The Last of Us Part 1 and The Last of Us Part 2 Remastered Both Get PS5 Pro Support Patches

Naughty Dog has updated both The Last of Us Part 1 on PlayStation 5 and The Last of Us Part 2 Remastered to add PS5 Pro support ahead of the mid-gen console upgrade’s release next month.

PS5 Pro has an AI-powered upscaling feature called PlayStation Spectral Super Resolution (PSSR) that can automatically improve the image clarity of games, but PS5 Pro Enhanced games take particular advantage of the beefier console’s features.

Naughty Dog detailed The Last of Us Part 1 update 2.00 in patch notes published to its website. On PS5, the game has a new ‘Pro’ mode that renders at at 1440p, with PSSR upscaling output to 4K “while maintaining a target of 60fps.”

Elsewhere, on PS5 Pro The Last of Us Part 1’s Performance and Fidelity rendering modes are still available and “provide smoother experience and high framerates compared to the original PS5.” Naughty Dog failed to confirm what those framerates are, however.

The Last of Us Part 1 PS5 Update 2.00 Patch Notes

PlayStation 5 Pro

  • New rendering mode added that takes advantage of PlayStation® Spectral Super Resolution (PSSR)
    • New “Pro” mode renders at 1440p, with PSSR upscaling output to 4K, while maintaining a target of 60 fps*
    • Performance and Fidelity rendering modes are still available and provide smoother experience and high framerates compared to the original PS5*

*Enhanced features require a compatible display in addition to the PlayStation 5 Pro console.

General

  • Fixed issue where New Game+ mode wasn’t being applied when using Chapter Select
  • Fixed an issue where a player’s Artifact collection could become desynced with their Save Data, preventing trophy acquisition
  • Fixed an issue where game could be locked at 40 fps on boot up when using a 4K, VRR monitor

Gameplay

  • Fixed an issue where players could become unable to swim quickly due to rebinding conflicts with a Custom control scheme
  • Fixed an issue where the speedrun timer could revert to the most recent checkpoint’s time if the player quit or the game crashed
  • [Bill’s Town] Fixed an issue where Ellie and Bill would not follow the player as expected
  • [Lakeside Resort] Improved Ellie’s accuracy with the hunting rifle while crouched
  • [The University] Fixed issue with library generator that could affect progression
  • [Bus Depot] Fixed issue where Joel’s flashlight would turn on when inspecting certain artifacts despite being in direct sunlight

Accessibility

  • Added additional support so that more PlayStation 5 console Accessibility settings are now reflected in-game
  • [Pittsburgh] Fixed an issue where a generator could be pinged by ‘Enhanced Listening Mode’ before intended
  • [Tommy’s Dam] Fixed an issue on New Game+ where there was no prompt to turn the hand-wheel
  • [Left Behind – Back in a Flash] Fixed an issue where Navigation Assistance could become disabled unintentionally

Meanwhile, Naughty Dog has detailed The Last of Us Part 2 Remastered update 1.2.0, again in patch notes published to its website. The PS5 Pro features for Part 2 are the same as those for Part 1: a new Pro mode that renders at 1440p with PSSR upscaling output to 4K while maintaining a target of 60fps, with game’s Performance and Fidelity rendering modes providing a smoother experience and high framerates compared to the original PS5.

The Last of Us Part 2 Remastered Update 1.2.0 Patch Notes

PlayStation 5 Pro

  • New rendering mode added that takes advantage of PlayStation® Spectral Super Resolution (PSSR)
    • New “Pro” mode renders at 1440p, with PSSR upscaling output to 4K, while maintaining a target of 60 fps*
    • Performance and Fidelity rendering modes are still available and provide smoother experience and high framerates compared to the original PS5*

*Enhanced features require a compatible display in addition to the PlayStation 5 Pro console.

General

  • Fixed an issue where some trophies would not unlock after importing PS4 save data
  • Fixed an issue where Abby’s torso could disappear when switching between her bonus skins

Gameplay

  • [The Tunnels] Fixed an issue where Dina could be grabbed an additional time while escaping in the subway

No Return

  • Fixed an issue where the stun bomb was not being accurately counted toward the player’s “Stun” stats
  • Fixed an issue where some weapon kills were not accurately tracking toward player’s stats when performing stealth kills in between those weapon kills
  • Fixed an issue where shiv kills were not being accurately counted toward the player’s “Shiv” stats

Audio

  • [On Foot] Fixed an issue where music tracks would not progress as intended when speedrunning

