In the excerpt above from The Game Informer Show podcast (subscribe here), Ben Hanson, Brian Shea, Suriel Vazquez, and Kyle Hilliard talk about Jordan Vogt-Roberts’ series of interviews about his hopes for Sony to greenlight a Metal Gear Solid movie. Previously on the podcast, we talked about what we’d want to see from a hypothetical Metal Gear Solid film and who we would cast as Solid and Liquid Snake. You can watch that clip by clicking here.

Blizzard apparently has some big plans for Gamescom 2018, going as far to release an iOS and Android app for the occasion. The lineup includes dedicated presentations for Overwatch, World of Warcraft (which recently released the Battle for Azeroth expansion), StarCraft, Heroes of the Storm, and Diablo. 

Here’s the planned schedule for Wednesday, August 22 presentations on the main Gamescom stage:

  • Opening Ceremony | 10:30 a.m.

  • Overwatch | 11:15 a.m.

  • World of Warcraft | 12:30 p.m.

  • StarCraft | 1:15 p.m.

  • Heroes of the Storm 2:30 p.m.

  • Diablo | 3:45 p.m.

  • Special Guest | 5:00 p.m.

All times are listed Central European Time.

Blizzard has not indicated what it plans to discuss during these events, but has used the stage in previous years to unveil things like the Junkertown map in Overwatch. The publisher also has full days planned for Thursday and Friday, including cosplay showcases, dance contests, and a live viewing of Blizzard artist Chris Amaral drawing some Diablo artwork.  Blizzard will likely stream the biggest events on its Twitch channel, as it has done in past years.

[via Wowhead]

Phantom Doctrine released earlier this week, and while it clearly draws inspiration from Firaxis’ snappy and streamlined reboot of XCOM, running your own international spy agency is far more complicated. Phantom Doctrine is loaded with complex game systems and progression paths, most of which are as confusing as a heavily redacted government document. Luckily, you’ve got an inside man on the job. Not only did I write our review of Phantom Doctrine, I also compiled a top-secret list of tips I learned (and wished I would’ve learned sooner) while playing the game.

Here’s a smattering of tips and advice that should help you stay one step ahead of the evil Beholder agency. Just make sure you burn the list after reading it, okay? We don’t want it falling into the wrong hands…

Phantom Doctrine Screenshots

Stay Stealthy!
Combat in Phantom Doctrine is particularly punishing – once the enemy is alerted to your presence, they will continuously bring in reinforcements until your agents are killed or escape. As such, you should do everything in your power to remain in Infiltration mode. Disable security cameras, stay out of restricted areas if NPCs can see you, and don’t leave bodies all over the place. Aside from a few story missions, all of Phantom Doctrine’s missions can be completed stealthily, so stick to the shadows whenever you can.

Open Sesame
Don’t just go barging through doors willy-nilly. Like any good turn-based tactical strategy game, Phantom Doctrine won’t show you what’s in a room unless you’ve got a direct line of sight. Instead of gambling that there won’t be a soldier in the next restricted room (Murphy’s Law dictates there will be), park your agent to the side of the door instead. A prompt will pop up allowing you to open the door and get a sneak peek. Unlike most actions in the game, this one doesn’t cost anything, so you can swing that door open and closed to your heart’s content. Ending one of your agent’s movement turns early to scope out a location is a lot better dooming your entire crew. There isn’t a turn limit in Infiltration mode either, so quit rushing already!

Phantom Doctrine Screenshots

Grab Those Goodies
Any mission you undertake will also feature two different types of collectibles: loot, which is stored in safes and lockers, and secret documents, which take the form of blueprints and computers (though they are sometimes included in loot containers as well). Unless you’re in the middle of a firefight (you charged through another door, didn’t you?), you’ll want to track those collectibles down. Both are extremely valuable to your cause: The loot is the primary way you’ll get new weapons, armor, and mods to outfit your agents with, and the secret documents will supply you with a host of valuable intel, recruit candidates, chemical compounds to upgrade your agents with, and more. Scooping up these collectibles is more important and rewarding than the main objective, so stay hidden and scour those locations for goodies! Also, unlike NPCs, you can see these collectibles even if your agents don’t have a direct line of sight, so do a flyover of the map when choosing your insertion point and plan accordingly. Finally, if you ever find yourself unable to find that last secret document, take an extra-close look at desks and tables with bright lights; these can sometimes overpower the telltale yellow highlights, making them hard to spot.

