Heavy Riffs, Heavy Hits – Kramer and DOOM: The Dark Ages Team Up to Launch Custom Guitars
Jenny MillerSenior Manager, Xbox Global Brand Partnerships
Get ready to shred through Hell. Kramer Guitars, the iconic brand known for its raw power and rock ‘n’ roll attitude, has teamed up with Bethesda’s DOOM: The Dark Ages to unleash three limited-edition, custom-designed guitars inspired by the brutal and legendary world of DOOM.
In celebration of the launch of DOOM: The Dark Ages, Xbox and Bethesda are giving fans a once-in-a-lifetime chance to own a piece of metal history. Three custom Kramer guitars, each uniquely crafted to reflect the gritty, medieval aesthetic of the new instalment of DOOM, will be up for grabs in an exclusive giveaway, launching today.
Designed by renowned artist and illustrator, Luke Preece, each guitar’s design was designed and mapped out digitally, before being stencilled onto each guitar and hand painted. The unique designs were carefully applied with multiple layers of paint across several weeks, and each focus on one of the powerful weapons in your arsenal: The Atlan, Serrat The Dragon, and The DOOM Slayer himself.
“DOOM and metal go hand in hand,” explains Preece. “The Kramer brand has such a vast history with heavy music – just like DOOM has with video games – and so collaborating with Kramer is a perfect fit. I actually played guitar for many years before being a full-time illustrator. If I could go back and tell my younger self that I would be working on this, I’m sure he wouldn’t believe it.”
Fans in the US, Canada, the UK, France, Germany, Austria and the Netherlands can enter the giveaway starting today by liking and commenting #DOOMGuitarSweepstakes on the announce video hosted on the @xboxuk, @xboxDACH, @xboxfrance, and @xbox_nederland Instagram accounts, for a chance to win one of the three guitars, as well as a selection of limited edition DOOM: The Dark Ages prizes. The winners will be selected at random and announced on June 30, 2025. Check out the full rules, terms and conditions here.
FromSoftware games have always had a very distinct visual style, So much so, that it’s usually pretty easy to predict when that iconic “FromSoftware” logo is about to pop up after a sudden fade to black, even in an announced game trailer for an upcoming FromSoft game. This is thanks to the many talented artists at the studio, and during my time at their office, I got a chance to sit down with one of them, Concept and Environmental Artist Saori Mizuno, to talk about her inspirations, the art direction she was given for Elden Ring Nightreign, and how it differed from her work on previous FromSoft games.
IGN: So generally, what was different about working on Nightreign versus the base Elden Ring game, or and anything prior that you have worked on with FromSoftware?
Saori Mizuno – Concept Artist on Elden Ring: Nightreign: In general, for Nightreign, we would receive an order for a design and then if it was myself in charge of that particular concept, then I would iterate on that image that I had, that interpretation of the design and then I would align and collaborate with the other designers and eventually produce the final design. I think one aspect that changed a lot on Nightreign’s design process is that we had a lot of back and forth, a lot of brainstorming in person, actually speaking about these designs rather than just getting text-based feedback.
Interviewer:
Can you talk a little bit about the setting of Nightreign and how you approach making it feel distinct from the base Elden Ring game, despite it being a spinoff that uses a lot of the same assets?
We didn’t want to make it feel too different from Elden Ring, as it used that as a base for the design and the setting. But one specific direction we did get early on was to create something that first feels and looks familiar and gradually transforms into the unfamiliar and into the unknown. So that was a nice sort of policy or a direction that we had to approach with the design.
Elden Ring had this sort of very gorgeous painterly feel to a lot of the environments, but we wanted Nightreign to feel like at a glance beautiful, but if you look a little bit deeper, there’s something sinister and there’s something darker there. Elden Ring, maybe there’s a lot of bright colors in the scenery and in the sky box and such, but we wanted there also, the player to feel a sense of darkness there as well. So that was another aspect of the design that differed slightly from Elden Ring.
