Resident Evil 7: Biohazard And Resident Evil 2 Remake Are Coming To iPhone 15 Pro And Other Apple Platforms

Resident Evil 7: Biohazard And Resident Evil 2 Remake Are Coming To iPhone 15 Pro And Other Apple Platforms

Resident Evil continues to gradually infect Apple platforms with the reveal that Resident Evil 7: Biohazard and the remake of Resident Evil 2 are coming to iOS. The series’ first foray into first-person arrives first on July 2, while the RE2 port is “currently in development.”

Both entries will be playable on iPhone 15 Pro, iPhone 15 Pro Max, and iPads and Macs with the M1 chip or later. Both games will feature enhanced controls and a new Auto Fire feature, a more approachable option that causes guns to automatically fire when aimed at enemies. RE7 will also include the Not A Hero story DLC starring Chris Redfield. You can also purchase the Gold Edition that includes additional DLC such as the End of Zoe, Vol. 1 and 2. of Banned Footage, the Madhouse difficulty mode, and more. At launch, players can try a slice of each game via a free download before making a purchase. 

Resident Evil 7: Biohazard launched in 2017 and introduced fans to Ethan Winters, who travels to a terrifying house in the backcountry in search of his missing wife. The game kicks off the current storylines for the mainline series, which continued in Resident Evil Village. Speaking of Village, that game, along with the Resident Evil, were ported to Apple platorms last year. You can watch us play Resident Evil Village on iPhone in this episode of New Gameplay Today for a look at how well Capcom has managed to get these games to run on phones. 

Assassin’s Creed Shadows Preview – Katanas And Kunai

Assassin’s Creed Shadows Preview – Katanas And Kunai

When your entire franchise revolves around sneaky assassins lurking in the shadows and running up buildings, it’s no surprise fans of the series have been clamoring for a ninja-themed protagonist for years. Assassin’s Creed Shadows is the answer to that oft-repeated request, but it’s far more than that, thanks to the introduction of a second protagonist, Yasuke the samurai. He’s a playable historical figure (a first for the series) and his approach varies wildly from the shinobi protagonist, Naoe. We got a first-hand look at this during a behind-closed-doors demo in Los Angeles.

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It opens with Yasuke entering a town, drawing everyone’s attention. As if his ornate armor wasn’t enough to set him apart, Yasuke is a huge person, and people in the street stare as he walks by. The developers explain that social stealth just isn’t an option for him, and he can’t climb buildings the way Naoe or other assassins can. That said, he is far from powerless.

A woman pleads for Yasuke’s help in dispatching a local group that heavily taxes the community, and he obliges without hesitation. Instead of giving a marker on the screen for where the player should go, a list of clues to the target’s location appears, and Ya  suke calmly walks to the appropriate district. As soon as    he spots the corrupt Samurai nearby, a guard tells Yasuke to leave. Making no attempt to disguise his intentions, Yasuke draws his kanabō, a massive spiked club, and enters combat. His swings are brutal, decapitating one enemy and crushing another to death, each foe dying in just a few swings. Yasuke is so powerful, in fact, that our demo-player accidentally strikes a civilian with the wind-up to a more powerful attack. I make a mental note to pay attention to my surroundings when I do this mission.

After switching to his katana and killing the samurai boss in a one-on-one duel, the developers present us with a choice. The daimyo, an official this corrupt samurai reported to, needs to be assassinated as well, but it’s up to the crowd watching the presentation to vote on which character we’d like to see. Satisfied with our viewing of Yasuke’s abilities, we unanimously vote for Naoe.

Naoe enters the castle grounds at night, cloaked by darkness and a convenient rainfall. Her playstyle is a lot closer to what we’ve come to expect from the series, with parkour and stealth at her disposal. After using a grappling hook to swing from a tree branch, she immediately drops down to assassinate a guard, then goes prone to crawl through some nearby grass. It’s nighttime, but the area is well-illuminated by some paper lanterns. Luckily, Naoe can use her kunai to put the flames out, distracting her target and making her approach that much easier. Throughout her run, many lanterns are extinguished – “Shadows” felt like a generic title on its first reveal, but after seeing how much the player interacts with sources of light, it’s quite fitting.

When Naoe finally reaches the daimyo, she loops around to a shallow pool he stands beside. Dropping to her stomach, she submerges herself in the water, using it as cover. After waiting a few moments, we see her pull out a reed to use as a makeshift snorkel before continuing. The daimyo never sees her coming, and he’s dead in a single thrust of her blade.
The demo concludes with one more run through the castle with each character, showing Yasuke’s straightforward approach and a daytime route for Naoe. There are new weapons (Yasuke has a rifle, Naoe has a chain weapon called a kusarigama), flashy weapon abilities, and plenty of assassinations, all of which do a great job of emphasizing just how different these two characters are. I’m excited to try them each out for myself when the game launches later this year.