Get Outta Dodge
Phantom Doctrine’s dodge mechanic is an important yet easily misunderstood component of combat. Basically, there are no dice rolls in Phantom Doctrine – every single shot hits its intended target, and the damage it inflicts depends on a variety of variables. While some factors like cover and distance are familiar to turn-based strategy fans, the dodge mechanic is an entirely different beast. Each player has a pool of awareness points (usually around 100), which can be used for a variety of actions and will partially replenish every turn. These points are also automatically used for dodging shots. How many awareness points it takes to dodge is a stat conveniently called Dodge Cost, and it’s different for every agent – in other words, you won’t know if your enemy can dodge your shot unless they are out of (or very low on) awareness. No other factor affects dodging – not cover, not distance, not the amount of potential damage – so keep this in mind when analyzing potential shots. Also remember that dodging a shot doesn’t mean you get off scot-free – you are simply taking the minimum damage (listed in brackets) instead of the maximum damage. One final note: Normal guards and soldiers don’t have any awareness when you’re still in Infiltration mode, making them much easier to pick off. Agents do have their full awareness allotment, however, so assume they can dodge at least one of your shots.

Phantom Doctrine Screenshots

Knock ‘Em Out…
One of Phantom Doctrine’s most powerful moves is the takedown ability, which allows you instantly incapacitate an enemy. There are a few caveats to this move: Your agent needs to be standing right next your target, and needs to have more hit points than they do. Takedowns are especially powerful against enemy Beholder agents – their 100+ health bars and ability to dodge shots even in Infiltration mode make them formidable foes, and if you can’t take them out with a single shot you’ll trigger an alarm. Save yourself the hassle and go for the stealthy judo chop instead.

…And Pick ‘Em Up
So, you took my advice and knocked out a guard. Good job! Now make sure to clean up after yourself by using the Dispose Body ability. Unlike other stealth-oriented games, you don’t need to find a place to stash the unwanted corpse – your agent will automatically disappear the body while the camera conveniently fades to black (I assume you eat them, but have no proof to verify this claim). Moving your agents around in pairs is a powerful combination: One agent can knock out the enemy and the other can dispose of them in a single turn, leaving no one the wiser. The only wrinkle is that enemy agents can’t be disposed of so easily – knocking one out initiates a turn timer that will count down to their eventual death. In those cases you’ll need to pick their body up and manually stash them in an unsupervised corner the old-fashioned way – unless you want to abduct them…

Phantom Doctrine Screenshots

Dis guy’s Disguise (sorry)
Here’s another one-two combo that will greatly up your stealth game. If you perform the Recon operation before going on a mission, a few of your agents will be able to don disguises. In addition to dressing up all fancy, those agents will start behind enemy lines, and can walk through restricted areas and breeze past guards without raising the alarms. The only caveat is that while normal soldiers will be fooled by your cosplaying, enemy agents will see right through the charade. Which brings us to…

It’s All An Act
One of the many random perks your agents can unlock when leveling up is called Actor, and sports an icon of a tuxedo. You should definitely pick this perk. Why? It ensures even those pesky agents will be duped by your new duds. The result is pretty much complete immunity to continue your search for collectibles (you have been doing that, right?!). Just don’t do something foolish like crack a safe – or another soldier’s head – right in front of an enemy. They’re not that stupid.