“We didnt want to make it feel too different from Elden Ring.”
One of the locations that really stuck out to me was the Roundtable Hold, which is such a familiar location in the base Elden Ring, and it has such an interesting twist in Nightreign. Can you talk a little bit about what went into the new design for the Roundtable Hold and what were some of the inspirations behind some of those changes?
With Nightreign’s new kind of speedier, high-tempo gameplay, we wanted the Roundtable this time in particular to feel like somewhere you could relax and take your time and sort of cool off after that intense three day/night cycle. So we wanted it to feel, from a design perspective, more cozy and more welcoming, more at home. One inspiration was the Fire Link Shrine from Dark Souls 1, where you feel sort of more embraced by the atmosphere. You feel like you are coming home after these hardships, after a hard fought battle, and safe more importantly than anything.
So from a design perspective, we used techniques such as gentle lighting, a feeling of the surrounding environs as well as the Roundtable Hold itself. And also while a lot of the place is in ruins, we didn’t want it to feel completely destroyed and desolate. We wanted it to feel like it was a safe place to come home to and that the player could relax and take their time there.
Another impetus for the design of the Roundtable Hold in Nightreign was this feeling of early morning, so a sort of daybreak, dawn, the player setting off on a new adventure. So that came into some of the lighting and architecture choices that changed in Nightreign, and we wanted the player to be aware of this. We wanted them to be conscious of this when setting out on this new adventure.
So when the player hits day three, they’re transported to this brand new location that is really unlike any other in Elden Ring. One that is predominantly white, mixed in with a very colorful sky box full of orange, blue and purple kind of all mixing together. What’s the story behind this environment and what were some of the inspirations that went into that work? If you need a visual representation, I have this one.
So one of the first requests we got from the director regarding this environment was that it should feel like a sense of finality and we should get this feeling of buildup before a storm. And that we should also feel like the impression you got from the sky box is that the sky is falling, this calamity is coming to an end. So it’s the boss at the end of the third day, so we wanted the player to feel this tightness in their chest like they’re getting ready to embark on something greater than themselves and hopefully this culminates and comes through in the design.
To add to that, looking again at the colors and the composition of the sky, we wanted it to feel like something was about to be born from that chaos, from that chaotic scene. Again, the boss culminates at the end of that third-day struggle. We wanted the player to feel this from the use of color and the use of these design elements. And some of the inspirations we took from that were from real-life cosmic events. So something we can’t quite understand, something that’s very distant and abstracted from regular human perception and we wanted it to feel just as abstract and just as grandiose even within the world of Nightreign.
Just speaking personally, what’s something that you yourself are very proud of that you’ve worked on in Nightreign?
Personally, one of my favorite areas is actually the area we just talked about, the environment that you enter just before facing that boss at the end of the third day. One of the keywords we found while exploring the design for this environment was this concept of shedding skin. And so this was something that really resonated with me and stuck with me. This idea of personifying the surroundings and the building into something that was once living and has now since been petrified or gone through these ages of time and gone through this whole process. And we wanted players to feel this sense of age, this old fantasy feel from this particular set piece.
One of the things that surprised us about Nightreign was the environmental variety, despite it being a much smaller and more condensed kind of world. Was it difficult to achieve this kind of variety in such a small, confined space?
So generally with these kind of emergent map changes and these kind of terrain effects and events, we wanted it to feel like something immediately fresh and exciting, just at a glance. So the player will know there’s been an impactful change to the map and to the scenery and they’ll have an immediate idea of what they need to do to progress. So for instance, the volcano, the crater that appears, you’d need to sort of dig deeper into it. Or for the snowfield terrain change, you’d need to sort of climb right up to the top of it, this sort of thing. We wanted this to be immediately effective and change the way the players approach and behave in the map just by changing that sense of space.
