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Silent Hills photo
Silent Hills

Guillermo del Toro is torn up about Silent Hills' cancellation too


He's 'been in touch' with Kojima
May 15
// Steven Hansen
Director Guillermo del Toro (Pan's Labyrinth) is sad about his second big video game project, Silent Hills, falling by the wayside. Konami recently canceled the del Toro x Kojima joint, presumably a victim of Konami's break w...
Konami photo
Konami

What is your favorite Konami game of all time?


Man that's tough
May 15
// Chris Carter
With the new CEO of Konami focusing on the mobile arena, many people out there have called this a death knell for the publisher as we know it. Although it comes as a surprise for some, Konami has been experimenting with mobil...
Konami photo
Konami

Konami plans to focus on mobile games from now on


Mobile is the future, says CEO
May 14
// Kyle MacGregor
To the surprise of absolutely no one, making console games is no longer Konami's priority. Moving forward, Konami plans to turn its attention to the mobile space, new company CEO Hideki Hayakawa recently told Nikkei Tren...
A poem for Kojima photo
A poem for Kojima

Movable Breasts: A poem for Hideo Kojima


I hope he likes it
May 12
// Jed Whitaker
I was inspired to write a poem for the father of Metal Gear Solid, after reading our very own Kyle MacGregor's A Gardevoir for all Seasons poem. I tried to make it about something he likes: movable breasts.  Kojima, senpai, won't you love me too?
Devs Play photo
Devs Play

Watch IGA play Symphony of the Night with Double Fine


#whip
May 08
// Jordan Devore
I hadn't really thought about it until now, but man, I would like to spend two hours today watching designer Koji Igarashi play Castlevania: Symphony of the Night alongside Double Fine senior gameplay programmer Anna Kipnis ...
P.T. taken off PSN photo
P.T. taken off PSN

P.T. is no longer available for download, even if it's already in your library


Konami has gone full Flappy Bird
May 06
// Nic Rowen
If you thought the story surrounding Konami's falling out with Kojima, P.T.'s delisting off the PSN store, and the cancellation of Silent Hills couldn't get worse, I have some gross news for you. As of now, P.T. has been comp...
Konami photo
Konami

Konami teases something Metal Gear related on Twitter, and people are pissed


What's happening with Kojima, guys?
May 05
// Chris Carter
Konami has been having a bad couple of weeks. Rumors have been flying around of Hideo Kojima's departure for some time, with no solid confirmation of what's actually happening with his employment. Then, Silent Hills gets...

What would your Silent Hill look like?

