DARK SOULS™ III

Dear god I hope it’s true. I hope every news story about every questionably translated interview is a golden signal light, because Dark Souls needs to die. 

I love the series. I can’t shut up about it. Dark Souls fundamentally changed what I like about games, shifting from a focus on closely directed storytelling and action sequences to subtle, curious design. Difficult games were a big no-no for me, until Dark Souls taught me how to appreciate an enemy whose sole purpose is to tackle you from behind and knock you into the abyss, and how to use that death to ‘read’ future levels and avoid the traps altogether. It’s a series that makes you feel small and vulnerable, all while teaching you how to outsmart it with every blow. 

But now, with the Dark Souls trilogy wrapping up, the series might be done for good, at least in its current form. I’m glad. We’ve been eating the same medieval apocalypse meal since Demon’s Souls released in 2009. It’s time to give From Software room to make something entirely new (which they are), and give ourselves time to appreciate the other games crowding the space the Souls series is leaving behind. 

From Software, with love

Expecting From Software to stretch their ideas across five games made in the same Souls mold, all within seven years, was already too much. 

It’s obvious they’re running out of ideas that fit the tools, technology, and design space of Dark Souls. In The Ringed City, they put an NPC behind a door at the top of a staircase patrolled by a goddamn army of Harald Knights. That’s about six of the most difficult enemies in the game, even one-on-one, all on a narrow incline where scrappy magicians harass you with lightning bolts from above. It’s their final piece of Dark Souls content, and it’s some of the worst level and encounter design of the entire series. Clearly, they’ve either lost track of what makes for a great level or they’re just too rushed and tired to hit the same mark as the best areas, like Sen’s Fortress. But if it was my job to make a narrow passage interesting for nearly 10 years, I’d probably botch more than a few corridors out of pure tedium. 

Imagine six of these guys chasing you down at once.

Lore might be the greatest asset and disappointment of the series, but only because the ending of Dark Souls 3 and the DLC spin off in entirely new directions. Dark Souls has some of the best environmental storytelling, with the history of kingdoms gone and quiet NPCs told through statues, item locations, and fine details on clothing. They’re some of the most dense games in this way, inspiring a community of fervent lore scholars who literally make a living through close analysis and research of Dark Souls’ indirect storytelling methods. But in The Ringed City, the final DLC and last chance to wrap up the most important threads, the story fails to follow through on almost every front. Just listen to the guys of Bonfireside Chat break it down, and nearly break down along the way.

If the hosts of the the most popular Souls podcast, one that started because of their love for the series, feel tired and sad and coming up empty with nearly every aspect of The Ringed City, then it’s a good sign From should be putting their baby to bed. 

Lore YouTubers will pick over the rubble for years, I’m certain, but all they’ll ever find is another plausible theory, because nearly every Dark Souls theory is plausible. I’m not sad for VaatiVidya and the like—he and the rest of the community have produced some of the most in-depth, authoritative analysis I’ve ever seen about games. But watching the final lore videos on The Ringed City roll out makes me wonder what the point of even having recurring characters and locations with deep histories was. 

The DLC is internally consistent, but points at and pulls from the entire series with little regard for the impact certain beats might have on previous plots. Like The Demon Prince—I thought the Old Demon King was it? You can’t really repeat the same sad catharsis of wiping out a questionably evil accident again. How? Why? Poring through message boards for conclusive theories on inconsistencies like this is just an exercise in futility, much like the central theme of the series. 

We keep lighting the fire, trying to sustain it long enough to feel completely satisfied. It’s a fitting analogy, and it might be that From intended for us to grow attached to plots and characters for the sole purpose of leaving us hanging. It makes sense: we’re greedy for resolution and like so many of the threads we want to see the bottom of, it’s often the characters’ greed that cuts them, and the cycle of fire, short. Even if it’s thematically appropriate, there are ways to tell complete stories with the same embedded messages about greed, futility, and the cyclical nature of history without making your players feel like they’re missing something.

Lordran goes unvisited and Gwyn conveniently has another secret kid to serve a new plot in The Ringed City. Serpents disappear altogether except in statues, and so many of the places we visit and items we get are direct repeats, or echoes of stories we’ve already heard. That’s the point in some cases, sure, but what else can be said with an apocalypse narrative besides, fuck it, everything dies someday? What else can we learn about Lordran, Gwyn, Varric, Frampt, the demons, dragons, magic, life, death, and the dark soul that we don’t already know?

