Snake in 2001, when he dropped a prophetic monologue and vanished into the streets of lower Manhattan shortly after the former President of the United States crashed into the city with a giant sci-fi submarine. As situations go, it’s certainly one that begs for some followup, and after years of fans demanding the return of the Legendary Mercenary, Kojima obliged in trademark trolling fashion.

You don’t get the cocky, mech-smashing super soldier who slays Tengu by the dozen with a metafictional bandana. Kojima, who reportedly received death threats over his reluctance to move the story forward with MGS4, instead delivers a feeble, actively decomposing relic. Old Snake grunts, screams, coughs and gags wetly as he crawls in agony through his final mission, all for the privilege of being allowed to die before his poisoned blood wipes out humanity. Old Snake was punished before Punished was cool.

It’s a trope we’ve seen a lot lately: the beloved hero of a bygone age, bitter, broken down, and humbled, all in service of passing the torch to a spunky new recruit before the credits roll. But there is no Rey to don the cardboard box here, no Adonis Creed, no Robin, nor any kind of chipper next-gen protagonist queued to continue Snake’s legacy by selling some video games. Nearly everyone in Metal Gear Solid 4 is old, dead, or extremely married by the end of the story, a bittersweet and beautifully conclusive eulogy to a deeply heroic and thoroughly decrepit old man who reeks of cigarettes.

Modern media is designed to protect itself, to keep mythology marketable and leave endings open for future exploitation. Kojima does the exact opposite with MGS4, performing peaceful euthanasia on his life’s work to that point. It’s a brave move delivered with a lot of love and earnestness, and anyone upset at geriatric Snake were too busy feasting on a buffet of fanservice to stay mad for long.

Guns of the Patriots was Kojima ending things on his own terms; a bombastic epic that bursts with unfiltered honesty.

Rarely do sprawling stories wrap up as neatly as Metal Gear Solid’s, even if “neatly” here means bursting at the seams and slightly slapdash. Kojima didn’t have a decades-long master plan when he made Metal Gear for the MSX in 1987, but managed to B.S. his way into satisfying answers for nearly everything. It’s an ambitious, messy, and sincere sendoff to Snake and the series. There’s really nowhere else to go from here.

Which brings us to the elephant in the room, dangling precariously from a Fulton balloon over this discussion: Guns of the Patriots is not the last Metal Gear Solid game. Despite his protestations, Kojima had two more Metal Gears in him: the portable Peace Walker, a numbered entry in all but name, and the tragic MGS5. Both respect the brick wall he built at the end of the timeline and tread water safely in the past instead of pushing forward. Kojima decided to move the series horizontally instead, experimenting with tech and form until Konami kicked him out.

Kojima’s actual final chapter, when it came, was compromised and ignominious, a casualty of his ugly exit from Konami and a sour note on which to end. Guns of the Patriots was Kojima ending things on his own terms; a bombastic epic with a massive budget that bursts with supreme confidence and unfiltered honesty. It would be the last time he ever made a game like this.

“War Has Changed”

Guns of the Patriots, like every mainline Metal Gear game before it, is structured like a linear, cinematic action-adventure story. It’s almost quaint from a 2026 lens, when half the industry runs on open worlds and the other on live-service menuslop, but this was Kojima’s M.O. throughout the early part of his career.

And yet for something so committed to telling one continuous story in agonizing detail, MGS4 feels oddly episodic. Each of its five acts is practically a different genre. One minute you’re scooching across a battlefield, then next you’re skulking through the streets of Eastern Europe in a trenchcoat. Kojima drops us into warzones and weapons facilities across the globe, introduces new ideas, and moves past them just as quickly.

A much-hyped faction loyalty system stops mattering after Act 2, and the mechanic to manipulate enemy emotions isn’t really a factor until New Game Plus. There are a whopping 70 guns available for Snake that are largely superfluous, while the omnipresent Psyche meter quickly fades into the background outside of some perfectly-timed comedy. It’s like Kojima is cramming every single cockamamie “Metal Gear” idea he had left into the game as if it were his last chance, or so he hoped.

Kojima’s Hollywood aspirations run wild here, and while some of the sloggier cinematics are a chore, I’d sit through a thousand torturous mission briefings to relive MGS4’s queasy, white-knuckle fusions of story and mechanics, like the sicko mode split screen action setpieces and the tactile desperation of the microwave hallway.