May 03 // Nic Rowen
I'm preoccupied with dementia. It runs in my family, both my grandparents have it, their parents had it, and so on. It's a terrible disease, a spiritual vampire that sucks the light and life right out of its victims while dooming them to shamble on as shadows. I've written about it before, but I tend to read into games and movies that deal with instability and uncertainty as allegorical to Alzheimer's. The darkest thoughts that creep into my mind when I can't sleep are about my own parents someday showing symptoms of the disease, or the looming threat that it may (likely) happen to me as I age. Which is why my Silent Hill would have to be a shitty, confusing, dump of a place. A maze that was always fading and rebuilding behind you, filled with asshats you don't recognize, or recognize as someone else. It couldn't not be. Silent Hill as a series has always leaned heavily on the psychological aspects of horror. Sure, there are jump scares, dark corners, and sharp rusty blades like any other horror game, but the real terror of Silent Hill has always come from within. The town, or realm, of Silent Hill is a crucible of sorts that directly confronts its visitors with whatever nasty shit they have floating around their head. It tips the subconscious over and lets all the sticky neurological puss ooze out. Out of all that guilt, anger, fear, and trauma, the city rebuilds itself into a brand new personal hell for whatever unfortunate soul happens to be trapped within it. Silent Hill 2's James Sutherland had to deal with his sexual frustration and the guilt of resenting his ailing wife. These issues physically manifested as Pyramid Head and the grotesque/sexy nurse monsters. Heather in Silent Hill 3 had to deal with her split identity as the poor, tortured Alessa and her messed-up, unstable life on the run. Shattered Memories, a reimagining of the events of the first game, finds Cheryl struggling to reconcile her idealized memories of her father with the bitter reality of their lives. Murphy Pendelton had to fight weird ghostly blow-up dolls in Downpour (still not sure what the deal with that was). Those games offered a look into the minds of their protagonists, but I bet they also crystalized some of the deepest fears and uncertainties of the creative minds on Team Silent (and the lack of that honesty is probably why the series has fallen off so hard in recent years). It's one of the reasons I'm upset that Konami took the promise of a Silent Hill headed by Kojima and del Toro and dunked it in a bucket of horse piss. With auteurs like those two at the helm, I bet Silent Hills would have let us peek behind the curtains of their psyches. I bet they would have brought their own personal fears with them to Silent Hill; they would have brought back the honesty of terror. Yes, P.T. wasn't even a demo. It was a teaser, a shadow of a reflection of what Silent Hills might have been. But when I look at the themes and ideas in P.T. and I look at del Toro and Kojima's past work, I can see connections, overlapping ideas to work they've done before. P.T. was set in a home turned into hell. It hinted at dark family trauma -- domestic abuse, fathers committing murder-suicides on their entire family (and worse). Del Toro is no stranger to those horrors, and he's blurred the lines between the unfortunately all too real and common trauma of domestic abuse and the supernatural before. I look at his movies he's directed like The Devil's Backbone, and Pan's Labyrinth, or as an executive producer on Mama, all of which swim in similarly murky waters. There are also glimmers of Kojima's trademark post-Cold War paranoia to be found in P.T.. The unsettling voice from the radio, constantly repeating a sequence of digits over and over like a haunted numbers station, hypnotically spurring the listener to violence. There are possible allusions to mind control and manipulation, themes found again and again in his games. YouTuber RagnarRox recently posted a video exploring links between some of P.T.'s most disturbing elements with the real-life (and extremely chilling) MKUltra experiments conducted by the C.I.A in the 1960s. It may seem out there, but the material would certainly jive with other ideas Kojima has dove into with the Metal Gear series. [embed]291456:58421:0[/embed] We have no idea of knowing exactly what Kojima and del Toro's Silent Hills would have been like, in the end. However, I look at what those two men have done before and what we saw a peek of in P.T. and I feel like I can make out its shape behind the fog. Something disturbing and vulnerable, a Silent Hill that is at once deeply, uncomfortably personal, but also shrouded in conspiracy. How could either of them resist the chance to clean out their mental cellar spaces with the psychological dust broom of Silent Hill? It makes me sad to think of what we missed out on thanks to Konami's bungling, but it also makes me curious. I wonder about what other people's version of Silent Hill would look like. If you wandered into Silent Hill and the Otherworld was being built on top of the fault lines of your psyche (or if Konami lost its shit and suddenly tossed you the reins as the next creative director of the Silent Hill series), what would it look like? What would your fears made manifest be? Maybe I'm the only one who thinks of this kind of stuff, but I'd be super interested to know what kind of Silent Hill some of our community members would create. Feel free to share your ideas in the comments, or better yet, write a blog about it. We might never see Kojima and del Toro's Silent Hills but we can still speculate on our own dreams, or in this case, nightmares. They might be all we have if Konami keeps up like it has.
Your Silent Hill photo
Konami could probably use some ideas
My Silent Hill would be a place you couldn't trust. Doors would disappear behind you the moment you turned your back, hallways and staircases would loop back in impossible ways, main streets would abruptly end or lead to a pa...

Shout out to P.T. photo
Shout out to P.T.

P.T. scared me more than any other videogame


Don't look upstairs
Apr 28
// Jordan Devore
There was a moment in P.T. that terrified me. I mean truly terrified me. Between the endlessly looping hallway and the haunting cries of a disfigured fetus in a sink, I knew strange things were afoot. It's a disorienting game...
P.T. photo
P.T.