Accessibility

  • Added additional support so more PlayStation 5 console Accessibility settings are now reflected in-game
  • [The Tunnels] Fixed an issue where code for the locked room could not be located using Enhanced Listen Mode
  • [No Return] Fixed an issue where enemies specified by a Gambit were not properly identified when using High Contrast Mode

Technical leads at various developers, including Naughty Dog, have already spoken about how on the base PS5 players would often have to choose between Fidelity mode, which offers better resolution at lower framerates, typically 30fps, or Performance mode, which raises the framerate to 60 at the expense of better graphical textures and ray tracing. That choice is no longer necessary on the PS5 Pro, which can run games combining better resolution with higher framerates.

Last month, Travis McIntosh, Naughty Dog’s head of technology, told IGN that the ability to play The Last of Us at 60fps in 4K is “a huge deal.” “It makes it so we don’t have to compromise, so you don’t have to pick between high fidelity and good performance.”

“The high fidelity mode on the base PS5 actually looks even better when you’re on Pro,” McIntosh added. “And there are some minor performance issues in performance mode on the PS5 base model that are also much better. Very solid 60 [fps], a lot less frame drops when you get to the Pro.”

This week, developer Remedy detailed its approach to Alan Wake 2’s PS5 Pro update, explaining that Quality mode adds ray tracing at the expense of running at 30fps, but the patch also includes big improvements to Performance mode.

The Last of Us games join the likes of Blizzard’s Diablo 4 and Sony Santa Monica’s God of War Ragnarok in a list of over 70 games with confirmed PS5 Pro Enhanced updates, according to eagle-eyed fans who’ve been keeping an eye on the PlayStation Store (IGN has a list of all the PS5 Pro Enhanced games so far).

PS5 Pro launches November 7 priced $700.

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.

AMD’s Ryzen 9000X3D processors, with their fancy-pants cache, are launching November 7th

‘Tis the season for new gaming CPUs. While Intel gear up to release their efficiency-focused Core Ultra 200S chips, AMD have announced a November 7th launch date for their Ryzen 9000X3D series – the latest to use their framerate-juicing 3D V-Cache. No specific CPUs have been named, for some reason, but we can be reasonably sure from leaks and retail listing whoopsies that this launch will include at least one of the Ryzen 7 9800X3D, Ryzen 9 9900X3D, and Ryzen 9 9950X3D.

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A Quiet Place: The Road Ahead Review

For most of us, the biggest penalty for making too much noise might be a scolding shush from the movie theater seat behind you, but in A Quiet Place: The Road Ahead you’re only ever one creaky floorboard away from getting snuffed out by an alien threat that’s always listening out for you like it’s the most sinister form of Siri. This instant fail stealth-heavy horror story does a pretty convincing job of recreating the breath-holding tension of the films, in addition to borrowing heavily from the likes of Alien: Isolation in the way it casts you as the reluctant rodent trapped in a deadly game of cat and mouse. The result is a consistently stressful undertaking from start to finish, even though my careful creep down The Road Ahead moved at a relentlessly glacial pace and occasionally snagged on some slightly curious design decisions.

A standalone story mostly set around four months after the alien invasion seen in A Quiet Place: Day One, The Road Ahead casts us as college student Alex Taylor and follows her attempts to flee her abandoned hospital hideout in order to make a silent and steady pilgrimage towards an off-shore safe haven isolated from the threat of the monsters, known as Death Angels. It’s a straightforward setup, but tender early moments spent with her likable boyfriend Martin and kindhearted father Kenneth were enough to get me invested in Alex’s cause before inevitable alien-inflicted tragedy spurs her escape plan into action. It’s a bit of a letdown that, in spite of its strong start, the payoff for The Road Ahead’s plot in its dying hours is all too predictable, and its overall story comes up noticeably lacking in impact – particularly in the wake of the far more emotionally resonant tale found in Day One earlier this year.

Still, there’s no shortage of affecting human artifacts to comb through along the way. Outside of the story’s opening chapters and the odd flashback, Alex is alone with her own thoughts – which are appropriately represented via onscreen text since any spoken sentence is only ever followed by a death sentence – for most of The Road Ahead. In lieu of any interactions with other survivors, I got a strong sense of the history of each space I shuffle-stepped through by observing the heartbreaking family portraits handcrafted in a child’s crayon tacked to the wall of a deserted safehouse, or the hilarious note about a toilet paper-related riot left by a store owner in a seaside shopping strip. There are plenty of great worldbuilding touches like this in The Road Ahead, and I had ample opportunity to study every little detail since I moved through it in a constant state of slow-motion, desperately trying to keep my every movement on mute.