From Software making further Dark Souls games would only pile on the secret codes and messages and UFOs, driving anyone with a passing interest in the story further away and those who are invested further down a cold pit with no resolution. We should’ve all learned our lesson with Stretch Armstrong—pull too hard and you find out it’s just corn syrup in there. 

That doesn’t mean we’ll never play another Souls game again. Like the "Doom clones" of the 90s, "Souls-likes" are a dime a dozen these days. 

Emperor’s new souls

When Dark Souls came out in 2011, the only other game like it was Demon’s Souls. Quiet, dilapidating kingdoms were perceived as boring, empty level design, and the punishing but fair combat came at a time when players were more empowered than ever. “Water cooler moments” that showcased graphical frills were prioritized over strange systems and complex level design, with explosions and set pieces stretching out from Call of Duty, to Gears of War, and into the distant horizon. It was the era of the quick time event.

Every other game cites Dark Souls as inspiration for some aspect of their design, like a holy invocation that ll make it sell like no game has ever sold before.

Now, Dark Souls’ influence is everywhere. Not always in the best ways, but it feels like every other game cites Dark Souls as inspiration for some aspect of their design, like a holy invocation that’ll make it sell like no game has ever sold before. If only.

Still, it’s interesting to see how quickly Dark Souls’ ideas have flooded videogame design in less than a decade. A few examples: Hollow Knight, Momodora: Reverie Under the Moonlight, Hyperlight Drifter, Nioh, Necropolis, Chronos, Salt and Sanctuary, Titan Souls, Lords of the Fallen, Dark Maus, Dragon’s Dogma, Death’s Gambit, Bound by Flame, The Surge. Most of them are great (some are still on the way) and those are just the obvious comparisons. 

Recently we reached critical mass with the Souls-cribbing tease of Code Vein, an action RPG from Bandai-Namco, the publishers of Dark Souls. It appears that they, too, couldn’t face letting go. And who can blame them? I want someone, anyone, who thinks they can make the formula feel new again. We’re all chasing that original high. Let’s hope that, like those sexy anime vampires, Bandai Namco don’t suck the exact same ideas dry.

But the best signs of Dark Souls’ influence are a bit more subtle, showing up in smaller ways than total adaptations. I wouldn’t doubt that as much as the team behind The Legend of Zelda: Breath of the Wild looked to systems-driven games like Dishonored or Deus Ex, that they also turned to Dark Souls to make Link feel like a vulnerable human—a hero, sure, but a man with reasonable limits. You have limited stamina, weapons degrade, and if you don’t become familiar with enemy behaviors and attack rhythms, you’re fucked. It uses the fragility of Dark Souls characters to make unexplored territory a huge, risky unknown to explore, and more enticing to venture into as a result. 

We’ll be getting these piecemeal Dark Souls sequels for a decade to come—a focused combat system here, intricate level design there—and we can always return to Dark Souls with a new mod (or not) to relive the good old days.

That’s just what they are now: the old days. I love Dark Souls. It’s a series that has continually surprised and moved me, more than most games. And for a game about dungeons and dragons to pull it off in the 2010s goes to show that even the oldest frameworks for imagination can feel new again with creative, bold design choices. It’s time for From Software to make those choices again, to say goodbye to swords, boards, and undead hordes, and hello to mechs, cookies and cream, or whatever strange, grand ideas I’m certain they’re piecing together.

Prey

The good news is that the PC version of Prey runs better at launch than Dishonored 2 did. The less good news, as Bethesda revealed a little earlier today on Steam, is that it will not have an FOV slider at launch—but there is a workaround available for those of you who want to adjust it. 

"Prey will support CrossFire and SLI, as well as offer ultra-widescreen support at 21:9 at launch for PC players. Updated drivers will be available from AMD and NVIDIA and we’ll be sharing more on those as they release," Bethesda wrote. "FOV can be adjusted via a config file and will be accessible via the Options menu in a coming update. During the final phases of testing, we found some bugs we would like to address before officially supporting it, but we wanted you to be able to play with it now!" 

To adjust FOV, you'll need to use Notepad, or your text editor of choice, to edit the game.cfg file located in the root Prey folder of your Save Games folder (typically c:\users\Saved Games\Arkane Studios\Prey). Find the "cl_hfov=85.5656" entry, and change the number as you like, up to a maximum of 120.

It's not as convenient as a proper slider—you'll have to exit and restart the game each time you change the setting in order to see the effect—but it's better than being stuck with an FOV that makes you want to upchuck. 