The game’s linearity is a huge strength. We embody Old Snake through every second of his grueling ordeal. We wince with every injury and every brutal negging. Solid Snake was our stand-in from the moment he infiltrated Outer Heaven, detours aside, and we feel every moment of the long journey as he slugs it out with “Liquid” one last time. That sense of embodiment, being inside Snake, a part of him… you can’t get that from a mission select screen. But Kojima’s next and last games in his Metal Gear Solid saga would be built with these impersonal menus in mind.

MGS4 made Snake’s suffering feel like ours, and the series never approached that level of pathos again.

Frustrated with the PS3’s limitations for his grand scale vision, Kojima went small instead. Also available in Master Collection Vol. 2, Metal Gear Solid: Peace Walker was originally built for the handheld Playstation Portable, so a sprawling linear opus was pretty much off the table without the luxury of blu-ray discs and Cell processors. Instead, he designed for the handheld system’s strengths: short, snackable stealth missions selected from a menu, perfect for a train ride or waiting room.

Previous Metal Gears relied on blockbuster storytelling to keep you coming back, but Peace Walker leans on moreish base-building, optional challenges, and RPG systems borrowed from Monster Hunter to keep you hooked. Seven years after Snake bluntslid across the Big Shell, grinding was back in Metal Gear, and this time it was here to stay.

Kojima is clearly fond of the results. He considers Peace Walker the fifth mainline MGS game, and thanks to rereleases it’s had far more staying power than the average PSP game. He liked the formula so much that he made it his default going forward: both MGS5 and the Death Stranding games run on the same skeleton, embracing timers and stats and judging your performance in isolated missions chosen from a list. At this rate we’ll probably be chasing S-ranks in OD.

It works beautifully for a handheld, and for a taciturn cipher like Sam Bridges, but it really doesn’t suit traditional Metal Gear Solid. MGS5 was free from the shackles of a 272p screen, but even with the full glory of the Fox Engine, the menu-driven mode of interaction keeps us at arms length from Snake.

The story becomes another checklist item, grinding through side ops until an actually important mission appears on the list. We’re watching from a more omniscient remove as Snake sizes up the stats of future subordinates and navigates a tech tree. For a series that loves to mess directly with the player and collapse the space between them and the character, losing that intimacy comes with a cost. MGS4 made Snake’s suffering feel like ours, and the series never approached that level of pathos again.

Being inside Old Snake’s head for dozens of hours is genuinely unpleasant at times, to the point it makes the game almost hard to revisit, and it’s one of several reasons why MGS4’s legacy is so quiet.

“Zero Becomes One”

It’s hard for a game to have an ongoing influence when nobody can play it. Metal Gear Solid 4 has been unavailable for years, buried alive on hardware that Sony hasn’t sold for nearly a decade. Countless classic titles are trapped on ancient tech, but it’s rare for a numbered entry in a massive, triple A series.

The PS3’s Cell Processor was notoriously miserable to develop for, with bizarre architecture far removed from industry standards that made porting anything off it a nightmare. It’s also why emulation, so vital to keeping commercially abandoned games alive, couldn’t save Old Snake either. Strides have been made recently, but MGS4 remains a genuine bear to run outside of its native hardware.

None of these technical woes were insurmountable, and neither were the super specific Sony references or the licensing entanglements from MGS4’s frankly ludicrous product placement. It just needed a publisher that cared enough to devote the resources to porting it and had the courage to get Uniqlo, Apple, and Playboy back to the negotiating table.

Konami was content to let the series languish for a long time as it explicitly abandoned video games for pachinko parlors. It only once really wrestled with following MGS4 in the timeline, in Platinum’s audacious spinoff Metal Gear Rising: Revengeance. Otherwise, it didn’t matter to Konami if nobody could buy or play MGS4.

Thankfully, that’s changed. Konami’s prodigal return to video games has gone well enough so far, and now MGS4 is enjoying an immaculate rebirth, iPod and all. How will modern gamers receive it after so many years in the wilderness?

Guns of the Patriots is an aggressively unfriendly game by modern standards, and the cutscenes are completely out of control. A common Kojima criticism is that he’d rather make movies than games, but it’s hard to think of any film that’s nine hours long, built largely out of static codec calls, and features extended scenes of people drinking soda and smoking around little girls while weeping about nanomachines and infectious diseases. Whatever MGS4 is, it’s not a movie, and it’s certainly not made for newcomers.

