Original Xbox’s Controller S Remade as a Modern Gamepad Called the DuchesS

Video game accessory maker Hyperkin has remade the original Xbox’s Controller S, which was a slimmer version of the infamous Duke, calling it The DuchesS.

As reported by The Verge, the DuchesS takes the original gamepad’s design and updates it with modern features like hall effect joysticks. These use magnets and electrical conductors instead of the electrical resistance used in standard joysticks, essentially extending the controller’s life span as there’s no actually friction.

The controller design isn’t final yet, and Hyperkin hasn’t shared a release date or price for the DuchesS either. Platforms weren’t confirmed, but it will presumably work with the Xbox Series X and S and PC.

The original Xbox Controller S — which sounds like a gamepad to go alongside the Xbox Series S and thus perhaps why Hyperkin rebranded it — was released in Japan as an alternative to the chunky Duke controller, which proved unpopular with gamers more familiar with slimmer Nintendo and PlayStation gamepads.

The Duchess contributes further to the incredibly varied and often bizarre collection of controllers available for the Xbox Series X and S. Microsoft created an edible gamepad, for example, alongside red and blue fluffy Sonic the Hedgehog gamepads and one made out of actual Jade.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

New RPG Archaelund is Elder Scrolls with its foot stuck in Final Fantasy Tactics

I have a sneaking affection for slightly jarring genre hybrids – games like the relatively recent Disintegration and the much older Battlezone 2, which smush action mechanics together with real-time strategy, or the rather more elegant Puzzle Quest, in which you roll around a parchment landscape fighting wizards using the power of match-3. New open world RPG Archaelund, which launched in early access this week, and was brought to my attention by RPS supporter cpt_freakout, has something of that curious enchantment to it.

You’ll explore its landscape in first-person, roving sandy plateaus and frontier towns that remind me of Morrowind, at times. Bump into a foe, however, and your first-person perspective undergoes a fission reaction, splitting into a full group of warriors who are controlled in top down.

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Sony CEO Drums Up Hype For Nintendo’s Zelda Movie

Action AND discovery? In this economy?

Whether you agree with the form or not, a live-action Zelda movie is in the works at Nintendo. What’s more, it’s being produced by none other than Sony Pictures. Yes, Sony. The PlayStation guys. Nintendo was the first to mention the project’s existence, but now it’s the time for the co-producers to drum up some hype and Sony CEO Kenichiro Yoshida is doing exactly that. Well, kind of.

At yesterday’s Sony CES 2024 press conference, Yoshida gave a rundown of all of the film and TV projects that the company’s Pictures arm is currently handling, which meant that Zelda had to get a shoutout. And a shoutout it got. Yes, according to the Sony CEO, The Legend of Zelda movie will deliver — are you ready for this? — “an amazing tale of adventure and discovery.” Try to contain your surprise as you lift your jaw up from the floor.

Read the full article on nintendolife.com

Larian Kicks Off 2024 With a Beefy Baldur’s Gate 3 Hotfix That Makes Quest Items Easier to Access

Larian Studios has kicked off 2024 with a beefy Baldur’s Gate 3 hotfix that tackles multiple bugs and blockers, and makes accessing trinkets much easier.

“Have your party members been hoarding trinkets?” Larian wrote with typical flair in the Baldur’s Gate 3 patch notes published on Steam.

“Did you accidentally send Minthara’s lute to your camp supplies, thinking nobody could possibly need a lute in this day and age? In this hotfix, you will now be able to access certain quest-related items on the spot – even if they’re not held by your current party! How’s that for magic pockets?”

Elsewhere, the hotfix added categories to the Waypoints list, grouping Waypoints by location. Also of note is yet another fix for a kiss: “Fixed Gale’s dialogue ending abruptly when asking him for a kiss,” Larian said. “Enjoy the moment.”

Meanwhile, Larian told Mac players of the Dungeons & Dragons role-playing game that it’s “restructuring” to make sure future updates on Mac arrive alongside their PC versions. “It’ll take a bit of time but once finished, there shouldn’t be delays anymore,” Larian said. Until then, Larian expects a delay for updates of a maximum of two weeks. “We’re sorry for the inconvenience and understand this is frustrating,” Larian said. “Thank you for your patience.”