Phantom Doctrine Screenshots

Now Forget Everything I Just Said
I realize I’m probably confusing the heck out of you right now, but here’s the thing – shuffling around fully disguised agents and methodically taking down enemies one by one is certainly effective, but it’s also repetitive. You’re better off experimenting with Phantom Doctrine’s more creative options and taking some risks with your plain-clothes agents as well. After all, what’s the point of being a spy if you can’t have a little excitement? The game won’t punish you for sticking to the same dull script the whole game, but you’ll be punishing yourself if you don’t branch out.

Go Easy On The Abductions
Abducting an enemy agent opens up an array of exciting opportunities. You can convert them to your cause, bug them with a locator beacon to expose enemies cells – or even blow their compounds up by implanting a brainwashed prisoner with explosives and then releasing them. Just don’t go crazy right away with the abductions right away. Every enemy agent you bring back to your safehouse will increase your danger meter by one point every hour, which adds up faster than you might think, and even executing will cost a pretty penny (gravediggers are well-paid in Phantom Doctrine’s universe). You’ll eventually be able to unlock a faraday cage to negate this danger penalty, so until then only abduct enemies when you have a specific need for them, and release them as soon as possible.

Phantom Doctrine Screenshots

A.K.A. – Always Kill Agents
Usually when you go on a mission, one or two (or even more) enemy agents may be present on the site, and are generally a pain in the butt to deal with. While you can usually avoid them and still finish your mission, you shouldn’t – taking out an enemy agent has a real effect on their larger organization, and will slow down enemy operations while they groom a replacement. Letting too many enemy agents run amok will light up your world map like a Christmas tree – well, if you only put red lights on it, at least. Either way, thin their ranks whenever you keep the enemy at bay.

Dude, Where’s My Car?
After you complete your primary mission objective, you’ll still need to evacuate your agents from the map. You do this by calling in a getaway van, but it will take a few turns to actually show up. Factor this into your plans: Make sure to check out potential evac locations by highlighting the option early in the mission, and call it in advance when you’re close enough to make the run back – if things go pear-shaped, you don’t want to be dodging fire in the evac zone for three turns waiting for the van to show up.

Phantom Doctrine Screenshots

Counterespionage Craigslist
Early in the game you will likely find yourself strapped for cash; even with a few upgrades, your forgers won’t be putting out nearly enough money to purchase all the other base utilities and improvements you want (much less the hefty fees for reprogramming Beholder agents). If you find yourself in a tight spot, it’s probably because you’re overlooking one of your main revenue streams: selling unwanted weapons, armor, and mods. Unlike many games, Phantom Doctrine is quite generous with its selling rates for lightly used spy goods – hocking just a few weapons is all it will take to buy a new safehouse in a pinch, for instance. So what should you prioritize selling? It shouldn’t take long to identify weapons that you don’t use very often (I hardly touched any shotguns and sniper rifles during my playthrough), so there’s no need to keep stockpiling duplicates of them. However, before you start giving up firepower, take a look at your armor – virtually all of the heavy-duty options will kick you straight into combat if you wear them into a mission, making them pretty pointless. Lots of vests also impart a mobility penalty as well – feel free to sell those off for the extra cash you need.

A Few Of My Favorite Things
Always pack some grenades and lockpicks when you go on a mission – while you can find an alternate path around most locked doors, giving up an inventory slot to ensure you’re never backed into a corner is worth it. Same goes with grenades – when reinforcements show up, they tend to spawn in a cluster, and can show up right behind you if you’re at the edge of the map (and unlucky). In those cases having a Plan B is a lifesaver…the “B” stands for “Bomb.” Duh.

Phantom Doctrine Screenshots

Silent But Deadly
They take a while to start showing up, but once they do, you should outfit all of your agents’ weapons with silencers. Silencers come in two types: one for pistols, and another that covers LMGs, SMGs, rifles, and sniper rifles. While pistol silencers don’t have any downsides, the rifle silencers will confer a slight damage penalty that is totally worth it if it keeps the entire damn Beholder army from bearing down on your location. Keep in mind that your agent will have to be proficient in a weapon in order to apply mods to it, but the universal nature of rifle mods makes that less of an issue.