And then personally as a designer, who are some of your favorite artists, either classic or contemporary, and are there any people that you can point to as being particularly influential on your work?
One of my personal favorite traditional artists, or classical artists is Zdzisław Beksiński. I took a lot of inspiration from his various expressions when designing my work. Also with the concept of Nightreign and battling the Night Lords after these repeated plays, I felt like this is inherent to the game design. And so I wanted this feeling to come through in the designs I created as well. And one sense I got from that was from watching the film Spirited Away from Hayao Miyazaki. This feeling of being unable to go home, unable to escape from a dream. This sort of feeling I wanted to kind of harness while designing these worlds and tried to get that through to the player as they play through the game.
Even when designing Limveld, that initial map, that initial environment on the first day, I wanted it to feel beautiful. Like from an outward glance, it looks beautiful and inviting, but pretty quickly you feel like something’s off or something’s not quite right. So I think that is a part of the inspiration that we definitely got across in the design of Nightreign.
So switching to video games really quick, can you just talk about what are some of your favorite video games that may have inspired your work as well?
I enjoy Diablo II and other such multiplayer games. I enjoy open world survival games where you have to sort of start from scratch and build your own house and things like that world. I like a variety of indies and I’ve also had a fondness for a Legend of Zelda since childhood, games like Majora’s Mask, which kind of are obviously really fun to play, but they sort of have this… again, this sense of repeat play and this kind of sense of darkness to them as well. I think that’s stuck with me since childhood. So yeah.
And then a final question. A lot of designers and artists like to make their own personal imprints on a game. Are there any secrets or Easter eggs that you managed to sneak in yourself into the game? Or is there maybe anything that you hope players will see and enjoy as they play?
Yes. I don’t think you’d call this a sort of a signature as an artist, but one important thing that I paid attention to while designing Nightreign was this sort of all encompassing theme of the night and how we go about expressing that. We obviously tried various things and various methods and Limveld is ultimately a place that you keep coming back to as a player. So we thought one way we could express that was these changes throughout the three-day structure and what players can notice as their journey progresses. What keeps them coming back and what keeps them interested.
And so to talk a bit more about that theme of night, we had to explore what night meant to us as designers, like as a base concept. So of course, night brings with it some negative connotations, like the dark and fear and the unknown, things like this. So we wanted at first when the player jumps into this world to feel those kind of negative feelings conveyed quite directly and have that sense of anxiety and that sense of fear of the unknown.
“We had to explore what night meant to us as designers, like as a base concept.”
So we conveyed this straight up with things like the imposed time limit and the encroaching circle of rain, things like this. But we found that night is, we didn’t want it to be fully negative. Again, once the players get used to that cycle and they get used to what they’re seeing, we wanted it to be more than that. We wanted players to kind of begin to almost yearn for the night and sort of look forward to this encroaching darkness and maybe even feel a sense of comfort from it, from getting used to this rhythm and these aspects. So as the game progresses and the player is kind of getting used to these things, that’s definitely an aspect of the design that we wanted to incorporate and be a part of that player experience.
More and more videos of people getting their Switch 2s early are popping up online, and the latest is probably the biggest and best look we’ve had at the system and its UI.
We’re excited to invite all Xbox Insiders on Xbox Series X|S and Windows PC to join the Rematch – Final Beta starting today, May 28. Limited space is available so join now to secure your spot for the playtest!
About the Game:
Rematch offers a fresh take on football with third-person, skill-based gameplay where every move—tackle, dribble, aim, and shoot—puts you at the center of the action. With no player stats, success depends entirely on your skill and teamwork. Rematch blends credible football mechanics with an arcade twist, delivering fast-paced, uninterrupted matches. Designed for online multiplayer, it features competitive modes, seasonal content, and deep tactical play that’s easy to pick up but hard to master.