Here are the Baldur’s Gate 3 Hotfix #16 patch notes in full:

HIGHLIGHTS

  • The cross-save functionality will no longer sync modded saves, as they cannot be accessed by console players.
  • Added categories to the Waypoints list, grouping Waypoints by location.
  • You will now be able to access certain quest-related items on the spot, even if they are currently in the camp chest or in the inventory of a companion who is waiting at camp.
  • Added a couple of Potions of Animal Speaking to the Epilogue.
  • Karlach will now get her scene in Avernus regardless of whether she’s an avatar or a companion.
  • Wyll will now follow Karlach to Avernus correctly.
  • Fixed the Hide Helmet option resetting for companions after saving and loading.
  • Cazador now has 3 variations of his Legendary Action depending on how many Ritual charges he has. The more charges he has, the more dangerous his Vampiric Swarm is.
  • Fixed several issues with low resolution textures appearing after extended playtimes.
  • Fixed a visual bug where certain doors would reappear briefly when destroyed.
  • Fixed Gale’s dialogue ending abruptly when asking him for a kiss. Enjoy the moment.

CRASHES AND BLOCKERS

  • Fixed a potential crash related to quickloading.
  • Fixed a crash that would occur when unloading and then loading a region.
  • Fixed a crash when changing VSync settings.
  • Fixed a crash when destroying the spiderweb under the Spider Matriarch.
  • Fixed the potential cause of not being able to save the game (Error 701, crashing the game).
  • Fixed a crash that could happen when showing a pop-up message after lockpicking an item.
  • Fixed an issue that was causing the grenade launchers during Gortash’s fight to bypass Turn-Based Mode and deploy grenades in real-time, which could result in a crash. We call that cheating.
  • Fixed a crash that would occur when removing condition-based auras from modded savegames.
  • Fixed a possible crash when getting the available party gold during a trade.
  • Fixed some issues that could prevent savegames made under rare conditions from loading up.

COMBAT AND BALANCE

  • The Spectral Form passive is no longer hidden.
  • Fixed Balthazar’s Spectral Form not triggering when Balthazar succeeded in a Saving Throw but still got damaged.
  • Fixed Auntie Ethel not using Weird Magic Surge when struck by Repelling Blast in Honour Mode.
  • Fixed the scrying eyes’ damage mitigation mechanic in Tactician Mode not working the first time they are damaged.
  • In Tactician difficulty, Cazador now transforms into a unique mist form that threatens his foes with a necrotic aura.
  • Ability Drain will not be able to reduce a target’s ability below 1.
  • Improved the way Legendary Resistance works, now only triggering when it is actually useful.

GAMEPLAY

  • Fixed Astarion not being available through the companion menu at camp if you sent him directly to camp during the recruitment dialogue.
  • In Honour Mode, the Eggbearer condition is now also applied when the mummy owlbear is dead but the daddy owlbear is alive.
  • Fixed an issue in Honour Mode where the damage from Smite spells wouldn’t trigger items that activate when damaged.
  • You can no longer trade with Grukkoh the bugbear via the dialogue button before you’ve, uh, caught his attention.
  • Using a weapon that uses your Spellcasting Ability Modifier instead of the normal Ability Modifier will now choose the Spellcasting Ability with the highest value.
  • Fixed Group Hide not working properly when a party character is Downed.
  • Myrmidons’ weapons cannot be looted from their bodies after Long Rest anymore.
  • Fixed the Elemental Weapon, Magic Weapon, Heat Metal, and Daylight conditions persisting on the weapon after a Long Rest.
  • Fixed an issue that would affect some players controlling more than one avatar, which caused several naked characters to appear over them after the first Dream Visitor dream.
  • Fixed an issue where reconnecting to a multiplayer session would assign a player an avatar in Withers’ Wardrobe without taking said avatar out of the wardrobe. They don’t open from the inside!
  • Stealing a couple hundred items in one go no longer results in the game becoming unresponsive for quite some time afterwards while it deals with your kleptomaniac overindulgence. It may still freeze for a short period while processing the inventory transfer, though.
  • NPCs on the floor below you, can no longer ‘see’ you looting corpses up there.
  • When handing back stackable stolen items (such as healing potions), you will no longer lose all of them, but only the number you stole.

