Godzilla To Unleash Total Destruction In New Minecraft DLC

Plus One.

The King of the Monsters is making its way to Minecraft in some brand new DLC, available on the Minecraft Marketplace.

The Godzilla DLC is out right now, and what a perfect fit for Minecraft, if we say so ourselves. The idea of the dinosaur-like kaiju stomping around the blocky world of Minecraft is genius, and that’s exactly what it’ll be doing. The DLC has been developed by Japanese studio Team-KYO and Impress and introduces four new gameplay modes that highlight the history of Godzilla and its films.

Read the full article on nintendolife.com

Granblue Fantasy: Relink devs discuss crafting an immersive RPG world for PS5 & PS4, out Feb 1

Granblue Fantasy: Relink will be available on February 1 for PlayStation 5 and PlayStation 4. Ahead of its release, we sat down with the General Director, Tetsuya Fukuhara, and Director Yasuyuki Kaji from Cygames to discuss the efforts that went into this title.

PlayStation Blog: As the release day approaches, tell us your feelings and thoughts about the upcoming title.

Tetsuya Fukuhara: Just like most team members, the reality hasn’t sunk in yet for me. With the support of the company, we were able to focus on the development of the game, and the demo version received a more positive response than we had hoped for, so I feel all the effort we made to make this title as exciting as possible has paid off.

Yasuyuki Kaji: I feel terrible about how long it took for us to develop Relink and for keeping our fans in limbo. That said, I truly believe our time and effort have translated well into this title. The great response we’ve received for the demo version has instilled confidence in us that players would appreciate the work we have put into Relink, but of course, I feel nervous as it gets closer to the launch.

The battle movements and tempo are quite nimble. Are there any behind-the-scenes stories on how the team decided on the battle speed and what adjustments needed to be made?

Fukuhara: From the initial concept stage, our goal was to make it so that even those still new to action games could control their character skillfully. As we refined the details like movements and hit timing, we adjusted the battle speed; Slower movement or delayed timing would ruin the exhilarating sensation, and faster movement or quicker timing would make it too difficult for the player to keep up with the movement.

Kaji: We wanted to appeal to a broader range of players. Or, more precisely, with the assumption that people who have played the original Granblue Fantasy will be playing the console version for the first time, so we wanted to avoid making the game system too strict. 

With over 20 playable characters appearing in the product version of the title, each with their own unique action style and different playstyle, what mind process did you go through to create this level of difference?

Kaji: Since Granblue Fantasy characters are very popular, I didn’t want Relink to be just another game with them. We aimed to create a game that pushes the limit by bringing out the best in each character and having depth and profundity in the action.

Fukuhara: When choosing characters to include in Relink, we envisioned which characters from the original title would offer a unique play feel and contribute best to make the game more exciting. In earlier days of development, I recall reminding the team not to hold back their creativity because they seemed too focused on mirroring the animation and styles of the original title. It is true that we had to make sure that we stayed within the character images of our original Granblue Fantasy fans, but it is also true that our job was to exceed their expectations and surprise them. 

The PS5 version supports the DualSense wireless controller’s haptic feedback and adaptive triggers. How are these features utilized in the game?

Kaji: One of the stages features an ether cannon that fires projectiles. When firing two types of projectiles, the adaptive trigger has different resistance, so the player feels the sensation of firing and the recoil at the tips of their fingers.

Haptic feedback, on the other hand, was fully utilized, especially in battles. As the title boasts a variety of fighting characters who use a wide range of weapons, the haptic feedback is distinctively different from slashing with a large sword to striking with a heavy fist to slicing with two swords. This is directly related to the difference in the playstyle of each character. Also, regarding the game system, when a player successfully performs a just-guard or other move, the DualSense wireless controller sends stronger vibrations. With Haptic feedback, players can feel whether their move was a success or failure, while simultaneously allowing them to experience a sense of tactility and exhilaration.

Cygames’ graphic work excels in the new 3D iteration of the Granblue Fantasy world. How did your team work together to elevate the world, and were there any hurdles along the way?

Fukuhara: Our fundamental goal was to stay true to its 2D illustrations. Achieving that in 3D took us years of trial and error until we were finally satisfied.