MGS4 isn’t spoken of in the same breath as the first three games, and when it does come up it’s rarely for what it actually accomplished. And since almost nobody’s been able to play the game for so long, its reputation as an uncomfortable cutscene parade is all that remains. Opinion calcifies when there’s nothing around to contradict it.

That’s not to say nobody’s tried to pick up what MGS4 put down. Resident Evil Requiem almost feels like a tribute at times, a last ride for a long-suffering hero who makes a pilgrimage back to where his story started while dying from a sci-fi disease that makes him cough a lot. By the end, Leon is upgrading his weapons with counterfeit Drebin Points, dueling hand-to-hand with his longtime rival, and dragging himself inch by agonizing inch through a high-tech hallway.

Without spoiling where it lands, Requiem doesn’t have the nerve to go out on a limb like MGS4. Its tribute to Raccoon City sent us on a nostalgic trip through a place we’ve already walked through twice in HD, stopping far short of the wobbly PSX vertices in MGS4’s homage to Shadow Moses, another holy gaming space introduced in 1998. The ending stops short as well, a clean cut affair that leaves plenty of room for further adventures and profitable sequels.

Triple-A gaming didn’t go in an MGS4 direction in the intervening years. Budgets are too big and bosses too demanding to allow a freakazoid like Kojima off the leash again– unless you’re the man himself, of course. But Kojima only gets away with that because he had the power to leave the system that made MGS4 possible. Everyone else is still answering to a spreadsheet and, understandably, gunshy about unfettered visionaries.

Modern gaming’s play-it-safe instincts could do wonders for MGS4’s reputation. George Lucas and his Star Wars prequels suffered a similar rap over the years, dismissed as the bloated self-indulgent work of an auteur no one could rein in. But a decade of focus-tested corpo Star Wars sequels has sparked a genuine re-evaluation of the much-maligned Episodes I, 2, and 3, and now that it’s available again, MGS4 deserves the same treatment. Both the prequels and MGS4 are messy, overstuffed, and often embarrassing, but they are never once indifferent. Sincerity ages a lot better than caution.

Ultimately, everyone has to judge Metal Gear Solid 4 for themselves, to witness the grandiosity, endure the hour-plus uninterrupted cutscenes, and gaze hypnotically at Old Snake’s buttcheeks amidst a bombardment of jargon and lore. At least now you’ll get the chance to, and when you do finally sit with Kojima’s wayward masterpiece, you might like it more than you’d think.

Charlie "Moose" Lopresto graduated law school, passed the bar, and made a financially questionable decision to write about games and movies instead. Contributing to IGN since 2021, he collects solo board games and transforming robots.

Ultra Graphics Settings Are a Scam: Why High Is Good Enough, if Not Better, for Most Players

I’m a privileged gamer. As a hardware reviewer, over the years I’ve been sent top-tier CPUs and graphics cards, letting me bounce from one flagship to the next. That’s made me lazy at game settings. I often just set the game at whatever the maximum “Ultra” setting is and get on with playing. But by doing so, I’ve just been playing into the marketing hype – and leaving a lot of performance on the table, it turns out.

Most games don’t actually need to be played at Ultra settings to look good. They don’t even need it to look great. The latest upscaling technologies are fantastically good at emulating higher resolutions, and often the difference between Ultra and High settings isn’t something I even really notice if pushed to look.

As an experiment, I turned down the settings in a bunch of great-looking games to see how much difference it really makes. Not only did I find it hard to spot any obvious visual difference in most of the games I tested, but performance went up dramatically and the smoother framerates were well worth the minimal sacrifice.

The system

I’ve been able to ignore graphics settings for so long due to a mix of low-demand game selection and high-end hardware. As I said, my current system is powerful, but I also mostly play older sim games and lighter indies.

With an AMD Ryzen 9 7950X3D and PowerColor Red Devil RX 7900 XTX, I have one of the fastest gaming CPUs on the market and the fastest graphics card AMD has ever made. It’s not quite an RTX 5080 or RTX 5090, so it’s not really designed with Ultra Path Tracing in mind, but it’s not a million miles away either. It’s more than capable of running almost any game at Ultra settings, at 4K, and sometimes even with ray tracing enabled.

That’s especially true once you throw in FSR upscaling and a little frame generation to smooth things out.