Creeping with the Enemy

It might be a first-person adventure almost completely devoid of combat, but The Road Ahead is no “walking simulator;” it’s a balking simulator. Every step you take or action you perform is a reluctant one, because even the lightest door hinge-squeak or stomped-on gravel crunch can alert an alien hunter to your whereabouts and end your slow-walk to safety in an instant. Thus, most of my progress through Alex’s adventure through empty houses, camping grounds, and trainyards was made with micro movements to my controller’s thumbstick; tip-toeing through rooms at a snail’s pace and incrementally tilting forward to push doors open or carefully pulling back to slowly open desk drawers to search through. It felt a bit like coming home late from a night out and trying to find your way to bed without waking your significant other, only in this instance your significant other is a spindly-limbed extraterrestrial who wants to rip your insides out rather than simply ask you to sleep on the couch.

Almost every environment you explore in The Road Ahead is purpose-built to test your coordination and fine-motor skills. Rooms are cramped and cluttered with beast-stirring booby traps to avoid and – if you’re not careful – simply brushing past hollow barrels or pulling open the cover of an air vent too eagerly can bring your swift undoing. Thankfully, Alex is given a homemade phonometer early on which, when carried in her left hand, indicates the decibel level produced by her movements relative to the overall volume of the ambient sounds around her. I basically spent the entire seven-hour journey anxiously trying to prevent its meter from lighting up as a result of each steady-handed interaction I performed, not unlike trying to extract the wishbone in a game of Operation without suddenly triggering the patient’s buzzer and blinking red nose.

Some of the ways The Road Ahead conjures up a life-ending crunch or clang do feel a little contrived, though. It makes total sense for there to be shards of broken glass lining the paths beside the shattered windows of an upturned train carriage, but the number of discarded paint cans to be found on remote forest hiking trails does seem a touch too improbable, like rolling out from under the Simpsons’ family car and finding yourself in a carpark that’s inexplicably full of garden rakes to step on. I managed to suspend my disbelief and just abide by the noise-making obstacle course that the developers have created, but I do wish they’d been able to disguise their monster-rousing trip-ups a little more organically.

The threats to blowing Alex’s cover aren’t only found in the world around her, though; they’re also within. Alex is an asthmatic, so actions of overexertion – like pulling herself up onto ledges or carrying heavy planks to use as makeshift bridges, as well as moments of heightened stress such as finding herself in close proximity to one of the alien stalkers – can push her into a state of noisy hyperventilation, which acts as a heavy-breathing beacon to any monsters in the area. This brings the welcome challenge of identifying when to best use the inhalers that can be collected along the way, even if it does seem a little silly that they’re single-use only, as though their previous owners huffed each of them right up to the limit.

Quiet Riot

The Road Ahead isn’t only about stalking around in silence like some sort of survival-horror street mime, and along with the phonometer you are provided with some other basic tools to keep the keen-eared killers at bay. Bricks and bottles can be picked up and lobbed to temporarily distract them in fairly standard stealth-game style, while some other items serve dual purposes, like the hand flares that can be sparked to either light up darker environments or tossed away to confuse your petal-faced pursuers with their crackling hiss. It does feel a bit arbitrary the way certain items in Alex’s inventory can only be wielded in certain hands, though. It may create an added layer of tension to be forced to choose between measuring sound with the phonometer and illuminating the path forward with Alex’s flashlight, for example, since they can each only be wielded in her left hand, but it hardly makes any logical sense. Where was this flashlight purchased, at Ned Flanders’ Leftorium?

Occasionally, I’d find myself caught in close quarters with a monster and not have any noise-making tools in either hand, which put me in the lose-lose situation of either trying to make a run for it and getting instantly slashed in the back, or standing perfectly still only for the blind beast to accidentally bump straight into my nose and strike me down on the spot. It didn’t seem to matter if I chose to stick or twist, since either way I was going to find myself stuck and twisted apart. Thankfully, The Road Ahead’s generous auto-save system meant I was rarely penalised too heavily each time I perished, so although the slightly scripted feel of its enemy encounters mean it’s never as outright terrifying as Alien: Isolation, it is at the very least more lenient and less likely to frustrate because you couldn’t reach a manual save point.

It’s never as outright terrifying as Alien: Isolation, [but] it is at the very least more lenient and less likely to frustrate.

