Phasmophobia’s PS VR2 features detailed 

Gather your friends, grab your EMF Reader and prepare for spine-chilling ghost hunts because Phasmophobia is finally coming to PS5 and PS VR2 on October 29, 2024. Just in time for Halloween! Whether you’re an experienced ghost hunter or a new recruit eager to join the supernatural fray, we can’t wait to welcome everyone on PS5 and PS VR2, especially the latter. If you’re up to the task, ghost hunter, you’ll find a genuinely haunting and immersive experience waiting for you in virtual reality. Here’s a look at some of the standout features you can expect when you put on your PS VR2 headset. 

Foveated Rendering: Frights with performance in mind 

One of the key advantages of Phasmophobia on PS VR2 is the inclusion of foveated rendering. This innovative technology allows the game to deliver a higher, more stable framerate, ensuring that the intense moments of supernatural suspense stay smooth and immersive. How does it work? The PS VR2’s eye-tracking system detects exactly where you’re looking and focuses its processing power on rendering that area in full resolution. Everything in your direct line of sight is sharp and clear. This strategic allocation of resources leads to a significant boost in performance, meaning you can enjoy fluid, responsive gameplay even during the tensest ghost encounters.

Crystal clear visuals at native PS VR2 resolution 

In addition to the performance boost from foveated rendering, Phasmophobia on PS VR2 benefits from the headset’s native resolution of 2000 x 2040 pixels per eye. That’s a lot of pixels packed into your ghost-hunting goggles! The game also runs at a 60Hz refresh rate with 120Hz reprojection, ensuring smooth visuals as you explore every eerie hallway, attic, and basement in search of evidence. Whether you’re identifying ghosts from EMF spikes, deciphering spirit box responses, or watching for ghostly apparitions, the added sharpness and clarity help bring each investigation to life in terrifying detail. 

A tool belt designed for ghost hunting 

One of the features exclusive to the PS VR2 version on the console version of Phasmophobia is the tool belt, which is designed to make ghost hunting more intuitive and streamlined in VR. Managing equipment is crucial to success, and with the tool belt, you’ll have access to up to three pieces of gear at a time. Need to swap out your EMF reader for a camera while holding on to a crucifix for protection? No problem. With the tool belt, swapping gear is as simple as reaching down, grabbing what you need, and staying focused on the paranormal activity around you.

Cross-play with PS5 Players 

Ghost hunting is always better with friends, and Phasmophobia on PS VR2 makes sure you won’t be ghostbusting alone. PS VR2 players can team up with those on PS5 or PS5 Pro, creating a seamless cross-play experience for console gamers. Whether you’re diving into the investigation in VR or playing on a flat screen, you’ll be able to coordinate with your team, track evidence, and outwit dangerous ghosts together. The ability to play with friends across different PlayStation systems ensures that no one has to miss out on terrifying ghost hunts. 

Coming October 29, 2024 

Mark your calendars, because Phasmophobia is bringing its blend of cooperative ghost hunting and hair-raising horror to PS5 and PS VR2 on October 29, 2024. Gather your friends, prepare your equipment, and get ready for the fright of your life! Add Phasmophobia to your wishlist today


Phasmophobia’s PS VR2 features detailed 

Silent Hill 2 Remake Hotfix Addresses Progress Breaking Bug

Bloober Team has released a patch for the Silent Hill 2 remake which brings the game to Version 1.05 and fixes a progress breaking bug.

The patch notes were released on Steam and focus predominantly on the issue introduced in Version 1.04, which stopped some players progressing past the Labyrinth section of the survival horror game.

“We are happy to announce a new update for Silent Hill 2 that addresses a critical issue in the Labyrinth level, after Patch 1.04 for both Steam and PlayStation 5 players, and introduces Steam Cloud save functionality for PC players on Steam,” Bloober Team said. The full patch notes are available below.

Bloober Team said it was aware of the issue on October 22 when the bug was discovered. Several Silent Hill 2 players shared their frustration online as the Labyrinth section began living up to its name a little too well, trapping players inside its walls forever.

This section is a giant puzzle, as players must manipulate a cube to shift the walls around and open new pathways to progress. But after Patch 1.04 was released, some pathways wouldn’t open at all. This has now been fixed, however.