FLOW AND SCRIPTING

  • Fixed an issue preventing some players from advancing into Act III, looping them back to Act II.
  • Barcus Wroot should now show up correctly at Last Light Inn if you have saved him from his previous predicaments.
  • Fixed avatar Karlach being able to initiate the first romance scene with Lae’zel after proving her worth to Lae’zel, which should not be possible for her due to her engine still not being upgraded.
  • Tweaked the trigger conditions for Lae’zel’s initial romance dialogue after proving your worth to her so that it only triggers if the player controlling her has a single avatar. This is to avoid accidentally triggering the dialogue with an unintended avatar in case you have multiple.
  • Fixed some wrong character behaviours likely introduced in Patch 4.
  • Fixed an issue preventing some dialogue options with Alfira and Nadira from showing up.
  • Fixed Auntie Ethel prematurely teleporting to Act III if you pick up her corpse in Act I.
  • Gale is now less likely to lie to you about wanting to return the Crown of Karsus when making his decision in the endgame.
  • Raphael will no longer make a surprise appearance during the Epilogue if you made a deal with him and then decided to kill him.
  • Wyll will now appear during the initial Epilogue scene if he’s the Blade of Avernus and does not have a partner.
  • Fixed a couple of issues with Mizora’s dialogue getting stuck.
  • Fixed a blocker in the House of Hope in which Raphael wouldn’t appear if he was Silenced in Sharess’ Caress.
  • Fixed a blocker where you were able to banish Hope while she’s chained, preventing you from saving her.
  • The avatar dismissal dialogue will now be closed if the user rejoins the session while it is still active.
  • Duke Ravengard will now correctly hold the bars of his cell door while imprisoned in the Iron Throne instead of staying idle, seemingly unbothered by everything going on.
  • Characters that are attacked while disappearing out of sight will now resume their disappearing after combat ends. Back to the shadows with you.

PERFORMANCE AND OPTIMISATION

  • Fixed an issue where switching between party members would cause performance to drop.
  • Fixed a texture issue in Character Creation at Low and Medium settings.

UI

  • The proficiency bonuses on Explorer difficulty are now correctly accounted for in Character Creation.
  • Fixed an issue causing the Level Up screen to display the incorrect HP gain when increasing Constitution.
  • Fixed some instances where incorrect items would be selected when dragging them in the Trade menu.
  • Fixed an issue that prevented respeccing into a Draconic Bloodline Sorcerer if you chose a spell that was already available from the Draconic Bloodline.
  • The values in the Skill tooltips on the Level Up screen will now update when you add Expertise.
  • Fixed the ‘Can’t control’ warning not disappearing under certain circumstances.
  • Fixed an issue that briefly prevented you from interacting with an item in the inventory if it had been unequipped or equipped previously with the X button.
  • When a tutorial pop-up refers to an option in the shortcuts radial menu on controller, the option will now be highlighted.
  • Fixed ‘(Empty)’ sometimes briefly appearing next to an item’s name when highlighting it on Xbox.
  • Added descriptions for the different difficulty levels in the Additional Combat Mechanics options on Custom Mode.
  • Fixed a caching issue in the radial menus. This could, for instance, cause some Disguise Self options to not appear after cancelling and returning to the spell.
  • The lovely dark veins you get on your face when you become part-illithid now show up correctly in the Magic Mirror.
  • Fixed surface names sometimes appearing above characters on controller.
  • Increased the opacity of certain text boxes in the Reactions UI on controller to improve visibility.
  • Fixed a blocker where UI pop-ups wouldn’t close if the window behind them was closed first. This could happen, for example, when a cinematic dialogue triggered and closed the map while you were still naming a custom marker.
  • Fixed the loading screen not showing an image when joining a multiplayer session.
  • Fixed the damage type in the Crushing Fist spell tooltip.
  • The Legendary Resistance: Incapacitation tooltip now mentions that it can only be used 3 times.
  • Made sure the grid shown in inventories is correctly drawn if the grid becomes smaller.
  • Removed a low resolution version of one of the loading screen images.
  • Fixed an issue that caused some Video Settings like VSync and Refresh Rate to reset back upon starting the game.
  • Removed the option to confirm or reset options in the Alter Custom Mode menu for players who are not the host of a session.
  • Total party gold is no longer seen in barter mode.
  • Fixed an issue with the radial menus on controller causing the same items to get re-added to the same submenu and the Action radial menu to sometimes appear empty.