My plan for this test is to run a bunch of games at their very highest settings that are functionally playable – at least 30 FPS – with upscaling at Quality or native, without frame generation, and grab a few example screenshots of it in action. Then do so again at maxed out settings but with Balanced upscaling, and then a final test with everything turned down just one notch. So High, if Ultra is the top option, Medium if High is the best, etc.

Now for the gamesCyberpunk 2077

Let’s jump in with what is arguably still one of the best looking games ever made, Cyberpunk 2077. If there’s one game that is guaranteed to bring my 7900XTX to its knees, it’s this one.

And yeah, Raytracing Overdrive Settings, 4K resolution, Path Tracing enabled, FSR set to Quality mode, it was a clunky slideshow mess. 20 FPS at best. But of course it looks incredible:

But you know what also looks incredible? Cyberpunk 2077 at those same settings with Balanced Upscaling. I just took these screenshots, and besides a few background details looking a little more lifelike and of-the-environment in the Quality screenshot, it’s very difficult to tell any difference.

Meanwhile, the performance difference meant it was actually playable.

Although Cyberpunk with ray tracing does look stunning, and its path tracing even more so in the right settings, I’d even argue switching it down to a mere Ultra settings without ray tracing looks almost as good.

It’s definitely more stylized than the real-time lighting effects of ray tracing, but CD Projekt Red did a fantastic job making Night City look real and alive, even with baked in lighting. I’d very happily play the whole game like this.

Alane Wake 2

Alan Wake 2 is far from the glitz and ray-traced glamour of Night City, but it’s just as good looking in its own, dark, dirty way. It also eviscerated my system’s performance with everything absolutely turned up the nines. We’re talking 1-3 FPS. Unplayable. But gorgeous:

But it can very easily be both. Switching over to FSR Balanced, where it’s basically cutting the 4K resolution in half, the performance jumped up to perfectly playable for this type of more sedate game play. I genuinely can’t tell the difference, even when running around. It’s really impressive how far upscaling has come over the years.

I’d be tempted to leave it there, but there is additional performance to be had and not much in the way of a visual downgrade from trimming the fat even more. Switching everything to one notch down (High or Medium, depending on what the setting peaks at) and no ray tracing, gets you an almost-as-good-looking Alan Wake 2 experience.

Performance jumped enormously here, and this is where you want to play if you value smoother animation over pristine visuals. Especially since I still had to look close to spot the real differences. During actual game play, though? With a darker game like this where concealment and shadow is the game’s vibe, I don’t think many would notice.

Hogwarts Legacy

How about a getting-older but a goodie? Hogwarts Legacy isn’t photo-realistic, but it is incredibly immersive. Making sure the game looks good is a huge part of the experience. Fortunately, you can get away with steering clear of ray tracing with this one. If you enable it, the experience is beautiful:

But I’d argue it’s just as beautiful with Balanced upscaling – notching an extra 15% fps for my trouble, and nudging over a more-comfortable 40 FPS.

Switching to more modest settings and dropping the RT entirely looks amazing too. This game doesn’t make enough use of the fancy-lighting technique to be worth it, I’d argue. Despite its prevalence in the graphics menu, this game looks phenomenal on more modest settings. Don’t fear dropping them down a notch or two.

Final Fantasy VII: Rebirth

Final Fantasy VII: Rebirth is not as pretty as the other games, but it’s one that uses an outsized quantity of VRAM. Fortunately, the 24GB on the 7900XTX had no trouble with it even pushed to the limit. But then, why would you bother?

Dropping to Balanced and cutting the rendering resolution by 40% didn’t appear to make much of a difference to how the game looked. There isn’t any more obvious aliasing on background elements, even the thinner pipes. Texture details remain.

Dropping everything to Medium/High setting depending does make more of an impact, but even then it’s something I had to actively look for, and when in motion it’s even less apparent.

It’s not nothing, but I don’t think it’s worth it

If your hardware supports it, playing games at their prettiest is lovely. It’s simple, it’s easy, and it looks great. Especially in static screenshots, or in the ideal circumstances. But so do games with heavier-handed upscaling, and even lowering the settings a little doesn’t strip them of their charm, or immersion. That also gives you extra performance and a smoother game, which I think is way more impactful than getting a few extra pixels, or slightly nicer lighting.