Kaji: There was a period of time when we would compare the finished 3D model with the original illustration and repeatedly make adjustments, saying, This part can still be better.  All the textures of the background were hand-drawn. For the background illustrations in Granblue Fantasy, the amount of information is cut back for objects seen in the distance, but to reproduce this in 3D space, we walked around the world and made adjustments.

This title places a great deal of importance on the characters. How are characters portrayed in the game?

Fukuhara: Each character comes from a unique, rich background, so it was important to include the elements of their Fate Episodes from the original version. We wanted to make them easily accessible to players stepping into the world of Relink. Since the backstory of who each character is and why they are with the main character plays an indispensable role in the game, the first two episodes of each character’s ten-part Fate Episode are revealed automatically.

Kaji: It’s not a lie if I say the Link Attacks were included for the purpose of dialogue. Chain Bursts, which is also in the original game, allow the characters to talk to each other, but that alone does not give them enough opportunities to have dialogue during normal gameplay. When we were trying to develop an organic way to allow players to have dialogue with their allies instead of monologue for a more enjoyable game experience, we decided to employ the concept of fighting together. 

What are your plans for additional downloadable content, new quests, and other post-launch developments?

Fukuhara: We have already announced that we will add the most challenging quest in March, two playable characters, Seofon and Tweyen, and a new quest in April. Beyond that, I cannot reveal yet, but we are planning another update in May.

Anything else you’d like to make sure players know?

Fukuhara: Each character offers a different play experience, so I recommend playing with all characters. Of course, you can enjoy the game even if you play the main character exclusively and play solo until endgame content. You’ll notice it will go smoothly when you play the story mode, but as we have carefully created every nook and cranny of the map, we hope you step away from the story and explore the map from time to time. It’s sure to give you a fresh perspective during the game! 

Kaji: We designed the game to be accessible so that many people can play and enjoy this title. As each character has their own unique style of play, we successfully imbued palpable profoundness in the game. We hope you will enjoy playing the game in a way that allows you to explore each character’s unique moves. The game offers a large selection of equipment and skills, so you can master your characters how you like to fight. 

Granblue Fantasy: Relink launches on PS5 and PS4 on February 1.

Spec Ops: The Line Will No Longer Be Available in Online Stores, 2K Blames Expiring Partnerships

Yesterday, IGN reported that Spec Ops: The Line had been delisted from Steam. Today, we updated that story with reporting that the game had also disappeared from other digital storefronts, including Fanatical, Gamesplanet, and Nuuvem. And now, we have confirmation from 2K themselves: one of the most important video games of the Xbox 360 and PS3 generation is disappearing from online storefronts for good.

2K Games sent IGN the following statement confirming The Line’s delisting:

Spec Ops: The Line will no longer be available on online storefronts, as several partnership licenses related to the game are expiring.
Players who have purchased the game can still download and play the game uninterrupted. 2K would like to thank our community of players who have supported the game, and we look forward to bringing you more offerings from our label throughout this year and beyond.

While 2K hasn’t provided specifics as to what partnerships are expiring, Spec Ops: The Line contains several pieces of licensed music, including Jimmy Hendrix’s iconic rendition of the Star Spangled Banner. Expiring music licenses have been the reason for many delistings in the past, and that would seem to be a probable reason here.

The rare military shooter that critiqued the genre

The delisting is not only a huge blow to games preservation, which already faces enormous challenges, but a loss for the medium in general. Spec Ops: The Line was one of the most important and acclaimed games of the seventh console generation and one of the rare military shooters that dared to critique the genre it operated in.

In our review, we wrote, “Spec Ops is a daring experiment worth celebrating. For the first time, a
game with guns doesn’t want you to be the hero – it wants you to feel terrible about trying to be one.”

The Line helped to usher in a new, more critical era of video games based on modern conflict and produced several groundbreaking works of games criticism, including Brendan Keogh’s Killing is Harmless, one of the first book-length analyses of a single video game. There’s a reason people still talk about the white phosphorus scene. It’s a shame that soon, people will no longer be able to access it on digital storefronts.

As of the time of this writing, Spec Ops: The Line is still available on Good Old Games and Xbox, where it is backwards compatible. Anyone interested in purchasing it should probably do so before it disappears into the heart of an immense darkness… for good.

Will Borger is an IGN freelancer. You can find him on Twitter @bywillborger

Starfield Patch 1.9.51 Features Some Drastic Lighting Changes

After a brief time in Steam Beta, a significant update for Starfield in 2024 is now live, and one of the most significant changes coming to the update focuses on improving the lighting for in-game locations.