The quarter-speed crawl along The Road Ahead does eventually run out of steam, though, even despite the fact that encounters with the aliens do evolve in some ways. There’s only ever one enemy type, but midway through they develop the ability to sense your movements even if the sounds you make are masked by the threshold of the ambient noise, effectively forcing you to simply take your hands off the controls and stand as still as a statue until the concussive effects of their scanning is completed, as an example. These modest changes help preserve the tension level throughout, but they struggle to completely disguise the fact that you’re otherwise mostly doing tedious tasks like turning valves and searching through drawers for supplies like any other survival-horror game, only at a considerably slower pace and without any combat sequences to release that tension in. There is one short flashback sequence that allows you to briefly blaze away with a shotgun out of the back of a speeding van, but The Road Ahead could have done with a few more of these dynamic detours to help break up the bit-by-bit crawl even more.

Random: Creator Of “Mysterious” Zelda: Breath Of The Wild DS Demake Sets The Record Straight

It’s just an “old ROM of a project”.

A video recently popped up online about a demake of The Legend of Zelda: Breath of the Wild for the Nintendo DS.

In this demake, you can traverse the land of Hyrule as Link in all of its “low-poly” glory. While it was thought to have been created by a “mysterious Chinese dev”, it seems this is not the case.

Read the full article on nintendolife.com

Alan Wake 2 on PS5 Pro Is 30 FPS on Quality Mode With Ray Tracing, But Performance Mode Gets Some Big Boosts, Too

Remedy Games detailed its approach to Alan Wake 2’s PS5 Pro update in a new post on its official site, explaining that Quality Mode will add ray tracing at the expense of running at 30 FPS, but that the patch will also include big improvements to Performance Mode.

According to the official post, Alan Wake 2’s Quality Mode will run at 30 FPS with ray tracing while outputting at 3840 x 2160 (4K). Its render resolution will be 2176 x 1224. In some ways it’s not surprising given Alan Wake 2’s hefty PC requirements, which recommend at least an RTX 4080 for good performance with ray tracing turned up.

That said, there are still meaningful improvements to be found in the PS5 Pro version of Alan Wake 2 without sacrifing frame-rate. Among other things, Remedy promises “significantly higher output resolution” roughly on par with the base PS5’s Quality mode by pushing the resolution to 4K, aligning it with Sony’s overall sales pitch for the console. It also includes overall improvements to “stability, fog, volumetric lighting, and shadow accuracy.”

“We did multiple experiments, including upgrading the 60fps Performance mode output from 1440p to 4k and adding PSSR (Sony’s AI-based upscaling method), which positively impacted image crispness and stability under motion,” Remedy explained.

“Increasing the internal rendering resolution consumes a lot of processing power, no matter how powerful your hardware is. However, in our experiments, even putting all the added power to increased rendering resolution provided a barely noticeable difference in the output image or its quality. Adding more pixels to gain visual quality is not straightforward with the new AI-based upscaling methods.”

Remedy’s post goes on to detail the ways that the console version incorporates ray tracing as well as its cost, noting how each ray must be “traced, and its hit evaluated and shaded.”

“In a game like Alan Wake 2, its complex light-material interactions and rich environments can make tracing, shading, and denoising even a single ray tracing effect too expensive to justify the cost depending on the hardware,” the post says. “Geometrically Alan Wake 2 is a very dense game. The usage of a GPU-driven rendering pipeline and its fine-grained culling with the skinning ran on GPU made it possible to create densely populated forest scenes with layers and layers of foliage and trees encountered during Saga’s gameplay segments taking place in the lush environments of the Pacific North-West.”

Ultimately, Alan Wake 2 is one of the best-looking games out there right now, so the results should be impressive no matter which mode you choose. It’ll join a handful of other games that are getting major upgrades on the PS5 Pro, including Final Fantasy VII Rebirth and several first-party releases. Go here to check out our full impressions of the PS5 Pro, which launches on November 7.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

In paranoia pot-boiler Gangstalk you are the person chasing you

Gangstalk is a cat-and-mouse game in which you play both cat and mouse. It’s a stalking game in which you are the person stalking you and also, you are the person being stalked. By you. Yes, I too am wearing an expression of puppy-eyed dismay and confusion. But it sounds interesting, sufficiently interesting that I can disregard the very loud DYSTOPIAN WORLD framing in the trailer.

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Review: Nikoderiko: The Magical World (Switch) – A Gleeful DKC Tribute, But Light On New Ideas

Nik from the best.

