The PlayStation exclusives we’d love to see on PC

The PlayStation exclusives we’d love to see on PC

There are rumours that robo-dinosaur hunting adventure Horizon: Zero Dawn is coming to PC soon, which would be the first time a game produced by a Sony-owned studio has shaken loose from its console shackles. We’ve also seen other former PlayStation exclusives developed by third-party studios make the leap to PC in the past year, such as Journey and Detroit: Become Human, and 2020 will see the release of Death Stranding.
If Sony are looking to follow in Microsoft’s footsteps by making the PC their second home, then that’s good news for us. It begs the question: what current PlayStation exclusive games do we crave most urgently?
No, PlayStation Now doesn’t count.
Ratchet & Clank

Alice Bee: I was 12 when the first Ratchet & Clank came out, and I think it was the first action platformer I ever played. How spoiled I was! It played a pretty big role in my childhood, as me and my younger brother took turns bouncing around all the different planets, squabbling and telling each other what to do. The 2016 reimagining was subtly different, but broadly just the 2012 game but… better.
Mechanic cat alien Ratchet and tiny intelligent robot pal Clank, they of the determinism most nominative, get caught up in a big space war, and you explore evil factories, tropical islands, big space cities and other sci-fi favourites.
Ratchet and Clank have different abilities, which you expand as you find new weapons and tools. They open up new areas and secrets, so the levels have a bit of a metroidvania flavour, but with big juicy colours the like of a Saturday morning kids’ cartoon. I think the PC audience would eat this up, so I can’t understand why it’s not already in our mouths.
God Of War

Nate: Good old Dad of War. Just like Aloy’s big archery adventure, this was one I played through with my wife (cos that’s what we use the PS4 for), and we got really into it. I know it’s a bit cringe to act like the idea of a big action adventure game with themes of FATHERHOOD and RESPONSIBILITY and ENDING CYCLES OF VIOLENCE is anything groundbreaking or rare. But fuck it, God of War did it really well, and it was a welcome change in a series I’d never touched because it seemed like a teenager’s dick had been allowed to design a game.
And yeah, I get that even this change was less a case of toxic masculinity being defeated forever, and more a reflection of the fact that the cohort of bloodthirsty young white men making games in the mid-2000s are now a cohort of melancholy middle-aged white dads making games. The big takeaway here is that it would be better to have more games – especially “prestige” games – being made by people who aren’t either of those things. But alas, I am a melancholy, middle-aged white dad, and I was a melancholy, middle-aged white dad-to-be when I played God of War. It spoke to me pretty well. And anyway, whether they’re symptoms of over-representation or not, I’m much more keen on protagonists like old, sad, thoughtful-even-if-he’s-self-regarding Kratos, than young, cruel, gurning-as-he-pops-a-boner-and-jabs-out-a-monster’s-eye-with-it Kratos.
There’s lots more to love in this one, too. I was really into GoW’s particular aesthetic take on Norse myth, an area just as overplayed as sad war dads are, and it really reminded me of Age of Mythology, of all things. The weird, alien elves were a treat, I was a big fan of the way each of the nine realms were so visually distinct (although really only four of them saw any game time), and the gigantic friendly snake was an absolute legend. I had all the time in the world for him. Next game in the series to be about the snake, please.
Dreams

Graham: Dreams looks like a technical marvel. It’s the new game from Media Molecule, the makers of Little Big Planet, and it feels like the logical next step. Where LBP gave players the tools to make platformer levels, Dreams gives you a suite of tools to make entire games. That includes scultping models, puppeteering those models to create animations, scripting rules and systems, and constructing your own sound effects and music.
Most importantly, it looks to do all of these things while making the process playful. You’re not just downloading a version of Unity designed to be used with a controller, but a game that aims to make game creation feel as intuitive as sketching with a pencil.
Dreams is due for its full release in February, but has been in early access since last April. In that time, players have already created remarkable things, including a small Metal Gear Solid remake, a Cyberpunk 2077 demake and this ridiculously realistic looking fry-up by John Beech, pictured above.
PC gaming obviously has a long history of user-generated content, and so these tools would feel right at home on PC. In fact, Media Molecule already spoke last year about their desire to allow people who create things with Dreams to export their work to other devices, and suggested there was potential for the whole thing to come to PC. Bring it on.
Shadow Of The Colossus