Spotted by various members on ResetEra and Reddit, Starfield’s Update 1.9.51.0 makes some tweaks to lighting. Specifically, the patch notes mention that Bethesda Game Studios has improved lighting at 73 locations. While it does not go into specifics, Starfield players online have begun posting before and after the update was installed in several locations.

Most notably, Reddit user DinDisco posted a gallery of these images showing what Starfield looked like in a few locations before and after. Pictures of specific areas, such as the Red Mile and mining caves, have drastic differences in lighting. The latter, for example, shows one cave replacing the greyish brown color scheme with blue minerals in favor of the entire lighting having a cool blue hue inside. According to the patch notes, lighting improvements were also made on the character creation page.

In our review of Starfield, which we awarded a 7 out of 10, we said: “Starfield has a lot of forces working against it, but eventually, the allure of its expansive roleplaying quests and respectable combat make its gravitational pull difficult to resist.”

You can check out the full patch notes below.

Starfield Update 1.9.51.0 Notes

  • Fixes and Improvements
    • Animation
      • Fixed player character’s eyes remaining closed instead of blinking in third person view.
      • Addressed rare cases where small animation pops could be seen in third person.
    • Creatures and Enemies
      • Fixed incorrectly invisible creatures on some planets.
      • Fixed an issue that could occur on some enemies causing them to stand instead of falling to the ground.
    • Crew and Companions
      • Fixed crew members and companions positioning near the cockpit after fast traveling to the ship.
      • Companions: Fixed a possible control-lock when talking to a companion without entering a dialogue while simultaneously trying to exit the ship.
    • General
      • [ADDED TO 1.9.51] Addressed a crash that could occur when changing from Fullscreen to Windowed mode. (PC)
      • Fixed an issue that prevented Windows users saving if their username featured certain characters (PC).
      • Fixed rare save game corruptions on PC (MSS and Steam).
      • Fixed an issue that could lead to a control lock or a crash after loading a quicksave while in the targeting mode.
      • Fixed player marker following the camera on the surface map.
      • Fixed a rare issue that could prevent access to the main menu on when prompted to “Press any button to Start” (Xbox).
      • Body type should no longer reset to default when loading a Starborn save from the main menu.
      • Fixed flickering on Neon’s Trade Tower elevator panel.
      • Improved the appearance of the Ryujin Kiosk material during nighttime.
      • Fixed rare issue with how Cydonia’s panel could display the hours without incident.
      • Added Optimizations to cloud syncing of save games (MSS/Xbox).
      • Improved how crowds behave when desired target is reserved.
      • Fixed an issue that could cause airlock doors to sometimes appear floating in sky when arriving at locations.
      • Fixed unintended text appearing on the shipbuilder’s UI.
      • Fixed game session not properly resuming from shutdown in Energy Save mode (Xbox).
      • Various stability improvements.
    • Graphics
      • Improved widescreen support (32:9, 21:9 and 16:10).
      • Added support for stars displaying sun disk geometry.
      • Shadows can now be seen on planet rings from planet surface.
      • Improved eyes and skin on crowd characters.
      • Improved reflection on water.
      • Improved contact shadows on character skin (Xbox and PC Medium/High/Ultra).
      • Improved contact shadows on character cloth (PC High/Ultra).
      • Improved contact shadows on first person (PC Ultra).
      • Improved lighting in character generation menu.
      • Reduced the appearance of some minor artifacts during cutscene camera transitions.
      • Fixed flickering on a number of VFX (Sandstorm, corrosive liquid pools, waterfall).
      • Fixed a rare issue where the camera would lock while in handscanner mode whenever watching flying fauna (Xbox).
      • Fixed potential control lock when opening a game menu a moment before triggering a dialogue with another character.
      • Addressed various shadow popping, flickering and artifact issues.
      • Improved the visibility of the sun’s lens flare during sunrise and sunset.
      • Fixed a rare issue where foam or grime would not show up.
      • Fixed rare flickering VFX that could occur in space (Xbox Series S).
      • Fixed rare hair flickering (Xbox Series X/S).