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Metal Slug Tactics Preview – A Promising And Challenging Boot Camp – Game Informer

Metal Slug made its name as a fast-paced, run-and-gun explosive arcade shooter, making it all the more surprising how well it seemingly fits into a slower, turn-based strategy format. Since Metal Slug Tactics’ reveal at the final E3 in 2021, both series fans and tactics aficionados have been waiting with bated breath to get their hands on it. I count myself among them and was anxious to play a preview build to finally see how well this marriage of genres blends. 

The demo gives me command of three available characters: Marco, Eri, and Fio (with a fourth, Tarma, unlockable later). Each is armed with a primary weapon, a secondary special weapon, and can sport unique passive skills and active abilities called Special Actions. For example, Marco emphasizes relentless offense, and his Salvo special action grants himself or an ally an extra hit for a single attack. Eri, the explosive expert, has a special action that lets her lob two explosives instead of one. Fio favors long-range and can manipulate enemy compositions by sending a drone that can pluck units or allies and drop them to another nearby square. Special Actions are activated by spending Adrenaline, the game’s term for mana points. The mechanic Tarma boasts a knife for close-range offense, a shotgun, and can blow into foes with his motorcycle special action. 

The demo offers one region, Argun Palm Desert, but I spot three locked regions for a likely total of four in the game. The villainous Abul Abbas’ army has occupied this desert and its rural villages, putting civilians in harm’s way. It’s my job to pry the region from his clutches, which is presented as a world map with eight missions I can tackle in any order. However, you can only complete four before the boss arrives, indicated by a countdown at the top of the screen. Each mission features a primary objective and a secondary, optional task (such as winning without losing a unit or finishing without taking damage). Both offer unique rewards such as XP gain, coins (which can be turned in for cash), weapon mods, or additional reinforcements. Since you can only tackle a mission connected to an adjacent, completed mission, it’s important to plot the ideal route to collect the resources you want/need. 

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Primary mission objectives include wiping out select targets, escaping to an exit, surviving a number of rounds, safely escorting an ally, and destroying a convoy before it leaves the map. Rounds begin by placing units in designated starting zones. Metal Slug Tactics features standard grid-based movement, and maps often include numerous destructible cover points. Placing units in these blue-coded protective spots reduces incoming damage, even when hit from the exposed side of the cover. My favorite element of stages is interactable hazards that can help eliminate foes without spending precious movement/attack points. This includes activating a crane to drop a suspended crate that crushes anyone underneath it. My favorite is shooting a pot to awaken a sleeping cobra that strikes anyone within its range, maiming multiple foes single-handedly (or technically zero-handedly) while also forcing them to navigate around it until it falls asleep again. 

Primary weapons, such as a handgun or, in Eri’s case, a grenade, have unlimited ammo. Conversely, the more powerful special weapons, like a machine gun or grenade launcher, have limited ammo. Managing the use of your second weapon is critical, as you’re only allotted that ammo throughout your entire campaign, though replenishing ammo is a reward for certain objectives. The basic flow of positioning units in line with enemies to riddle them with bullets gets more interesting by lining up sync attacks. By targeting a foe within the same firing range as an ally, that character will automatically attack the target with their primary weapon right after you do. This allows you to unleash a tag-team or even triple-team assault if you play your cards right. However, an enemy can only suffer one sync attack per turn. It’s a fun system that has me thoughtfully considering the placement of each character and feels puzzle-like in discovering ways to maximize each attack. 

In true Metal Slug fashion, some stages include tanks you can hop into, and they’re great for quickly traversing the stage. Most importantly, tanks unleash a limited number of wide-reaching cannon fire dictated by their fuel count. In addition to dealing tons of damage, tanks serve as useful protective shells for characters on the brink of death. You can also earn Assets, special consumable items used in battle, such as airdropping the titular Metal Slug to wreak havoc. If a unit falls, you can revive them by calling reinforcements. However, this consumes a reinforcement point. You only have six of these for the entire campaign and can only replenish them by completing missions that reward an additional point. 

Metal Slug Tactics Preview – A Promising And Challenging Boot Camp – Game Informer

Completing missions earns medals used to upgrade a character’s special action, improving its effectiveness and sometimes lowering its Adrenaline cost. Leveling up a character unlocks an additional special action from a randomized pool of three. Arsenal rewards offer a choice of three weapon mods. Primary weapons can equip two mods, while special weapons hold up to three. Stacking weapons with mods is crucial as it makes them more well-rounded and can be equipped to suit your playstyle. For example, a mod can increase the magazine size of the special weapon or make sync attacks more powerful for participating allies.

After I finish four missions, the boss arrives in the form of Bige Shiee, an overly armed gunship fans may remember from Metal Slug 2. In addition to chipping away at this sturdy foe, which launches wide-reaching missile blasts with a one-turn warning, I have to face a plethora of grunts. Additionally, the floating docks serving as our battlefield gradually crumbled and sank into the ocean, forcing you to keep moving and not camp in an advantageous position for too long. 

