Facebook is running a great promotion on its set of Portal devices. You can currently buy two Portal devices and save £100 on your purchase, including the brand new Portal+ and Portal Go.
Other deals to check out today include Apple AirPods at Amazon, with the 2nd Gen AirPods with Wireless Charging Case down to just £119.99. This is a great discount from the £199.99 list price, and definitely worth considering. If you're after the new 3rd Gen headphones, they are also now up for preorder for £169.99.
TL;DR – Best Deals
Buy Two Portal Devices and Get £100 Off Your Purchase
Portal devices are all about immersive video calling, including Smart Camera tracking that will keep you on screen and in focus throughout a video call. It works with most video calling apps such as Zoom, and you can use it to call others who don't have a Portal device as well.
Buying two of these is the perfect Christmas present in my opinion, as you can gift a Portal device to a relative or a friend, and instantly connect with them whenever you need to.
Apple AirPods on Sale at Amazon
Resident Evil Village Down to £27.97 at Currys (was £54.99)
PS5 DualSense Controllers on Sale at Amazon
Metroid Dread Down to £34.99 with GAMENEXDAY at Currys
Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.
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Resident Evil 4 VR does not include unlockable modes, including the Mercenaries and Separate Ways.
In a statement sent to IGN, a Facebook spokesperson confirmed that these modes were not included in the VR version of Resident Evil 4, though did not elaborate further as to why the decision was made to cut these modes in the game. All three of these modes were available to unlock after completing Resident Evil 4's main story once.
Assignment Ada, while non-canon in the Resident Evil lore, this game mode had players controlling Ada Wong as she tries to collect samples of the plaga for Albert Wesker. The Mercenaries Mode is an arcade-style minigame with the goal is to kill enemies and rack up a high score before time runs out. Starting with Resident Evil 4's PS2 port and onwards, the game would get a third unlockable mode called SeparateWays, where you play through the entire campaign of Resident Evil 4 through Ada's perspective.
Despite the cut modes, I noted in my review of Resident Evil 4 VR that the recent re-release offers plenty of changes to gameplay and combat make it an easy recommendation for anyone that owns an Oculus Quest 2 headset.
Resident Evil 4 VR launches October 21, exclusively for the Oculus Quest 2.
Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.
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Resident Evil 4 VR is a full remake of Capcom’s horror classic, except in virtual reality. But some things have been left behind in the past as Facebook confirmed certain dialogue and animations have been removed for a modern audience.
Specifically, Resident Evil 4 VR has removed certain suggestive dialogue related to Ashley Graham, the president’s daughter Leon Kennedy is tasked with rescuing. This includes a line from another character, Luis, referencing Ashley’s body.
Furthermore, you won’t be able to look up Ashley’s skirt during certain areas of the game and the corresponding animation has been removed.
In a statement from a Facebook spokesperson, they said, “Oculus Studios, Armature, and Capcom partnered closely to remaster Resident Evil 4 from the ground up for VR. This includes immersive environments and high-resolution graphics. It also includes select changes to in-game dialogue and animations that we believe will update Resident Evil 4 for a modern audience.”
Ogling Ashley isn’t really a core part of the Resident Evil 4 experience so it’s hard to say that this substantially changes the game. Though if you feel strongly this content still exists in one of the many, many other versions of Resident Evil 4.
After 15 hours of outmaneuvering infected villagers in VR, I have a newfound appreciation for Resident Evil 4. While the original version was my gateway into the Resident Evil series nearly 16 years ago, the moment I booted up this remake on my Oculus Quest 2, I knew Armature Studios had created something special. Resident Evil 4 was already an excellent game, but experiencing it in VR recaptured that feeling of playing it for the very first time.