      • Fixed occasional flicker on digiframes and TV screens.
      • Adjusted the appearance of bloom when activating the handscanner.
      • Improved the appearance of clouds during weather transitions.
      • Fixed rare cases where alignment of grass and wind could appear disconnected.
      • Reduced bloom intensity effect while motion blur is active (PC).
      • Addressed issues with concealment effect not always applying when using the handscanner.
      • Fixed visible edge of the ocean in the distance when seen from a very high point of view.
      • Fixed rare white flickering dots around characters’ hair during cut scenes.
      • Fixed a readability issue in the Starmap when using large menu font mode.
      • Fixed inventory menu occasionally failing to generate previews when using a mouse (PC).
      • Fixed a brief Depth of Field issue that sometimes occurred when aiming, alt-tabbing or leaving a dialogue screen.
      • Fixed occasional lighting transition issues after loading or exiting a location.
      • Fixed an issue that could cause intermittent bands to appear in distance fog.
      • Fixed a rare issue that could cause fog color to appear inconsistent.
      • Fixed a rare issue that could cause rocks to disappear near the player on the surface of a planet.
      • Fixed a crash that could occur when switching to DLSS with dynamic resolution active (PC).
      • Fixed flickering and delayed shadows sometimes occurring after unpausing the game.
      • Fixed various FSR2 and DLSS artifacts (noise, black dots, ghosting).
      • Fixed flickering when using the handscanner with DLSS enabled.
      • Fixed initial lighting conditions when landing on a planet.
      • Improved lighting at 73 locations.
      • Fixed various geometry, texture, and ghosting issues.
    • Outposts
      • Fixed a rare missing terrain issue that could occur after fast traveling to an outpost near New Atlantis.
      • Fixed an issue that could cause bulldozed objects to reappear when returning to an outpost.
      • Fixed an issue that caused hazard damage to remain even when the hazard was removed by bulldozing in outposts.
      • Fixed an issue where outpost’s cargo links would be removed from the terminal list if connected, disconnected, then reconnected to another cargo link during the cargo ship landing sequence.
      • Fixed an issue where weapon cases built by the player in an Outpost would populate with weapons and ammo after reloading the game.
    • Powers
      • Fixed a rare issue that could cause the Phased Time power to remain enabled.
      • Fixed the extreme speed that could occur in zero G when using the Phased Time power.
      • Solar Flare Power now accounts for critical hits.
    • Quests and Random Encounters
      • Absolute Power: Fixed missing slate in the safe preventing from completing the optional objective “Locate Evidence to Extort Ayumi Komiko”.
      • Background Checks: Fixed possible control-lock that could occur if caught by security.
      • Derelict Ship: Fixed an issue preventing the player from reaching the pilot seat if they did not have access to advanced locks.
      • Drinks on the House: Fixed rare occurrence where the door to Sub 12 could remain locked.
      • Echoes of the Past: Fixed Delgado getting stuck at bottom of stairs during “Continue Exploring the Lock” that could occur if The Lock was left during Delgado’s history dialogue.
      • Echoes of the Past: Resolved an issue that could cause Mathis’ and Delgado’s guns to be invisible.
      • Eye of the Storm: Fixed an issue that could cause data transfer to not start after placing the Data Core.
      • Eye of the Storm: Fixed an issue where the docking prompt would be missing on the Legacy ship if the player undocked with the Legacy and then reloaded a save before having started the mission.
      • Executive Level: Fixed an issue where players could get stuck on a chair in the Ryujin Industries HQ conference room.
      • Failure to Communicate: Fixed an issue that prevented the player from finishing the quest if they downed all the members of the defense pact (Alban Lopez, Jacquelyn Lemaire, and Chanda Banda).
      • Further Into the Unknown: Fixed a rare crash that could occur when trying to dock with The Eye.
      • Groundpounder: Fixed an issue where the door to Lezama could sometimes be locked if the player left the location during the quest and came back later.
      • Hostile Intelligence: Fixed blocked doors in the Steam Tunnels room where the Terrormorph transformation occurs.
      • Into the Unknown: Fixed a rare issue that could prevent the quest from starting after completing The Old Neighborhood.