Nate: My daughter has only recently learned to climb the stairs. It’s a massive endeavour for a one year old, involving loads of panting and ‘hnnnnngh’ noises, and it took her a few abandoned tries to get the hang of it. When she finally made the attempt I knew was going to get her to the top, I put the climbing-the-bosses music from SotC on my phone at full blast. When she made it to the top step, I was very proud, but also having a right laugh. Classic dad chuckles, I know.
But still, the last time I actually saw SotC being played was fifteen years ago, off my gourd and lying on my mate’s sofa as he stabbed a massive, hairy stone eagle (and in the game lol etc). If even the vague idea of a strenuous climb still brings that music to mind, it’s fair to say that was a pretty intense bit of game design. I suppose I’d quite like to have SotC on PC so I could have a go at it myself, but to be honest I’m not sure anything could really beat that first, spectacular meeting.
Marvel’s Spider-Man

Nate: Honestly, I would have been so much happier with Spider-Man if it had been shorter, simpler, and much more linear. Cos it’s not bad, by any means. The web-swinging by which you travelled around the city was one of the most viscerally enjoyable means of getting around I’ve ever experienced in a game. I have a really nice recurring dream where I am able to brachiate around like an ape, and the swinging about in Spider-Man is the nearest I will ever come to making it real unless I become unfeasibly strong.
But oh boy, did this game come with a massive case of open-world fatigue syndrome. I just could not have cared less about fussily seeking out the various icons on the map, and the mental admin burden conferred by getting waylaid by sidequest after sidequest was tiring. There was just so much to deal with: with great power, it turned out, came a little too much responsibility.
Usually it’s at least 20 hours into an open-worlder before the chore of playing it outweighs the novelty involved. But for some reason, even with the fun, fun ropes, I ended up crashing out of this one way sooner. Maybe I got too busy. Maybe I just wasn’t in the mood at the time. Either way, ever since that night when I put it down and never picked it up again, I’ve felt a bit guilty. I feel like I’ve been mean to Spider-Man. And I’m not sure he deserves it. A PC release would be the thing to convince me to take him for another spin. It would certainly give more people the chance to enjoy some superb aerial acrobatics.
Tokyo Jungle

Graham: Tokyo Jungle comes from a time before most of Sony’s exclusive stable turned into prestige dramas about the end of the world. Instead it’s a game about the end of the world in which you can play as a kangaroo and absolutely beast a tiger in the face.
Of course, you can play as lots of other animals too – around 50 in total. Set in a Tokyo where all the humans have disappeared, this is an animal survival game in which you must forage, hunt and eat your way up the food chain in order to survive. You also have to breed with other animals of the same species, ultimately establishing a pack that lets you fell even larger enemies.
I want to stress: I haven’t played Tokyo Jungle. It’s a game that I watched trailers of in the build up to its release, but I didn’t own a PlayStation 3 when it came out. My desire to prompt a giraffe to kick a boar in the face hasn’t diminished in the seven years since, and a PC release would be the perfect opportunity to finally give it a go. Reading just now, via the game’s Wikipedia page, that “Pomeranian dogs are key characters in the story” has only made this urge stronger.
The Last Guardian

Katharine: I wouldn’t say I’m absolutely in love with Team Ico’s soulful action puzzler The Last Guardian, but Trico, the titular giant, feathered cat-dog-thing that fiercely defends your small cursed boy character as you try and make your escape from a mysterious tower, is a technical marvel. The way he moves, stretches and even bristles his feathers is so gosh-darned life-like that you sometimes forget this isn’t a real, breathing animal onscreen.
We didn’t own our two cats at the time I played The Last Guardian, but man alive it’s actually uncanny how cat-like Trico can be at times, the way he limbers up before making a seemingly impossible leap onto the top of a tiny pillar, or cautiously sniffs at things the first time he lays eyes on them. He’s something I’d love to see reborn on PC, with smoother frame rates and animations, and higher quality textures – much like how the wandering wildlife of Red Dead Redemption 2 were spruced up for PC at the end of last year.
Plus, it’s just quite a good adventure game with some neat puzzles, gorgeous set pieces and a genuinely heart-wrenching story. I didn’t really get on much with Ico (too fussy) or Shadow Of The Colossus (too repetitive, yeah I know, fight me), but The Last Guardian was the first Team Ico game I really clicked with, and it would be great to see it get a second wind over on PC. Do it for Trico, Sony.
Bloodborne