Start: Wednesday, May 28, 5 AM PT (8 AM ET / 12 PM UTC)
End: Saturday, May 31, 5 AM PT (8 AM ET / 12 PM UTC)
How to Participate:
Sign-in on your Xbox Series X|S console or Windows PC and launch the Xbox Insider Hub app (or install the Xbox Insider Hub from the Store first if necessary)
Navigate to Previews > Rematch Beta
Select Join
Wait for the registration to complete and be directed to the Store and install REMATCH – Closed Beta
NOTE: Limited space is available and offered first-come first-served.
NOTE: This playtest is only available on Xbox Series X|S consoles and Windows PC.
How to Provide Feedback:
If you experience any issues while playing Rematch, don’t forget to use “Report a problem” so we can investigate:
Hold down the home button on your Xbox controller.
Select Report a problem.
Select the Games category and Rematch subcategory.
Fill out the form with the appropriate details to help our investigation.
For more information: follow us on X/Twitter at @XboxInsider and this blog for announcements and more. And feel free to interact with the community on the Xbox Insider SubReddit.
Electronic Arts is canceling its planned Black Panther game and shutting down developer Cliffhanger Games, IGN has learned.
In an email sent to staff from EA Entertainment president Laura Miele, Miele said that these changes, alongside other recent cancellations and layoffs, are being done to “sharpen our focus and put our creative energy behind the most significant growth opportunities.”
In addition to closing Cliffhanger and canceling Black Panther, EA is also laying off some individuals on both its mobile and central teams. When asked for an exact number of individuals impacted, EA declined to comment. IGN understands the total number of affected individuals in this wave is less than the roughly 300 roles cut last month across Respawn and EA’s Fan Care teams – but cannot confirm by how much.
“These decisions are hard,” Miele wrote. “They affect people we’ve worked with, learned from, and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.”
As with past rounds of layoffs, EA is endeavoring to place affected individuals in other roles across the company. The company has made use of this placement program with each round of layoffs in recent years, an effort that remains possible despite the constant team cuts likely due to EA seemingly drastically increasing headcount on other teams at the same time. Per Game File’s reporting, EA employed 800 more people as of March of this year than it did the same time in 2024.
To that end, Miele’s email continues, the company is focusing on a small handful of franchises going forward: Battlefield, The Sims, Skate, and Apex Legends. Miele also reassures EA will continue to invest in its Iron Man game at Motive and the third Star Wars: Jedi game, as well as it maintain its mobile business despite today’s cuts, while Bioware works on the next Mass Effect. Additionally, last year, CEO Andrew Wilson announced the company would be “moving away from development of future licensed IP that we do not believe will be successful in our changing industry.”
The email doesn’t mention EA Sports, but this is due to Miele running EA Entertainment, while EA Sports is a separate division. IGN understands that the sports division is unaffected by these changes for now.
Meanwhile, EA recently implemented mandatory return-to-office for all workers, a move that some employees told IGN has left many currently remote workers with concerns about what will happen to their roles long-term.
When asked for comment on the exact number impacted, the reasons for these repeated cuts, or if more cuts are expected in the near future, EA referred IGN back to Miele’s email. Marvel has not yet responded to IGN’s request for comment.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
The PlayStation VR2 headset has dropped to match its all-time low price thanks to the PlayStation Days of Play sale, so if you’ve been considering picking one up for yourself, right now would be the time to do so. But the question is: Should you actually buy one in 2025? The PSVR2 originally launched for a whopping $599, but Sony dropped the price down to just $399 back in March. The latest discount brings that price all the way down to only $349 for both the stand-alone headset and the Horizon Call of the Mountain Bundle.
The PlayStation VR2 Headset Is On Sale at Amazon Today
The new $50 discount on the PSVR2 bundle is certainly tempting if you’ve been wanting to get into VR, but there are a few things to consider before you buy. This is likely the lowest price we’ll see on this headset for quite some time and it is the only VR option for PS5 owners. If you want to play Horizon Call of The Mountain, owning a PSVR2 is currently the only way you’ll be able to do that. Just last year Sony also released the PSVR2 PC adapter that allows you to connect it to your PC and play VR games there as well.