      • Into the Unknown: Fixed a rare issue where a Temple location might not populate when receiving the “Go to” objective.
      • Legacy’s End: Fixed an issue that could prevent interacting with Delgado when he was behind the glass inside in the command center of The Key.
      • Legacy’s End: Fixed a debris pile where to player could become stuck while trying to reach the Mess Hall.
      • Missed Beyond Measure: Fixed a dialogue between Sarah and Walter not playing at The Lodge.
      • No Sudden Moves: Fixed companions not following player during personal quests.
      • On The Run: Fixed various issues related to Mei Devine becoming inaccessible the objective updated to “Listen to Mei Devine’s Introduction”.
      • On The Run: Fixed a possible control lock when sitting at the table to talk to Jade MacMillan.
      • One Small Step: Fixed a rare issue that could prevent Lin / Heller from exiting the airlock.
      • Operation Starseed: Fixed a bad view that could occur if the Beagle was boarded after a long idle.
      • Power From Beyond: Fixed an issue that caused missing Starborn temples and scanner disturbances that could prevent obtaining all Starborn powers from that universe.
      • Rough Landings: Resolved an issue that could occur during the “Meet up with Milena Axelrod” objective that could prevent ships from appearing at the desired location.
      • Shadows in Neon: Fixed an issue that could occur when repeatedly using the door to Jaylen Pryce’s office before he progressed to Neon Core.
      • Supra et Ultra: Fixed a control lock that could occur when entering the Flight Simulator while a guard is attempting arrest.
      • Tapping the Grid: Fixed inaccessible junction boxes that could occur after the Hunter attacks the Lodge.
      • The Best There Is: Fixed an issue that could prevent objective from advancing when talking to Naeva and Jasmine in the engineering room.
      • The Empty Nest: Fixed and issue that could cause Sam Coe’s gun to be invisible when inside Jacob’s house.
      • The Heart of Mars: Fixed another location that could potentially prevent recovering The Heart of Mars.
      • The Pale Lady: Fixed rare case of inaccessible ship crew log data slate making it impossible to complete the encounter.
      • Top of the L.I.S.T.: Phil Hill should now accept survey data for Sumati.
      • War Relics: Resolved an issue that could prevent Kaiser from moving to the mission site.
      • Where Hope is Built: Fixed a crash that could occur with a specific set of player behaviors.
    • Ships and Ship Customization
      • Fixed another case that could cause an asteroid to follow a ship in space.
      • Fixed ship hatch being marked inaccessible after swapping to a new home ship.
      • Fixed an issue where the ship could end up in an unintended state by simultaneously attempting fast travel during a grav jump.
      • Fixed a view issue that could occur when fast traveling during ship targeting mode.
      • Fixed an issue that could occur when entering Ship Targeting mode immediately after selecting a Grav Jump.
      • Fixed an issue that caused non-functional ladders to appear when the player modified their ship with a Taiyo All-In-One Berth Top A and a Deimos 1×1.
      • Fixed an issue where the Legendary ship could take too long to resume firing after the weapons were repaired.
      • Space combat should now match ground combat difficulty increase with successive trips through the Unity.
      • Fixed an issue where loading an exit save made while docked to a space station could cause names of ships to change.
      • Fixed marker not pointing to the current home ship after performing a save/load between different ships.
      • Fixed in issue that could cause the Frontier to incorrectly appear if a non-home ship was removed from a landing pad.
    • Skils
      • REJUVENATION: Rejuvenation skill VFX no longer replay whenever the handscanner is opened in third person.
      • SURVEYING: Fixed surveying challenge progress issue with mineral resource.
      • TARGETING CONTROL SYSTEMS: Fixed inconsistencies with level 3 and 4.
    • Weapons and Items
      • Fixed incorrect reload amounts that could occur when consuming a Trauma Pack.
      • Fixed FOV and zoom issues with weapon scopes.
      • Fixed weapon sound effects occasionally continuing to play after killing an enemy.
      • Fixed turret state not being restored properly after and save and load.
      • Fixed an issue that could cause the helmet light to not reappear in third person after a save and load.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