Bloober Team and publisher Konami released the Silent Hill 2 remake on October 8 to glowing critical reception and strong sales, leaving many fans of the previously dormant horror franchise eager for more.

Bloober has said it’s open to making other Silent Hill games, though at the moment is focused on its sci-fi survival horror game Cronos: The New Dawn.

In our 8/10 review of the Silent Hill 2 remake, IGN said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”

Silent Hill 2 Remake Version 1.05 Patch Notes

Fixes

  • Labyrinth Progression Blocker: Fixed an issue where players who saved their game in the Labyrinth, after Toluca Prison, on the previous version encountered a progression blocker if the save data was loaded after updating to Patch 1.04. We have implemented a fix by adding a safeguard that forces proper activation of the necessary triggers, ensuring smooth progression moving forward.
    Features
  • Steam Cloud Saves: We have enabled Steam Cloud support for PC players on Steam. Please note that the game will automatically sync with the latest cloud save data. If the cloud save is more recent than the local save, it will overwrite the local data without a warning pop-up. We recommend players back up their local saves if you wish to keep multiple versions.

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

We already said 10 Dead Doves was great a few years back, but it’s really great so I’m saying it again

Rebecca Jones (RPS in peace) really liked 10 Dead Doves when she wrote about it back in 2022, saying it reminded her of why she “loves weird low-budget spooks so much”. Discovering such an interesting project speaks to curiosity and taste on her part, but me? I am simply a pun enjoying buffon who got an email promising that “Dovecraftian horrors await”. The thrust of said electronic mail was that the game now has a release date of this December, but it looked neat, so I doved right in. I coo-dn’t resist. I too love weird low-budget horror. I have been pigeonholed.

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Shadows of the Damned: Hella Remastered review: a creative underworld romp marred by misogyny

Look up major events in 2011 and there’s some world-changing stuff… and some not so world-changing stuff. Shadows Of The Damned’s Xbox 360/PS3 release may slip into either camp, depending on whether you liked it back in the day or not. It’s a third-person action adventure where two famous video game folks joined forces: No More Heroes’ Suda51 and Resident Evil’s Shinji Mikami. And to my knowledge, it’s considered a bit of a cult classic.

So, having played Shadows of the Damned: Hella Remastered after never experiencing the original, do I think it’s any good? If you were a fan of the OG, there’s no doubt you’ll like it. If you’re coming in as a newbie, I think it’s refreshing in the sense it’s a trim throwback with some interesting ideas and middling-to-good execution. But its whole schtick isn’t only a product of its time – it’s actually downright yucky.

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Valve Finally Fixes BLU Scout’s Pants, 17 Years After Team Fortress 2 Came Out,

Valve has finally fixed a problem with Team Fortress 2 that’s been in the game since it launched 17 years ago.

Ever since the influential hero shooter came out on October 10, 2007, the Scout’s pants on the blue side were the wrong color. Now, among patch notes for a recently released Team Fortress 2 update, Valve buried the big news: Scout’s pants are now fixed.

Here’s the rather innocuous line from the patch notes:

  • Fixed BLU Scout using the incorrect team color pants

In typical Valve fashion, it made the change without explanation or fanfare. No explanation for why it’s taken 17 years to change the color of Scout’s pants, and no reason for why it’s done so only now. Ever mysterious, Valve is.

It’s fair to say the reaction from the Team Fortress 2 community has been a mix of shock and excitement. “They changed a character design 17 years later! What!” X/Twitter user @heavyfortres asked.

“Honestly I can’t believe they did it,” redditor KyleTheWalrus added. “BLU Scout had gray pants and blue belt loops for 17 years, and he has several cosmetics that require the gray pants color to work correctly.

“If they fixed anything, I was sure they would just make the belt loops gray because it’s easier. But those crazy bastards took the hard route.

“Now we wait another 17 years for the rest of Scout’s pants cosmetics to become the correct shade of blue. Hooray!”

Valve’s relationship with the Team Fortress 2 community has certainly had its ups and downs over the years. The game’s had an awful bot problem for some time, and exacerbated players often call for Valve to do more to clamp down. They’ve also asked for more support and content for Team Fortress 2 from Valve, which, some say, is more focused on its other, more popular games. Team Fortress 2 remains incredibly popular, though, and is among one of Steam’s most played games ahead of the likes of Warframe, Overwatch 2, and Destiny 2.