The perspective has shifted, but no significant changes have been made to Resident Evil 4’s corny but easy-to-follow action-movie plot. You are still playing as Leon S. Kennedy, now a U.S. government agent in rural Europe to rescue the president’s daughter while fending off hordes of infected villagers and monsters. Sure, there are some references to earlier entries (specifically Resident Evil 2), but Resident Evil 4 was an effective entry point to the series for many people like myself because you don’t need to have played the previous games to know what’s going on.
Unlike some VR adaptations of major games, most notably L.A. Noire: The VR Case Files, this is not a watered-down version of Resident Evil 4: you can experience Leon’s mission from start to finish. However, I noticed the absence of some content that is commonly found in modern re-releases of this game, most notably additional modes like Separate Ways and the Mercenaries, so it’s not technically “complete.”
Of course, the story campaign is what we’re all here for, and it flourishes in VR. Resident Evil 4 was never a terribly scary game, but the sense of dread is enhanced in the VR version thanks to all the action being up in your face. So many of us have ventured through this gloomy yet beautiful world multiple times before, but Resident Evil 4 VR really does a good job at conveying the gloom and creepiness the setting has. Salazar Castle, in particular, struck me when I saw the armored knight statues and the rusted and rundown look of the armor. And to me, that’s what makes this such an incredible experience.
Some examples of moments that felt new and awesome in VR include fighting Del Lago, where you can see this creature’s giant mouth opening wide as it tries to eat you whole. And there’s the Verdugo boss battle, where a creepy, almost xenomorph-like monster charges at you with glowing red eyes. Even some non-boss fights against regular enemies like Garrador, Regenerator, and the Iron Maidens are a lot more tense to endure. Especially with the latter two, where you can hear their dreadful, heavy breathing sounds and then see these massively tall and creepy enemies slowly coming in your direction, and you have to hurry to pull out your rifle and aim down the infrared scope. Defeating them gave me a sense of adrenaline rush I haven’t felt since I first played Resident Evil 4 back on the GameCube in 2005.
Of course, the story campaign is what we’re all here for, and it flourishes in VR.
Part of that is in how you control the action. Resident Evil 4 VR has been remade from the ground up to accommodate several VR play styles. Full Motion is for those experienced in VR gaming and comfortable with camera movement while Comfort mode is there for you if you’re prone to motion sickness, but you can tweak movement options like teleportation at will. My preferred playstyle was a custom setting that gave me the benefits of full motion, such as moving my head to look around, but also quick angle turns using the right thumbstick that made it easier to manage waves of enemies when my muscle memory forgot I could physically turn my head around.
There’s an added benefit from enabling full motion in that it allows you to control Leon’s movement while aiming and shooting at enemies independently. This design choice might anger purists who loved the added challenge that came from Leon being forced to stand still while he aimed, used his knife, or fired weapons, but for me it is a welcome change considering the volume of enemies Resident Evil 4 can throw at you and the awkwardness of a VR game refusing to let you move when your body wants to. That said, I did not personally find myself moving that much while shooting and only ever found it useful in boss battles, most notably the one against El Gigante.
The bigger deal is that with full control of Leon’s hands, all of your weapons and items can be physically grabbed when necessary. Your knife, for example, can be pulled from a holster on your chest. If you need an herb or first aid spray, you grab it from your left shoulder. There’s also an option where you can map all the items from the Quest 2 controller’s right trigger by holding it and then selecting the weapon by moving the left thumbstick. I opted to map the items to my controller buttons instead of picking them up in real-time as I found it a lot more convenient for me to access my arsenal this way versus having to remember where on Leon’s body I need to go to grab a particular item.
Reloading your weapon is done manually, too. Depending on which way you grab your weapons, ammo will either be in the pouch on your left side, or there is a button prompt that has a little ammo icon that you need to interact with to get ammo. Grenades also require body movement, requiring you to pull the pin before throwing it. And the knife works just like you’d expect a knife to: the pointy end goes in the zombies.