LEVEL DESIGN

  • Removed some world labels that were showing up for a pair of dice in Withers’ chapel in the Epilogue camp that made it look like they could be picked up. Also swapped out a cutting board.

ART

  • Optimised the appearance of platforms with chains in Grymforge.
  • Fixed some minor visual issues with weapons.
  • Fixed impact VFX/SFX not working for some projectiles.

ANIMATION

  • Fixed a zombie that would T-pose when dragged from your inventory.
  • Fixed some destruction animations that weren’t working properly.

SOUND

  • Fixed the wrong ambience sounds playing in the Last Light region and Wyrm’s Rock Fortress.

WRITING

  • Wyll is now appropriately celebratory upon the Netherbrain’s defeat.
  • Added text to the tooltip for Cazador’s Misty Escape ability on Tactician Mode.
  • Fixed Gerringothe Thorm’s Sublimation ability tooltip incorrectly stating that it should kill the target instantly.
  • Wyll now has a line during the ending scene when realising the tadpoles are gone.
  • Added an extra dialogue option when talking to Shadowheart in the Epilogue to fix a path that only gave you one choice.
  • Fixed the Wrathful Spirits condition saying the affected entity is Immune to all damage instead of Vulnerable to all damage.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Where To Buy The PlayStation Portal in the UK (Updated)

While the winds of Christmas and New Year are behind us, there’s another name on the lips of PlayStation fans in 2024: PlayStation Portal. While the initial reaction to the ‘play PS5 on your sofa’ device was mild, stock levels have proved extremely limited, and now everyone wants one. We gave the device an 8/10 in our review, stating that it’s a great second screen for your PS5, but lack of Bluetooth and an internet browser limit its use outside the house.

For now, we’re all on the hunt for one of these tidy devices, as the allure of fighting over the TV during the holidays quickly becomes a reality. You’re in the right place, as we’ve got all the details on where and when you can buy the PS Portal for the foreseeable future in the UK. For stock news in the US, check out our other relevant PS Portal buyer’s guide.

PlayStation Portal: When Will It Be Back in Stock?

PlayStation Portal is currently out of stock. There have been little to no new stock updates on the PS Portal in 2024, so we are still awaiting a massive new restock across all retailers again. We’re anticipating there will be one soon, so for instant updates on PS Portal stock, ensure you are following @IGNUKDeals on Twitter/X, or join our dedicated IGN Deals Discord server here where a friendly IGN writer will be happy to answer any queries. Stay tuned for more updates across other retailers who may be restocking this year and beyond.

Where to Buy PS Portal in the UK

What is the PS Portal? – Cost, Release Date, and More

PlayStation Portal launched on November 15 in the UK and costs £199.99 RRP. Unlike other handheld consoles like the Nintendo Switch, the PS Portal is a purely a second screen for your PS5. If the TV is being used, or you just want to play on the sofa or in bed, this is the perfect compansion piece for your shiny console — especially those who have just invested in the PS5 over Black Friday deals.

PlayStation Black Friday Deals

Xbox and Nintendo fans, don’t feel disheartened if they’re getting a little bit of special treatment right now — the deals are pretty amazing. For starters we’ve got the PS5 for £360, or the PS5 bundles including two free games for £400; unbelievable jeff.

There’s also a PS5 2TB SSD for less than £100 to maximise that storage, and a DualSense controller for just £39.99. PS Plus is also up to 30% off right now for new and current members, but you can save even more with a ShopTo gift card deal. For example, new members can get 12-months of PS Plus for £83.99 (down from £99.99), but the ShopTo £84 gift card costs just £74.85 so you’re securing a total saving of £25.14.

See More PS5 Deals

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Unity To Axe 25% Of Its Workforce As Part Of “Company Reset”

Following last year’s policy debacle.

Last year, the video game software provider Unity copped a lot of backlash when it announced plans to impose a “runtime fee” pricing policy. Now, following the departure of the CEO and president, the latest update reveals Unity will cut “25% of its workforce, or 1,800 jobs”.

This information was revealed in a regulatory filing and internal memo earlier this week. It will reportedly be the software provider’s “largest layoff ever” with the whole process expected to be completed “by the end of March”.