This RX 7800 XT is going for just $480 in the US with a free copy of Avatar: Frontiers of Pandora

AMD’s best value graphics card is the RX 7800 XT – stop me if you’ve heard this one before. Today American customers have a great chance to pick up a powerful Gigabyte Gaming OC model of this card for just $480 thanks to a discount code at Newegg.

For the reduced price use BYJDN2823 at the checkout. As well as the graphics card, you’ll also pick up a complimentary copy of Avatar: Frontiers of Pandora, which is nice too.

Read more

MLB The Show 24 Reveals “Home Run King” Vladimir Guerrero Jr. As Cover Star

Touches base on Switch in March.

MLB The Show 24 has been announced today, along with its release date. The game will be launching on Switch (and all other platforms) on 19th March 2024, with this year’s cover star revealed to be Vladimir Guerrero Jr. of the Toronto Blue Jays.

Revealed on PlayStation.Blog and through Nintendo’s Twitter, MLB The Show 24 brings back last year’s acclaimed Storylines mode and also promises to be a feature-rich version of the game, just as MLB The Show 23 was. New features for the latest entry in the series will be revealed on Twitch and YouTube in the run-up to the game’s release.

Read the full article on nintendolife.com

MLB The Show 24 cover will feature Vladimir Guerrero Jr. March 19

Today, we are thrilled to announce that Vladimir Guerrero Jr. is your MLB The Show 24 cover athlete!

We always look for great baseball players with interesting stories to tell. We also want to partner with great people with fun personalities who genuinely enjoy playing MLB The Show. Intentionality is very important to us, and we’ve developed a great relationship with the Guerrero family over the years. The Guerreros are the first father-and-son to be featured on our game cover across the years. Vladimir Guerrero Jr. is a great baseball player and embodies the sport’s best qualities, as fans saw during his Home Run Derby win last July. He loves the game, comes from a baseball family, and giving back to his community is very important. These factors and others made Vladimir Guerrero Jr. the right choice for this year’s cover athlete. 

We are also excited to announce that MLB The Show 24 will launch on March 19, 2024, for PlayStation 5 and PlayStation 4. 

Pre-order the Standard Edition now to receive one Gold Choice Pack. The Standard Edition includes the full game, 5 The Show packs, and 5,000 Stubs to get you started on your baseball journey. (5,000 Stubs apply to the PS5 version.) The Standard Edition on PS5 is $69.99 USD/$89.99 CAD. The Standard Edition on PS4 is $59.99 USD/$79.99 CAD.

MLB The Show Presents Ride to Reveal Documentary

Join our host, MLB Legend and MLB The Show cover alumnus David Ortiz, our cover athlete Vladimir Guerrero Jr., Latin Grammy award-winning artist Eladio Carrión, and friends as they travel to different parts of the Dominican Republic as we learn more about him, his culture and his love for the game. A festive ride unlocking every layer of our cover athlete’s rich background awaits.

Ride to Reveal is MLB The Show’s first deep-dive documentary into baseball’s rich history and growing impact worldwide. Baseball has a rich history and roots in Latin America. Baseball is more than a sport. It’s the heartbeat and passion that symbolizes love for their country and hopes for the future. We hope you’ll enjoy learning about and exploring different cultures through the lens of baseball in the Ride to Reveal.

MLB The Show 24 New Feature Reveals

Gear up for an action-packed schedule of new Feature Premieres and reveals. Follow MLB The Show on Twitch and YouTube to be the first to hear about everything exciting coming to the diamond. Watch episodes live or catch up on every episode on demand. We have several new episodes in the works, so be on the lookout on TheShow.com and our social channels for episode schedules and information. 

Sign up for The Scouting Report, Create Your MLB The Show Account, & Account Linking

Prepare for your first pitch today by heading to TheShow.com to sign up for The Scouting Report. You can get free exclusive packs sent straight to your in-game inbox every month starting in April*. Keep up with all the latest MLB The Show 24 information, and head over to www.theshow.com to get your account set up today.

While you’re there, set up your MLB The Show account and prepare for Opening Day. MLB The Show 24 allows you to easily move from platform to platform and keep access to your entire inventory of cards** to play anywhere. Head over to https://account.theshow.com/ and create your MLB The Show Account. When in the game, link your PlayStation account to your The Show account, and you are all set. 

Collector’s Edition reveal February 6, 2024

We’re sure some of you are wondering, where’s the Collector’s Edition? Next week, on February 6, 2024, we’ll reveal the Collector’s Edition(s) for MLB The Show 24 and all its content. Mark your calendars and gear up for an exciting reveal.

Please note: All Collector’s Edition(s) of MLB The Show 24 revealed on February 6 include dual entitlement***. If you plan on purchasing the Standard Edition of MLB The Show 24 on PlayStation 4 and upgrading to the PlayStation 5 version, you will need to purchase the digital edition to take advantage of the $10 USD upgrade offer.