One other thing of note: Bethesda warned that "some of the issues we are working on are more noticeable with higher FOV." Mess with it at your own risk. 

PC Gamer

There was a time, long, long ago, when flight simulators dominated the PC gaming market. Those days probably aren't coming back, but it's still a good day to be a fan of the genre: Train Simulator studio Dovetails Games has announced that its new game, Flight Sim World, is on the way to Steam Early Access, with officially licensed general aviation aircraft that is says will offer "an unprecedented level of realism and detail" to digital pilots. 

“The time has come for a new flight simulator which really focuses on the physical quality of the aircraft and a flight model which brings them to life," executive producer Stephen Hood said. “After doing some intensive work on the game engine—such as providing a much-needed 64-bit element—we now have a flight simulation platform which will allow us and our partners to focus on creating new and exciting ways for simmers to benefit from these advances. New features and expansions to Flight Sim World will be rolled out as part of the Early Access program and beyond, reinforcing our absolute commitment to the hobby." 

Flight Sim World will give players "full control over weather, location, and time of day," and also enables the inclusion of random events for an extra layer of challenge. The aircraft will react to changing weather conditions realistically, making a "remarkably unique home simulation experience," the studio said. "Watch the raindrops race across your windscreen in stormy weather, while the physics engine challenges you with true-to-life aircraft behavior, including edge-of-envelope spins and stalls." Multiplayer will be supported, and a "Pro Mission Editor" will be included as well. 

A game like this obviously isn't for everyone, but for serious fans of the genre the promised attention to detail is tremendously appealing. Quality flight simulation, without the distractions of combat or a "save-the-world" storyline, is all about realism. Hood says in the announcement video that, "As a pilot you care hugely about the environments around you. It has to be accurately portrayed in Flight Sim World in order for you to fear it."   

Flight Sim World is expected to go live on Steam Early Access sometime this month. Find out more at flightsimworld.com.

Prey

In accordance with Bethesda's nonsensical policy around reviews, press only received playable Prey code this morning. As such, our review is still a few days out. But given Dishonored 2's significant launch issues, it's worth digging into how the Prey PC version runs. For now, though, I can say this: yeah, what I've played has been (mostly) fine.

Settings

Prey's graphics settings are pretty lackluster compared to many recent PC releases, although that's more down to the scope of the game. You're in a space station, after all, so you don't need to worry about vegetation detail settings. The advanced menu lets you tweak object detail, and shadow and texture quality. You can also set anisotropic filtering up to 16x, and anti-aliasing up to SMAA 2TX. Finally, you get to set the resolution of screen space directional occlusion and screen space reflections—ie, tweak the lighting and reflection quality.

Elsewhere, the keyboard is fully rebindable, although the controller isn't. That said, there's some weirdness to the keybindings—specifically in relation to the lack of contextual options. Case in point: you can navigate menu tabs with Q and E (and subtabs with the weird choice of shift and tab). These are globally mapped, meaning if you want to rebind tab navigation, you also have to rebind the out-of-menu function of those keys. I had planned to use A and D to scroll tabs, but I could only do that by remapping those keys to left and right lean. Which would be a ridiculous way to play, obviously. (Don't @ me, ESDF users.)

Similarly, you can map the number pad keys, but only by giving up the option to use the number pad for typing out codes into keypad locks in game. It's not a big deal, really—I do most of my menu navigation with the mouse. But it is a slightly annoying restriction.

While I'm griping about the interface, here's another complaint. Above is a screenshot of the inventory. See the keyboard shortcuts in the bottom corner? Years of PC gaming would lead you to expect you could click on the Back button to go back. Nope. And elsewhere, a right-mouse click will exit a menu, but not here. You have to use the keyboard. Again: not a major gripe, but it's one of those irritating minor usability issues that I keep hitting up against. Prey's menus are just slightly annoying to use.

Performance

Here's what you need to know: Prey runs smoothly based on the two PCs I've tested. One, running a Nvidia 1070 on a Gsync monitor, is averaging just over 100fps on Very High preset at 1440p in a borderless window. As yet, it hasn't dropped below about 90fps. It's completely smooth, so much so that I have nothing else to say about it and am only continuing with this sentence in order to make the paragraph a decent length. Nice!

I'm confident this isn't a repeat of Dishonored 2.