Alice0: Probably my favourite FromSoftware game, this one. The city of Yharnham is riddled with a plague of beastblood, so poisoned that even the angry mobs wielding pitchforks and torches are themselves clearly infected. In we go as a hunter on a mysterious mission, cutting through hordes of beasts with our weapons that can transform into new forms. It’s some good Victoriana monsterhuntering, this. The city is eerily familiar to me as a resident of Edinburgh, all weird bridges and tunnels and spires and passages and levels above levels above levels. The wolfmen are wolfy, the hunter fashion tip-top, and my favourite weapon is a gravestone stuck on the end of a sword. Love that gothic horror monsterhunting.
It’s good fightin’. Bloodborne’s violence is built on Dark Souls ideas, with a bloodthirsty twist. Where the correction decision after taking a hit in Dark Souls is often to pull back and heal, Bloodborne will offer a brief window where you can heal by damaging enemies. This opportunity is tantalising, risky, and hugely satisfying. Sekiro would later continue renovating Soulsy combat into a proper great action game but this mid-point suits me well. The ‘trick weapons’ able to transform mid-combo are great fun too, both as a combat tool and a stylistic flair. Snapping the saw cleaver open and closed makes a satisfying threatening clunk and did I mention my favourite weapon is literally a gravestone?
Bloodborne is also some cracking cosmic horror. At a certain point, the veil lifts and you see what’s truly happening in this city. It is proper horrible. The shift still makes me beam when I think about it. It has the usual Soulsy mysteries and hidden stories hinting at something greater, then just WHAM! cosmic horror to the face.
Why do I want Bloodborne to come to PC if I already own it on PS4? Partially because I want PC peeps to enjoy Bloodborne and I want RPS to fill with writing about it. But mostly because my former flatmate took her console with her so I can’t play it anymore.
Uncharted

Alice Bee: I’m cheating here because I have said “Uncharted” and realistically what I am envisaging is “Uncharted: The Full Beans Collection” including all of the games, especially the one where you’re the girls (pictued above).
Uncharted is basically everything I want from a third person adventure game. You leap around pretty maps, do some ancient tomb puzzles, have explosive set pieces against shady men in tactical combat gear, and solve all your problems with guns. Even the archaeological ones.
As such, it’s a crying shame that Nate “Indiana Croft” Drake, his elderly best friend, his wife and (spoilers) his brother he thought was dead this whole time but inexplicably has never mentioned, have never adventured over onto PC.
Seriously, though, some of the pirate jungle environments in Uncharted 4 are really bloody lovely. Crank that baby up to eleven.
Blood & Truth

Video Matthew: It’s rare to see publishers throw considerable time and money behind VR games, which makes it a shame when flashier projects remain exclusive to one headset: a niche within a niche. This is the case with SIE London Studio’s gangster romp, Blood & Truth, a PSVR shooting gallery that whips you from Guy Ritchie-ish monologues to army flashbacks and high rise shootouts that even Michael Bay would call a ‘bit much’.
It looks fantastic – I’ve not played it myself, as the PSVR is up in the loft and scared there might be rats up there. But I’ve watched breathless YouTubers ducking up giant crane arms as they smash through skyscrapers, or enjoying a pocket of bullet time to pop hoodlums as they fly through the air. It can only be made better by shifting to the more reliable VR headsets on PC. PSVR relies on the spotty view cone of the PlayStation camera (which is why I banished to the rat kingdom in the first place).
VR can feel embattled at the best of times, so don’t divide the troops with further tribalism. Get Blood & Truth on PC now. Or send Rentokil to my house. Preferably the former.
The Last Of Us

Video Matthew: I’ll always remember working on Official Nintendo Magazine and hearing the gang at CVG talking in a hushed reverence about how The Last Of Us had made another magazine editor cry in its opening 20 minutes. As someone who weeps at stupid things all the time – Smallville, Cheers, Speed Racer – I feel sympathy with the anonymous bawler, but must admit that I felt this aspect of the game, that it was this grand emotional gauntlet, was always a bit oversold. I mean, it has several puzzles where you have to move ladders around. Too many Homebase flashbacks to loosen my tear ducts.
But if it didn’t squeeze the salt from my eyes, it managed to work my jaw: clenching when I heard the tell-tale clicking of the Infected; grinning at the (initially) playful snatches of banter between heroes; gawping at the next post-apocalyptic vista hidden round each corner. Most importantly, my gob never had a chance to start fidgeting or contemplating snacks: it’s a supremely well paced game, tossing in new locations, revelations, mechanical quirks or set pieces every few minutes, for a solid 15 hours. It’s a rough journey, but one so smoothly delivered that I would happily take it again.

