A Year Later, Death Stranding Still Occupies Space in My Mind

Death Stranding is something.

What that exactly that something is, is really something I feel I’ve been asking myself for the better part of a year now since wrapping up the main narrative of Hideo Kojima’s latest project.

On one hand, it’s a game of facing your inner demons, finding beauty in the claustrophobia-inducing darkness surrounding the world (which I think we all relate to a little too much in 2020), and regaining hope in a people who deem themselves hopeless. Thematically, Death Stranding because surprisingly straight forward as the game unravels, but its the way that they’re presented that cements them in the player.

On the other hand, it’s an title that provides a gameplay experience that remains quite divisive among its player base. Taking up the mantel of a porter, focused on delivering everything from packages and goods to actual humans, doesn’t necessarily provide the sexiest material to slap on the back of a game case. While the mystery surrounding the world and narrative was arguably the main driving factor behind many gaming enthusiasts showing interest, it left many with the same through line: now what?

When I first started Death Stranding on launch day last November, I went in with an open mind. Over my gaming lineage, I never truly had a history with Hideo Kojima and his work. While I owned all PlayStation consoles, Metal Gear always remained a blind spot. Espionage and stealth were always two of my favorite themes and gameplay mechanics (I was a huge fan of the MGS-inspired Ubisoft franchise Splinter Cell), but for some reason the franchise so closely associated with the Japanese director has mostly remained an anomaly to me. With all of that said, I still had ideas of what to expect from a Kojima title, from being so invested into the industry for so long. Over-the-top storytelling, commitment to cinematic presentation, and unique character development and world building only begin to scratch the surface when talking about the gaming icon and his approach to game design.

Yet, a few days later, I found myself drifting from the experience. While Star Wars Jedi: Fallen Order dropped only a week after Death Stranding (which was my personal Game of the Year last year during Game Pass Gamecast’s Game of the Year discussions ) and knowing that the time commitment for the latter was averaging around 50 hours, I started feeling a weight associated with the title that ultimately resulted in my departure from playing the title. Maybe I wasn’t playing the game appropriately? Am I not grasping the true concept of the title? Continuously permeating in my head, I was ready to jump out of Kojima’s virtual version of America.

I often talk about perspective and how playing games at different times can make all of the difference. The Witcher 3: Wild Hunt is always my go to example when discussing perspective. As a lover of high fantasy RPGs, CD Projekt RED’s 2015 smash hit should’ve seen an instant connection with me, but after multiple attempts to push through White Orchard, I couldn’t find myself connecting with the massive world that the Polish developer constructed. Deciding to give it one last try on PC last holiday season, I booted it up on Steam and for some reason, it finally clicked. Devoured probably isn’t an accurate enough verb to describe my actions when playing CDPR’s masterpiece over a ten day period. 50 hours into the main quest alone, plus more over time (I’ve been saving Blood & Wine and Hearts of Stone for a rainy day to jump back into), I just fell head over heels for this fantasy epic.

And that’s what I needed to find drive to fall back into Death Stranding: perspective. While every post-Christmas lull of game releases seems to become more & more cluttered with new releases (thanks Capcom), but with Dragon Ball Z: Kakarot being the only major release earlier this year January (yeah, let that sink in…DBZ Kakarot came out THIS YEAR) I slowly found myself applying the same train of thought I had with the Witch 3 a month prior to Death Stranding. Maybe approaching the game with fresh eyes might work? Work it did. For the next week or so, I found my hands glued to my Dualshock 4 controller in front of my Sony Bravia 4K TV, absorbing the same world I felt pressuring me to leave a few short months prior.

But that’s the thing, I still don’t know why Death Stranding truly worked for me. Since rolling credits on it, I’ve gone back to try the Metal Gear Solid series (to ranging levels of success and enjoyment), and if one thing is for certain, it was never the plot that drove me to push through in his titles. Gameplay ruled all, specifically in Metal Gear Solid V: The Phantom Pain.

Death Stranding, though, had the opposite effect on me. I wanted to keep pushing through to get to the next story beat. While I did start to truly feel accomplished by the end, the majority of the gameplay always felt cumbersome and unmotivated. Finding ways to invest and upgrade a variety of vehicles, gadgets and weapons never really felt like an enjoyable thing to do. I’ll be honest it really sounds like I disliked this game; but that’s the thing, I really enjoyed.