We could not be more excited about Vladimir Guerrero Jr. joining the roster of former cover athletes and MLB The Show 24 coming to PlayStation on March 19, 2024.

*Online multiplayer features require an internet connection and a PlayStation Plus online multiplayer subscription.
** Cross-platform progression requires an internet connection, and for each platform, you play on: 1) a copy of the MLB The Show 24 game compatible with your console (other platform versions sold separately); and 2) platform network account linked to your platform network account linked to your MLB The Show account.
*** Physical edition for PlayStation includes PS4 & PS5 Voucher.

Fans Are Pretty Mad About One Batman Scene in Suicide Squad: Kill the Justice League

Fulll spoilers for Suicide Squad: Kill the Justice League to follow!

Suicide Squad: Kill the Justice League is now available for those with Early Access and there is one scene in particular with Batman that is making a lot of fans very upset.

This is your last spoiler warning!

The scene in question takes place after the first two Justice League members are taken down and our favorite band of villains have captured Batman. The Dark Knight, who is being mind controlled by Brainiac, starts attempting to break down each character before Harley steps in and tells him to, “get some new material, jerk off.”

After a back and forth between the two, Batman asks Harley if she is done with her “bad stand up routine.” In response, Harley says that you always “got to end on your best joke” before she shoots Batman in the head. I mean, this game is called Kill the Justice League, right?

Still, it’s a bit of an unceremonious end for the Arkham Batman, especially given that it’s the last one that features the voice of the late Kevin Conroy.

“I won’t share the footage or spoilers or anything, but having seen the final scene of Batman in Suicide Squad, that being the final performance that Kevin Conroy will ever give as Batman just makes me sad. Not angry or outraged or anything. Just sad,” ManyATrueNerd wrote.

“It blows my mind thinking how we could have got a Batman Beyond game for Kevin Conroy’s final performance from Rocksteady instead of Suicide Squad,” @BitCloudGaming wrote. “I’m not gonna jump on here and add to the fire but make no mistake this game is an unsatisfying ending to the iconic Arkham Series.”

On the other side, @RGXSuperSonic notes that “Kevin Conroy’s passing was unexpected and happened mid-development” and that “we don’t know what may transpire in post-game content as the story will continue beyond base-game.” So, this very well may not be the end. As we’ve seen many times, an apparent death in comics is hardly the end of a character.

@Sensorite_kin also points out that this is, after all, the Suicide Squad. What did we expect would happen?

“I think ppl need to remember that the suicide squad are villains,” @Sensorite_kin wrote. “‘Batman’s death was mean spirited.’ yeah cuz Harley and deadshot have wanted Batman dead for f***** years. They’re villains. Wtf like come the f*** on.”

@SynthPotato didn’t so much mind that they killed Batman, but more how they did it. Oh, and they claim Gotham Knights did it much better.

“Gotham Knights did Batman’s death a hundred times better than Suicide Squad, Batman is not a character you just have his weakest villain shoot in the face and expect fans to be okay with it,” @SynthPotato wrote. “The issue isn’t ‘It’s called ‘Kill the Justice league’ ofc they kill him!’ It’s how they did it, This is ARKHAM Batman, the fact this random universe Batman that we had never seen before from Gotham Knights got this legendary scene and Arkham Batman didn’t is a travesty, Rocksteady despises their legacy.”

While fans may be mad at Batman’s fate, @Romo5K does note that “he was treated with more respect than The Flash. He got pissed on.”

IGN’s Destin Legarie also had thoughts on this choice, and he wonders why we have to kill Batman instead of play as him.

“Why the hell are we killing Batman in all these superhero games?” Legarie wrote. “Like seriously… what the f***? We want to play as Batman. I don’t care if it’s Gotham Knights or Suicide Squad, it’s dumb. Why are there these hero games where we play as the B team and piss on the heroes?”

With all this being said, @VaughnFry has some sage advice for those who can’t handle the death of The Dark Knight.

“It’s simple,” @VaughnFry wrote. “If you don’t play Suicide Squad: Kill the Justice League, Arkham Batman lives.”

For more, check out where our Suicide Squad: Kill the Justice League review is and how the Batman Arkham series sets up this new game.

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.