Those are our picks, but there are no doubt more games that belong on PC among Sony’s four generations of consoles – and maybe a couple to be found on the PSP and the Vita, too. Let us know what we’re missing in the comments below.

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Tokyo Mirage Sessions #FE Encore is (mostly) better than ever on Switch

Tokyo Mirage Sessions #FE Encore is (mostly) better than ever on Switch

ReincarnationTokyo Mirage Sessions #FE was easily my favourite game on the Wii U. It felt like a playful if unorthodox celebration of two beloved IPs: Shin Megami Tensei and Fire Emblem. Sporting vibrant art direction and some of the most satisfying turn-based combat that I’d had the pleasure of playing, I fondly remember powering through it pretty quickly after its initial launch.
For as much as I adored the game, I couldn’t help but wonder what the future held for it. It’s not as if it sold particularly well and, by design, it was an incredibly niche title to begin with.
During the early years of the Nintendo Switch, I would even wonder if it would ever get ported over like Hyrule Warriors or Bayonetta 2. I saw a distinct possibility that it could potentially linger and die on the Wii U, before eventually resurfacing in our collective consciousness as little more than prime material for a plethora of future “Top 10 Weirdest Crossovers” videos and listicles.
Rarely am I ever this glad to be wrong. Tokyo Mirage Sessions deserved a second chance at life, and thanks to a few small additions and adjustments, it’s mostly better than ever.
Tokyo Mirage Sessions #FE Encore (Switch)Developer: AtlusPublisher: NintendoReleased: January 17, 2020MSRP: $59.99
Taking place in modern-day Tokyo, as the title would suggest, Tokyo Mirage Sessions centres around a group of teenagers tasked with investigating a strange series of events surrounding mysterious dimensions called Idolaspheres and the deadly beings known as Mirages that inhabit them.
Also, the organisation these teenagers work for fronts as a talent agency that manages pop idols and television personalities.
It’s an unapologetically silly game. But for as unconventional as it is, Tokyo Mirage Sessions frequently manages to pay clear homage to both Shin Megami Tensei and Fire Emblem in interesting ways. For instance, the rock-paper-scissors-styled combat of Fire Emblem is still in play here. While the battle system itself feels like a particularly flashy spin on the type of combat found within Shin Megami Tensei or Persona, having a level of familiarity with Fire Emblem’s mechanics is going to help a lot in pinpointing an enemy’s weakness.
Alongside some mechanical cues, the world of Tokyo Mirage Sessions is littered with references to both franchises. From various nods to characters such as Jack Frost and Anna — the latter of whom works as a convenience store clerk — and numerous musical cues, it’s clear that there’s a level of appreciation for both series on display here. It just happens to be presented a self-aware and tongue-in-cheek way.
Tonally, Tokyo Mirage Sessions feels closer to the more upbeat nature of the Persona games rather than the significantly darker Shin Megami Tensei series. Even then, the former still reaches levels of despair and complexity that Tokyo Mirage Sessions never quite matches. That’s not to say that there aren’t darker or more serious moments, but the bulk of the experience is more focused on being lighthearted and energetic.
A game with a character named “TikiIsMyWaifu” (or “Tiki=Waifu”) probably isn’t demanding to be taken too seriously, after all.

As the Encore moniker would suggest, the Switch release of Tokyo Mirage Sessions isn’t entirely a straight port of the original game. As with many other remasters, it contains every piece of DLC previously released on the Wii U — additional costumes and a handful of small dungeons intended to speed up grinding — but Atlus also added brand-new content in the form of EX Stories.
EX Stories are essentially additional side stories intended to further expand upon the characterisation of some of the game’s main party members. Each story takes place in a new dungeon called the Area of Aspiration, which houses several unique and interesting rewards. As each EX Story only took me around half an hour to complete, they’re not the most in-depth pieces of content. In fact, the Area of Aspiration itself is one of the more simplistic dungeons in-game from a design standpoint. But overall, they’re satisfying and rewarding distractions to take part in during the intermission period between chapters.
Perhaps the most significant improvement made to Tokyo Mirage Sessions, from a general gameplay standpoint, would be the option to speed up Session attacks. These are essentially chain attacks that are triggered once you exploit an enemy’s weakness, and are performed by other members of the party. In the later chapters, these combos would frequently enter into the double digits, and would ultimately wind up making combat quite a lengthy endeavour.
To a certain extent, this situation has been alleviated on the Switch. Whenever you trigger a Session, you’ll be presented with the option to enable a new ‘Quick Sessions’ feature that significantly cuts down on the animation time for each attack. While not making Session attacks instantaneous, it does severely cut down on the amount of time it takes to get through an encounter, making later-game grinding and dungeon crawling significantly breezier.
Speaking of Session attacks, Tokyo Mirage Sessions #FE Encore also adds the ability for a small handful of secondary characters to join in. While they may not be as hard-hitting as your main party members, it is nonetheless an amusing addition. As it were, there’s something oddly endearing about watching characters like Maiko, your party’s perpetually tipsy manager, help you beat up your foes.

