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Nintendo E3 2019 Predictions, Expectations, Hopes & Dreams



Nintendo is in a unique position going into its E3 2019 showcase. 2017 saw the company pulling out all the stops to reassure fans that their newest console (which was just launched a few months earlier) would be getting top-tier support for years to come. 2018 brought a decidedly less aggressive E3 presentation indicative of the Switch’s immediate success, solid third-party support, and the surefire sales of Super Smash Bros. Ultimate and Pokémon Let’s Go.

Nintendo’s E3 2019 is unique in that we already know most of what this year’s lineup is. Super Mario Maker 2, a game that’s almost guaranteed to take over streaming platforms for weeks after release, is dated as June 28th. Fire Emblem’s long-awaited return to home consoles is set for July 26th. And Astral Chain, the latest effort from Nier Automata’s lead game designer Takahisa Taura, is coming out August 30th.

Nintendo’s official E3 2019 plans.

This summer run of exclusives harkens back to 2017’s relentless pace of one first-party game per month (much like Bayonetta 2, Astral Chain is being published by Nintendo).

But it doesn’t end there.

Animal Crossing, Luigi’s Mansion 3, Pokémon Sword and Pokémon Shield, and Link’s Awakening are all previously announced blockbusters that fall under the vague “2019” umbrella. Assuming that they’ll keep up that one per-month cadence, that effectively fills out the rest of Nintendo’s first-party lineup for the year.

What does this mean? Well, unlike Mario + Rabbids at E3 2017 or Super Mario Party at E3 2018, it’s very unlikely that Nintendo will have any other major announcements for new games…coming out this year, anyway. This E3 is going to be all about fleshing out the games we’re already aware of, emphasizing continued third-party/indie support, and planting some small seeds to look forward to in 2020 and beyond.

Without further ado, here are our Nintendo E3 predictions!

Animal Crossing 2019

First-Party Blowouts

Animal Crossing

For the past few E3s Nintendo has consistently had a game that stands as the centerpiece of its E3 presentation. 2016 had Breath of the Wild, 2017 had Super Mario Odyssey, and 2018 had (maybe a little too much of) Super Smash Bros. Ultimate. This year? It’ll be all about Animal Crossing.

The sales behemoth of a franchise has been virtually silent since its Metroid Prime 4-style reveal back in September of last year. No further details, social media promotion, staff commentary–nothing. It’s simultaneously the most anticipated (perhaps only rivaled by Pokemon Sword and Pokemon Shield) and least detailed Switch release of 2019.

While Nintendo is certainly no stranger to dropping massive bombshells in random Directs throughout the year, E3 feels like the perfect platform for an in-depth Animal Crossing presentation. And assuming it’s coming this fall, there’s a good chance it’ll get a dedicated Treehouse segment as well. We have more specific predictions for the future of the franchise here.

Astral Chain

Platinum’s long-running relationship with Nintendo might just culminate in one of the best games this year. We still have a ton to learn about..well, every part of Astral Chain, really. Its story, characters, and the extent of its combat system are all still very much a mystery. If an enhanced port like Dragon Quest XI S got a major spotlight in February’s Direct, you better believe this Nintendo-published blockbuster will get more than a few minutes at E3.

Luigi’s Mansion 3

The fact that hype for Luigi’s Mansion 3 has been so low is both strange and completely understandable. It’s a game that series fans have wanted for ages, but it’s also the least we’ve seen of the 2019 Nintendo stable outside of Animal Crossing’s static reveal image. Though we’re likely to see more in a Direct closer to launch, E3 would be the opportune time to remind players that this is still coming out.

Nintendo E3 Predictions

First-Party Trailers

Fire Emblem: Three Houses

Between its thorough spotlight in the February Nintendo Direct and a massive Famitsu feature, Fire Emblem: Three Houses shouldn’t need much more than a polished trailer to satiate fans…before its own dedicated Fire Emblem Direct in early-mid July, of course.

Pokémon Sword and Shield

The hunger for new Pokémon info is at an all-time high. Despite months of map and trailer analyses, plenty of questions still remain: What’s the rest of the new generation look like? How will gym battles play out this time around? What about the legendaries? Will Sobble actually be chronically depressed for his entire evolutionary line?

These are all pressing questions we need answers to, and the Pokémon Company knows it. Here’s hoping they just don’t reveal too much like they have leading up to past games.