AMD also seems mostly fine. I tested an R9 Fury X at 1440p, again in a borderless window. It didn't drop below 60fps with Vsync enabled. That machine was connected to a 60Hz monitor, though, so I can't say exactly what FreeSync users can expect. In one instance, I did experience what seemed like some sluggishness to the controls, although, Prey being a pretty dark game overall, it was hard to properly diagnose. The framerate didn't dip, and it wasn't persistent enough of an issue to sound any alarm bells. Also: while there hasn't yet been a Prey specific patch, AMD has been getting much better about releasing new profiles specifically for big new releases. So hopefully any possible issues are just a driver update from being quashed.

I'm confident this isn't a repeat of Dishonored 2. That isn't much of a surprise: despite both games being made by Arkane, Prey is using CryEngine, not VOID, and also has a much more contained focus. There's no huge outdoor environments, and so it's less of a challenge for your PC to run. It's set in a big, contained space station, full of chunky physics objects and annoying menus. Come back next week for our full, scored review.

SPACEPLAN

The Thing Maker on the left tallies your current potato devices while the Idea Lister on the right lists available spud upgrades.

Spaceplan is the newest in the lineage of clicker games featuring food. Like a grade-school science project gone very wrong, Spaceplan finds you stuck in orbit around an unknown planet on a ship whose only power source is potatoes. You’re accompanied through the game by the ship’s Word Outputter, which, in current AI companion fashion, is full of snark while being more or less ambivalent to your survival.

The abstract objective of Spaceplan is to accumulate potato power, which you then use to create more starch-based generators and initiate upgrades for your current space spuds. With a similar lack of gravity, your ship’s sophisticated tools are labeled Thing Maker, Word Outputter, and Idea Lister. You know, standard scientific equipment. The Word Outputter is just the game’s way of communicating with you via text, while the Thing Maker and Idea Outputter list clickable items for creating sources of potato power and potato upgrades respectively. It even has a Scientifically Accurate Mode, whose only difference is switching the unit of measurement from watts to joules, with assurance from the settings menu itself that everything else is “totally accurate, trust me.”

I definitely went to a concert that looked like this once.

Even though it’s a one-button-does-it-all clicker, I never felt like I was waiting around for hours to reach the next threshold. Progress was steady so long as I faithfully invested in power sources, which increase your power gain while idle and when clicking, though I admit that’s partly thanks to a key macro I setup to save myself from carpal tunnel. My first major goal was amassing enough power to create the escape pod in my Idea Lister. With it, I was able to propel myself down to the surface of the mysterious red planet like a prodigal potato farmer.

By the time I reached the multi-billion joules of power mark, the planet had begun to look like something I could have rolled up in Katamari Damacy, surrounded by an EDM concert worth of strobe lights.

It was right around that time that I ran into a nasty bug: I toggled fullscreen mode on the application’s window and my game reloaded itself, somehow reverting me to the game state from when I opened it that morning eight hours earlier. Nevertheless, I powered through (pun bitterly intended) that setback and carried on raising my space potatoes with renewed vigor. Determined to catch back up, I temporarily changed my key macro to a toggle that could click faster than humanly possible, allowing me to reach the point of planetary contact in an hour. Although Spaceplan will continue generating power for a short time when you turn it off, a perk that can be extended via the Idea Lister, I wasn’t about to gamble with losing my progress again.

Potato party

After finally landing, my Word Outputter regaled me with its thoughts on where we were and how to survive. Apparently, the Word Outputter enjoys light reading on the subject of space-time and has formed an amateur theory based on Stephen Hawking’s work. I won’t spoil it, but it involves a lot of potatoes. Conveniently, potatoes don’t spoil easily. Before long I was dropping Tater Towers, Spud Guns, and all other manner of play-on-potato equipment on and around the planet. By the time I reached the multi-billion joules of power mark, the planet had begun to look like something I could have rolled up in Katamari Damacy, surrounded by an EDM concert worth of strobe lights. Things only get stranger from there, as if potato-fueled space exploration weren’t outlandish enough. 

The potatoes with faces marked the exact moment where things got a lot weirder.

My other constant companion, aside from the Word Outputter, is the game’s soundtrack. Typically in a game with ambient, repeated music, I’d have muted it by the second hour and turned on my own playlist. Many hours of idling later, I still haven’t given Spaceplan that treatment. It lists a “banging soundtrack” as a main feature on its Steam page, which I’d initially taken as a goofy overstatement. It isn’t. Spaceplan’s alternating chill and dance-y electronic beats have yet to get on my nerves. 