When playing Tokyo Mirage Sessions in docked mode, there appears to be very little difference between it and its Wii U counterpart from a visual standpoint. Using the highly scientific testing methodology of connecting both consoles to my TV, reaching the same screen in-game, and flipping between inputs repeatedly while attempting to spot any significant differences, I could see very little if any visual enhancements on Nintendo’s newer console. Character models and HUD elements appear somewhat blurry when playing the game on a TV, leading me to suggest this is a game best played portably.
See, in handheld mode, Tokyo Mirage Sessions is utterly gorgeous. Thanks to the console’s smaller 720p screen, character models and UI elements all appear incredibly crisp and without any significant blurring. The game’s vibrant and expressive art style gets a chance to shine in a way it never did on a larger, higher-resolution display. There are admittedly more technically impressive titles out there on the Switch, but very few games can match Tokyo Mirage Sessions in terms of sheer visual flair, and playing the game portably exemplifies that fact for me.

Being a game originally built for the Wii U, some concessions would have had to have been made when converting Tokyo Mirage Sessions over to the Switch. Notably, the original release used the Wii U’s GamePad for some fairly important functionality such as displaying the map screen and text messages (referred to as Topics) sent via the in-game phone system — the latter being used to provide humorous or expository dialogue to the player. On the Switch, the entire interface that was once displayed on the GamePad has been moved over to its own screen that’s accessible with a quick button press.
For the most part, this design choice works well enough. While it is a little less intuitive to navigate with a traditional controller than it ever was with the GamePad’s stylus, I stopped being too concerned about navigability after a couple of hours. Thanks to the addition of a minimap on the main game screen, you won’t have to rely on it quite as often.
Unfortunately, there are a couple of flaws with the way this system is implemented. On the Wii U, the information displayed on the GamePad used up every bit of screen real estate provided by its 6.2” panel. On the Switch, the interface takes up only a fraction of the display, with a sizeable border surrounding it.
The problem lies with the fact that it still attempts to convey the same amount of information to the player as it did on the Wii U. When you’re simply viewing map screen, it’s still just as functional as it ever was. But as I mentioned previously, the GamePad was also used to display Topics, and that’s where my only major gripe with the Switch conversion comes into play.
Due to the smaller display window, text size has also been shrunk down to accommodate for it. This makes it somewhat more difficult to read than on the Wii U. For comparison, text messages in Tokyo Mirage Sessions are now displayed in a smaller font point than the default iMessage text size on a real-world iPhone. Even as someone with reasonably okay eyesight, I still found reading Topics to be a little less comfortable than I’d like due to the font size. This situation is made even worse for Switch Lite owners, as the display on Nintendo’s dedicated handheld is only 5.5” in size, versus the original model’s 6.2” screen.
As there is no way to resize text in Tokyo Mirage Sessions, I could easily see people with poorer eyesight having genuine issues with text legibility on the Switch. Depending on your TV and living room setup, it may be possible to make Topics slightly more readable by playing the game in docked mode, but this might not be an optimal solution for some.

Tokyo Mirage Sessions #FE was easily my favourite game on the Wii U. With the Switch release, I could just as easily see it as a viable contender for the top spot on Nintendo’s newer machine. The combat system is just as fun and engaging as it was back in 2016, and the sheer amount of personality and style on offer gives me a sense of legitimate joy every time I boot it up.
Although it does have some issues with text readability in handheld mode, Tokyo Mirage Sessions #FE Encore otherwise represents a clear improvement over its Wii U counterpart. The ability to speed up Session combos makes the combat feel substantially faster in the game’s later stages, and the new content exclusive to the Switch release is a more than welcome addition to an already sizeable package. Despite my one issue with it, I can’t help but consider it the superior version of an already excellent game.
[This impressions piece is based on a retail build of the game provided by the publisher.]
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Neonwall update has Nintendo Labo VR support | My Nintendo News

Neonwall update has Nintendo Labo VR support | My Nintendo News

Neonwall, which started life as a Virtual Reality title, now has Nintendo Labo support as part of a free update on the Nintendo Switch. Neonwall is one of the very few third party games which has been given Labo VR support from Nintendo. You can pick up the game cheap at the moment as it is part of the eShop sale, so now could be the perfect time to check it out with your goggles.