Super Mario Maker 2

The recent Super Mario Maker 2 Direct and Invitational on June 8th have promo for this one thoroughly covered. It’ll nonetheless get a dedicated trailer in the E3 Direct, however, and might even reveal an unannounced game style…


News on Game Freak’s newest title has been slow, but that’s sure to change come E3. The company’s previous deviations from the Pokémon franchise have been stellar (Pocket Card Jockey, anyone?), so there’s a reason to have high hopes for this one. The ultimate hope? A demo shadow drop.

Super Smash Bros. Ultimate Character Reveal

By the time E3 rolls around Nintendo will have nine months to release the remaining DLC fighters for Smash (assuming they stick to their February 2020 goal). Revealing the second during their E3 Direct seems like a no-brainer. Who’ll be able to measure up to the Joker reveal hype, though? My money is on either Cuphead, Master Chief, or Dante.

Hail Mary Prediction:

A first glimpse at Super Mario Odyssey 2 gameplay (Galaxy 2-style) with a vague “2020” release date.

Nintendo E3 Predictions

First-Party Brief Mentions

Link’s Awakening

Being a remake of one of the most beloved Zelda games of all time, Link’s Awakening is by and large a known quantity. It’d make sense to show it again at E3, but it’s a game that most have already played at least once. No need to go for a deep dive on this one.

Daemon X Machina

Nintendo’s upcoming Armored Core-esque mech fighter has always seemed like a bit of a risky investment. This hunch was confirmed following the decidedly lukewarm response its February demo garnered. Still slated for a “Summer 2019” release, Marvelous should come out swinging with a trailer showing off a myriad of improvements based on copious amounts of fan feedback.

More realistically, though, Daemon X Machina will probably only receive a brief mention followed by an hour or so of Treehouse gameplay.

Nintendo E3 Predictions

Major Third-Party Support

While the Switch hasn’t received the hottest third-party releases this year, it has been garnering a fair bit of support nonetheless. The fervor among the Marvel fan base after “Avengers: Endgame” should make Marvel Ultimate Alliance 3: The Black Order–which is out in July–a lock for having an E3 presence. DOOM Eternal might also make an appearance after it inevitably gets shown off at Bethesda’s conference the Sunday before; we already know it’s playable, after all.

One thing is for certain, though: major western publishers likely still won’t play ball this year. We won’t be seeing Madden 19, the new Call of Duty, or the rumored Watch Dogs 3 (despite Ubisoft and Nintendo’s close relationship) for the Switch. Instead, the majority of third-party announcements will continue to come from Japanese companies.

Square Enix has been an invaluable partner as of late and should at least reveal the release dates for Dragon Quest XI S and Oninaki. Capcom has been a bit dodgier with Switch support, but a proper Monster Hunter built from the ground-up for the hybrid would do a lot to bridge that divide.

Hail Mary Prediction:

Shin Megami Tensei V gameplay is finally shown off with a “Spring 2020” date tacked on for good measure.

Nintendo E3 Predictions

Indies Galore

It’s no secret that indies have been flourishing tremendously since Nintendo went all-in on supporting them with the launch of the Switch. From studio-saving success stories like Blossom Tales to already massive games like Hollow Knight getting even bigger on the platform, the Switch has become something of an indie haven in the two years it’s been on the market.

That said, only the most high profile indies have historically shown up during Nintendo’s E3 Direct. It’d make sense to show another quick glimpse of Bloodstained: Ritual of the Night before its release the following week. Shovel Knight: King of Cards also needs a firm date after its admittedly disappointing delay from April. And while we’re on the subject, know what else needs a release date?

Hail Mary Prediction:

Ori and the Blind Forest. 

That’s right. If Microsoft gave Studio MDHR the go-ahead to port Cuphead, why not let Moon Studios bring over Ori? Cuphead’s reign at the top of the eShop charts for the past month should only make the prospect that much more tantalizing.

Nintendo E3 Predictions

And that’s a wrap! Nintendo is primed to have an absolutely packed E3 showcase this year. Think we might’ve missed something? Feel free to share your own predictions in the comments below!

Brent became infatuated with manga and anime after randomly stumbling upon Vol. 3 of Yu Yu Hakusho on a childhood roadtrip. Today he has a soft spot for colorful JRPGs, cozy anime, and both games and shows that indulge his innate love of adventure. Find him (im)patiently waiting for Animal Crossing: New Horizons and incredibly fulfilled by Fire Emblem: Three Houses @CreamBasics.