The point I’m trying to make with these comparisons isn’t that there’s no benefit to turning all the settings up to their maximum, but that the performance loss really isn’t worth it. Ultimately, it feels like those settings are a way to get better looking screenshots for the marketing campaign, and to give gamers something to aspire to. A dragon that we’ll forever be chasing, until the next game comes along.

Ultimately, if all you can game on is something lower than the maximum – which is almost all of us – then you really aren’t missing out on much.

Don’t look on in envy at the people spending $5,000 on a graphics card in 2026. They’re getting a very-slightly-better looking gaming experience for the money. As prices continue to be ridiculous, I think lower settings are perfectly fine.

Pokémon ETBs are Surprisingly Easy to Get Hold of Right Now on Amazon

If you've been looking around the shelves over the last few months, then you've almost definitely realised that Elite Trainer Boxes (ETBs) are as hot as a Torkoal using Sunny Day at the moment, and they're flying off the shelves!

The intense popularity of the Mega Evolution expansion, the surge of nostalgia ahead of the franchise's 30th Anniversary, and the continuous pressure from secondary-market scalpers (thanks, Logan Paul) have all contributed to the high demand for sealed ETBs. Will the retail frenzy ever end? One day, hopefully, but the realistic answer is most likely no, not for a while.

Yet, despite the odds, Amazon has quietly restocked a surprising range of high-profile ETBs at decent prices. I've tracked down the best deals I can find on Amazon US and UK right now; everything from the most recent summer releases to the hard-to-find Pokémon Center Exclusives to save you from your fights with the bots.

What's in an Elite Trainer Box?

In the trading card game, an expansion's Elite Trainer Box is generally regarded as offering the best value for money when it comes to overall performance for competitive players and serious collectors alike. If you’ve never had the chance to get one in a store, here's what you get inside:

9 Pokémon booster packs65 card sleeves45 Pokémon TCG Energy cardsA player's guide to the expansion6 damage-counter dice1 competition-legal coin-flip die2 plastic condition markersA collector's box to hold everything, with 4 dividers to keep it organizedA code card for Pokémon Trading Card Game Live

When you tally up the individual retail cost of buying nine standalone booster packs alongside official sleeves, dice, and custom storage, an ETB is pretty decent value. If you can get it at a decent price, that is. Fortunately, that’s where we come in!

Pokémon TCG: Mega Evolution—Pitch Black Elite Trainer Box

First up on the digital storefront, you can still pick up the latest Mega Evolution—Pitch Black Elite Trainer Box for $69.95 on Amazon. We covered this deal just a few days ago, but there are only a handful of units left in stock, so you’ll want to move quickly if you hope to secure one - I don’t expect this listing to stick around for much longer, especially as it’s sat under market value tracked across TCGplayer.

While $69.95 is still slightly above its standard retail MSRP of $49.99, it’s the lowest price the box has hit on Amazon since launching in mid-July. The undisputed crown jewel of the entire set is the terrifying Mega Darkrai ex Special Illustration Rare. When you factor in other chase cards like the elusive Mega Zeraora ex and the guaranteed Zarude Illustration Rare promo card nestled directly inside the ETB packaging, this box stands as an easy recommendation.

Chaos Rising Pokemon Center Elite Trainer Box

Moving along to an unexpected find, it appears Amazon has managed to source a small reserve of genuine Pokémon Center Exclusive Chaos Rising Elite Trainer Boxes. For those unfamiliar with the distinction, Pokémon Center exclusive boxes are manufactured in strictly limited quantities and distributed solely through the official Pokémon Center website. They feature upgraded contents compared to standard retail boxes, expanding the pack count to 11 booster packs, along with custom deck accessories and an additional stamped promo card.

​Specifically, this Chaos Rising exclusive box includes a gorgeous full-art foil promo card featuring Fennekin adorned with the official Pokémon Center logo, perfect if this feisty Fire-type is your first partner of choice!

Now, don’t get me wrong, you’ll still be paying a collector's premium on this particular item from Amazon. This deal nabs you 29% off, bringing the Amazon listing down from $245.90 to $174.88, but the original retail price on the Pokémon Center was $59.99 (or £56.99 in the UK). TCGplayer shows this exclusive box routinely commanding between $195.00 and $210.00 due to extreme scarcity. If Fennekin is your starter of choice and you missed the original five-minute purchase window on launch day, this Amazon price represents the lowest verified entry point we have seen since the expansion debuted.

