Kojima Says Death Stranding Has ‘Very Easy Mode’ for ‘Movie Fans’

Hideo Kojima has revealed that Death Stranding will have a “Very Easy Mode” that is geared towards “movie fans,” as there may be those who will play Death Stranding who may not usually play games but are drawn towards it due to its celebrity cast.

@Kaizerkunkun on Twitter, who also happens to be Hideo Kojima’s personal assistant, announced that she finished a test play of Death Stranding and picked Very Easy Mode, which is “for ppl who usually don’t play game,movie fans or RPG fans.

Normal or Hard Mode is for action game fans.”

Kojima quote tweeted the tweet and said “Normally there’s only Easy Mode, but we added Very Easy Mode for movie fans since we have real actors like Norman, Mads, Lea starred in. Even Yano-san who never completed the 1st stage of PAC-MAN, was able to complete the game on Very Easy Mode.”

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Sony Confirms that Spider-Man is out of the MCU

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DC’s Birds of Prey Trailer Will Only Show in Theaters Ahead of IT Chapter Two

DC fans planning on seeing IT Chapter Two in theaters are in for a special treat. As reported by Variety, WB is including a new teaser trailer for Birds of Prey that won’t be released online.

If you’re not planning on seeing IT (or just have a deep-rooted fear of clowns), we have a breakdown of what’s included in the new footage.

Appropriately, the teaser begins with a spoof of IT’s opening sequence, featuring the same sinister music and the WB and DC logos being engulfed in a mass of red balloons. A silhouetted figure strolls through the balloons and smashes several with a hammer. But rather than Pennywise, it’s Margot Robbie’s Harley Quinn, who says “I’m so f***ing over clowns.”

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Destiny 2: Check Out Shadowkeep And Season Of Undying Armor

It Chapter 2 Spoiler Review: A Messy Finale

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Nintendo Has Made Another Weird Peripheral

So Nintendo has something rather odd-looking in the works. Without any prior warning–and in spite of having a Direct presentation literally the day before–Nintendo announced a new experience coming to Switch with a new video, which can be watched below.

It’s not exactly clear what Nintendo is advertising, though the company does say that more information will be revealed on September 12. All the video reveals is this circular peripheral for Switch that seems to have a tremendous amount of give, as people in the video can’t seem to crush it or stretch it apart no matter how hard they try.

Based on what people are doing in the video, Nintendo may be announcing something for Switch that’s akin to Wii Fit–an exercise experience for the Wii console that utilized the Wii remotes’ motion sensors and an additional pressure-sensitive peripheral to walk you through various physical activities. Until September 12, however, there’s no way to know for sure.

During the latest Direct, Nintendo made several large announcements. It honestly felt like one of the company’s E3 presentations. Most of the reveals were for Super Smash Bros. Ultimate. Banjo & Kazooie are now a playable fighter in the game, and Nintendo announced that more DLC characters are on the way–including Fatal Fury‘s Terry Bogard. Several new Mii Fighter skins are coming to Ultimate as well, with the notable standout being one of Sans from Undertale.

Speaking of Undertale, developer Toby Fox was announced as the composer for GameFreak’s upcoming RPG, Little Town Hero, which is coming to Switch on October 16. Deadly Premonition 2: A Blessing in Disguise–a sequel we never thought we’d ever get–was announced for Switch too, scheduled for 2020. Switch is also getting another Assassin’s Creed port as well: the Rebel Collection, which combines Assassin’s Creed IV: Black Flag and Assassin’s Creed Rogue in one package. Finally, on October 15, an Overwatch port is coming to Switch.

Control – Spoiler Chat

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Let’s Discuss the 9/4 Nintendo Direct – NVC 473

Welcome to Nintendo Voice Chat, IGN’s weekly Nintendo show! Casey and Brian are back, just in time for a wave of announcements! Nintendo dropped a ton of news in the Direct this week, and the NVC crew is here to discuss the updates and reveals. Hear a recap of all the big news, like SNES games coming to Switch Online, Overwatch’s confirmed Switch release, new updates on Smash Ultimate DLC, a surprise Xenoblade Chronicles remaster, and more. Nintendo also gave us even more details on Luigi’s Mansion 3 (Team Luigi VS Team Gooigi!) and Pokémon Sword and Shield. Plus, hear the panel’s thoughts on Nintendo’s release plan so far for 2020.

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Blair Witch (Game) Review – Prying Eyes

The woods are easy to be scared of. It’s difficult to reorient yourself if you get lost, with each passing moment bringing night closer and making an already unsettling wrong turn seem life-threatening. In Blair Witch, the woods are a character you have to fight against at every turn. Each cracking branch underneath your feet will startle you, every bit of movement in the distance trying to trick your senses into believing something is there. At its best, Blair Witch does a lot with very little to instill a strong sense of paranoia and dread, but it struggles to maintain that atmosphere throughout.