It’s now been over a decade since the last new Donkey Kong Country game released (yes, you’re that old), and while the world continues to wait for Nintendo to remember that its beloved ape used to star in a really good platforming series of his own, other developers have stepped up to try to fill the void. Indie releases such as Kaze and the Wild Masks, Yooka-Laylee and the Impossible Lair, and Marsupilami: Hoobadventure have all done an exceptional job of emulating the things that made DK’s old side-scrolling romps so enjoyable and now another contender has stepped up to the plate.

Nikoderiko: The Magical World, the inaugural release of Cyprus-based VEA Games, not only does a great job of recreating DK’s best adventures with its own twist, but it takes things a step further by also calling back to the gameplay style of some other classic platformer mascots. And while, yes, one could make the argument that Nikoderiko is a little too comfortable riding the coattails of the classics without adding many of its own ideas, it does such a good job of capturing what made those games great that it hardly matters. Nikoderiko doesn’t eclipse the projects that served as its clear inspirations, but it provides an enjoyable and challenging platforming adventure that we’d suggest to any fans of the genre.

Read the full article on nintendolife.com

Call of Duty: Black Ops 6 – Everything you need to know ahead of Oct 25 launch

Rejoice PlayStation players, Call of Duty: Black Ops 6 is almost here. In fact, we’re so close to launch that starting today, if you’ve pre-ordered the game – you can begin pre-loading to make sure you’re ready for day one.

Ahead of launch, we wanted to go a little deeper today into MP and Zombies to make sure there are no details you’re missing.  Let’s break down some key components around what to expect.

The multiplayer experience

From new maps and modes to new weapons and equipment, Black Ops 6 gameplay will be an experience unlike any other. There will be the core 6v6 modes you’ve come to know and love from Call of Duty, plus an all-new core 6v6 mode, Kill Order, where you must eliminate the enemy High Value Target (HVT) while protecting your own. In addition to these, jump into 2v2 Gunfight, as well as Face Off Alts of several of the 6v6 modes. Finally, looking for a challenge where your matches only have a limited HUD, friendly fire is enabled, and your health is lowered significantly? Then, prepare for Hardcore, scheduled for launch on certain playlists.

We will have 16 brand-new maps at launch split into two main categories: twelve brand-new Core 6v6 maps and four brand-new, compact-sized Strike maps designed to be played in either 6v6 or 2v2 configurations. We know you got to see several of the maps in the Beta, such as Scud, Rewind, Skyline, Babylon, and Derelict, but you can expect to find incredible action-packed moments on maps you have yet to experience. 

There’s Lowtown, a dockside neighborhood with a boat house, fishing shed, lattices to climb, and a canal to swim in. There’s also Vault, a large, lush playspace set within a desert landscape adorned with monuments, sculptures, a central palace, and even an opulent atrium. And this just scratches the surface, there are many more maps to explore from October 25 and on, not to mention the bevy of maps coming in post-launch seasons. 

There are over 20 Black Ops 6 Operators to choose from at launch, with some allied to the Rogue Black Ops Faction, and others allied to Crimson One. To give you a little background on these operators. Rogue Black Ops is on the run and being hunted by their former employers. This team seeks to uncover the truth regarding the infiltration of the CIA and expose the conspiracy. As they no longer have state backing, much of their equipment is either improvised, supplied by contacts from other intelligence services, purchased from criminals, or supplied on the promise of IOUs. 

They know who’s hunting them and refer to them as “Crimson One.” Crimson One represents the CIA operation initiated to hunt down the Rogue squad. The team is officially sanctioned by the CIA and has access to all intel and tools to complete the job.

By now, you should have heard plenty about the brand-new Omnimovement system coming to Black Ops 6, the most fluid boots-on-the-ground Call of Duty movement system to date. Omnimovement will go across all game modes, but make sure to utilize it in Multiplayer to live out those spy-thriller action-hero moments you’ve always dreamed of.

Weapons & equipment

When it comes to the weapons you’ll be using in Multiplayer, it all starts where you choose your loadouts: the Weapons Menu, which has been streamlined in Black Ops 6 for an approachable, intuitive experience as you level up your weapons over time. Black Ops 6 is set to bring an exceptional arsenal of weaponry and equipment to the game – including returning favorites from the Black Ops universe and weapons all new to the franchise. The primary and secondary weapons slots are going to be your bread-and-butter, but for the first time you have a dedicated third slot to equip a melee weapon, so that knife or bat is always an option when things get heated in close-quarters combat. 