Breach, Baby
Sometimes you’ll find yourself facing a Beholder agent who has more hit points than all of your agents, and thus can’t be subdued with a takedown. If you’ve got some silenced weapons on hand (which you do because it was the previous tip and you’re taking my advice seriously, right?!) you still have one more stealthy option at your disposal. Phantom Doctrine features a surprisingly robust breach mechanic, which allows your agents to storm a room simultaneously and take out any and all enemies in a single turn. To do it, just line up your enemies outside the doors and/or windows of a room – you don’t need to be right next to an entryway, just around the general vicinity. Selecting the breach option then gives you several options: You can select which weapon each agent uses, remove agents from the fire team (in case they were just accidentally hanging around in the same area), and even pinpoint which enemy each agent targets if they’re visible on the map (again, open those doors beforehand). That last ability is particularly useful against enemy agents – you can ensure your hardest hitters team up to mow them down while the weaker crew members mop up any remaining guards.

Phantom Doctrine Screenshots

Game Over…watch
Yes, an overwatch ability is included in Phantom Doctrine, and yes, it’s even called overwatch. For those who are unaware, this defensive ability allows you to forgo shooting on a turn to be on the lookout for enemy movement – if a guard or agent steps into their line of sight, they’ll get shot, and since they’ll be out in the open, you don’t have to worry about any cover penalties sopping up damage. Phantom Doctrine’s overwatch works similarly to other games, with some slight differences – you’ll actually drag out in the direction you want to watch, which paints the ground you’re covering. Setting up a nearby perimeter results in an omnidirectional circle around your agent, while panning out far enough restricts you to a directional cone (which can be improved via a number of perks). Like the breach ability, you can also pinpoint specific enemies to keep locked down. One last thing to note: Overwatch is extremely powerful in Phantom Doctrine, and acts as a major deterrence to enemies. If you paint up the alleyways with several agents while waiting for your evac (shoulda called it sooner!), enemies will likely hang back and let you leave.

Spread Out!
Congratulations, you’re getting a two-fer with this tip. The first is probably pretty obvious: Don’t bunch your agents up too close to one another during combat, or you’re likely to get half your crew wiped out by an enemy grenade. However, spreading out also applies to the world map (shown below). Like in XCOM, various suspicious events will pop up around the globe, and it’s your job to investigate them. Well, actually it’s your agents’ job – you’ll be sending them out individually to check each event, and you’ll need to be quick about it. As such, you should seed the map with your agents – ship them as evenly as possible across the globe, and leave them there. That way when an event pops up you’ll have an agent nearby to handle it. North America and the eastern parts of Russia are the biggest problem areas, and require lengthy flights to get to (which can be sped up with upgrades via the workshop), so plan on having dedicated agents there all the time. Also, keep in mind that when one of these events turns out to be an enemy activity, you’ll need two agents to pull off a scouting operation, and the clock will be ticking. While one crew member can pretty much cover all of the U.S. by themselves, you’ll want to send over a second agent (and maybe a third when you can swing it) to keep them company.

Phantom Doctrine Screenshots

Take The Red-Eye
Here’s a minor but important note that the game doesn’t explain. As mentioned in the previous tip, if you’re going to perform the recon ability before undertaking a mission (which you ALWAYS SHOULD), your agents must be present at that location. When it comes time to launch the assault, however, your agents can be located anywhere – as long as they’re not midflight or currently assigned to another mission, you can assign them to your strike team, even though their status is listed as “Away.” After the mission is complete, your agents will be instantly transported back to the safehouse, so you can use this to your advantage to quickly regroup everyone. More importantly, however, don’t waste precious time on the world map flying everyone in before an assault. You don’t need to.