PSA: This is your last day to download P.T., the playable teaser for Silent Hills


For free
Apr 28
// Chris Carter
P.T. was one of the most entertaining games I played in 2014. Even though it was just a demo, the "playable teaser" for Silent Hills was a perfect horror experience, nailing a lot of elements that current horror games complet...
Dementium photo
Dementium

Dementium: The Ward could have been a Silent Hill game


'Konami said they wouldn't let a 'team like us' handle the Silent Hill property'
Apr 28
// Vikki Blake
As the Internet continues to blink with incredulity at Konami's decision to spike one of the most exciting E3 teasers of all time, Silent Hills, here's another head-scratcher of a decision made by the Japanese ...
Silent Hills, loud tears photo
Silent Hills, loud tears

I can't stop crying about the cancellation of Silent Hills


RIP sweet prince
Apr 27
// Jed Whitaker
I often film myself at random times during the day just in case anything cool happens -- like a funny joke or catching a ghost on film. Yesterday, I found out live on camera that Silent Hills was cancelled, and boy has it hi...
Konami photo
Konami

Konami voluntarily delisted itself from the New York Stock Exchange


There are a lot of possibilities here
Apr 27
// Brett Makedonski
[Update: Konami provided us with an official statement. It can be found underneath the original story.] Japanese publisher Konami (KNM) has delisted itself from the New York Stock Exchange. The removal took place before ...
Silent Hills photo
Silent Hills

Konami talks Silent Hills and it's not good news


Looks like the game we were pitched has had its throat slit
Apr 27
// Laura Kate Dale
[Update: It looks like the game has been outright canceled, but there's this tidbit -- "In terms of Kojima and Del Toro being involved, discussions on future Silent Hill projects are currently underway, and please stay tuned ...
Konami done goofed photo
It breaks his 'greasy heart'
[Update: this has been confirmed by Norman Reedus, who was supposed to appear in the game.] Looks like the pending delisting of P.T. was a bad omen after all. According to a quote procured by photojournalist Matt Hackney...

P.T. delisting photo
P.T. delisting

You only have a few days left to be spooked by P.T.


There was a Playable Teaser here, it's gone now
Apr 25
// Nic Rowen
It's time to “shit your pants,” get off the pot, and download P.T. if you haven't already. Because come April 29, its going to disappear from the PlayStation Store.  P.T. may only be considered a demo or teas...
MGO photo
MGO

Metal Gear Online: 16 players on PC/PS4/Xbox One, 12 players on PS3/360


Player counts detailed
Apr 21
// Steven Hansen
Konami's Japanese Metal Gear Solid V: The Phantom Pain website has detailed the player count for The Phantom Pain's online component, Metal Gear Online. The PC, PS4, and Xbox One versions of Metal Gear Online will support up...
Suikoden III photo
Suikoden III

It looks like Suikoden III is coming to PlayStation 3


PEGI rating foreshadows digital release
Apr 15
// Kyle MacGregor
Suikoden III appears to be on its way to PlayStation Network, as PEGI, Europe's videogame classification board, has issued a rating for Konami's acclaimed PlayStation 2 role-playing game.  Unlike the first pair of S...
Bayou Billy photo
Bayou Billy

Forget Metal Gear, Konami readying Adventures of Bayou Billy re-release


That's not a knife
Apr 07
// Steven Hansen
As Konami is seemingly intent on giving Metal Gear's Hideo Kojima the boot (this is a Simpsons Australia joke despite Bayou Billy being from Louisiana), many are mourning one of the most memorable videogame companies falling ...
Metal Alan Grier photo
Metal Alan Grier

Square Enix comes up with two new Metal Gear Solid V Venom Snake dolls


Metal Alan Grier
Apr 07
// Steven Hansen
Square Enix has two new Play Arts Kai Metal Gear Solid V: Ground Zeroes Venom Snake dolls for all you collectors out there, one of which is exclusive to Amazon Japan. The difference in the two is the camo. The "Splitter" mode...
Metal Gear lore photo
Metal Gear lore

Brush up on all of Metal Gear's history before MGSV: The Phantom Pain comes out


It's what Kojima would've wanted
Mar 27
// Brett Makedonski
Whether you're a complete newcomer to Metal Gear or a seasoned vet just shooting to glaze over a few things that you probably already know, it's not a bad idea to take a look at this top-secret document. Okay, it doesn't...
MGS V photo
The Buffalo Bills are the best team in the NFL
Earlier this week, rumors of Hideo Kojima leaving both Konami and the Metal Gear series surfaced, thanks to a report from GameSpot. Not to be undone by excellent reporting from The 2nd Street Jerks (The 2nd Street Jerks is a...