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New Challenger Byleth Gets Added To The Super Smash Bros. Ultimate Mural

New Challenger Byleth Gets Added To The Super Smash Bros. Ultimate Mural

Yesterday’s announcement and reveal of Super Smash Bros. Ultimate’s Challenger #5 rounded out the first round of DLC fighters added to Nintendo’s crossover brawler. While opinion on Fire Emblem: Three Houses’ Byleth seems to be fairly mixed, he joins a huge roster of fighters from across the video gaming spectrum. Naturally, he has also found himself a place in the epic mural that’s steadily getting updated along with every DLC drop. Spotted him above already?
As revealed first by the official Japanese Smash Bros. Twitter account, Byleth slots in just behind Metal Gear Solid’s Snake and to the left of Street Fighter’s Ken:
参戦ファイターはついに80種類に!シリーズの垣根を超えた史上最大規模のお祭り、これより延長戦に突入します!今後、どんなファイターが追加されるのかお楽しみに!#スマブラSP pic.twitter.com/4p3xMNpoBi— 大乱闘スマッシュブラザーズ【スマブラ公式】 (@SmashBrosJP) January 16, 2020

The mural has since been updated on the US Smash Bros. site. With another six fighters planned to be released over the next two years, there are plenty gaps left to fill yet, so you’ll have to hold off on getting this made into wallpaper and pasted around your living room unless you want to add the newcomers as they’re announced periodically until December 2021.
Byleth will be let loose in the game on 28th January, after which we can probably expect a new fighter every four months or so. Nintendo, eh? They’re sure keeping the ball rolling with this one.


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Devil May Cry 3 gets Free Style mode on Nintendo Switch | My Nintendo News

Devil May Cry 3 gets Free Style mode on Nintendo Switch | My Nintendo News

Capcom had something special to show off today regarding Devil May Cry 3: Special Edition for the Nintendo Switch. As had previously been rumoured, the action game will now be getting Free Style mode. You can check the new mode out in the tweet down below. Devil May Cry 3: Special Edition is now available to pre-purchase via the Nintendo Switch eShop.

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Metro Redux Has Just Been Officially Confirmed For Switch

Metro Redux Has Just Been Officially Confirmed For Switch

If we can ignore today’s big Super Smash Bros. Ultimate news for just a moment, it has just been confirmed that Metro Redux is launching on Nintendo Switch.
The news comes just days after a couple of store listings and a PEGI rating were spotted. It’ll arrive on Nintendo’s machine as part of an ‘ultimate double game collection’ which includes definitive editions of both Metro 2033 and Metro: Last Light with DLC (both will be available separately on the eShop). Pleasingly, for the physical version, all DLC content will be included be on the 16GB cart. Nice one.
Here’s a little more info:

Developed in-house by 4A Games, the critically acclaimed series has been fully brought to life on Nintendo Switch. Immerse yourself into the Moscow metro and choose between our two classic playstyles, “Spartan” and “Survival”, approach the campaign in a survival horror style or tackle it with the combat skills of a Spartan Ranger.
Key Features:· Immerse yourself in the Moscow Metro – witness one of the most atmospheric worlds in gaming brought to life on Nintendo Switch· Brave the horrors of the Russian apocalypse – equip your gasmask and an arsenal of hand-made weaponry as you face the threat of deadly mutants, human foes, and the terrifying environment itself· Two campaigns, and all DLC included – Metro Redux includes two complete campaigns that combine to create one epic solo adventure, plus a further 10 hours of bonus content. Two unique Play Styles and Ranger Mode add hours more replayability!· Two unique Play Styles : ‘Spartan’ and ‘Survival’ – approach the campaign as a slow burn Survival Horror , or tackle it with the combat skills of a Spartan Ranger in these two unique modes

A physical edition is already up for pre-order at selected retailers; doing so will grant you The Ranger Cache pre-order pack which contains:- Metro Redux pin badge set- Game case sleeve- Double sided alternate artwork inlay- 4 double sided art cards- A2 double sided poster

Metro Redux will launch for Nintendo Switch on February 28th 2020.
Excited for this one? Let us know in the comments.

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