Analytics Ain’t Worth It
One of the first facility options you’ll unlock is the Analytics department, which allow you to assign agents to work the investigation board. Don’t bother – doing so simply ties up one of your agents to do the exact same thing you would do manually when you click an investigation. Scanning redacted documents for keywords and then connecting them altogether with strings on the corkboard is a surprisingly satisfying minigame that I enjoyed doing anyway, so you can divert the money and manpower to better upgrades for things you can’t do yourself.

Phantom Doctrine Screenshots

Mod Those Bods!
Phantom Doctrine has a strange but intriguing method for leveling up your agents – you basically pump them full of drugs, each of which permanently raises and lowers some of their stats. This mechanic is surprisingly complex: You’ll constantly be discovering new chemical compounds, many of which have prerequisite compounds that need to be taken first, and ban other compounds from being used later. I’m sure someone will eventually make a helpful wiki detailing the best drugs and orders to take them, but you’ll generally want to keep an eye on three important stats. Max Hit Points is what you’ll be relying on to perform silent takedowns on strong enemy agents, so you’ll want to keep at least one agent beefed up as much as possible. Max Action Points dictates how many times an agent can move during a turn – just keep an eye out for how it interacts with your movement range, which may dip as a result of some drugs. And finally Max Fire Points determines the number of times an agent can shoot per turn. I’ve yet to get Max Fire Points above two, but even so, doubling the number of shots you can take makes a huge difference.

Save Like There’s No Tomorrow
And finally, I saved the most important tip for last (consider it your reward for reading this far). XCOM popularized the concept of an Iron Man mode in turn-based strategy games, which removes the ability to manually save in order to make you own your mistakes. Phantom Doctrine also offers an Iron Man mode – but you’d be insane to choose it. Phantom Doctrine simply throws too many wild variables at you, including surprise story prompts that affect your agents at random. These prompts can include everything from an agent turning out to be a mole for the enemy (you WILL be forced to execute one of your own agents during the course of your playthrough, and that agent is chosen randomly), to agents going AWOL because of depression. If that’s not enough to scare you off, you constantly have prompts popping up on the world map, and the button to dismiss them is also the button used to pause time – I can’t count the number of times I’ve accidentally clicked through a story decision or just missed an information window because I was trying to pause the map, which is super frustrating when you’re trying to manage your agency as efficiently as possible. Throw in a number of story missions that thrust some frustrating twists at you, and you’ll at least want the option to revert to an old save. Owning your bad decisions is one thing, but suffering from an honest mistake is a whole different story.

For more on Phantom Doctrine, read our review our check out our episode of New Gameplay Today.

The love and nostalgia for the Suikoden series is still going strong, even if the franchise has been dormant for about a decade. 

After a positive reception to its previous Suikoden II concert, Music Engine is back for another go this November. The concert, which takes place in Japan, features a full orchestra alongside a pipe organ and choir.  

The concert kicks off on November 17 at the Muza Kawasaki Symphony Hall. For more information, you can check out Music Engine’s official site. Music Engine focuses on throwing concerts for retro and recent games. 

Suikoden II is arguably the best and most popular game in the series, but it’s still amazing to see it celebrated close to 20 years later. Its emotional score enhanced every epic battle and shocking betrayal. There’s little doubt that the beautiful piano-driven “Reminiscence” will have an important place in the show.

To learn more about Suikoden, check our RPG spotlight on the series.

[Source: Siliconera]

The last World of Warcraft expansion, Legion, played with huge stakes in terms of player advancement and changes to systems and mechanics. Battle for Azeroth stands in its shadow in some respects, gently finessing some of those systems and providing a wealth of content, but dialing back the wow factor of acquiring legendary artifact weapons and unleashing them on the Burning Legion. Battle for Azeroth is a subtler ride, focusing more on impressive new environments and cool characters than sweeping transformation.

