Kojima, SEGA Giveaway, Bethesda + Fallout 4, and Dying Light – IDL NEWS

Eh Friday, the best day of the week.

Kojima Talks At DICE Summit

Some notable news came out of the DICE summit in Las Vegas this. Notably, from one Hideo Kojima. He discussed VR, working with Guillermo del Toro and Norman Reedus.


“VR came up over 20 years ago. What was described back then is finally coming to our everyday lives, so I’m very excited about it.”

“A few years ago, I tried the development kits, and I’m very susceptible to 3D motion sickness, so I couldn’t do it. And now the latest technology I’ve been trying, it doesn’t produce nearly as much motion sickness. I’m fine with it. A while ago, I was like, ‘there’s no way I can develop anything for this. I’m going to spend every day puking. That’s not worth it.’ But now, with the latest technology, I’m feeling maybe more confident to develop something.”

On Guillermo del Toro

Kojima reaffirmed his enthusiasm for working with del Toro, saying “of course” he’d love to work “on a game, a movie, I don’t care, we’ll do it.”

Guillermo del Toro said he’s done with game development “except with this man,” referring to Kojima. “I’ll do whatever the fuck he wants.”

“I feel extremely free right now,” Kojima said. “I’m trying to make a big, very edgy game with a small team…I have to do something that’s exactly what I want to do.”

On Norman Reedus

Kojima still hopes to collaborate with The Walking Dead star Norman Reedus.

“I’m a fan of Norman, and he’s an extremely nice guy. And last year he was worried, so I went up with him and told him, ‘everything is fine. I became independent. I’m doing my own thing now.’”

SEGA’s Game Giveaway

As part of SEGA’s Make War Not Love 3 event, they have a promotion going on where they’re asking gamers to play their games, and in doing so, will unlock free games every 48 hours. The first games made available were Jet Set Radio, Golden Axe, and Hell Yeah! Wrath of the Dead Rabbit series.


SEGA is now offering steam keys for Streets of Rage II, Binary Domain, and Condemned: Criminal Origins. These can be redeemed at the Make Love Not War website.

The next 3 games that’ll be released in a few days are: Gunstar Heroes, Renegade Ops, and Vikings: Battle for Asgard.

Bethesda Keeps Busy

At DICE Bethesda announced that they are currently working on 3 new long-term projects, that they will discuss more about at a future date.

“They’re different than anything we’ve done before, while also being a Bethesda-style game—kind of big and crazy—but in many ways different than things we’ve done before.”

Fallout 4 DLC Revealed and Raises Season Pass Price


On the topic of Bethesda, Fallout 4 has had its first 3 add-ons announced: Automatron, Wasteland Workshop, and Far Harbor.

Automatron. “The mysterious Mechanist has unleashed a horde of evil robots into the Commonwealth, including the devious Robobrain,” reads the description. You will be hunting them down and creating your own robots, choosing from hundreds of mods. Automatron will be available in March for $10.

Wasteland Workshop will allow you to create and set traps for the inhabitants of the Wasteland, “from raiders to Deathclaws.” You can tame the creatures you capture, or even have them face off against each other. Wasteland Workshop is coming in April, and will cost $5.

Far Harbor is the largest of the three announcements, and will be coming out in May for $25. It features a new case from Valentine’s Detective Agency, and will have “the largest landmass for an add-on” Bethesda has ever created. There will be new quests, settlements, creatures, and dungeons, as well as brand new higher-level equipment.

Starting March 1st, the price of the Season pass will go from $30 to $50 of offset the costs of their ambitious DLC plans. Those that purchased the Season pass already will retain it at the original price.

Techland to Support Dying Light Until Year End

Techland has published a letter thanking fans for their support of Dying Light and Dying Light: Enhanced Edition, and has stated that they will support the survival game at least until the end of the year. They encourage fans to continue to send in their opinions regarding the game.

This is good news for me, as I will be picking up Dying Light: The Following – Enhanced Edition and playing that in co-op  hopefully later this spring, but I think The Division is on my immediate radar now.