Metal Gear photo
Metal Gear

Konami working on a new, likely Kojima-free Metal Gear


'Even if the Metal Gear franchise continues, to me, this is the last Metal Gear'
Mar 20
// Steven Hansen
Konami's website has the first indications of Metal Gear Solid continuing without series creator Hideo Kojima. This note from Konami confirms Kojima will "remain involved throughout" Metal Gear Solid: The Phantom Pain's Septe...
Konami drama photo
What the hell?
"After we finish [Metal Gear Solid V: The Phantom Pain], Mr. Kojima and upper management will leave Konami," a source within Kojima Productions told GameSpot today amidst speculation that some real crazy shit is happening at ...

MGSV data transfer photo
MGSV data transfer

More details on transferring data between MGSV: Ground Zeroes and The Phantom Pain


You're a legend in the eyes of those that live on the battlefield
Mar 16
// Jason Faulkner
Konami has released a bit more info on what will be involved in transferring data from Metal Gear Solid V: Ground Zeroes to Metal Gear Solid V: The Phantom Pain. Unfortunately, you can't use data from any version of Ground Zeroes for any version of The Phantom Pain. However, Konami made a handy chart to help us out.

Holy hindsight! Five series that should have been on Wii

Mar 10 // Tony Ponce
In a 2009 interview with Kotaku's Stephen Totilo, Nintendo of America President Reggie Fils-Aime expressed frustration regarding why the biggest third-party titles were skipping Wii: "I've had this conversation with every publisher who makes content that is not available on my platform. The conversation goes like this: 'We have a 22-million unit installed base. We have a very diverse audience... We have active gamers that hunger for this type of content. And why isn't it available?'" The unfortunate reason was that, prior to Wii's launch, most publishers didn't have faith in Nintendo's unconventional strategy, especially coming off of GameCube's lukewarm performance. By the time they realized that Wii mania was real, they were too entrenched in HD development to easily shift gears. When support did come, it was in the form of minigame collections and low-priority efforts farmed out to C-team studios, most of which seemed to target the stereotypical "casual" gamer while ignoring the rest of the audience. The Wii wasn't conceived as a "casual machine," but rather a low-risk development option that could ideally satisfy everyone -- with a focus on videogame newbies, true, but not an exclusive focus. From the beginning, there was enormous interest among the enthusiast crowd for more substantial software, but as the years slipped away and their needs weren't met, they simply turned their attention elsewhere. There were sporadic attempts to appeal to enthusiasts, though most typically fell into the mid-tier category -- the types of games that, on a well-served platform, would help round out the library. But without headliners to attract an audience in the first place, the MadWorlds and Little King's Storys of the world were stuck playing an empty venue. It's clear that the Wii was no powerhouse and wouldn't have been able to realize many of the eventual HD hits in a satisfactory fashion. However, you can't tell me that publishers weren't sitting on golden preexisting properties that could have easily been adapted to the hardware -- properties that had a near guaranteed chance of finding success, which would in turn have led to a greater influx of auxiliary Wii software and a healthier third-party ecosystem overall. Just to name a few examples... Kingdom Hearts Remember the rumors years ago that Kingdom Hearts III on Wii might be happening? A series whose chief draw is allowing you to visit famous Disney worlds and battle alongside famous Disney heroes seemed like the obvious choice for a Nintendo platform, where family-friendly entertainment is the order of the day. Square Enix thought so too, just not in the manner we had hoped. Following Kingdom Hearts II in 2005, numerous word-building side stories and interquels were released on portables, with the bulk appearing on Nintendo machines. One in particular, Dream Drop Distance for 3DS, was even billed as a lead-in to the eventual Kingdom Hearts III. Meanwhile, the series was completely absent on home consoles. This would have been a perfect opportunity for Square Enix to port KHI and II onto Wii in their "Final Mix" forms. That way, those who followed the series on PS2 would be able to transition smoothly, while others with little exposure to the games would have the perfect entry point. And with all these returning and newly minted fans on Wii, maybe the PSP-exclusive Birth By Sleep would have had another platform on which to score sales, which were otherwise soft in Western territories. Metal Gear When Super Smash Bros. Melee was brought out West, it introduced players to Marth and Roy, two unknown characters from a Japan-exclusive franchise called Fire Emblem. The warm reception these fresh faces received gave Nintendo the incentive to start localizing future installments in the tactical RPG saga. I had hoped that Solid Snake's appearance in Super Smash Bros. Brawl would have led to a similar decision regarding Metal Gear, but no dice. Why was Snake in Brawl to begin with? Definitely not because of his rich history on Nintendo platforms -- Metal Gear did more for PlayStation than it ever did for NES. No, it's because Hideo Kojima practically begged Masahiro Sakurai