What puzzles me most about that conclusion is exactly why I did and why I’m still finding myself thinking back fondly on the experience. In all reality, Death Stranding probably shouldn’t have been a success; a convoluted story paired with a gameplay premise that left many scratching their heads at the reveal, not to mention said gameplay being clunky at times all spelled for a potential disastrous first outing for the longtime game director’s development studio. Yet, Death Stranding somehow worked.

Maybe it was the stellar cast’s commitment to the project. Gone are the years of quick celebrity cash-ins within the gaming industry and Death Stranding is the perfect example of that. Emotional performances from Tommie Earl Jenkins as Die Hard Man, Mads Mikkelsen as Cliff, Lea Seydoux as Fragile, and of course Norman Reedus as Sam cement this game as hands down one of the best (if not THE best) acted games in the medium’s history. Maybe it was the absolutely stunning environments produced within the game, spawning miles of photogrammetry-detailed rock formations, meshed with lush green fields and frozen, snow covered tundras. Maybe it was the evolution of Kojima’s approach to cinematography, providing emotional and personal perspective to many of aspects of Sam’s adventure and providing a completely unique atmospheric experience.

As I sit here thinking about how this all plays into the title as a whole, a game I haven’t touched since I rolled credits all the way back in January, I think it’s finally hit me: Death Stranding’s approach to adventure may be unmatched. With the amount of negativity I’ve thrown to core aspects of this title, but to still find a plethora of aspects to adore, is hard to quantify, but what would a journey be without hardships? As I said, while there were times that I felt unmotivated by the gameplay, as I began to round out my experience, I found myself feel rewarded from the obstacles I faced. In some crazy way, Death Stranding’s approach to adversity feels…grounded.

As I said at the top, Death Stranding is definitely something. It’s still hard to put a finger on why I keep thinking about this game, considering I don’t have a desire to replay it or anything like that. The feeling almost feels nostalgic, as if I’m looking back and saying “I can’t believe I survived that adventure”.

Maybe one day I’ll figure out the “why” to my question, but until then, I’ll just “keep on keepin’ on”.

For update on Death Stranding and all things Kojima Productions, keep it locked in at Bonus Accessory.

Halo: The Master Chief Collection Next-Gen Upgrade Coming 11/7

Halo: The Master Chief Collection, the complete collection of all previous generation mainline Halo titles, is receiving a new next generation upgrade on November 17th.

Announced on Xbox’s Official Twitter account, the fan-favorite all-in-one Halo package will soon be able to take advantage of the Microsoft’s new line of next generation systems, the Xbox Series X & S, including support for up to 120 FPS in campaign & multiplayer, split-screen improvements, and up to native 4K resolution on the Series X. The tweet also emphasized that the upgrade will be free to all existing owners of the collection, as well as Xbox Game Pass subscribers.

The update comes just a week after the launch of Microsoft’s two new next generation home console, the Xbox Series X & S, which promise to have “thousands” of games available at launch via the hardware manufacturer’s commitment to backwards compatibility. While the update won’t be available at the console’s launch, fans can still access the Master Chief Collection via backwards compatibility on both the Series X & S at launch.

For updates regarding Halo: The Master Chief Collection and all things Xbox, keep it locked in at Bonus Accessory.

Sony Details New Changes Coming to Trophy System

If you’ve been within the PlayStation ecosystem at one point within the past 12 years, you are no stranger to the Trophy system that has accompanied Sony hardware since 2008. While the system has been around for the better part of two decades now, it has remained relatively unchanged; but all of that is changing soon.

In a post on Sony’s PlayStation Blog, Toshimasa Aoki, Director of Product Management at Sony Interactive Entertainment, detailed a list of new changes coming to the popular PlayStation Trophies system, including a completely revamped take on its leveling system.

Starting later tonight (North America, tomorrow morning for our European friends), levels will change from the tradition 1-100 scale for a new 1-999 scale. “The first thing you’ll notice is the big change to your Trophy level” Aoki-San writes when detailing the update. “We’re increasing the Trophy level range from the current ‘1-100’ to ‘1-999’, so following this update, your Trophy level range will automatically be remapped to a new level within this new range based on the Trophies you’ve earned to date.”

With this new level scale, comes a new calculation to accompany your new level, including three 100-point tiers within each distinction of Trophy. Bronze Trophies will range from 1-299, Silver Trophies will range from 300-599, Gold Trophies will range from 600-998, and the illustrious Platinum Trophy will net you a whopping 999 levels. “Players will progress quicker through early levels, and levels will increase more consistently” Aoki-San explains. “For example, if your Trophy level is 12, your new level will jump to somewhere in the low 200’s…(and) Platinum Trophies will count more toward your level progression, making them even more valuable.”