  1. Patrick Murphy

    May 25, 2019 at 3:16 pm

    I think you’re pretty spot on with this. It’s going to be one of those E3s where we pretty much already know what the year looks like (and it’s outstanding), so I’m not sure there will be many surprises. I like the Ori and the Blind Forest prediction though; I think there will be some great indie announcements, possibly some “it’s out now!” ones too.

    • Brent Middleton

      May 25, 2019 at 5:50 pm

      Appreciate it Patrick! The front half of the year has been pretty light for Nintendo (then again, it’s been that way for each of the Big 3 in terms of first-party), but the second half is looking ridiculous. And you’re right, there have to be at least 1 or 2 shadow drops!

  2. Chris

    June 4, 2019 at 4:21 pm

    I hope Cadence of hyrule gets a shadow drop, I also want pikmin 4 and metroid prime trilogy for 2020. It would also be cool if we got Zelda or Metroid maker as DLC for MM 2

    • Brent Middleton

      June 6, 2019 at 4:18 pm

      I can totally see a Prime Trilogy 2020 release. to tide us over. Zelda or Metroid themes for MM2 would be a good idea, but the (apparent, not totally confirmed) lack of costumes has me slightly doubtful.

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Game Reviews

‘New Super Lucky’s Tale’ is Polished, Pleasing Platforming



Streamlined, focused, and tons of fun, New Super Lucky’s Tale is a fantastic reworking for the Switch that absolutely nails the lighter side of Nintendo-style 3D platforming. Tight controls and a nearly flawless camera support running and jumping challenges which more often than not emphasize creativity over complexity, and it’s all set against a colorful, pun-filled, charming world full of quirky characters and light satire. Though the experience is not as epic or razzle-dazzle as something like Super Mario Odyssey, developer Playful has wisely trimmed the collect-a-thon fat that so many others in the genre employ in order to pad play time. The result lasts long enough to satisfy, yet also instills a fervent desire to see more adventures from its fearless, furry hero.

New Super Lucky's Tale carnival

In the fine tradition of its gaming ancestors dating back to the N64 days, the basics of New Super Lucky’s Tale revolve around acquiring arbitrary objects sprinkled through various stages in order to unlock doors and move on to the next area. This time it’s pages from the mystical Book of Ages, which contains the power to travel between worlds, and is the endgame of an nefarious cat sorcerer named Jinx and his gang of cartoonish thugs, the Kitty Litter. As part of a secret organization sworn to defending this kiddie-friendly Necronomicon knockoff, it’s up to Lucky to track down as many of these clover-embossed pages as he possibly can, and hopefully complete the book before his nemesis can get his claws on it.

It’s doubtful that the story will be what compels most players to keep going, and to that end, New Super Lucky’s Tale‘s simple setup also fits right in with its genre brethren. Still, Lucky is an amiable and upbeat fox to follow around, and Playful does an excellent job of surrounding him with a cast of gibberish-spouting weirdo goofballs that includes hayseed grub worms, supremely zen Yetis, loyal rock golems, and slick carny ghosts. Though their dialogue does little to drive any sort of narrative, it is endlessly amusing and often witty in its cheesy wordplay. In other words, the writing has a very Nintendo-like feel in its eccentricities that adds to the overall fun.

New Super Lucky's Tale factory

Those jokes would be less endearing without fantastic gameplay, but New Super Lucky’s Tale delivers some of the best running and jumping this side of Mario. Though this fabulous fox can’t quite match the plumber’s precision, Lucky does feel extremely responsive, and has a nice sense of weight and momentum that never feels out of control. He also comes out of the den with a well-rounded moveset, including a nifty double jump, a swishy tail (a la Mario’s spin punch), and the ability to burrow under ground. These moves can be chained together to create a satisfying flow both when exploring 3D stages and side-scrolling ones alike, and will surely inspire players to use them in creative ways in order to access seemingly out-of-reach spots.

And they’ll have to if they want to find all four pages hidden in each stage. New Super Lucky’s Tale requires a bare minimum of these leaflets to be found (and simply beating the stage merits one as a reward), but it’s in rooting around those nooks and crannies where much of the fun lies, and it gives the developer a chance to squeeze every ounce out of the unique mixture of environments they’ve created. From the assorted carnival games of a haunted amusement park to a beach party dance-off, there are a surprising amount of different things for Lucky (and players) to do here, with hardly any two stages ever feeling alike. One 3D level might task Lucky with casually exploring a farm as he gathers up the members of country jug band, while a side-scrolling obstacle course sees him dodging canon fire from an airship piloted by a feline Napolean. Some stages have a platforming bent, while others emphasize searching out secrets tucked away in mini puzzles.