to put him in. Regardless of how the arrangement came about, Snake was a welcome addition to the Smash roster, quickly rising to the top of many players' lists of favorite fighters. A smart publisher would have tried to capitalize on that kind of exposure. Konami could have tested the waters with a Wii reprint of The Twin Snakes, which had become quite rare in its original GameCube format. Follow that up with with MGS2 and 3 ports, possibly an up-port of Peace Walker as well. MGS4 was never going to come over for obvious reasons, but hey, 360 didn't get it either, and Xbox and Metal Gear are good buddies these days. Instead, the only Metal Gear to appear on a Nintendo platform post-Brawl was Snake Eater 3D, which was made redundant a few months later with the release of HD Collection on Vita. One of the most popular characters in Nintendo's all-star roundup wound up being nothing more than advertisement for competing platforms, even though he didn't have to be. Street Fighter Did you know, if we disregard the combined-SKU Resident Evil 5, that the original Street Fighter II for Super Nintendo is the single best-selling game in Capcom's history at 6.3 million copies? It also happens to be the best-selling third-party game in the SNES library -- and that's before we even factor in the various updates! Among Wii owners were a fair number of lapsed gamers -- people who may have gamed in the arcades or on an NES or SNES back in the day but have since lost interest. I guarantee a significant cross section of that group were former SFII players itching for a proper follow-up. And since the goal of the Street Fighter IV project was to make the series accessible again to the widest possible audience, it would have behooved Capcom to include in its multi-platform plans the console built entirely around the concept of accessibility. You can't tell me that SFIV was dependent on high-end hardware -- it was designed to be a traditional 2D fighter with 3D window dressing. The fact that a spot-on port was later developed for 3DS, with static backgrounds as the sole concession, should be all the proof that a Wii version could have looked and played just fine. If you want to argue that SFIV was ill-suited to Wii because the Wii Remote was an inappropriate fighting game controller, I think you're overestimating the general game-playing public's need for the "perfect gaming controller." Besides, anyone who desired a more traditional pad would have made the effort to buy one -- such as with Tatsunoko vs. Capcom. Speaking of TvC, there's a game that strikes a fine balance between technical skill and accessibility. Although I appreciate the effort it took to localize such a licensing nightmare, that seahorse in the logo was the kiss of death -- only hardcore anime aficionados had the slightest inkling who these strange new characters were. It's odd that Capcom would invest in TvC yet couldn't be bothered to hammer out an adequate SFIV port, which would have had a significantly larger shot at finding a receptive audience on Wii. Persona Atlus has enjoyed a wonderful working relationship with Nintendo since the former's founding in 1986, and that relationship thrives to this day. In fact, over the past generation, the bulk of Atlus' in-house productions have found an exclusive home on Nintendo platforms, including new IPs like Etrian Odyssey, Trauma Center, and Radiant Historia. Of important note is how Atlus has gradually been shifting the entire Megami Tensei franchise back into the Nintendo camp, beginning with Devil Survivor on DS and culminating with Shin Megami Tensei IV on 3DS. One particular MegaTen sub-series, however, has remained with Sony: Persona. It's apparent that Atlus was reluctant to jump into HD development right away. Releasing Persona 3 as a late-gen PlayStation 2 title was one thing, but sticking to PS2 for Persona 4 as well? That earned the company quite a few stares. But if Atlus was insistent on squeezing out every last ounce from legacy hardware, why not prep those Personas for simultaneous release on the low-spec Wii as well? Atlus already had a Wii development pipeline in place, so the financial risk would have been extremely minimal. Wii versions could have only added to those games' success. The series has finally come to Nintendo in the form of Persona Q on 3DS, although the game's main selling point -- the crossover of P3 and P4 characters -- would feel more appropriate had those two titles actually appeared on a Nintendo platform prior. Grand Theft Auto "Nintendo has done all it can to persuade Take-Two Interactive Software to bring the Grand Theft Auto franchise to Nintendo consoles, and it is now up to the third-party publisher to decide whether Rockstar Games' immensely popular series will appear on Wii." Reggie Fils-Aime shared this nugget in December 2006, shortly after the Wii's launch, to let the world know that Nintendo desired the violent crime series on its hardware (those Game Boy Color and Advance titles don't count). Sadly, Take-Two didn't seem to want to play ball and even laughed at the notion just one year later, when then-executive chairman Strauss Zelnick asserted, "[T]here are other titles better suited to the Wii than Grand Theft Auto." Nonetheless, talks continued, and Take-Two and Rockstar Games eventually decided to give Nintendo a shot... with a DS game. That's not what fans were asking for, but baby steps, we figured. Take-Two CEO Ben Feder did state that