Additionally, Sony reveals it will also be ditching the traditional “star” icon next to your current Trophy levels for a new variant system that aligns with the Trophies themselves. Levels 1-299 will have variations of the Bronze Trophy, Silver for 300-599, Gold for 600-998, and Platinum for level 999. Sony also confirms that all current generation Trophies will carry forward to the PlayStation 5, akin to the previous jump from PlayStation 3 to PlayStation 4.

The Trophy system was first implemented on July 2nd, 2008, with the PlayStation 3’s firmware update 2.40, with Super Stardust HD being the first game to feature Trophies after being patched to include 9 Bronze, 6 Silver and 2 Gold Trophies. Uncharted: Drake’s Fortune, the first entry in the iconic PlayStation first-party franchise, was the first title to receive a Platinum Trophy.

For updates to Trophies and all things PlayStation, keep locked in to Bonus Accessory.

Sony Offers Tear Down Look at Upcoming PlayStation 5

As gaming fans remain rabid for new information regarding the upcoming release of Sony’s next generation home console, the PlayStation 5, the Japanese hardware manufacturer has provided a new in depth look at just what makes that shiny new box tick.

In a new blog post and accompanied video via the PlayStation Blog, Masayasu Ito, Executive Vice President of Hardware Engineering and Operations at Sony Interactive Entertainment, provided fans with a complete tear down of the PlayStation 5, including a look at all of its major components and details behind the design decisions with the system. “We began conceptualizing PS5 in 2015, and we’ve spent the past five years designing and developing the console” Ito-San stated. “Inside the console is an internal structure looking neat and tidy, which means that there aren’t any unnecessary components and the design is efficient.”

While the console was officially unveiled in June, the public hasn’t necessarily gained any extensive looks at the hardware. The back of the system sports two USB Type-A ports, that supports SuperSpeed USB with up to 10 GB per second, as well as the traditional HDMI Out port as well as a much smaller AC in connector for power. While fans have already seen the front face of the console, it is important to note that it has the previously confirmed USB Type-C port (SuperSpeed USB up to 10 Gbps) but the additional USB Type-A port will only support “High-Speed” transfers.

As we begin to breakdown down the internal components of the system, Ito-San first notes a question that a lot of fans have shown interest in learning more about: the orientation of the console and specifically it’s stand. The stand is detachable, and just requires the removal of one screw via a flat head screwdriver, if oriented in a vertical position. Housing for the screw resides within the base via a twist-to-open bottom, which also provides a small “plug” for the screw hole within the system to prevent dust or debris from entering. If you wish to have the system placed horizontally, the stand attached perpendicularly to the disk-drive side of the console allowing for proper air flow and avoidance of potential overheating issues.

In a similar fashion to the PlayStation 4 and PlayStation 4 Pro, to gain access to the internal components of the system you must remove the top panel of the external casing (which I always think I’m going to break when cleaning my PS4). You are then greeted by the cooling fan for the system, which actually provides air flow for each side of the system, along with two dust collecting ports on the black internal housing. “The console is equipped with a large 120mm diameter, 45mm thick, double-sided air intake fan” Ito-San explains, as he begins to remove the various pieces of the next generation home console. With Sony’s decision to have the PlayStation 5 support M.2 SSD storage, Ito-San explains that players will be able to upgrade their storage via the PCIe 4.0 slot next to the fan.

One biggest complaints that fans had when Sony announced its mid-generation refresh console, the PlayStation 4 Pro, was its lack of an 4K Ultra Blu-Ray drive. While many highlighted this decision as one centered around cost saving (launching at $399 USD compared to Microsoft’s Xbox One X at $499), the lower specified Xbox One S provided said drive at a fraction of the price. This time around, Sony didn’t shy away from highlighting the drive’s inclusion into its next generation system. “The drive is completely covered with a sheet metal case and mounted with two layers of insulators to reduce drive noise and vibration when the discs spin” Ito-Son emphasized, as system noise became one of the biggest as the current console generation grew later into its life cycle.