New Super Lucky's Tale farm

It’s an absolutely delightful mix, and that sheer variety keeps New Super Lucky’s Tale fresh all the way through to the epic battle with fat cat Jinx himself. And though platforming veterans might find the overall challenge a bit too much on the friendly side, a few of the later bosses and and bonus stages may make that 100% goal a little tougher than it at first seems. And yet, it’s hard not to want to go back to incomplete stages or that block-pushing puzzle that stumped the first time around; the brisk pace and clever design will likely compel many players to find every scrap of paper out there.

No, Lucky isn’t the second coming of Mario, but there are few 3D platformers that offer such a polished, concise, joyful experience as New Super Lucky’s Tale. It may have taken a couple of efforts to get there (and for those who have played the original Super Lucky’s Tale, levels and bosses have been reworked here), but Playful has nailed a balance between creativity and efficiency that begs for more. 

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How Do ‘Pokemon Sword and Shield’s’ Max Raid Battles Measure Up?

Max Raid Battles are one of Pokemon Sword and Shield’s premier new features. Do they live up to their full potential? Let’s find out.



max raid battles

One of the most heavily promoted new features of Pokémon Sword and Shield have been their Max Raid Battles. These gargantuan fights are both a key part of the online experience and likely the first taste most players will get of Dynamaxed Pokémon in-game. So, how’d this take on Pokémon Go’s raid system pan out in the series’ first mainline entry on console?

Well, on the plus side, getting into the thick of a raid is super straightforward. After the opening hour or two, players are introduced to the Wild Area and can access Max Raid Battles straight away by walking up to a pillar of red light on the field. From there you can invite others, challenge the raid with NPCs, and choose which Pokémon you want to use.

Real Friends Raid Together

Playing with friends online, though, is a bit more convoluted. There’s no “Invite Friends” option to be seen. Instead, all social features are handled through the Y-comm (literally accessed by pressing the Y button). It’s here that players can Link Trade, Link Battle, exchange player cards, and more.

After actively connecting to the internet–which has to be done each play session and each time the Switch is put into sleep mode–it’s up to the host of the match to find a portal and send an invitation to everyone. A notification will pop for friends on the side of the screen, and then it’s up to everyone to join the match directly through the Y-comm interface.

If players want real people to fill in any remaining slots (all raids are four-person affairs), they’ll need to join before the room fills up. Setting a Link Code avoids this hassle by creating a room but, unlike Salmon Run in Splatoon 2, only computer players can fill remaining spots after friends finish joining this way.

After some experimenting and fudding about, my buddy and I were able to hop into matches fairly quickly without much issue. Nonetheless, it’s hard to shake the feeling that creating friend lobbies is only such a headache because it had to be tied to the Y-comm. Pair this with the fact that battling while waiting for a friend to create a room can cause the notification not to pop, and getting a group together is a bit more painful than it should be.

Max Raid Battle Rundown

The raids themselves are a surprisingly engaging twist on the classic Pokémon battle formula. Groups of four challengers work together to take on a Dynamaxed raid boss. Each raid boss has a different star rating, and even the 1-star battles are no joke the first few times around. These boss Pokémon are merciless, and regularly one-shot lower leveled ‘mons with ease.

To combat these monstrous foes, one random trainer in every group is granted the ability to Dynamax their chosen Pokémon and lead the charge. The Dynamaxed Pokémon gets the benefit of having extra-powerful moves and increased HP, though it’s rather disappointing that there only seems to be one Max Move per move type (one Grass move, one Dark move, and so on). Each of these has a secondary effect on the battlefield; some trigger sandstorms, others trigger a health regeneration field that heals everyone a bit each turn. Regular moves with type advantages deal a significant chunk of damage, but it’s Max Moves that can truly turn the tide of battle.

If one of the group’s Pokémon faints, that trainer has to sit out for a turn before it automatically gets revived (a smart design choice to keep all trainers actively involved). However, the fainting of each Pokémon triggers the storm above to become more and more vicious. After four faints or ten turns, everyone is booted out of the raid sans rewards.

max raid battles

The Fruits of Victory

Two of the easiest ways to better your odds are 1) Choose a Pokémon with a type advantage going into battle, and 2) Manage who Dynamaxes when. Each trainer’s Dynamax meter grows periodically and, though only one trainer can use it at a time, multiple players can activate it over the course of a raid. It also seems like each raid’s star rating is tied directly to the raid boss’ level, so bringing a generally powerful Pokémon to a lower-level raid is another viable strategy for success.