Last month, Team Fortress 2 players got creative in the fight against the shooter’s rampant bot problem by turning a 340,000 signature strong petition into an actual book and delivering it to Valve headquarters.

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.

Former Bioshock devs once worked on an XCOM game that played like Shadow Of The Colossus

Real ones know that the only XCOM spin off worth its salt is Hasbro’s 1999 play-by-mail banger First Alien Invasion, although that didn’t stop System Shock 2 studio Irrational from getting to work on an FPS set in the strategy series’ universe after being acquired by 2K in 2006. If your sentiments are anything like I remember a lot of the internet feeling at the time, you may get nightmarish flashbacks to the trailer below, first shown at E3 2010. The project was eventually canceled and adapted into 2013’s The Bureau: XCOM Declassified, but Irrational co-founder and current Wild Bastards studio Blue Manchu founder Jon Chey has shed some light on the FPS’s development, and it sounds like it was once a far more ambitious project. Kaiju ambitious.

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Random: Reddit Is Alight With Reports Of ‘Pure Evil’ Mario Party Jamboree Player

“unadulterated danger”.

As we inch ever closer to Halloween, whispers grow of an emerging evil manifesting within the Nintendo Switch online servers. An evil so malicious, so malcontent, that its mere presence is causing the Mario Party subreddit to go wild with unsettling reports. An evil simply known as… ‘Annalingus’ (cue creepy organ music).

Yes, according to several accounts on Reddit, a player known as Annalingus is causing quite a ruckus on Super Mario Party Jamboree. Supposedly always choosing Pauline, they will commit deeds so gastly that it’s sending shivers up our spines as we write this.

Read the full article on nintendolife.com

Call of Duty: Black Ops 6 Could Boost Game Pass by Up to 4 Million Subs — but at the Cost of 6 Million Lost Sales, Analysts Predict

Black Ops 6 comes out today, October 25, and it does something no other Call of duty game has done before: launch straight into Game Pass.

Following Microsoft’s $69 billion acquisition of Call of Duty maker Activision Blizzard, the pressure is now on its gaming business to deliver. With that in mind, Xbox boss Phil Spencer has decided to take the plunge and release Black Ops 6 as a day one Game Pass game, albeit restricted to the Ultimate and PC Game Pass tiers.

This is a momentous moment not just for Call of Duty but for Game Pass, which has struggled for growth in recent years. Latest official figures put Game Pass subscriber numbers at 34 million. That’s 34 million paying subscribers across console, PC, and cloud. Indeed Microsoft removed its $1 introductory Game Pass trial just weeks before Black Ops 6’s launch, as it did with last year’s Starfield — further evidence, after recent price hikes and tier changes, that the pressure is now on for Game Pass to make the absolute most of the power of Call of Duty.

Will it pay off for Microsoft? In interviews with GamesIndustry.biz, analysts predicted Black Ops 6 could boost Game Pass subscriber numbers by between 2.5 million and 4 million. However, analysts also predicted a significant impact on sales of Black Ops 6. Call of Duty is usually the best-selling game of the year, but there is now a big question mark over whether it will achieve that record once again with Black Ops 6 given it’s available as part of Game Pass.

Wedbush boss Michael Pachter told GI that putting Black Ops 6 into Game Pass could result in up to six million lost sales, based on the idea that 25% of Game Pass subscribers might have bought the game anyway. Countering this, Pachter said Game Pass could swell by between three to four million subscribers.

This is a perhaps expected shift, but is it overall better for Microsoft and Activision? The theory is that getting more players through the door than ever before, even at the cost of sales of the game, will eventually pay out because of Call of Duty’s lucrative live service, which is fueled by premium battle passes and costly cosmetic packs. Microsoft may be playing the long game here, even though it risks negative headlines about Call of Duty sales being down compared to previous years.

Of course, now Microsoft has taken the plunge with Call of Duty little is off the table when it comes to Game Pass. The expectation now is that each year’s premium Call of Duty game will launch day one on Game Pass, and fans are still waiting for the back catalog to be added.

We’ve got plenty more on Black Ops 6 ahead of launch, including its strange arachnophobia mode, built-in support for better audio tech that costs $20, Activision’s new ambitious plans to beat cheaters, and confirmation it doesn’t include the dreaded Riot Shield.

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.