After removing the protective shielding, Ito-San arrives at the heart of Sony’s upcoming system: the motherboard. As previously revealed, the PlayStation 5 comes equipped with an x86-64-AMD Ryzen Zen 2 CPU with 8 cores and 16 threads, running up to 3.5 GHz, as well as an custom AMD Radeon RDNA 2-based GPU. “The GPU is driven at up to 2.23 GHz and delivers 10.3 TFLOPS” Ito-San confirms, reemphasizing the already released specification. While Sony has stated it feels good with the raw power they are releasing at the launch of the upcoming generation, Microsoft has continued to tout its title of “Most Powerful Next Gen Console”, boasting its 12 TFLOPS spec in comparison.

Memory, storage and its relative speed has remained some of Sony’s major features of the new incoming hardware, and the video provided gives a first hand look at what will be offered to players out of the box including its 16 GBs of GDDR6 system memory. “For its memory, we have installed 8 GDDR6 RAM that delivers a maximum bandwidth of 448 GB per second” Ito-San emphasizes. Additionally, he highlights the custom SSD for storage that has been one of the major talking points for many in the industry in regards to the console. “For its storage, we have utilized an onboard 825GB SSD instead of a HDD (traditional hard disc drive)” Ito-San continues. Sony has promised increased speed, faster load times, and accessibility for developers to eliminate immersion-breaking instances within their games developed for the PlayStation 5. “With the custom SSD controller, read speeds are as fast as 5.5 GB per second at raw data transfer rates, which significantly reduces the load time of the game.”

Lastly, the breakdown highlights the SoC (system on chip) and delves into the extensive measures Sony has taken to ensure longevity of the system via cooling measures, including the use of liquid metal. “The PS5’s SoC is a small die running at a very high clock rate” Ito-San begins. “This led to a very high thermal density in the silicon die, which required us to significantly increase the performance of the thermal conductor, also known as the TIM, that sits between the SoC and the heat sink.” The hardware development team at SIE reportedly spent over two years finding ways to encorporate the TIM properly as a cooling mechanism, in which resulted in the use of liquid metal, which they believe will ensure “long-term, stable, high cooling performance”. Finally, Ito-San highlights the PS5’s heat sink, which uses a heat pipe (similar to that found in the both the PlayStation 3 and PlayStation 4), but with the update shape and airflow, he states that it allows the system to achieve the same performance as a vapor chamber.

A gallery of photos from the tear down can be viewed below:

With the launch of the PlayStation 5 now just shy of 5 weeks away, there are still a multitude of questions remaining. What does the UI look like? What features will accompany the player experience? What exact games are supported through backwards compatibility? While these will hopefully be answered before November 12th when we all turn our shiny new consoles on for the first time, seeing information blasts like the tear down of the PlayStation 5 is a good indication that those questions (and more) could be answered soon.

The PlayStation 5 is set to launch on November 12th, 2020 in the United States, Canada, Japan, Mexico, Australia, New Zealand, and South Korea, and the rest of the world on November 19th, 2020 (excluding China, as no official release date has been provided yet).

For updates regarding the PlayStation 5, as well as all things PlayStation, keep it locked in at Bonus Accessory.

Need for Speed: Hot Pursuit Remastered Announced for PS4/Xbox One/Switch/PC, Releasing This November

EA has announced a new remastered version of Need for Speed: Hot Pursuit that is releasing on the PlayStation 4, Xbox One, PC, and Nintendo Switch next month.

In a press release from EA, Criterion Games, in collaboration with Stellar Entertainment, are bringing new life to the hit 2010 cops vs. racers game, and for the first time will feature cross-platform asynchronous multiplayer competition. Additionally, the game will feature 4K resolution at 60 FPS, higher-resolution models, shadows, and reflections, more objects and props, longer draw distances, boosted textures, more particles, and improved AA/SSAO. All DLC that was released for its original incarnation will also be include within the remaster.

EA is no stranger to remasters of its back catalog of racing hits. Burnout Paradise, the open world venture from the over-the-top car wrecking franchise, received its own remastered version in March 2018 on the PlayStation 4, Xbox One and PC, as well as a recent port to the Nintendo Switch this year.

Need for Speed: Hot Pursuit Remastered will launch on PlayStation 4, Xbox One, and PC (Steam & Origin) on November 6th, as well Nintendo Switch on November 13th, for $29.99 USD.

For updates on Need for Speed and all of EA’s franchises, keep it locked in at Bonus Accessory.

GOG Will Begin Selling Titles From the Epic Games Store Within The Galaxy Client

Players will soon have the ability to purchase titles from the Epic Games Store within the Galaxy client from GOG.