On my end, I’ve been playing more Saint’s Raw IV and dipping my toes into The Division’s best this weekend. Also on the go is Assassin’s Creed Unity (expect more impressions next week) and Mad Max. I don’t know what I’ll be discussing for the Achievement of the Week this week yet, but I am keeping up with the Reviews, which I’m proud of. 🙂


iREVIEW – Metal Gear Solid V: The Phantom Pain

Metal Gear Solid V: The Phantom Pain

Publisher: Konami Digital Entertainment
Developer: Kojima Productions
Platform: Xbox One, Xbox 360, PS3, PS4, Windows
Reviewed On: Xbox One


I’ve probably started and re-started this review half a dozen times. Not knowing where to even begin describing a game like Metal Gear Solid, but also not wanting to disappoint. Intimidated, I suppose, would be the best way to describe my feelings towards this review. Intimidated. I’ll briefly touch on the story, but I’ll be spending the bulk of the review discussing what mechanics worked and what didn’t.

I won’t be discussing Kojima’s falling out with Konami, as I’ve written about it enough already, and I don’t want it to tarnish the review.

“Started from the bottom, and now we’re here”


Metal Gear Solid V: The Phantom Pain is a sequel to 2014’s Ground Zeroes. Ground Zeroes as a game was very short, and acted very much as a tech demo, or introduction to the full-fledged release. Really it was just released to whet our appetite, and to stop our complaints about the widening gap of time between MGS 4 and 5.

At the end of Ground Zeroes, Punished “Venom” Snake’s base of operations is attacked and destroyed after an ex-filtration mission, and the captive we extracted during said mission was a bomb in disguise. These simultaneous events have left Snake broken, and in a coma for nine years. The opening of MGS V: The Phantom Pain has us waking up from our coma, coming to terms with the aftermath of the events from nine years ago, and escaping the hospital during an assassination attempt on our life.


We establish a new base of operations and begin our revenge story, going after those that came close to killing us in the prequel.


Metal Gear Solid V: The Phantom Pain, like its predecessors, is a game that works really well on so many levels. Hideo Kojima in the realm of attention to detail, has no equal. Doing the game no justice at all, it would best be described as an open world action stealth game, and Kojima’s most ambitious project to-date, but the game is so much more, so deeply detailed, so mechanically sound, so engaging.

As the MGS series creator, director, writer, and designer, Hideo Kojima tried something very different with the latest outing. Prior MGS games were solid in gameplay, but relied heavily on story and lengthy cut-scenes to tell the tale. With MGS V, these cut-scenes are pretty much completely eliminated, with the player left to tell their own tale through the open world missions and exploration. Granted, there is still a ton of voice-over narration, and audio tapes to be listened to.

The open world is broken up into two locations, Afghanistan and the Angola – Zaire border region of Central Africa. Afghanistan being very dry with desert terrain, and sand storms, and Africa more lush, with jungles and rain storms. Each area has significant, key enemy bases and small towns related to the story missions, connected by dirt or muddy paths, and the rest of the map is peppered with small enemy outposts. The third area is our operating base, which is an off-shore oil rig. This is our base of operations where there are multiple platforms attached, each catering to a different type of support group. There is the Command Platform, Combat Unit, R&D, Resource Development, Support, Intel, and Medical. Upgrading and expanding these throughout the game gives us access to more advanced tech, mission intel and assistance, and weapons. The fourth and final area is our helicopter, which acts as our transport between the base, and either Afghanistan or Africa. The helicopter also acts as a mobile operating base, where we can upgrade our equipment or initiate the next mission.

While in the field, we can extract enemy soldiers or equipment to help bolster our off-shore base. This is through a device called a Fulton, which is basically like a parachute that picks up the soldier and shoots them up into the sky to be picked up by our helicopter. The enemy soldiers get placed into the teams that suit their skill set and extracted vehicles and weapons can be used in later missions.

MGS V is not a true open world game, and its world not entirely seamless like a Grand Theft Auto or Far Cry. The game is broken up into missions and side missions. Missions need to be selected from our iDroid, and in a means to progress the story, we need to stop back at the off-shore base to check in. When selecting the mission, we can pick the drop-off point, and select our gear and buddy for the trip. At any point during the mission we can select weapon or vehicle drops, or exchange buddies. Before the mission can be completed, an extraction is necessary, either by means of helicopter or exiting the conflict area. Just call the helicopter from our handy iDroid, and meet up at the nearest drop point, and mission complete. We then get the mission’s spoils, and notification of the next mission.

Between the main missions, there are side missions, which can be initiated at any time, in any order. Completing some of these is a requirement before advancing the story, but the rest are available to help grow the base’s resources or involve an especially skilled soldier that needs extraction to help with the bases future upgrades. These missions are less strict and can be started from the ground through the iDroid, and are completed by just finishing the objective, no extraction required.