Pokemon TCG Mega Evolutions Elite Trainer Box

​If you are looking to journey back to where the current competitive block first kicked off, there is a modest five-percent discount on the original Mega Evolution Base Elite Trainer Box, currently sitting at $137.36 down from its typical $143.90 price tag against an original $49.99 MSRP.

​When you order this configuration, you will receive at random one of two distinct variant designs featuring either Mega Alakazam or Mega Lucario packaging artwork. Inside, the box includes 9 Mega Evolution booster packs, 65 matching card sleeves, and an exclusive full-art foil promo card featuring either Riolu or Alakazam.

​If you are curious about the secondary-market breakdown between the two packaging options, market tracking across TCGplayer consistently shows the Alakazam promo variant commanding a slightly higher individual market premium over Riolu, largely driven by generational nostalgia for Kanto classics.

Of course, collecting trading cards is always about celebrating your personal favorites rather than raw financial speculation. For me, I’d still take the Alakazam box every single day of the week, especially after finally wrapping up my nostalgic playthrough of Pokémon LeafGreen on the Nintendo Switch, where my psychic spoon-wielder carried my team straight through the Elite 4. Thanks buddy.

Pokémon TCG: Mega Evolution—Perfect Order Elite Trainer Box

Last, but by no means least, is what I think is one of the most underrated releases of 2026: the Mega Evolution—Perfect Order Elite Trainer Box. It’s a modest 5% savings, bringing the price to $89.88 on Amazon, down from an original MSRP of $49.99. But again, the market average on TCGPlayer is hovering at $85.00 right now, with many above that. If you enjoyed the urban atmosphere and new Mega Evolutions of Pokémon Legends: Z-A, this expansion could be perfect for you.

What I love about this expansion is that it’s much smaller than sets like Ascended Heroes, coming in at just over 120 total cards. That streamlined set size makes hunting down top-tier chase cards dramatically more realistic than in bloated special collections. The standout pulls of the expansion include the jaw-dropping Mega Zygarde ex Special Illustration Rare, one of my favorite cards ever, the Mega Clefable ex SIR, and the elusive, kind of funny, full-art Mega Starmie ex.

With the massive 30th Celebration expansion dropping worldwide this September and Delta Reign coming soon, early 2026 expansions will start to dry up as distributors reallocate factory capacity toward anniversary production. Restocks for sets like Pitch Black, Chaos Rising, and Perfect Order will become increasingly scarce as we head deeper into the autumn and holiday shopping windows. Make sure you snap them up before they're gone!

Sara Heritage is a freelance journalist for IGN, specialising in Pokémon TCG. When she's not gaming, you’ll probably find her building yet another LEGO set she absolutely did not need, or chaining ranked matches in Pokémon Champions.

The Sinking City 2 Review

It was impossible for me to play The Sinking City 2 for more than 15 minutes without coming to the obvious realization that this is Resident Evil in a fedora. That might sound dismissive, but I really enjoy the recent Resident Evil games, so comparing Frogwares' Lovecraftian survival horror sequel to some of the best of them – which feels especially similar to 2019's Resident Evil 2 remake – is much more of a compliment than a put-down. What sets it apart begins with its unique, rich, 1920s New England setting flush with loving detail that instills a strong sense of personality over the top of the mechanics it so clearly imitates.

You play as Calvin Rafferty, a likeable occultist waking up to an apocalyptic flood set to wipe out the entire city of Arkham, Massachusetts in 1929. He's definitely a little bit of a pulp fiction stock character: hard-chinned, two-fisted, and foolishly brave. But there are layers to him that rise to the surface here and there. Similar to the Resident Evil comparison, likening him to the classic heroes of the genre is not really an insult.

The intriguing cosmic horror plot revolves around a half-remembered expedition to Lovecraft's surreal Dreamlands that left Calvin's partner and paramour, Faye, in a comatose state. This creates immediate emotional stakes and momentum from the very start, which carried me through the somewhat slow first half of the first chapter. I don't want to spoil too many surprises, but The Sinking City 2 manages to be a bit of a who's who of the Cthulhu mythos. Some of its eldritch guest characters are much more hinted at than portrayed in all their terrible glory, but Arkham-heads will find lots of little nods to make them cackle with otherworldly glee.