You play as Ellis, a former police officer that takes it upon himself to head into the infamous Black Hills Forest in Burkittsville, Maryland to investigate yet another child disappearance during 1996. Ellis is troubled; he suffers frequent panic attacks that allude to post-traumatic stress from his time in the military and the police force, and he’s pushed away everyone who cares for him as a result. Ellis is the perfect candidate for the persuasions of Black Hills Forest, making his ventures deeper into the woods more perilous with each passing second.

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To keep you from succumbing to stress and anxiety, you have Bullet–a gorgeous and loyal police dog given to you by your former sheriff–to keep you on track. Sticking close to Bullet keeps you calm and also lets you follow his helpful hints. Bullet will sniff out clues for you to inspect and trails for you to follow, making the labyrinthine forest easier to navigate. Bullet is also great at alerting you to imminent dangers nearby, barking at enemies lurking in the trees and unseen foes buried in a thick fog. In a way, Bullet’s job is to escort you throughout most of Blair Witch’s runtime, and it’s truly disconcerting when he’s not by your side.

Ellis’ vivid and violent panic attacks are just one side effect of Bullet’s absence, letting the horrors of Black Hills flood his reality and warp it. The woods themselves twist and turn, with trees overlapping each other to trap you in looping pathways or rearrange your understanding of where landmarks are. It makes it difficult to ever feel safe in any spot, since you don’t know where to run should you need to. The general, overwhelming silence of the woods is undercut delicately with reverberating environmental sounds that heighten your sensory tension, making you jump at every little noise. Blair Witch achieves its most tense moments when seemingly nothing is happening at all, letting your imagination get the better of you just as Ellis begins to question his own sanity.

This doesn’t persist all the way through, and it’s Blair Witch’s more surreal elements that don’t quite stick. There are two types of enemies: those that burst into dust when you shine your flashlight on them, and those that you can’t kill at all and have to avoid instead. When Bullet alerts you to enemies ahead, you can simply shine the light in the direction he’s barking if they’re killable; if they’re immune, you can easily spot them as red outlines on your camcorder and sneak past them with little trouble. Either approach doesn’t require much thought and neither of these encounters are that suspenseful, going so far as to remove you from the tension of the environment around you.

There’s also the occasional puzzle as you venture through the woods, and although they are less intrusive to the overall atmosphere, they’re hardly any more inventive than the enemies. The main puzzle mechanic works with your camcorder and red-labelled tapes, which in tandem let you manipulate parts of the environment around you. A massive log might be blocking your path ahead, but you’re able to move it by rewinding a tape shot from the same location backwards a few seconds and continuing on your way. A locked door can be overcome in the same way, so long as you keep the tape associated with it paused at a point where the door stands open. The idea of manipulating time to your advantage is clever, but the solutions are so obvious that it’s never satisfying to solve the puzzles they’re attached to.

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So many of these enemy encounters and puzzles disrupt the flow of navigating the eerie woods that they get in the way of its overall effect, as well as the story’s pacing. Blair Witch doesn’t tell a complex tale, and its twists are drawn out over such a long time that it’s easy to see them coming way before they have any chance to land impactfully. Each narrative thread comes to a head in the final chapters, where the subtlety of the woods is replaced with over-the-top surrealism that attempts to quickly wrangle all the loose ends thrown at you up to this point. Their resolutions are disappointingly predictable, making the promise of “your actions are being watched” at the beginning of the game an empty one.

There are additional endings to see if you follow some incredibly strict rules on subsequent playthroughs, but the one you’re probably going to see on your first run-through is likely the one that will stick with you. You’re only given one big choice to make that is both obvious and has a tangible impact on one facet of the ending you get. The rest of the choices are almost impossible to follow without looking up what they are first, and even then, they seem more like mundane challenges than intelligent pivots for the story to make based on your actions. The lack of clarity in the choices makes subsequent playthroughs far less inviting, especially when the faint spark of new puzzles and unfamiliar scares is no longer there to entertain you.

For all the gripping tension that its setting instills, Blair Witch can’t maintain its initially frightening atmosphere and ends up losing it entirely by its conclusion. It doesn’t capture the paranoid horror of its namesake in the same way, partly due to wonky enemy encounters that tread on the ambiguity of its central antagonist and one-note puzzle-solving that rips you out of its meticulously crafted atmosphere. While it’s still unnerving to have the silence of empty woods pierced by the alerted barks of your canine companion, Blair Witch can’t recapture its tense opening moments and carry them through to a strong and captivating finale.

Ranking Marvel’s Avengers by How Fun They Are to Play (in the Demo)

Finally having had a chance to play Marvel’s Avengers — specifically it’s tutorial level now widely available to be watched — I think I have a much better understanding of the experience that awaits in the full release next year. That, in part, came from hearing more about how character progression works for Marvel’s Avengers, but also in actually playing as each of Earth’s mightiest heroes — and finding them all, generally, to be quite fun to play. Crystal Dynamics has taken on the ambitious attack of making essentially five action games in one, working to make a group of iconic heroes all unique and fun to play as if they were the stars of their own games.

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