World quests, artifact power, and much of the excellent endgame fare introduced in Legion is back, though progression outside of leveling is now a bit different. Instead of powering up a single item in a somewhat linear fashion, artifact power now charges up several different gear slots – and you are always be on the lookout for items to drop to fill these instead of a singular static piece. Each of these pieces has different choices to make in terms of how to use your artifact power, so it keeps the desire strong to keep finding new loot. While the effects are dialed back compared to the flashy powers on artifact weapons, I greatly enjoy the fact that I’m constantly making choices and collecting pieces. That said, with no new abilities or talents on the way to level 120 from 110 and the lack of exciting artifact traits, my character doesn’t feel much different now than it did years ago.

The two new island continents are great zones to explore, with a variety of biomes and experiences, capitalizing on themes of seafaring, pirates, old gods, and dinosaurs. It’s an ambitious, almost zany fantasy fusion that somehow works. Players face a constant barrage of additional things to do as they knock out traditional quests, like tracking down chests and rare monsters. The trail of breadcrumbs from activity to activity is engaging and keeps interest high as you move between objectives.


New zones are at their best on the Horde side. Your first visit to Zuldazar is breathtaking; it’s a massive capital city that makes Dalaran, Orgimmar, and Stormwind look pedestrian. The island is dotted with thematic and fun experiences, many of them involving blood trolls, loa, or a lot of awesome dinosaurs. It is also home to great new characters like the dark-deal-making Bwonsamdi. The island and its inhabitants take clear inspiration from Haitian Voodoo, but the colorful World of Warcraft slant is surprisingly effective, and kept me interested through the leveling journey.

The quality of dungeon content is all over the place. Waycrest Manor is the high note, as players explore a haunted house full of strange denizens and wafting organ notes coming up from the basement below. It feels almost like an old-school, mini-Karazhan – a haunted place with solid variety in encounters and nice pacing. On the other end of the spectrum are dungeons like The Motherlode, which is a long and uninspired corridor full of a forgettable pile of trash monsters to wade through.

In addition to traditional dungeons, island expeditions are randomized three-person scenarios that don’t require any specific group composition to tackle. These can be completed as bite-sized content for an artifact power boost; players get a bit of it for each run, but get a huge influx for completing enough each week. I love the variance of the different expeditions here. Your opponents are different each time, and factor into how you have to engage. You may face a more passive team looking to get points by killing monsters, or you may run into the Worgen band that tracks you down and attempts to kill you over and over. Changing up your strategy based on what you find is great fun, but the rewards don’t really merit engaging after you’ve hit your weekly payload. You can also play this mode in PVP mode against actual other players, which can add yet alother layer of strategy to the battle and you’ll get some additional rewards, but I prefer to go up against the interesting preconstructed PVE compositions. Just not those Worgen. They’ll never stop hunting you!

And what of the war? As you progress, you slowly unlock new footholds in enemy territory. Some of this is reputation-gated, so it’s difficult to make headway at first, but it’s a clever way to drip out new outposts in “hostile” lands. Truth be told, unless you have war mode enabled (consensual PVP), most of the time spent in enemy territory outside of specific missions doesn’t feel very warlike and feels like more of the same stuff you’re doing on allied ground. Despite the highly questionable lead up into the war spurred by Sylvanas, I’m more than happy to mess with Alliance holdings under the command of her champion Nathanos Blightcaller, who adds a little spark and spice to each deed done in the name of the Horde. 

Living up to the standard set by Legion, one of World of Warcraft’s best expansions ever, is an almost impossible task. Battle for Azeroth isn’t quite there yet. With warfronts, raids, and more story beats coming in the future, that may change. For now, the only thing for certain is that World of Warcraft still captures the MMORPG magic. And now that magic has dinosaurs. 

Statue manufacturer Kinnetiquettes is adding Street Fighter’s Guile and Nash to its line of War Heroes dioramas. Although Guile and Nash are designed to be fighting each other, they are sold separately. Guile retails for $429, and Nash is a bit more at $449.

Both of these polystone statues are 1/6 scale, and feature stands that interlock to create the remains of a downed jet. Although Kinnetiquettes is opening up pre-orders now, neither statue will be available until the second quarter of 2019.