The unfolding story includes some effective emotional beats and a few neat twists that kept me guessing about some characters' motivations, but overall remains pretty easy to follow given the high concept subject matter. This isn't the kind of tale where you're going to have to look up a YouTube video to explain the ending afterwards, and I appreciated that. But it also doesn't back down from engaging with some of the heavier metaphysical aspects of Lovecraft, effectively selling the idea that you're up against beings beyond human comprehension. And it also does a decent job of sidestepping some of the ones that haven't aged particularly well.

The centerpiece is the town of Arkham itself, which presents a gorgeously damp and decrepit backdrop for exploration and combat. Excellent texture work and sound design come together to create an atmosphere that made my skin feel clammy even in the dry heat of a Colorado summer. The density of little details crammed into every corner of every area is truly inspiring. Every dilapidated hotel room or terrifying hospital ward feels both lived-in and ravaged by the ongoing disaster. The cutscenes and facial animations aren't always to the same level of quality, but pretty strong voice acting across the board helps carry them past their production limitations.

Each chapter takes you to a new locale in Arkham, and each feels distinct in both vibes and layout. You start out in the flooded city streets, navigating by boat to various ruins and culminating in a creepy, haunted hotel. Chapter 2, which I found to be the scariest, is set in an abandoned hospital that features its own version of the unkillable stalker in the spirit of Mr. X and Nemesis. And Chapter 3 takes you to the Arkham Fish Market, which goes about exactly how you'd expect if you're familiar with the works of Lovecraft. That is to say, very poorly for our boy Calvin in some unpleasantly fish-themed ways. This progression keeps things fresh while maintaining a cohesive aesthetic.

[The Sinking City 2] doesn't back down from engaging with some of the heavier metaphysical aspects of Lovecraft.

As I mentioned earlier, when it comes to the mechanics, this is an unapologetic tribute to modern, over-the-shoulder Resident Evil. Calvin can amass a small arsenal of guns, but there are never enough bullets to kill everything, leading to tense scrounging through drawers for every last round. Melee is an option, but not a very effective one. Mixing it up with even your basic zombie-like enemies is almost a guarantee of taking some licks yourself, so close quarters combat became a conscious choice to expend my healing items instead of my ammo. Calvin is not as vulnerable as Resident Evil Requiem's Grace, but he's certainly not a Leon S. Kennedy-level action hero, maintaining a good balance between competent and fragile.

The controls are very similar. The inventory system is very similar. The basic enemies are very similar. There are puzzles where you have to find three things to stick into a door to make it open. You can pick up herbs and craft them into healing items. It even has a system of achievements that unlock powerful perks in New Game+ almost identical to the newer Resident Evil games. Again, I'm not complaining. It's not like I'm sick of the modern Resident Evil formula if it's executed well, and Frogwares did a commendable job, so this feels like a free extra course while we wait for Capcom's next big dish.

What we said about The Sinking City 1

"The Sinking City’s creation of a new Lovecraftian vision paired with compelling stories, exciting environments, and memorable characters make for one of the better Cthulhu lore games I’ve played. Its commitment to tastefully updating the storytelling methods, while preserving the setting and tone of Lovecraft shines through the tedium and frustration." - John Borba, June 25, 2019

Score: 7.8

Read the full review for The Sinking City

One exception to the scarce ammo rule is that certain boss fights or big arena battles have infinitely respawning loot pick-ups (explained by an in-game note that lampshades their bizarre physical properties) to keep you from getting softlocked if your magazines run dry. This felt like a little bit of a cop-out that undermines its difficulty – these segments were some of my least favorite anyway, but hey, you know what else is very Resident Evil? Having boss fights that aren't very good.

All that said, The Sinking City 2 isn't just about Frogwares being a Capcom cover band. One way it sets itself apart is with a perk system that lets you unlock and equip powerful runes that do things like increase your damage when your flashlight is off, rewarding you for being able to hit enemies you can't even see. They come in four tiers of increasing power, and you can't really unlock the strongest ones on a single playthrough, creating a compelling incentive to charge headlong into horror all over again.

The Sinking City 2 isn't just about Frogwares being a Capcom cover band.

The other novel bit is the ability to find written clues around every area that can be organized and connected with red strands like your very own wacky conspiracy board. Each belongs to a group, and correctly connecting each group gives you some progression points. Some give hints on plot-critical objectives, while others point to potent, optional treasures. The rewards feel worthwhile, though some require a little bit of backtracking, even if the puzzles themselves aren't exactly brain-busters.