Aside from the chance to capture the raid boss itself (and some Pokémon are Max Raid Battle-exclusive), winning a raid nets players some very worthwhile rewards. These include everything from EXP candies and berries to nuggets and TMs. It’s not so much of a haul that it hurts the overall balance of the game, but there’s enough to make getting a few friends together and grinding raids for a couple of hours worth it.

max raid battles

Though Max Raid Battles are just a small part of the overall Sword and Shield package, they’ve ended up being a rather fun take on Pokémon’s traditional multiplayer offerings. For as unnecessarily complicated as playing with friends is, there are also a few cool ideas here, like being able to join a raid from anywhere on the map as long as the host is at the raid pillar. There’s some good fun to be had here if you prefer to battle alongside your friends instead of against them.

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15 Years Later: ‘Metal Gear Solid 3: Snake Eater’ Is Kojima’s Espionage Love Letter

On November 17th, 2004, ‘Metal Gear Solid 3’ was released, marking the first entry in what would become a major part of the Metal Gear Saga.



Metal Gear Solid 3

“After the end of World War II, the world was split into two — East and West. This marked the beginning of the era called the Cold War.”

On November 17th, 2004, Metal Gear Solid 3: Snake Eater released in North America and Japan marking the first entry in what would later become a line of prequel games within the Metal Gear Saga. Big Boss’s story would finally be expanded upon in the Hollywood action game that forever changed the course of video game storytelling.

The legendary mercenary’s journey began in Kojima’s espionage love letter to the ’60s that broke the primordial gaming standards of both interactive design and visual storytelling through immeasurable gameplay depth piled onto a mind-boggling top-notch origin story. Snake Eater was only the beginning of a tale of how one of gaming’s greatest heroes descended into a villain through what is not only arguably the most compact and well-executed Metal Gear story, but Kojima Productions story ever conjured up to date.

Taking the Narrative Back

Metal Gear Solid 3
“Snake, try and remember some of the basics of CQC.”

Snake Eater ditched Solid Snake and Raiden’s current predicaments in a postmodern world to provide audiences with background knowledge and explanations for the previous chapters that came before it in what was intended to be Hideo Kojima’s final Metal Gear game at the time. Cold War political fiction and espionage thrillers from the game’s time period such as the Sean Connery and Roger Moore James Bond 007 films became the foundation for this entry’s story and tone; a balance of both goofiness and seriousness that is simply unmatched when compared to the rest of the series.

Metal Gear Solid 3 marked the beginning of a prequel series of games that would later proceed to continue after Solid Snake’s story had concluded in Metal Gear Solid 4: Guns of the PatriotsSnake Eater threw players back in time to tackle the story of Metal Gear and Metal Gear 2: Solid Snake villain Big Boss, who was formerly referred to as three different names being John, Jack, and of course the iconic codename Naked Snake — the first character to take on the reptilian infiltration name.

Revolver Ocelot’s gun-slinging pre-boss cutscene was completely animated through motion capture footage.

Whereas Metal Gear Solid and Sons of Liberty questioned the fantasy aspects of the story, Snake Eater fully embraced the campiness that it provided. A gun-slinging, cat-growling GRU Major or a man who is able to manipulate bees are never questioned by the game’s characters. Nothing feels out of place due to how accepting everyone is of what is going on in their interpretation of history. The first fantasy aspect that players encounter is during the opening 5 minutes of the game when Naked Snake makes the HALO jump. The location the game takes place, Tselinoyarsk, is not the actual name of the location and isn’t an area of the world that has jungles.

Political fiction often comes into play during the story by incorporating real figures and the game’s characters into events that actually happened during the height of the Cold War. For example, Eva and Ocelot are depicted as the two NSA codebreakers, Martin and Mitchell, who defected to the Soviet Union. Weapons and designs featured in the game such as the hybrid screw-propelled metal gear, the Shagohod, are based on real blueprints for military weapons of the time period. While the story incorporates science fiction and fantasy aspects, the story still remains grounded and has its own limits even in gameplay.