The downside to MGS V’s mission structure design is it ruins the seamlessness and immersion of the story. For example, some of the later story missions end with a cliff hanger and “to be continued”. And then we find ourselves back in the helicopter, ready to pick the next mission and load out. We can go back to our base, or explore the side missions. But then re-initiating the story where it left off, everything is hectic once again, as if there was no interruption.


The story missions are a little boring or repetitive at times. There are a few spread out across the two part campaign that are one hundred percent story dedicated, either boss fights or missions that truly drive the story. The rest are either infiltration or extraction based, or intel gathering. These missions provide little tidbits of story and background information, but are more purposed towards learning the world and mastering the game mechanics, both action and stealth.

As stated, the campaign is split into two parts, part one being the bulk of the story, and part two feeling like it was tacked on, meant as an expansion. But part two is where the story concludes for each of the secondary characters, and has the final mission, which is a replay of the game’s first mission. Part two is primarily composed of replay missions from part one, just augmented to play a specific way: mandatory stealth, no load out, extreme difficult, etc. These are not a requirement to complete the story, and are just for those who want to test their skills in a tougher field.

Part two just felt messier, incomplete. The story is solid but the presentation feels raw. Possibly at this point Kojima was already on his way out and was feeling the pressure from Konami to wrap it up and ship the product. There’s even an incomplete chapter cutscene on YouTube, a cut ending.

The game’s mechanics are truly its strongest feature, and this has been the case throughout the entire series. I can’t stress this enough. In MGS V’s case, it’s especially notable due to the open world. The player is left to their devices when infiltrating an outpost. Snake is more nimble than ever with his smooth transitions from stealth to action poses; gone are the days when we were tied to a rigid camera.

Our mission buddies include D-Horse, D-Dog, or D-Walker. Or we can have Quiet, a story character, available later on in the campaign. D-Horse is primarily used for navigating the vast terrain, D-Walker is a small mech that we can ride, and is helpful with navigating and is useful when engaging an outpost gets hairy, D-Dog and Quiet are good for stealth engagements and highlighting enemies and objectives, and at any time we can swap out one for another.

However the player wants to attempt a mission, that option is available, full assault or sneaky, and the game permits many a failures before its game over – reload checkpoint?


If you get spotted, the game time will slow down, allowing the player to locate the threat, and eliminate the threat before they announce your position, alerting the base. If you get spotted, or an enemy thinks they’ve spotted you, they will then alert the base through their radio, and they will check your last known position, or call for backup. Assuming you still have your wits about you, you can take out any enemies quietly, or vacate that area and hide. The enemy will eventually give up, and continue their routine, just on a higher alert. Its only when you’ve alerted the whole base to your position, and you are unable to escape, and end up getting killed, that the mission will end in failure. The game is very forgiving. That said, the enemies will adapt to your chosen gameplay style throughout the campaign. You’ll start noticing more helmets if you’re adept at headshot, or night vision goggles if you prefer excursion under moonlight; the enemy will even start setting up dummy soldiers to reinforce their numbers.


Your intel support team back at home base will suggest you scope out a town or base prior to infiltration. Find a high spot, and use the binoculars to tag enemies to watch their route. You can even advance time while in-game if you prefer daylight to night, or reverse. Guards will finish their shift and go to sleep, but others will likely take their place. I didn’t have the patience for this feature, and instead would always infiltrate at my earliest convenience, and roll with the punches as they came. Just note, when extracting a prisoner, sand storms are your friend. On numerous occasions I was able to infiltrate a base completely unseen without removing any enemies, and extract my target. I’ve also had missions go so sideways that enemy helicopters were searching for me with troops on the ground. Its instances like these where a mission can play out so different each time, that makes the Metal Gear Solid game what it is – unmatched free-roam, free-form experimentation.


The weirdest feature in the game has to be the ability to play a mission as any of your Combat Unit’s staff. Male or female. They’re just Boss. Everyone you meet thinks they’re Boss, and will treat them as such. Boss can literally be anyone.

And the infamous cardboard box is back, and better than ever. It’s tougher, and has a more robust feature set, including allowing the player to stand while in the box. A funny feature with the box is the ability to attach a guard image poster to the top and standing in front of enemy guards. They will salute you as their commander.