In a post via GOG.com’s forums, a representative from the GOG.com Team shared the news that the update to the clients in-store browser will now allow the purchase of some titles from Fortnite developer’s store front. “With the internal beta launching today, invited users will have the option to buy games from a selection of hand-picked Epic Games Store exclusive titles, alongside all GOG.COM games” the representative explained. “There is still plenty of work ahead of us. As the internal beta test continues, we will be inviting more gamers, expanding the store’s catalog and introducing new features.”

GOG provided a sample screenshot of what the new store layout would look like and how the new addition of the outside storefront would be incorporated. An interesting thing to note is that the listing provided notes that “you can install and launch [the title] via both GOG Galaxy and the Epic Games Store client” which seems to infer that users may be able to skip using the actual interface of the Epic Games Launcher. The games will still be tied to your Epic Games account, so if you do not have an account with them, you will be required to make one. Speaking to RockPaperShotgun, GOG explained that “the new store inside GOG Galaxy operates like any other store” and that by selling these titles, GOG is “earning a cut of these sales.”

GOG initially announced their plans for Galaxy 2.0 in May 2019, along with a partnership with Microsoft the following month. The client is aimed to be a unified game launcher across several PC gaming services including Steam, Origin, UPlay and now the Epic Games Store.

For more updates with GOG Galaxy and all things PC gaming, keep it locked in at Bonus Accessory.

Minecraft Steve Announced as Next Fighter in Super Smash Bros. Ultimate Fighters Pass Vol. 2

Minecraft Steve has been announced as the next character to join Super Smash Bros. Ultimate via the Fighters Pass Vol. 2.

In a live stream produced by Nintendo, the face of the long-running crafting title was revealed to be entering the fight of Nintendo’s newest iteration of its popular arena fighter. Additionally, Alex from Minecraft will serve as an Eco Fighter for Steve, as well as new costumes for the characters including Zombie and Enderman.

Series Director Masahiro Sakurai gave a special message to fans at the end of the live stream stating, touching on the ideas behind bringing the iconic characters of the crafting to the series. “When thinking about new fighters for this game, we don’t just pick my favorites or draw from a hat. More often than not, these discussions start by Nintendo approaching me with an idea. Of course, if I can’t do that idea justice, I’ll tell them no. But then, someone from Nintendo will come to my work place and say…’Mr. Sakurai…surely you can put Minecraft in Super Smash Bros. Ultimate?’. Sakurai also informed fans that more information would be available on the two characters during a deep dive look on Nintendo’s YoutTube channel on October 3rd at 7:30 AM PT/10:30 AM ET.

Minecraft Steve is the second of six fighters to be include within the second volume of the Fighters Pass, including the previously released Min Min from ARMs.

For updates on Super Smash Bros. Ultimate and all things Nintendo, keep it locked in at Bonus Accessory.

New Details & Gameplay of Marvel’s Spider-Man Remastered Released Including 60 FPS, 3D Audio & More

New details regarding Insomniac Games’s upcoming remaster of Mavel’s Spider-Man have been revealed, as well as new footage of the game highlighting its 60 FPS Performance Mode.

In a post via the PlayStation Blog, James Stevenson, Community Director at Insomniac Games, highlighted some of the major changes regarding the upcoming remaster of the critically acclaimed 2018 release. “This is a full next-gen remastering of Marvel’s Spider-Man” Stevenson writes. “The team has been carefully crafting the definitive version of the game with new assets, technology, and updates. We’re taking advantage of next-generation technologies that the PlayStation 5 console introduces.”

The remaster includes fully overhauled environments, models and materials, including ray-traced reflections and ambient shadows. One of the most notable changes though, comes to Peter Parker himself. For the remaster, the team at Insomniac has modeled a completely new face for the protagonist, using actor Ben Jordan over previous actor John Bubniak. “In order to bring the best performances to players with our next-generation Marvel’s Spider-Man games, we have recast the face of Peter Parker” Stevenson started. “We loved working with John Bubniak on the original game; however, to get a better match to Peter Parker/Spider-Man actor Yuri Lowenthal’s facial capture, we have cast Ben Jordan to be the face model for Peter Parker on the PS5 console. He looks incredible in-game, and Yuri’s moving performances take on a new life.”