You can set the difficulty of these puzzles independently of the combat difficulty, which is neat, but all the harder option really does is remove highlighted text and icons that tell you which clues belong together. I didn't find it particularly difficult to figure out which hints were related and put together the information in them myself even without those hints, so it felt like increasing the difficulty from Very Easy to Easy. There is one pretty tough optional puzzle that required me to really use my brain later on, but I did end up yearning for more difficult detective work.

Also, there is no sanity mechanic, which seems a little odd for a Cthulhu game. There are some strange moments of reality-bending theatrics, but I was never made to doubt if the things my character was experiencing were even real. And that's a bit of a letdown.

'Hoping for a Huge October Surprise, But Not Holding My Breath' — Arc Raiders Players Torn After Embark Delays Future Expeditions Until Early 2027

Embark Studios has announced that all future Arc Raiders Expeditions have been delayed until early 2027 as it aims to "return with major improvements" following community feedback.

The developer behind the early 2026 extraction shooter hit announced the change in its post-launch schedule in an update on the Arc Raiders website today. It came with confirmation that Expedition 5 will launch when the window opens September 8 and close September 29, but after that, the Rust Belt will be quieter than normal.

"We have been carefully reviewing your feedback on Expeditions," Embark's post said, "and while we've made ongoing improvements along the way, we've come to realize that some of the issues you've raised, like the tight departure windows, the reward structure, and accessibility for new players, need more than incremental fixes. They call for bigger changes."

"In order to address those concerns, we need to pause the Expeditions for a while. The fifth Expedition will be the last one until early 2027, when Expeditions will return with major improvements, tackling some of the biggest player pain points. So, if you’ve been on the fence about departing - now is the time! We will share more details on what those changes will look like in September."

Expeditions are a late-game mechanic that allow players to effectively reset their Raiders and start over from scratch, minus a few goodies that carry over. It's a prestige system that has kept Arc Raiders players coming back since it launched in October 2025, encouraging even the most experienced individuals to work their way through the skill trees once more. Without Expeditions, you'll have to sit at the level cap and wait.

The message signed off, assuring players that their consecutive buffs will persist during the pause between Expeditions. Those who have completed all Expeditions will receive the Zenith outfit. Partially complete Caravans "will be replaced with Ermal Vouchers of equal value which can be used to purchase Ermal offers together with ARC Parts and firearms trade, or sold for Coin."

Adding insult to injury is the news that Embark has decided to pause its weekly Trials starting September 22, 2026. They'll be on hold for two weeks until October 8.

Arc Raiders seems to have continued to enjoy a smaller-but-still-consistent group of players since its explosive launch last year, but its post-launch roadmap has not been without its speed bumps. In May, Embark confirmed it would be committing to two major updates per year, with the next, Frozen Trail, not due out until October. Although it's set to deliver a new map in what the team called its "biggest update yet," lofty promises have done little to appease those dissatisfied fans.

Many have complained that updates had already felt too few and far between, with the last new map, Riven Tides, arriving as the game's second back in April. A pause for Expeditions and Trials only has fans more upset, even if they do agree that the feature needs some serious fine-tuning.

"Removing the only progression system in the game (albeit a shallow one) is a risky choice, but if it's what has to be done to improve Expeditions so be it," one fan said. "But if it's not drastically changed in some extremely rewarding way, I'm not sure what else they can do after that."

"400+ hours topside and haven’t touched this game in months," a second player added. "You guys have one of the best games ever made and you keep dropping the ball. It’s unplayable in its current state. Hoping for a huge October surprise, but not holding my breath."

"I’m certainly not doing this upcoming expedition as it would be my first," another fan said. "I was originally planning on it, I even completed the Caravan and unlocked all Expedition vaults through Ermal. However given the October 8 update and now a pause on Expeditions until early 2027, I can wait a little longer. As someone who is this far behind, I do hope they make changes to make it easier, or at least faster, to catch up to current. I’m pleased to see that was at least mentioned in the post."

Arc Raiders reached 16 million sales in May. IGN gave the game a 9/10 review, saying, "With polished gunplay and an irresistible grind, Arc Raiders sets a new standard for extraction shooters."

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

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EVE

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New World

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.

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