I managed to complete Spaceplan with thirty hours total logged, about five of which were spent actively managing the game. It has more narrative than I’d expected from a clicker game, but not so much that it warrants being compared to games outside its genre. The irreverent, self-aware Word Outputter’s running commentary on my progress was easily the most amusing part of the game, along with the names for each new piece of potato technology that I discovered. While its tone isn’t unique in satirical sci-fi, it is quite novel for a clicker game. When the core task at hand is switching between clicking a button and ignoring the game altogether, a decent chuckle over a spud joke here and there is about the level of engagement I had anticipated.

Although I’m not sure how much competition there is in the oddly specific category of “narrative sci-fi clicker games”, Spaceplan certainly makes an argument for a new niche genre. Spaceplan didn’t didn't totally consume my life, and if I’d been playing casually, I may have spread it out over the course of a week, taking a short click-venture through space and time all thanks to a colossal misunderstanding of Stephen Hawking’s “A Brief History of Time”.

DiRT Rally

Less than 24 hours remain in the latest Humble Monthly subscription offer, which this time around puts together the 2015 racing sim Dirt Rally and the creepy puzzle-adventure Inside for just $12—or less, if you commit to the three, six, or twelve-month subscription plans. 

Games included in the Humble Monthly deals are yours to keep, even if you cancel your subscription, so at the very least you can look at this as scoring a couple of very good games at a very low price. The offer actually includes more games than just these, worth more than $100 in total, but the rest of the bundle won't be revealed until the offer has ended—tomorrow, in this case. On top of that, Humble Monthly subscribers get ten percent off all purchases in the Humble Store, and five percent of all money raised each month goes to charity. 

The Dirty Insider Humble Monthly Bundle (that's what I've decided to call it) will be available until 1 pm ET on May 5—and yes, that's tomorrow, so you're interested you probably shouldn't dawdle. Check it out at humblebundle.com.

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info.

The Long Dark

Despite being Kickstarted in late 2013, arriving in Early Access the following year, and launching several wholesome updates along the way, The Long Dark has long missed one key feature: a story mode. Now, after a two and a half year wait, this is no longer the case. 

Just over three weeks ago, the survival exploration game's developer Hinterland Studio launched an unspecified countdown timer which we—and the game's corner of Reddit—suspected was related to the much-anticipated story mode. 

Of course nothing was certain until the clock had run its course. Now it has and, due on August 1, 2017, the first two episodes of The Long Dark's five-part 'Wintermute' story mode will arrive. It looks something like this: 

As for what it entails, the first pair of Wintermute episodes centre on bush pilot Will Mackenzie and Dr. Astrid Greenwood and the events that unfold following their separation out in the wilderness. I've read over the blurb that now features on the game's website, and while it's not overly spoiler heavy I'll avoid spilling the (cold) beans here and let you browse that at your leisure.  

It is worth noting that the devs reckon that "6-10 hours [duration] for the two episodes seems pretty consistent". Hinterland also notes that episodes three to five will arrive between now and "into 2018." 

Prior to the arrival of the elusive story mode, a relatively extensive update to the game's sandbox mode is also expected—which will introduce an overhauled save system, reworked UI, and an "opt-in" map system, among other things. Full details of that can be found in this direction.  

The Long Dark's Early Access variation out now on the Humble Store for £14.99/$19.99. Its Story Mode is due August 1, which is when the game will also release in full. 

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The Witcher 3: Wild Hunt

The adventures of Geralt and his bathtub are two years old this month, but whaddya know: this is probably still the prettiest game on PC. A video by Youtuber Thirty IR has been making the rounds (thanks, Kotaku) showing Geralt gallivanting at 8K, which Youtube apparently supports at 60 frames per second! Even if you don't have an 8K monitor (hell, we don't) you can still enjoy a ludicrously downsampled video on your monitor. Jaggies will be but a distant memory.

The 7680x4320 video is the result of four GTX Titan Xps in SLI pushing 33 million pixels. That's four times as many pixels as 4K, which is still out of reach of most PC gaming hardware. Naturally, the full system specs are equally intense:

  • Monitor: Dell UP3218K - 8K IPS LCD Monitor
  • GPUs: 4x GTX TITAN Xp (2017) 4 WAY SLI @ 2038Mhz / 13358Mhz
  • MoBo: Asus Rampage V Extreme (X99)CPU: i7 6950X @ 4.30GHz
  • RAM: Corsair Dominator Platinum DDR4 3200Mhz (64GB)
  • PSU: Corsair AX1500i
  • CASE: Cooler Master Cosmos II
  • OS: Samsung 850 Pro 256GB
  • Games/Programs: Samsung 840 EVO (RAID-0) / Samsung 850 EVO

That's almost $7,000 worth of gear just for the graphics card and CPU. All the settings, naturally, are on Ultra.