Finally, Perks and Wildcard slots in your loadouts will change the way you play, so make sure you’re thinking strategically as you make your choices. Then, tactical and lethal equipment, as well as Field Upgrades and Scorestreaks will round out your arsenal with an array of choices unlocking as you level up and progress, with some new options such as the exciting War Cry Field Upgrade that rallies your team, improves nearby teammates’ movement and health regen speed for a short time. Get ready to gear up!

Zombies 

Round-Based Zombies is back in a massive way, with Treyarch delivering the goods across gameplay, narrative, and maps in Black Ops 6 Zombies.

Check out the previous PlayStation Blog post for the full details of Round-Based Zombies, but there are a few key things we wanted to remind you of. There’s a dedicated crew that are the heart of the story for Black Ops 6 Zombies, which continues the Dark Aether storyline that started in Black Ops Cold War. While you can jump into Zombies with any MP operator you’d like, the characters of Weaver, Grey, Carver, and Maya make up the Terminus team, drive the narrative forward, and are the gateway to the most robust experience you can have with this mode.

Then there are the maps, which are basically characters unto themselves. There will be two Round-Based maps at launch, Terminus and Liberty Falls, with additional maps coming in the post-launch seasons. We also went into details on these maps in a previous Blog post, so check that out for more details, but know there will be no shortage of unique and harrowing environments as you and your squad battle into higher and higher rounds.

Finally, the zombie-fighting tools at your disposal will be robust as ever with the return of Perk-a-Colas, Field Upgrades, Wonder Weapons, GobbleGums, Ammo Mods, and the introduction of Augments, which allow you to customize your Perks, Ammo Mods, and Field Upgrades.

One more thing! For the first time in Call of Duty Zombies history, if you’re playing Zombies solo you can elect to save your solo match at any time and return to it later, provided you’re at full health, aren’t downed, dead, or actively engaged in an exfil. (A relief for many, to be sure).

Progression & prestige

 Black Ops 6 marks the anticipated return of a more traditional Prestige system, back in Call of Duty and bigger than ever. Players who reach and complete Max level 55 can choose to Prestige and restart their Leveling over again (while losing some already unlocked items), but this time with the chance to earn exclusive rewards along the way – – we know it’ll be worth the effort. But Prestige isn’t the only Progression system that’s gotten a major upgrade this year. 

The Treyarch team has set out to build the most rewarding Progression and Challenge systems ever delivered in a Call of Duty game in Black Ops 6 and there’s a ton of unlockable content packed into the game on Day one.  Earn XP from by performing well, playing the Objective, earning Medals, and completing challenges, like Calling Card challenges and Reticle challenges. 

Additionally, brand new for Black Ops 6, every Weapon, Equipment, Field Upgrade, and Scorestreak in your loadout has a set of MP and Zombies Master Badges to progress through as you master each piece of Gear.

Those are some of the high-level details you can expect for Call of Duty: Black Ops 6. Don’t forget to pre-order and pre-load starting today so you can hop right in on October 25 and experience it for yourself.

Vampire Survivors Gets Big Castlevania DLC With 20 Characters and 40 Weapons Just in Time for Halloween

Hit indie title Vampire Survivors is getting its biggest chunk of downloadable content to date in the Ode to Castlevania expansion releasing on Halloween.

Developer poncle revealed a trailer for the DLC on X/Twitter, below. It contains more than 20 characters and 40 weapons alongside one massive stage “and more” for $3.99. “There’s so much content you’re guaranteed at least another 10 hours of gameplay,” poncle said.

A stylish animated trailer shows a combination of Vampire Survivors’ pixel art gameplay with slick Castlevania animations showing off a handful of the characters arriving in the game. Ode to Castlevania will come to all platforms where Vampire Survivors is available on Halloween.

Vampire Survivors is a fast-paced and over the top gothic horror game with rogue-lite elements, where your choices can allow you to quickly snowball against the hundreds of monsters that get thrown at you. It became one of the biggest surprise hits of the last few years as what launched as a humble indie game on Steam blew up in popularity and snowballed itself.

Poncle soon added layers of new content to the game and the core experience now offers 50 playable characters and 80 weapons to play with. That’s before the two major expansions too, not to mention the Ode to Castlevania DLC.

In our 8/10 review, IGN said: “Need a game to play while listening to podcasts? This is it. Vampire Survivors is outwardly simple but turns out to be an incredibly deep hole to fall down — though it’s not without extended dull periods when you get ahead of its curve.”

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