Grand Theft Auto: Chinatown Wars was an important step in the company's relations with Nintendo and suggested that this new title could pave the way for future developments. The rest is sick, sad history. Chinatown Wars earned rave reviews, becoming the highest-ranked DS title on Metacritic, yet sold just under 90,000 copies in the US in its launch month. Not willing to take any chances, Rockstar quickly announced PSP and mobile ports. Mature games were reaffirmed as poison on DS, and all hopes of another GTA on a Nintendo platform vanished. Let's try to understand why Chinatown Wars failed. First, GTA is not a handheld series. Some brands are simply better suited to home consoles than handhelds or vice versa -- Monster Hunter, for instance. Yeah, both Liberty City Stories and Vice City Stories on PSP were million sellers, but those sales were a drop in the bucket compared to what the console installments regularly pull in. Those were ported to PS2 months later too, so it's not like Rockstar had full confidence in them either. Still, both LCS and VCS sold much better than Chinatown Wars, which brings me to my second point: GTA only became a phenomenon with GTAIII and the leap into the third dimension. Taking the series back to its top-down roots was never going to appeal to all the same people who fell in love with the real-world atmosphere and fully voiced and acted cutscenes, no matter what kind of review scores it earned. Need further proof? Although you can find copious news bites around the web lamenting the poor sales of Chinatown Wars on DS, you'd be hard-pressed to find any mention of sales of the PSP port. It's safe to surmise that it tanked even worse than on DS, because Take-Two would have said something otherwise. The mobile ports likely outsold those two combined, though it's difficult to draw a solid conclusion there when sales were aided by rock-bottom mobile pricing. Grand Theft Auto: Chinatown Wars was the wrong game for the wrong platform. From day one, Rockstar should have been working on a Wii game in the desired 3D style as Nintendo had originally intended. It would have been more expensive to produce, though I doubt anywhere in the range of GTAIV's $100 million price tag. If Rockstar didn't want to take that gamble, it could have assembled a PS2 trilogy collection, or ported the PSP games, or anything! We're talking about the biggest home console of all time, after all! If you still doubt the viability of GTA on Wii, consider Call of Duty: World at War, which sold over a million copies on Wii. Big deal, you figure, since sales of the PS3 and 360 versions vastly outstripped it. But also consider that Activision has repeatedly withheld information regarding the Wii versions of Call of Duty installments up to and sometimes even after release, limiting awareness to those who had prior knowledge or had seen one of the rare TV commercials. Somehow, the game still broke a million -- can you imagine how much better it could have performed had Activision given it exposure comparable to the HD builds? How could Take-Two wholeheartedly say, during a period when Wii was selling faster than any other home console before or since, that the audience wasn't there? Grand Theft Auto is one of the biggest gaming brands of all time! Its most recent entry has shipped 45 million units across all platforms! Its consumer base includes every type of gamer, from kids to adults, from the hardest of the hardcore to those whose only other gaming purchase in a year is the latest Madden! If Take-Two honestly believed that there was little to no chance of success in adapting Grand Theft Auto to Wii, it means that either its marketing department is completely clueless as to what makes GTA so appealing, thereby attributing each record-breaking achievement to blind luck, or everyone in management simply didn't give a shit. As you can see, I'm not suggesting that publishers should have thrown millions at unproven concepts. All it would have taken to get the ball rolling was some low-risk ports based on established, popular brands. Even if some of these franchises wound up not resonating with the Wii audience, most are powerful enough that they would have been accepted without question. Had key third-party tentpoles been established and found success on Wii early on, smaller studios would have felt comfortable in producing Wii content. Instead of the sudden decline as casual players lost interest, Wii could have maintained a steady momentum by serving the enthusiast crowd low-tech yet feature-rich software, in turn extending its life. By the time Nintendo introduced a follow-up console, publishers would have been far more willing to offer support than they wound up being with Wii U. Though we can only speculate precisely how such a movement would have affected Wii and the industry overall, it could only have been a net positive -- for Nintendo as well as third parties that struggled to stay in the black or simply wanted to grow their consumer base. You can blame Nintendo for certain Wii shortcomings, but third parties are at fault for letting painfully obvious opportunities slip through the canyon-sized cracks.
Wii got shafted photo
Third parties missed some major opportunities
By the end of 2014, Xbox 360 had slid past Wii to become the best-selling seventh generation console in the US. While a fantastic achievement for Microsoft, this event also punctuates the drastic shift in Nintendo's market do...