Teenage Mutant Ninja Turtles: Mutants Unleashed Review

In 1991, I went to see Teenage Mutant Ninja Turtles II: The Secret of the Ooze. The Turtles were barely using their weapons now, Casey Jones was gone, and April O’Neil wasn’t Judith Hoag anymore – which was like coming back after holidays to find the classmate you had a crush on had changed schools. Put simply, it wasn’t what I’d expected, and I find myself in a similar position with Teenage Mutant Ninja Turtles: Mutants Unleashed. What I expected was a basic 3D beat ’em up that would be over in a few hours. What we got is actually a 14-hour light RPG, with a basic 3D beat ’em up tying together long sections of exposition and relationship building. Unfortunately, like with The Secret of the Ooze, moving in an unexpected direction doesn’t automatically make the end result good. Despite a clear effort on the part of developer aheartfulofgames to make Mutants Unleashed a juicy and authentic follow-up story to 2023’s Mutant Mayhem film, it quickly becomes tedious thanks to a significant lack of enemy variety and small selection of constantly reused levels. It’s not ninja crap, but the T.U.R.T.L.E. power is limited.

As far as I’m concerned, the original 1990 TMNT movie is untouchable, but I do feel Mutant Mayhem is the best TMNT movie since the first. Its deliberately imperfect, hand-drawn appearance is remarkable, its soundtrack is impeccable, and – as the father of a 16-year-old – it contains easily the most believably teenage Turtles ever.

[The graphics] ably ape the hastily sketched, asymmetrical look of Mutant Mayhem – from its crude, 2D scribbles for smoke and light sources, to Bebop’s distractingly droopy pierced nipples.

Mutants Unleashed comes impressively close to recreating two of those pillars itself. While the graphics don’t reach par with the exquisite, painterly appearance of the movie, they ably ape the hastily sketched, asymmetrical look of Mutant Mayhem – from its crude, 2D scribbles for smoke and light sources, to Bebop’s distractingly droopy pierced nipples. The four main Turtles themselves are also in sync with their movie counterparts, largely thanks to the fact the voice stars of the movie have returned here. If the budget could’ve stretched to include some of the film’s licensed music, they could’ve had the trifecta. It sadly didn’t but, unfortunately, Mutants Unleashed has several more pressing problems than a lack of iconic ’90s hip hop up in here (up in here).

Can I Kick It?

While a 14-hour TMNT RPG may sound like slam dunk value on paper, Mutants Unleashed is actually stretched to a breaking point over that surprisingly lengthy duration. The main story missions quickly become dreary once you notice it’s constantly rehashing the same stages.

Mutants Unleashed tries hard to obfuscate how many levels it actually has by having us run backwards through ones we’ve previously completed, or switching up the fixed camera to a different angle, but it’s very transparent. There’s also far too much loading required as we complete sections, which just feels like a cheat to shuffle the order of environments used for each mission without blending them together. Either way, clambering across the same construction site, running through the same pipe, riding up and down the same elevator, and scurrying over the same cargo ships gets old, quick.

Worse, very little exploration is possible. Yes, there are hidden objects – and pieces of street art to find for Mondo Gecko – but Mutants Unleashed generally only punishes us for trying to veer off the path. I lost track of the number of times I tried to jump to a spot that appeared fine to land on, only to plummet to the street off camera – or be met with an invisible wall. On one stage I completely trapped myself somewhere I clearly wasn’t meant to be. I’ve only ever found hidden art by accidentally going the way I thought I was supposed to go anyway.

Combat itself is totally serviceable, although enemies aren’t very smart, and they’re not always great at tracking you through the environments. The Turtles all have distinct fighting styles that can be upgraded with new moves as you progress specific relationships for each. There’s little need to get into the weeds with it, though, and it’s totally a button masher. This makes it accessible, but fairly mindless. I’d try out new moves, but mostly to get the tutorial boxes to leave the screen, where they sometimes cover up your Turtles thanks to the fixed camera.

That camera didn’t really bother me for the most part; I get that it’s ultimately a bit of a halfway house between an entirely third-person brawler and the 2D beat ’em ups of yesteryear, and Mutants Unleashed creatively replaces your character with a scratched silhouette when they’re hidden by pieces of the environment. However, I did have instances where the angle was a real burden. There’s not a ton of technical platforming in Mutants Unleashed, but lining up jumps and rail grinds from a 45-degree angle is like leaving your TV and trying to keep playing Tony Hawk from the toilet with the bathroom door ajar.