Failing a mission sends you back to the outpost, where you’re greeted with new cutscenes, usually introducing a new character, such as Margaret, your commander, or the backpack lugging Rumi, who hangs out at the outpost to offer some kind of service. Rumi sells new weapons and mods, and you unlock new character abilities with Margaret. You can also purchase entire load-outs, presenting a full set of weapons and abilities favoring, for example, close-quarter play or one loadout that favors creating sync attacks. Your cumulative performance throughout all completed missions determines your payout, such as the number of missions you completed and the number of sync attacks executed by each character.

Once you’ve kitted yourself out, its off to start the campaign anew. That’s right; Metal Slug Tactics is a roguelite at its core. Starting a new campaign means completing missions all over again, though the selection and rewards are remixed each time. The introductory mission briefing features dialogue exchanges. All of your unlocked special actions and passives reset, too, leaving you with your permanent starting skill for each. 

Because of this structure, the early runs of Metal Slug Tactics are quite difficult. I consider myself an experienced tactics player, but even on the lowest available difficulty, many early battles feel like a war of attrition, as conflicts often throw upwards of 15 enemy units against my mere trio. It also doesn’t help that most mission types continually introduce baddie reinforcements. At the start, your units don’t have much health and can be taken out quickly by two or three attacks. With limited revives and no way to heal units (initially, at least), I felt like I was fighting from underneath most of the time.

The “escape to the exit” objectives are the most maddening due to the absurd amount of bad guys thrown at you versus your low HP count. Beelining for the exit often meant I was torn to pieces, but gradually picking off threats and inching toward the goal took ages, only for new enemies to arrive and replace downed ones. I finished most missions with only one living squad member clinging to life. 

Strict resource management contributes to this challenge. Since your special weapon has limited ammo throughout the entire campaign, careless usage means you could enter a boss fight with only your basic pistol. At the same time, special weapons wipe out units much faster than your primary one, and the longer a mission lasts, the more the advantage often tilts toward your opposition. This is especially true if you want to fulfill the secondary goals, such as completing missions within two to three turns. 

Because of the game’s run-based nature, you’ll likely struggle to get through missions for a while until you get some new abilities or gear under your belt. I performed noticeably better in my subsequent runs, but it took several repeated campaign runs before I felt like I could somewhat hold my own. That said, once I lasted long enough to accrue a solid stable of abilities to play with, building loadouts that complimented an individual’s specialty as well as the team’s dynamic became an enjoyable, strategically stimulating process. Still, climbing that initially steep difficulty wall may be an early turn-off for players expecting a more balanced experience from the outset. 

Metal Slug Tactics’ presentation looks great, thanks to the series’ charming sprites and animations. A catchy soundtrack courtesy of Tee Lopes is the melodic cherry on top. Despite the early roadblocks, I gradually developed a callus to Metal Slug Tactics’ hardships and saw more consistent victories. Once I hit a groove, it became an enjoyable and strategically satisfying romp. I’m still worried about its overall balancing, but there’s definitely promise for Metal Slug Tactics to be a mission: success.

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Polaris Is A Co-Op PvE Shooter Coming To PC This Year With Fully Destructible Environments

Polaris Is A Co-Op PvE Shooter Coming To PC This Year With Fully Destructible Environments

Polaris is a four-player co-op PvE shooter set in an original sci-fi universe coming to PC via Steam this year. Developed by Polaris Team, an offshoot of Variable State, which is the studio behind 2021’s Last Stop and 2016’s Virginia, the developer formally unveiled Polaris during today’s IGN Live showcase with a cinematic trailer. 

In the trailer, we get a glimpse of this sci-fi world, which takes place in a region of space overtaken by a ruthless force known simply as the Regime. In the game, players must reclaim their homeworlds and bring every enemy stronghold down. 

Check out the game’s first look in the Polaris reveal trailer below

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Polaris Team says, “All in-game structures – installed by the Regime, but not yet inhabited by their indoctrinated citizens – can be crushed, blown apart, and otherwise annihilated over the course of every match, and the same is true of the natural environments and terrain upon which they’ve been constructed.” 

Players control superpowered freedom fighters who utilize guerrilla tactics to take back their territory while flying through dynamic open levels, destroying enemy infrastructure, and unearthing coveted mysteries that drive the Regime’s war of conquest. 

“Since I first played Bullfrog’s Syndicate Wars, I’ve always dreamed of working on a game that featured hi-tech squads of futuristic soldiers, causing mayhem and destruction in an original sci-fi setting,” Polaris Team creative director Jonathan Burroughs writes in a press release. “Sprinkle in a deep appreciation for the Halo series – particularly its blend of on-foot and in-vehicle co-op action – and you can begin to get a sense of what we hope to achieve with Polaris. 

“We’re only a small and scrappy team of 11 people, but have been plugging away at this project since early 2023. Aided by the tools and technologies of Unreal Engine 5, Polaris Team has built a tight 4-player PvE combat game with a dynamic, destructible environment set in our own unique sci-fi universe. With the release date arriving later this year, the team and I couldn’t be more excited to share Polaris with players worldwide!”

Here are some Polaris screenshots to check out

Polaris is due out on PC via Steam sometime this year. You can sign up for a beta playtest starting today. 


What do you think of Polaris’ reveal? Let us know in the comments below!