Read the full article on nintendolife.com

Watch as Sony Seemingly Drives a Car With a DualSense

Sony Honda Mobility not only showed the latest version of its Afeela EV at Sony’s CES 2024 press conference, but the car itself was driven on the stage by a PlayStation DualSense controller. Don’t get too excited yet, however, as it was billed as only a tech demo.

The latest Afeela prototype was driven by Sony Honda Mobility president and COO Izumi Kawanishi, who was on stage with the DualSense. You can check out the clip below via @Knoebelbroet or click here to watch the moment in action on YouTube, but it’s important to remember that Kawanishi said this was just “for the purpose of the tech showcase only.”

“This remote driving demo is for the purpose of the tech showcase only,” Kawanishi said. “However, we believe that software can define new function and value. We want to redefine the relationship between people and mobility.”

This was obviously meant to be a “wow” moment for the press conference, and it did shock those online as well when they first saw it.

That’s not the only gaming/entertainment-related news for the Afeela, as Kawanishi also showed off some of the possible customization options that include Fortnite and Spider-Man: Across the Spider-Verse themes on the displays in the car.

Additionally, there were more details revealed about Sony Honda Mobility’s collaboration with Epic Games. This was seen in a simulator that that will make use of “virtual spaces to create new user experiences in mobility.”

“This tool simulates external environmental conditions such as information for other vehicles, pedestrians, terrain, and weather,” Sony Honda Mobility wrote. “By combining this technology with AR, users will enjoy an immersive experience that also enhances safety.

“SHM provides a visually stunning 3D map from which extensive metadata from the internet is overlaid. Map data can also be used to broaden the possibilities within the development of gaming and entertainment features.”

While we may not be able to drive the real Afeela EV with a DualSense, Sony did reveal that the Afeela Prototype 2024 will be headed to Gran Turismo 7 later this year via a patch update. So, technically, you’ll be able to drive an Afeela with a Dualsense after all!

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

‘The Spy Who Shot Me’ Brings ’90s-Inspired FPS Action To Switch eShop

Become “super spy Agent7”.

If you’re looking for another GoldenEye 007-style game to play on the Nintendo Switch, you might want to check out The spy who shot me, which arrived on the eShop last week for just $7.99 / £7.19.

It’s a parody of James Bond-inspired and the “classic shooters” of the ’90s. While the obvious comparison is Rare’s legendary N64 title, some reviews on Steam also compare it to series like No One Lives Forever. It’s been available on Valve’s digital service since 2019 and has a “very positive” review rating.

Read the full article on nintendolife.com

Supernormal Review

Has any other demo had the impact of Hideo Kojima’s genre-redefining PT? That stunning playable teaser for the scrapped Silent Hills may be a decade old now (sorry, yes, that made me feel ancient, too), but its legacy is still undoubtedly shaping the games we play today. One of the latest to pay homage, Supernormal, says it’s the spiritual successor to Allison Road rather than PT itself, another unreleased game that was heavily influenced by Kojima’s aborted horror project. But doing the one thing Silent Hills and Allison Road couldn’t, Supernormal has actually made it into our hands – and while it doesn’t leave the same impact as its inspirations, it certainly has a few moments worthy of them… as long as you’re prepared to get through its underwhelming first half to see them.

Like PT, Supernormal takes place in just a single location – Mr. Sakamoto’s stylish Japanese home – and it’s your job as an investigator named Wyatt to uncover exactly what the hell happened to his daughter, Sophia. Though the home is neat and orderly, there are plenty of signs that something’s amiss. There’s blood spattered on the piano. Bloody handprints are stamped all over the downstairs bathroom. Flies crowd around a pile of unwashed clothing in the laundry room, where a pistol just so happens to lie idly next to the washing machine. While we’re spared the terror of yet another looping hallway extravaganza, Supernormal requires you to become very familiar with Sakamoto’s home, and as you move around – exploring inexplicable sounds and following ominous blood trails – the true horror of what took place here begins to come to light.

That can create an appropriately tense atmosphere, but it’s one that’s frequently shattered by some strange choices, particularly in the first half. For starters, Supernormal’s dull opening cinematic is just your character and Mr. Sakamoto sitting in front of each other for three minutes as the sound effects and music get louder and louder until you can barely hear the conversation; a real problem, given the auto-subtitles just stop working, too. Shortly after, you’ll wish you still couldn’t hear Wyatt, as you’re let loose on the house and he talks you through every idiotic thought that enters his head.