That being said, Sony isn’t really investing much into first-party VR games anymore. And with the price drop back in March and the release of the PC adapter, it definitely seems like PS5 owners aren’t going to be seeing a slew of new and exciting VR games any time soon.
Is It Worth Buying a PSVR 2 in 2025?
Now that the PSVR 2 is cheaper than the standard Meta Quest 3 and has PC compatibility, it’s worth considering if you’re looking to get into VR. Since it is really the only VR option for PlayStation, this price definitely makes it worth it if you have both a PS5 and a PC that can handle VR games. You do have to purchase the PC adapter if you want to access your SteamVR library, but connecting to PC is a fairly simple process overall.
If you don’t own a PS5 and are just looking for a decent VR headset for PC, the PSVR 2 probably isn’t worth your money. The Meta Quest 3S is still cheaper and doesn’t require any sort of extra adapter to start playing games. Since the PSVR 2 isn’t a standalone VR headset, you’d also be better off going with the Quest 3 if you don’t have either a PS5 or a PC to connect to.
Crystal of Atlan is an action MMORPG from developer VI-Games that wants to put its own unique spin on the gameplay of the genre. It features a focus on class-based build diversity, fast-paced aerial combat, and chaining together abilities to build up your combo meter. It’s available to download for free right now, but if you’re looking for more info before you dive in, we’ve got you. Let’s start with the classes.
Diverse Class Paths for Personalized Builds
There are five base classes available at launch, all unlocked for free at the start of the game: the melee damage dealing Swordsman, ranged attacker Musketeer, magical Magister, martial artist Fighter, and summoner Puppeteer. Each class branches into specialized subclasses, with a total of 11 subclass options and more than 20 unique abilities to experiment with and tailor to your preferred style.
For example, the Swordsman branches into the Magiblade or Berserker. They’re both melee damage dealers, but the Magiblade adds magical abilities (which you could probably guess from the name), and the Berserker can sacrifice health to generate shields and increase power as you get closer to death. Regardless of the subclass you choose, each of the skills you unlock have individual cooldowns. You can mix and match those skills at any time, letting you come up with unique character builds and find skills that chain together well to build combos.
Seamless Ground-to-Air Combat Innovation
Traditional MMO combat focuses on ground-based attacks with a fairly simple stand-and-attack style. Crystal of Atlan differentiates itself by including a heavy focus on the Z-axis, introducing a system that encourages you to seamlessly transition between ground and aerial combat.
You can attack and dodge in mid-air, allowing you to pull off aerial combos and adding a new dimension to each battle and a level of responsiveness to moment-to-moment gameplay. You can jump to avoid attacks, then chain that into aerial combos to keep the pressure on enemies. So you’re rewarded for staying on your toes, reacting quickly, and using all your abilities to fluidly chain attacks together.
That focus on ground and air combos also informs the design of Crystal of Atlan’s varied environments. All of the game’s maps, from the fantastical Wonderland to the mechanical Chrome Military Factory, have an open 3D layout to allow freedom of movement. Couple that with smooth animations and you get a combat system that’s fluid and fast-paced.
Cooperative Challenges and Social Progression
As you might expect from an MMO, there are a variety of dungeons you can tackle with other players. You fight through packs of normal enemies before getting to the end and facing off against a boss with unique mechanics. That’s all pretty standard, but Crystal of Atlan mixes things up by requiring synchronized team coordination.
There are numerous dungeons with interaction-based mechanics that require teamwork to solve problems. Naturally, if your whole group is tackling such a dungeon for the first time, you’ll need to communicate and help each other figure out what to do. Once you’ve gotten the hang of it, you can take on a mentor role in future runs, but everyone will always need to work together.