Metal Gear Solid photo
Metal Gear Solid

That Metal Gear Online trailer is still so dang good


Now with commentary
Mar 04
// Jordan Devore
Steven covered this well-edited footage of Metal Gear Online in December, but here it is again with commentary by online community manager Robert Peeler. Yep, that's good enough for me. The balloon-firing trap shown at 1:54 is the stuff of dreams. Same goes for the enchanting plush puppy. (At one point it was going to be a "real" dog, but the designers didn't want us to shoot that.)

Metal Gear Solid V launch details confirmed, Collector's Edition unveiled

Mar 04 // Chris Carter
“Day 1 Edition” Content (Physical Version*) MAP DLC items Adam-ska Special Handgun Personal Ballistic Shield (Silver) Cardboard Box (Wetland) Fatigues (Blue Urban Snake Costume) METAL GEAR ONLINE XP BOOST *Digital Version contents to be announced at a future time **Steam version will include the above DLC content at launch Collector’s Edition Content (Physical Version Only): Half Scale Replica of Snake’s Bionic Arm Collectible SteelBook Behind the Scenes Documentary & Trailers Blu-ray Disc MAP Exclusive Packaging DLC items WEAPON & SHIELD PACK Windurger S333 Combat Special Revolver Adam-ska Special Handgun Maschinen Taktische Pistole 5 Weiss Special Handgun Rasp Short-Barreled Shotgun Gold Personal Ballistic Shield (Olive Drab) Personal Ballistic Shield (Silver) Personal Ballistic Shield (White) Personal Ballistic Shield (Gold) CARDBOARD BOXES Cardboard Box (Rocky Terrain) Cardboard Box (All-Purpose Dryland) Cardboard Box (Wetland) SNAKE COSTUMES Fatigues (Black Ocelot) Fatigues (Gray Urban) Fatigues (Blue Urban) Fatigues (All-Purpose Dryland) Other "VENOM SNAKE" Emblem MGO BOOST METAL GEAR ONLINE XP BOOST MGO Items Metal Gear Rex Helmet AM MRS-4 GOLD Assault Rifle WU S. PISTOL GOLD
MGS V launch details photo
Bonus bionic arm and MGO XP boost
After a leak involving the release date for Metal Gear Solid V: The Phantom Pain, Konami has confirmed the date this morning -- September 1, 2015 (September 15 for Steam), with a few other details in tow. Metal Gear Onli...

MGS V photo
MGS V

Let's take September off to play Metal Gear Solid V


Releasing worldwide September 1, 2015
Mar 03
// Jordan Devore
Metal Gear Solid V: The Phantom Pain will release worldwide on September 1, 2015. The news is attached to an IGN video that was supposed to go up tomorrow, but NeoGAF found a working URL for the it earlier today. NeoGAF sees ...
Metal Gear Rising 2 photo
Metal Gear Rising 2

Geoff Keighley says Metal Gear Rising 2 rumor 'is not true'


'Slice that rumor'
Feb 01
// Jonathan Holmes
Notorious videogame journalizer and all around nice fella Geoff Keighley just tweeted a tweet that's sure to put a frown on the face of many Metal Gear fans. Keighley has reportedly spoken to Ken Imaizumi of Kojima Production...

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