Most disappointingly, Mutants Unleashed seems built primarily as a single-player game. The Turtles you haven’t selected will simply dip out at the beginning of every level, so you never feel like you’re part of a fighting foursome – which is what TMNT is all about. Sure, it has two-player co-op, but it’s not four-player, so that still doesn’t feel right. You don’t even get AI Turtles raising shell in the background. The special assist moves make it seem like a second Turtle is going to get involved, but activating them doesn’t actually bring one of your brothers physically into the space. It’s just… implied that they dropped in and bugged out, perhaps while you were blinking.

It also doesn’t help that enemies are just the same handful of mutants for the entire game. Trash crabs. Zebra squids. Hippo luchadores. A couple more. But it’s over a dozen hours of these same few baddies. Yes, I understand a licensed tie-in game isn’t going to be able to introduce important opponents from the TMNT universe – like the Foot Clan or such – before the film’s inevitable sequel. Hell, I wouldn’t let it either. That’s how you get Emperor Palpatine returning to Star Wars in… Fortnite. At 6am Australian Eastern Daylight Time on a random Sunday morning. But Mutants Unleashed really needed more enemy variety.

There are a host of side missions, but unfortunately these only contribute to the repetition. Civilian missions involve beating up a bunch of the same mutants across a couple of levels you’ve almost certainly been to before. Contagion missions involve running through a level you’ve almost certainly been to before, beating up the same mutants again, although this time some of them will be highlighted as key targets. Pizza deliveries are just speed runs through the same levels once more, although the enemies have been removed, and the map is now full of giant inflatable bounce pads and boom gates for no discernible reason. And no one’s carrying a pizza.

Mutants Unleashed features a time progression system, where each mission or conversation encounter takes either a day or a night, and then the day moves on. This puts a limit on the amount of side activities you can tackle before needing to do a main mission, but there’s more than enough time to complete everything in a single playthrough. There’s about two months of tasks, but I had weeks up my sleeve before needing to do the final couple of story missions and I was already out of side missions, so the time component doesn’t really add a great deal.

No Diggity

The RPG-style conversational component of Mutants Unleashed does add a lot of unexpected exposition, although I think the story of a new wave of mutants descending on New York and finding themselves at odds with the existing human population is an effective and totally logical follow-up to the movie. It continues the themes that hatred and prejudice are repugnant from any side they’re projected and, while “do unto others” is admittedly a message that’s been embedded in kids’ cartoons for decades, that doesn’t make it any less authentic in this new TMNT world where mutants and humans have suddenly been thrown together.

Yes, not every conversation is particularly riveting, and not all of them are actually voiced, either. These sections are also entirely passive, so there are definitely times when they’re simply filler. Even moments that seem custom made for a minigame – like Donatello visiting an arcade to play a dancing game – ultimately aren’t interactive. An indirect dig at how rubbish Raph is in the original TMNT game is cute, but otherwise there’s a bit of a weird clash of approaches at times. I raised my eyebrow as the script worked quite hard to concoct an entire fantasy catalogue of parody John Hughes films to not mention him by name – but then, on other occasions, overtly references the likes of Clint Eastwood and Chuck Norris.

Cutscenes are totally hamstrung by the glacial cadence of conversations.

The biggest problem, however, is the pacing of the dialogue. Cutscenes are totally hamstrung by the glacial cadence of conversations, which waits line-by-line for huge dialogue boxes and canned reaction animations to pop up. This creates highly-unnatural pauses between sentences and very much kills the momentum of conversations.

These scenes can mostly be skipped, or slightly sped up by hammering a button, but they’re nonetheless necessary if you want to progress the Turtles’ relationships with their friends around the city and unlock new upgrades.

Video: Yooka-Replaylee Side-By-Side Graphics Comparison (Original & Remaster)

Yooka-Laylee returns to ‘Nintendo platforms’.

Yesterday, Playtonic officially announced Yooka-Replaylee would be coming to ‘Nintendo Platforms’ in the future.

While we wait to find out more, our friends at Pure Xbox have shared a side-by-side graphics comparison video, showcasing the original game alongside this new remastered version. The footage of the new remaster is from a PC build.

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