Other features noted include Spatial 3D Audio (with compatible headphones) as well as haptic feedback and adaptive triggers through the PlayStation 5’s DualSense controller. The game will also be receiving three new suits, with one of which being the Amazing Suit made popular through Andrew Garfield’s portrayal of the character in the Amazing Spider-Man film series.

Two new videos were provided to fans as well, highlighting the newly added 60 FPS Performance Mode, as well as a new cinematic highlighting a a scene involving Peter Parker and Dr. Octavius.

Marvel’s Spider-Man was first released on the PlayStation 4 in September 2018 to both critically and commercial success, at one point being the fast selling first-party PlayStation title, dethroning Santa Monica Studio’s God of War from earlier that year (since then Naughty Dog’s The Last of Us Part II has taken that spot).

Marvel’s Spider-Man Remastered will launch exclusively within the Ultimate Edition of Marvel’s Spider-Man: Miles Morales on PlayStation 5 on November 12th, 2020.

For updates on Marvel’s Spider-Man Remastered, Marvel’s Spider-Man: Miles Morales, and all things PlayStation 5, keep it locked in at Bonus Accessory.

First Trailer for Upcoming Marvel’s Spider-Man Remastered Revealed

A new trailer for the upcoming PlayStation 5 remastered version of 2018’s Marvel’s Spider-Man has been revealed.

Released on PlayStation’s official YouTube account, the video showcases a cinematic between Peter Parker and Dr. Octavious, as the latter shows off his new neuron-linked mechanical arms to Peter. Instantly, fans will noticed new facial reconstruction to Peter Parker’s model, as well as additional detail to the character’s hair. While the one minute and seventeen second video only showcases this single scene, it does give players an idea of what they can expect visually from the upgraded title by taking full advantage of Sony’s upcoming home console.

Recently, the title has seen backlash and confusion from consumers, given its exclusivity to the Ultimate Edition of Insomniac Games’s upcoming entry in the series, Marvel’s Spider-Man: Miles Morales. Additionally, Sony and Insomniac have confirmed that the original PlayStation 4 release of the title will be backwards compatible with the PlayStation 5, but no free upgrade will be available for those users who chose to play the game’s original release on the new hardware. Insomniac has also confirmed that PlayStation 4 saves from Marvel’s Spider-Man: Miles Morales will carry forward to PlayStation 5, along with a free upgrade to the next generation version.

Marvel’s Spider-Man: Miles Morales is set to release alongside the PlayStation 5 (as well as PlayStation 4) on November 12th, 2020, with the standard version retailing for $49.99 USD (PS4 & 5) and the Ultimate Edition for $69.99 USD (PS5 exclusive, includes Marvel’s Spider-Man Remastered).

For updates to Marvel’s Spider-Man: Miles Morales, Marvel’s Spider-Man Remastered and all things PlayStation 5, keep it locked in to Bonus Accessory.

New Job Listings For Unannounced Supermassive Games Project Hint Towards Departure From Interactive Narrative Genre

New job listings at Supermassive Games, developer of Until Dawn and the Dark Pictures Anthology, for an unannounced project seem to point towards a departure from their traditional releases within the world of interactive narratives.

As first pointed out by Twitter user @MauroNL3, two job listings for the studio’s next unannounced project center around a mechanic that traditionally isn’t found within their previous titles: combat. @MaruroNL3 notes that the openings, Combat Engineer and Combat Designer, are both looking for somebody with experience in creating “varied and compelling real-time combat”. The listings also cite that applicants must “have experience of designing: the rules of combat, enemy behaviors (AI), combat motion fields, player attack trees (hand to hand, weapon based and ranged), leveling up and skill progression spectrum (for combat and equipment) and of course levels and spaces to exploit these systems”, as well as “player and AI world traversal” that suggests a potential open world environment or environments with a large scope.

Supermassive’s has gain both critical acclaim and commercial success during the current console generation with their PlayStation 4 exclusive interactive horror narrative title Until Dawn in 2015, that focuses on players making certain choices under the rules of the butterfly effect that could save or kill any of the eight playable characters. Their most recent outing, Man of Medan, was the first entry into the developer’s new Dark Pictures Anthology series and was met with mixed reviews from critics and fans alike.

Little Hope, the next entry into the Dark Pictures Anthology series and published by Bandai Namco, is set to release on October 30th, 2020 on PlayStation 4, Xbox One, and PC.

For updates on the Dark Pictures Anthology and future Supermassive titles, keep it locked in to Bonus Accessory.