“Bloody handprints amidst a piano-loving environment,” he whispers, inexplicably, when finding blood on the piano. “It’s unsettling to think what might have happened to Sophia. I’ll leave no stone unturned in my search for answers.”

Yes. He actually said that out loud.

Uniformly awful dialogue is delivered in an unconvincing way.

“An unexpected sight,” Wyatt adds when he encounters the pistol. “A pistol in this case raises serious concerns. I need to be cautious and determine its relevance to the missing person’s investigation.”

It’s uniformly awful dialogue, delivered in a fairly unconvincing way, but once you’ve made your first lap around the house, Wyatt falls mercifully quiet. That’s wonderful, because it’s here – when Wyatt shuts up, and all you can hear is the sounds of the house settling and what may or may not be the groans of the undead – that things take a turn for the terrifying.

Nothing Supernormal attempts feels particularly unique, but the scares are beautifully done, especially if you’re playing alone in a dark room with headphones (as all horror games should be enjoyed). The first time I realized how the lingering spirit in this house was trying to communicate with me, the hairs on the back of my neck stood to attention. When a disembodied voice firmly told me to keep the light off, you better believe I obeyed it.

The entire 90-ish minute playtime is essentially one giant fetch quest as you look for clues, and you’ll never quite be sure what you need to do to trigger the next event – but the spooky interactions you’ll encounter are genuinely unsettling, with randomized events that are considerably more terrifying than the scripted ones. There’s one where the ghost scuttles up the wall like a cockroach. Another, where it skitters around the place with its back arched, a neat homage to the deleted spider crawl scene from The Exorcist. Other times, it’s stomping around the kitchen, just a few feet away from where you’re sitting, staring at a laptop. It’s only by regularly interacting with the laptop that you’ll be able to progress, though, which adds a delicious beat of tension every time you sit down.

The spooky interactions you’ll encounter are genuinely unsettling.

Undoubtedly one of Supernormal’s more intriguing features is a voice recognition system, though it never quite functioned properly for me. If you have a mic live, you can theoretically ask the spirit where it is, or if it can see you. Sadly, even though my mic was being picked up, I wasn’t able to trigger any of the cool TV messages shown in its teaser trailers. I suppose it’s nice that this feature isn’t mandatory, as I was able to complete three playthroughs without using my mic, but it’s a shame such a key feature didn’t work for me during them, even after I realized that the red mic icon meant the ghost can hear you, not that it can’t (surely green would be a more recognizable visual indicator?).

Eventually, though, you’ll not only learn that getting killed by this spirit is entirely out of your hands – it will somewhat arbitrarily decide whether or not you make it through a sequence alive – but it’s without consequence, too. If it decides to take you out (whether or not you do “look behind you”), you’ll wake up on the couch again, having lost no progress at all. This isn’t a complaint exactly, as few things deaden the impact of horror more than making you re-do things over and over again, but it does take some of the fear away. You’ll also eventually discover that the sputter of your flashlight (which you’re never explicitly told you have, by the way) is meaningless, too.

Supernormal does look and sound great, though – the visual style of the Sakamoto home and its lighting in particular are really well designed, even if they borrow many ideas from PT. Most of the time, you’ll move through the story smoothly as well, rarely getting stuck in annoying ways, which – unpopular opinion alert – is a step up from PT’s occasionally super confusing puzzles.

I can’t be as complimentary about Supernormal’s clumsy story, however. “Something something untreated mental health is bad” is as lazy as it is stereotypical, and I anticipated an inevitable “twist” the moment Wyatt made a superfluous comment about a certain item he found lying around. I know Supernormal isn’t the only game guilty of these crimes, but it’s the latest in a long, long run of psychological thrillers that default to this kind of asinine storyline, and we need horror designers to try a little harder than falling back on harmful stereotypes.

Beyond seeking out a second ending, there’s not a lot of replayability here, either. Most scares seem randomized, so while you may see some new encounters in a second playthrough, nothing else changes – including the password you spend the second half trying to find. This means you can turbocharge your playthrough by entering the password the moment you have access to the laptop and circumvent thirty minutes of clue-hunting. Yes, you may possibly see some new jumpscares, but nothing else of note will change, including the default “bad” ending.