The game’s whole presentation is near-perfect. The story, while lacking focus at times, tells an emotional tale of loss and recovery, of deceit and love. Kojima’s storytelling and direction has never been better.  While some of the missions seem tedious, the actual story driving missions are powerful and will truly keep you engaged. Kojima has a way of including current events and melding them into his fictional worlds. Last generation is was micro technology and private militaries. This generation child soldiers in Africa, nuclear warheads, war-time interrogation techniques, and the diversity of language around the world.


Kojima has created two believable, living, breathing areas filled with enemy encampments and wildlife. He’s placed us in the center of these war torn countries and given us a home base to manage, that requires resource and staff management far too detailed and involved than it ought to be. He’s given the tools to play out the missions with freedom and experimentation. He’s made a sand-box world, given us Snake, and told us to go play – be nice or be deadly. Kill or extract. Snake even has a shrapnel horn stuck in his forehead that will grow to mimic a demon if you’re evil enough.

And the game is gorgeous looking to boot, with Afghanistan’s hard rocky valleys at sunset even surpassing Red Dead Redemption’s brilliant vistas.


In the realm of achievements, considering the unique type of game, and imagination of Hideo Kojima, the achievements are pretty unimaginative. There are those dedicated to completing the main missions, some side quests, and completing the bond with your three breathing buddies. The rest are completionist – bleh.

For those that like stealth incursions, horses, e-cigs, or snake. Snake? SNNAAAAAAKEEE!!!

Notable Achievements
To the Rescue (Extract a female prisoner) – 15G
Man’s Best Friend (Raise bond with D-Dog to the maximum) – 15G


WHAT i’M PLAYING – MGS V: The Phantom Pain

Metal Gear Solid V: The Phantom Pain – Open World Done Right

I’m currently about a 1/4 of the way through Metal Gear Solid V: The Phantom Pain, and it’s obviously clear to me now, that this is a very large game. I’m sitting at chapter 14 eager to continue, having completed a large handful of side-ops and Mother Base management, but I’m sitting already at 30 hours.


I picked up the game last Tuesday, and have been dedicating 100% of my free time to it. It’s true what they say in the reviews already published – the game is a masterpiece.

I’ve always been a fan of the Metal Gear Solid franchise, and Hideo Kojima’s vision and humour. I initially jumped in at Metal Gear Solid 2: Sons of Liberty, and it is one of the few games that I’ve continued to play though again, every couple of years. I bought the re-release package for the Xbox 360 with Snake Eater as well, but still own both on the PS2.

Kojima’s humour is still evident in V, with the cardboard box, and the animal buddies peeing or defecating. The cutscenes show his flair for direction and the dramatics. My mind is still somewhat blown after the intro sequence, really unable to comprehend what exactly happened, but I digress. The game is a masterpiece.

The style of V is very different from the franchise’s previous iterations. The scope of each new game has broadened. Sons of Liberty was very strict and refined, taking place on a large ship and then an off shore oil rig. Snake Eater broadened the play area and introduced the jungle, survival mechanics, and camouflage. IV, Guns of the Patriots refined the story telling mechanic, opened up the world a bit more with larger map areas, lengthier cut-scenes and new tools to fight the good fight.

V takes it to the next step and drops us in an open world environment in Afganistan fighting against a new army. Full day and night cycle with rotating enemy shifts, and sandstorms. The game is broken up into chapters now, each mission a set story chapter. Side missions are also available to be played at anytime while on the ground. Our Mother Base is our main home base where we can recruit new units and micromanage our finances and weapon development, and our helicopter is our aerial headquarters where we can select the next mission or side op, or manage our base from afar. heading back to Mother Base give us our chance to rejuvenate and progress some of the character story arcs, so it’s a necessity at times.  The story also branches off to Africa, a 2nd map to explore.


The game’s world is large, and we have the helicopter, or our trusty steed to get us around. The world is also littered with vehicles to commandeer, but note that everyone here hates you, and will shoot on site. The game is stealth espionage after all. The world is definitely not as populated as Grand Theft Auto or Far Cry, as it is the desert after all, but it still has its share of wildlife. It is however, lined with roads and paths, peppered with outposts and bases to attack. Unlimited things to do and collect, or sneak around as we progress through the story.