Thirty IR recommends watching the video in Microsoft's new Edge browser, but we had a bit more luck in Chrome. Either way, you may have to play around with your hardware acceleration to ensure smooth playback. 

PUBG: BATTLEGROUNDS

Update: The invitational has ended, with nearly $120,000 being raised (currently the Gamer's Outreach page is showing $119,737 in donations, but people are still donating). With Bluehole promising to match the first $100,000 in donations, that means the grand total is nearly $220,000. That's a great haul, and it may still climb.

Original story: Playerunknown's Battlegrounds 2017 Charity Invitational gets underway at 10 am PT/1 pm ET today, with 64 streamers from the European Union kicking things off, followed by North American streamers throwing down at 2 pm PT/5 pm ET. Want to watch? We can help.

The event will be DUOS mode only, with 32 teams per region, with regions split up to help ensure that players have the best ping (and thus the fairest experience) possible. Each region will play three matches, with victory going to players with "the highest overall placement from all three rounds."   

The whole thing is being streamed live on Twitch, with donations (it's a "Charity Invitational," remember) going to support Gamers Outreach, an organization that "provides equipment, technology, and software to help kids cope with treatment inside hospitals." The goal is $100,000, of which more than $19,000 has been raised during the pre-show alone. Nice work, everyone. 

METAL GEAR SOLID V: THE PHANTOM PAIN

It wasn’t meant to be like this. It was supposed to be routine—sneak into the Camp Omega detention centre, locate the prisoners, extract them, and bail. Simple. “This is an infiltration mission,” Miller told me rather condescendingly over the walkie before I set off. “You’ve got to stay out of sight.” 

Easy for him to say, sitting in his cosy Militaires Sans Frontières operations centre goodness knows how many miles away from the frontline. Me, I’m out in the field, holed up behind this conveniently placed stack of plywood in the pissing rain after mistakenly shooting a soldier in the arse with a real bullet instead of a tranquilliser dart. 

As I peer through the chain link fence ahead, guards pace frantically in all directions. It’s gonna take more than a cardboard box to save my backside this time, I think to myself.

It’s at this point that Metal Gear Solid V: Ground Zeroes—like every other Metal Gear game before it—encourages you to lay low. However, I have Pao’s FPS Mod. As the name suggests, it swaps Snake’s default third-person view for a first-person gun-in-hand perspective. Standard stealth is still possible, but Ground Zeroes’ confined and contained grid-styled map, with its multitude of narrow indoor and outdoor corridors, sporadic watchtowers, and occasional plazas, makes for the perfect FPS battleground, one which confidently stands shoulder-to-shoulder with the war-torn annually-updated blockbusters of the day. 

And so I break cover. With my assault rifle raised, I zigzag between jail cells, supply tents and parked four-by-fours, popping shots at oncoming soldiers and dropping sharpshooters from their nests above. I take out several sentries with a well-placed grenade, vault over a fence and catch another off-guard with a fatal blow to the back of the head. I sprint into the camp’s central thoroughfare and leverage the bullet-time Reflex Mode upon detection with a succession of well-placed knee and skull shots to the steady beat of the Bloodstained Anthem—the omnipresent soundtrack to my remorseless slaughter.

This all-chaos approach is of course possible within Ground Zeroes’ non-modded state. But Pao’s first person perspective creates a much tighter field of view with less spacial awareness—which in turn not only makes twitch shooting almost essential at times, but also a lot more fun. This is especially true when Snake enters the game’s boiler room area and CQC makes way for point-blank shotgunning. And there’s something to be said about watching your foes crumble right before your eyes.

Enemies fall. I save Chico. I save Paz. I leave countless lifeless bodies in my wake and get the hell out of there. Not quite what Miller had in mind, but job done all the same. 

Add all of that to the series’ cultured alternate timeline and future-dystopic slant on society, war and the world, its mechanical quirks, wonderful visuals and array of deadly weapons and intricate tech, and I’d argue Ground Zeroes viewed through Snake’s eyes is one of this generation’s preeminent first-person shooters. Tactical espionage operations it ain’t, but there’s much fun to be had in making Snake a ruthless cold-blooded killer.

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