So I’ve finally got around to picking up where I left off with Final Fantasy XV to try and do a mad dash finish before a certain cowboy game arrives in a couple of months. While navigating the confusing battle system and the growing pains of these sad royal fellas, I noticed one thing had changed since I played the game on release back in November 2016: the food still looks amazing.

Seriously, my dude Ignis can cook:

After that I started thinking about some of my favorite moments involving food in games, like the absurdity of devouring 20 cheese wheels in Skyrim during a boss fight or figuring out a new recipe in Breath Of The Wild. My conclusion: food in games, like real life, is good! It’s really, really good!

So reader, I wanna hear what your favorite food to consume in a game is and why. Let us know in the comments below, preferably while chowing down on a hilariously oversized turkey leg.

Somewhere in the world, a collector is screaming in agony over a limited-edition PlayStation 4 Pro going from mint condition to used. We had to make that sacrifice to bring you images and details of a console that doesn’t like being photographed given just how reflective its surface is and how easily its shell picks up fingerprints. This machine is designed with beauty in mind. You ruin it when you touch it.

This unique version of the PlayStation 4 Pro was created to celebrate Sony selling over 500 million PlayStation consoles worldwide, dating all the way back to the 1994 release of the first PlayStation in Japan. Given just how big that sell-through number is, you’d think this machine would be made out of diamonds or people’s souls, but it’s actually a tame (but beautiful) translucent blue. The controller, camera, vertical stand, and headset included in this box are also this color. The hard drive offers 2TB of space.

Exactly how limited is this PlayStation 4 Pro variant? Sony is only releasing 50,000 units worldwide. Each unit features a commemorative copper plate with a unique number on it, ranging from 00001-50000. Our unit is number 37109.


If you’re interested in buying this version of PlayStation 4 Pro, it hits retailer websites on August 24 for $499.99. If you manage to get one and want all of your PlayStation 4 products to match, additional controllers will hit store shelves in September for $64.99. Sony is also selling a 500 million Limited Edition Gold Wireless Headset featuring the same translucent design with copper detailing for $99.99 in the same month.

Replay – Diablo

With news of Diablo III heading to Switch, we decided to look back at the game that started it all…on PlayStation. We figure this clunky console port is the best way for people to see just how old the Diablo series is. You’ll quickly learn that it’s super old. Like “are we looking at a wall or door?” kind of old.

Diablo originally released on PC on December 31, 1996, and many of the hallmark features we turn to this series for today were in that original version. Jeff Cork joins me for a co-op session, and we make a decent amount of progress before disaster sinks in. Turns out, Cork should not be trusted with a bow and arrow.

We also dive into a number of NES games for a variety of quick looks. Enjoy the episode, and come back for a new one in seven days!

Avengers: Infinity War is the culmination of a decade of superhero films starring the biggest stars in Marvel’s stable. It’s one of the highest-grossing films of all time and is considered by many to be one of the best comic-book films to date. The Marvel Cinematic Universe didn’t start until 2008 with Iron Man, but what if we were able to experience Infinity Wars‘ massive action scenes long before that in the form of an SNES game?

Before you go any further, it should go without saying that this article and video contains spoilers for Avengers: Infinity War.

The team behind YouTube channel Mr Sunday Movies has reimagined one of the most climactic scenes from Infinity War with 16-bit graphics. In the scene, characters like Iron Man, Doctor Strange, Spider-Man, Drax, and Star-Lord collectively struggle to defeat Thanos, protect the Time Stone, and wrestle away the Infinity Gauntlet from the Mad Titan. Of course, if you’ve seen the film, you know things didn’t quite go according to plan.

Check out the awesome 16-bit version of that fan-favorite scene below.

To see more 16-Bit Scenes from Mr Sunday Movies, check out their recreation of the throne room scene from Star Wars: The Last Jedi or their retro take on the final scene in Rogue One: A Star Wars Story.

[Source: Mr Sunday Movies on YouTube]