There’s also a fleet system, which is basically like guilds you’ve probably experienced in other games. It’s a key part of Crystal of Atlan’s social ecosystem, allowing you to link up with friends to tackle co-op gameplay together or just hang out and chat.
Competitive PvP and Creative PvE Challenges
If you’re the competitive type, there are also options for PvP combat. There are 1v1 and 3v3 battles, with attributes, skill damage, and skill cooldowns balanced so there’s no competitive advantage. It’s all about skill.
While Crystal of Atlan is an MMO at heart, it has plenty of content for solo players too. In classic MMO style, there are hub areas where you can see lots of other players. These areas are where you’ll find quests to complete and new zones to explore.
Adventure Mode takes you through the game’s main story, which unlocks in stages. You can tackle these stages solo, and they have a variety of different goals. Some will be focused on combat, where you need to defeat groups of enemies or take on a boss. Others introduce new elements, like requiring you to use stealth to sneak past enemies or use platforming to progress through the area.
There are plenty of other modes you can tackle solo or co-op. The main one is the Arena, where you can fight alone or with a partner and gradually work your way up through tiers of opponents, earning escalating rewards as you do. If you manage to get through all the tiers, you can reach the Finals for the ultimate reward.
To sum it all up, Crystal of Atlan is an MMORPG that mixes together classic staples of the genre with evolved gameplay to keep things fun, fast, and fluid. It launches May 28 on PC, PS5, iOS, and Android, with crossplay across all platforms. The PS5 version has an optimized HUD layout to avoid clutter and utilizes the haptic feedback of the DualSense controller. It also has a remapped UI for controller input, using a function wheel you’re probably familiar with from other games. There’s HDR support for enhanced lighting, and PSSR is enabled on the PS5 Pro for sharper visuals and more stable frame rates.
For more info on the world, classes, and features of Crystal of Atlan, you can check out the official website. Or to join the community and get news updates, you can follow them on Twitter, Facebook, TikTok, and Discord.
Capcom has announced that Kunitsu-Gami: Path of the Goddess will be getting a brand-new mode to coincide with its release on the Switch 2 on 5th June 2025.
Dubbed ‘Otherworldly Ventures’, the mode takes the basic action/strategy gameplay of the main story mode and simplifies a few things to make it more approachable for those who want to jump in and out.
The Bark Ages Returns — Raising Hell for a Good Cause
Team Xbox
Summary
Xbox and Bethesda are donating $32,000 to three animal welfare locations (Nebraska, Seattle, and Montgomery Co., MD) in honor of DOOM’s 32-year legacy.
A new “The Bark Ages” charity t-shirt will launch on May 28 at 9am PT / 12pm ET, with all net proceeds going to support the same shelters.
The shirt is available for two weeks only via the Bethesda Gear Store, shipping to the US and select international locations.
For over three decades, DOOM has been about facing demons head-on. Now, we’re channeling that same spirit into fighting for something even more meaningful: animals in need.
To celebrate the recent launch of DOOM: The Dark Ages, Xbox and Bethesda are teaming up with three animal shelters to support shelters across the country — and unleashing a brand-new wave of chaos-turned-compassion with an updated version of our fan-favorite The Bark Ages charity t-shirt.
Last year, fans at QuakeCon rallied behind the original Bark Ages design, raising thousands for Dallas Pets Alive with a tongue-in-cheek tribute to the world’s most ferocious (and adorable) four-legged fighters. This year, we’re going even bigger: Xbox is donating $32,000 — one thousand for every year since DOOM first rocked the world — to three animal welfare organizations; Nebraska Humane Society, Seattle Humane, and Montgomery County Humane Society.
And on May 28 at 9am PT / 12pm ET, we’re officially launching the new Bark Ages t-shirt on the Bethesda Gear Store. The net proceeds from sales will go directly to support those same animal welfare organizations locations. The shirt will only be available for two weeks, so act fast — and do good.
Whether you’re a DOOM Slayer or a dog lover (or both), this is your chance to gear up and give back.