A Whole New Meaning to Survival

When Hideo Kojima and Yoji Shinkawa saw the 1987 movie Predator, one concept from the film that stuck with them was how the technologically advanced alien Predator used camouflage within the jungle setting to stealthily take out a military rescue team lead by Arnold Schwarzenegger. Camouflage became part of the foundation for Snake Eater‘s gameplay that delved into the realism and campy side of the series. Players could swap outfits and face paints at any given moment to adapt to their current surroundings. The top right-hand corner has a camouflage index that constantly keeps track of how well-hidden you are in the environment.

Just as gadgets are a critical part of James Bond’s arsenal of weapons, Snake Eater saw the Metal Gear Solid series expand on the variety and utilization of items. The number of different ways to tackle standard environmental obstacles and boss battles was exponentially increased due to how many ways one could actually use their equipment. Grenades, lethal firearms, night-vision goggles, cigarettes, and even cardboard boxes all inherited a multi-functional philosophy that most players would never even discover unless they had experimented during their playthrough or were told to do a specific action. Even food became a weapon of war that could be used to poison and distract guards if it had gone spoiled.

On the topic of food, alongside the standard health bar, Snake has a stamina meter that must be ministered to constantly by eating foods found on-site and administering proper medical treatment. Animals, fruit, medicinal items, and various packaged resources must be collected and watched over throughout the game. All food items ran on a real-time clock leaving food to go unsanitary and rotten after a matter of real-time days.

The Beginning of Product Placement

Fun Fact: Kojima has gone on record saying that Naked Snake’s favorite CalorieMate Block is the chocolate-flavored line (rightfully for promotional reasons!).

The Metal Gear Solid series kickstarted Hideo Kojima’s constant usage of product placements within his games that are still ongoing today. These products include but are certainly not limited to clothing, accessories, toys, household items, and of course, food. Snake Eater began a trend of future Kojima Production games featuring real-life items that are purchasable in many small scale and large retail stores throughout Japan through the brand of nutritional energy bars and gels, CalorieMate.

The chocolate-flavored CalorieMate Block appeared in the original version of Snake Eater, while the maple-flavored kind replaced it in the HD Collection due to it being the latest flavor release at the time. Advertisements for CalorieMate during the game’s release showed Naked Snake holding a chocolate-flavored Block saying “If you wanna survive in the jungle, your going to need one of these.”

When initiating a Codec call with Paramedic after eating a CalorieMate Block, the character will question the legitimacy of the food. In reality, CalorieMate first released in 1983, contradicting the 1960’s setting of the story, therefore, making its placement in the game an anachronism; an object or person that is displaced in time.

A Legacy Worthy of The Big Boss Rank

At the time of Snake Eater’s release, although the game garnered a completely positive reception from critics with a 91 Metacritic score, it was highly debated whether the sequel-prequel was superior to the entries that came before it. Critics commonly praised the graphics and cinematics the game had to offer but questioned whether the gameplay was too complex for its own good. Snake Eater also had to ride the coattails of unsatisfied audiences originating from the previous entry’s lack of Solid Snake being the protagonist which ultimately lead to sales of the game being significantly lower than the previous Solid entries.

Over time, Snake Eater became the fan-favorite entry of the series and would go on to receive the most re-releases out of all the Metal Gear games to date. Most notably, in 2006 Metal Gear Solid 3: Subsistence expanded upon the online mode in the game and added a completely new third-person controlled camera system that enhanced the overall experience and became the right analog stick standard for future entries. Buyers of this version were also treated with the original two MSX Metal Gear games found on the main menu- the first time the original Metal Gear and Metal Gear 2: Solid Snake had ever been localized outside of Japan.

Snake Eater 3D Limited Edition Bundle included a ‘Snake Skin’ themed standard 3DS (only released in Japan).

2011 saw the release of the Metal Gear Solid HD Collectiona compilation title that included an updated version of Subsistence — arguably the best way to play Snake Eater today. In 2012 the game also saw a release on the Nintendo 3DS dubbed Metal Gear Solid 3D: Snake Eater which included a new real-life camera camouflage system and multiple gameplay changes inherited from Metal Gear Solid: Peace Walker to accommodate the 3DS’s lack of dual analog sticks.

Metal Gear Solid 3: Snake Eater is a true patriot that definitively holds its ground against the rest of the series today due to its creative liberties that the series never quite revisited in complete depth. Hideo Kojima and his team of masterminds behind Kojima Productions are well deserved of a salute for the tremendous efforts they put into creating a groundbreaking title that forever changed what it meant to be a cinematic video game. From its action-packed plot to its cinematic orchestra inspired-score, even after 15 years the pure indigenous nature of creativity from the studio never ceases to amaze audiences.

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