As Snake, we have resources and weapons and tools at our disposal.  Any of which can be supply dropped at our feet, or funnily enough, on an enemies head; see: Quiet Boss Fight. The favourite box returns, improved now to allow for diagrams, and better mobility; an e-cig allows us to speed up time; even a decoy prop to distract enemies. Bringing into the battle we also have buddies, start with a horse, and then a dog. Even an ally.

Metal Gear Solid V is beyond deep in its mechanics. Its story may suffer as a result, but each mission is its own story, on how you play it through. Hideo Kojima has outdone himself yet again, and its a shame that this may finally be his last MGS game. Sadder still that Konami took his name off the box, after their public fall-out.

I eagerly anticipate getting back into the game, and completing a full robust review, so stick around.



All the Feels – Hideo Kojima’s Final Metal Gear Solid Trailer

A very nostalgic trailer highlighting the earlier entries in the franchise. Considering this is the last trailer he’ll ever help produce for the series he birthed, it’s pretty understandable.

Thank you, Hideo Kojma.


IDL NEWS – Hideo Kojima :'(, Duke Nukem, and Xbox Streaming

Hooray for Mondays, hooray for inconsistency.

Today in the news we’ll talk about Hideo Kojima’s downward spiral of sadness, Dead Island 2 woes, Duke Nukem, and Xbox Streaming.

Tomorrow we’ll talk about the new games of the week and Tuesday’s deals, and then the remainder of the week is dedicated to What i’m Playing, an iReview, and achievement stuffs. Next week I’ll be starting a 2 week offline break, but I will have a Xbox 360 daily feature planned to be posted while I’m away, and a short story that takes place in Titanfall.

Newandexcitingthings. Yay!

So, onward and upwards!

Kojima, Kojima, Kojima! Konami, Too. 😥

So, the web of intrigue that is Konami vs Kojima continues to unravel. Godzilla and the Kaiju couldn’t make this more interesting.

The latest news in the deteriorating relationship has the publisher, Konami, removing Hideo Kojima’s name, creator of Metal Gear Solid, from the Phantom Pain’s box art. The Kojima Productions logo has also been removed.


The story also got a unique twist when an internet light was shone on a specific mission in The Ground Zeroes, that might have alluded to Kojima knowing he was on his way out, earlier last year.

A mission in Metal Gear Solid V: Ground Zeroes set players the task of deleting the logos of Metal Gear games directed by Hideo Kojima.

As spotted by GamesRadar, the Déjà Vu mission requires you to use a UV light to erase the logos of all games crafted under Kojima. If you’re successful, the following message appears:


There’s also a personal voice message, seemingly from Kojima, thanking the player for “all [their] support”.

Kojima is the man!

Yager Gone from Dead Island 2 – Mutual Parting

Spec Ops: The Line developer Yager has officially been removed from Dead Island 2 project. This troubled game has seen problems with delays, and now developers parting ways. Publisher, Deep Silver, stated that they will be sharing more information at a later date, but reports show that this was a mutual parting, a difference in opinions towards the game’s progress.


Dead Island 1 developer Techland released their other open-world zombie game Dying Light earlier this year, making me wonder, is a Dead Island sequel even necessary at this point?

Gearbox’s Duke Nukem Plan

Randy Pitchford, of Gearbox, has stated that concept development has been started for Duke Nukem, but it might not be Gearbox working on it as they’re busy. They’re are looking into bringing in the correct developer and working alongside them.

“I did not acquire the franchise merely so we could all experience Duke Nukem Forever. That was the toll to pay to give Duke a chance. That said, I liked that game,” he said.

Xbox One Game Streaming

Microsoft is moving the Xbox One game streaming feature out of the Preview Phase into full release. With an Xbox One and and a Windows 10 machine, we will now be able to stream our console through to the machine using the Xbox App. I’ll post more info and hands-on when Windows 10 is released later this month. I’m excited for this feature, and all it really requires is a wired Xbox One/360 controller, Xbox One, and a PC.

So there’s the important stuff out of the way.

New Games and Deals tomorrow, and we’ll discuss So Many Me, and this week’s Xbox sales. Then more on Titanfall, Arkham Knight, maybe an iReview and then Achievement stuff to wrap up the week.

As I mentioned at the start, I’ll be offline for two weeks starting Friday, but I hope to be posting a daily article about the top 5 Xbox 360 games, and a new short story, with the Titanfall setting. I’ll just be missing the news. Sad face.