Because every good Slayer deserves a loyal companion.
DISCOVER
Seattle Humane – Seattle Humane is more than a shelter – they are a pet resource center for the region, providing adoption services, a pet food bank and support for pet owners, low-cost spay/neuter surgeries and veterinary care, dog training, humane education for all ages and more. With the support of their generous community, Seattle Humane save lives, complete families and keep pets with the people who love them. Learn more at SeattleHumane.org.
Montgomery County Humane Society– For over six decades, the Montgomery County Humane Society has been rescuing, caring for and adopting out homeless pets, with unwavering compassion and dedication. But today, we’re more than just an animal rescue. We’re building a more humane future, one paw at a time. In addition to saving hundreds of lives every year, we’re supporting pets and their people with affordable spay/neuter, vaccinations and other care, and we offer a pet food pantry that gives a lifeline to families who are facing hardship. And, we continuously seek new programs to add that are designed to strengthen the human-animal bond and promote the welfare of all animals in our community. Learn more at: www.mchumane.org
Nebraska Humane Society– The Nebraska Humane Society protects, saves and enriches the lives of animals in the communities they serve. Sheltering has evolved to not just include those within the Nebraska Humane Society’s walls, but also those needing help in the community. They have established several programs to assist those in need, educate about proper pet ownership and improve the wellbeing of all pets in the Omaha area. Learn more atwww.nehumanesociety.org
Tear up the court in NBA 2K25, survive a horror-filled manor in Alone in the Dark, combo your way through a future world in Bomb Rush Cyberfunk and take on some sci-fi adventures in Destiny 2: The Final Shape with June’s PlayStation Plus Monthly Games lineup.
Let’s take a closer look at each game.
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NBA 2K25 | PS4, PS5
Stack wins, raise banners and make history in NBA 2K25. Command every court with authenticity and realism Powered by ProPLAY, giving you ultimate control over how you compete. Play anywhere, as you define your legacy in MyCAREER, MyTEAM, MyNBA and The W. Express your personality with an extensive array of customization options and explore an all-new City, where opportunity awaits behind every door.
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Alone in the Dark | PS5
Alone in the Dark is an atmospheric reimagining of 1992’s ground-breaking survival horror of the same name. In 1920s America, Emily Hartwood recruits private detective Edward Carnby to aid in the search for her missing uncle. Their hunt leads them to Derceto Manor, a home for the mentally fatigued in the gothic American South that hides a dark secret. Play as either Edward or Emily as they explore Derceto and discover horrors that defy explanation. You’ll have to brave the shadows, solve environmental puzzles and survive chilling encounters with murderous creatures if you’re ever going to make it through this nightmare.
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Bomb Rush Cyberfunk | PS4, PS5
Start your own cypher and dance, paint graffiti, collect beats, combo your tricks and face off with the cops to stake your claim to the sprawling metropolis of New Amsterdam. In this action-adventure platformer, Red is a graffiti writer who lost his head and instead has a cyberhead. In search of his roots he joins the Bomb Rush Crew, Tryce and Bel, who are aiming to go All City. Together they slowly discover who it was that cut off his head and how deep Red’s human side is linked to the graffiti world.
All three games will be available to PlayStation Plus members on June 3 until June 30.
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Destiny 2: The Final Shape | PS4, PS5
The Final Shape looms – a nightmarish calcification of reality into the Witness’s twisted design. Embark on a perilous journey into the heart of the Traveler, rally the Vanguard, and end the War of Light and Darkness. This Destiny 2 expansion* includes the new story campaign, new Prismatic subclass, three new Supers, a new destination and new weapons and armor to collect.
*Requires the base game of Destiny 2, available on PlayStation Store, to play.
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Last chance to download May’s games
PlayStation Plus members have until June 2 to add Ark: Survival Ascended, Balatro and Warhammer 40,000: Boltgun to their game library.