When playing with full motion you also have the option to dual-wield weapons, making it a lot easier to get out of tight situations or just double your arsenal as you fend off hordes of Ganados. Two-handed weapons like the sniper rifle and the shotgun can be fired with one hand, though with the latter you still need to use the other hand to pump it after firing a shell and it generally offers a lot more power when wielding it with two hands. (The rocket launcher requires two hands, which makes sense but firing it one-handed would’ve been hilarious.) Aiming also feels a lot more accurate than with a typical controller, and if you want to work on your aim, the shooting gallery is a good way to happily enjoy some low-stakes target practice.
The changes to combat are a welcome addition to Resident Evil 4, making this playthrough stand apart from the many I’ve done in the past. But there is a severe learning curve to master. Reloading guns, especially when hordes of Ganados are coming after you, quickly activated my fight or flight and caused me to accidentally switch to my knife or improperly reload my weapon. Also, grenades require a lot of body movement – you have to pull the pin before throwing it, and that can be tricky, especially if you’re playing sitting down. But on the whole, the new combat mechanics are a good challenge for even the best of Resident Evil 4 players.
The changes to combat are a welcome addition to Resident Evil 4.
Outside of combat, Resident Evil 4’s puzzles are also a lot more fun to navigate and a lot easier to solve. In 2D, there are a lot of button prompts that control parts of puzzles that move, making it feel a bit tedious, but in VR you can physically interact with the objects to intuitively work through them.
One of my biggest concerns going into Resident Evil 4 VR was how Armature would tackle quick-time events in VR, but I’m happy to say that these QTEs are more similar to Resident Evil 4’s Wii port than just a random series of button mashing. Typically, you’re required to shake the controllers when Leon is doing things like a chase sequence or he is hanging on a cliff and needs to pull himself up. But some scenes, most notably the knife fight with Jack Krauser, require other commands, such as pressing the triggers on both controllers or moving the controllers upward, downward, or to the side.
There are a few areas, though, where it’s pretty much impossible to convert a 2D game to VR. Most cutscenes, for instance, are viewed in a windowed, virtual theater-esque screen in front of you, which is understandable but still a bit of a letdown. Thankfully the cutscenes Leon has on his communication device have been moved to VR, and you even have to physically press the button to start the call.
While most of the actions Leon can do are performed in first-person, you can toggle between third-person mode as well for all these actions. Certain actions, like Leon jumping out a window or pushing a heavy object like a bookshelf, are all in third-person, which I think is for the best – I am not sure that kind of thing would have been a very pleasant experience in VR. I did notice there was an option where I could grab the doorknob to open some doors, but also you can have Leon perform a third-person kick.
PC specifications for Marvel's Guardians of the Galaxy seemed to suggest that the game would require a huge 150GB of space to install – but Square Enix has now made clear that this isn't the final size, with approximately 80GB being the new target.
As spotted by PC Gamer, the minimum and recommended system requirements for Marvel's Guardians of the Galaxy were recently uploaded to its Steam Store page. While many of the necessary PC specifications needed to run the game don't seem too taxing, players were told they'd need to have 150GB of free storage space on their systems just to be able to install the game.
Many were confused by the huge size – by comparison, the imposingly massive Microsoft Flight Simulator takes up 127GB – leading Square Enix to release a statement saying this isn't the final file size:
Hey everyone! We wanted to give you an update on the final size of the PC version of the game, which will not be 150 GB. The team is in the last stages of optimizing the final game and we can confirm the file size will be approximately 80 GB at launch.
— Marvel's Guardians of the Galaxy (@GOTGTheGame) October 19, 2021
While not confirmed, it may well be that you do need 150GB to start the installation process, but thankfully the final game is a slimmer 80GB or so. In a follow-up, the publisher made clear that PS4 and PS5 verisons should take up around 50GB.
The Guardians of the Galaxy game arrives next week, and our hands-on preview, saying that its "combat is highly enjoyable and a lot more complex than I first gave it credit for."
Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].
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