Bloodborne Complete Guide 25th Anniversary Edition Is Up for Preorder

Good news, From Software fans: Future Press is set to release Bloodborne Complete Guide: 25th Anniversary Edition on September 30. You can preorder it now at Amazon for $59.99. This officially licensed guide is a hefty tome, ringing in at 736 full-color pages. It gets into the nitty gritty, covering the main game of Bloodborne, plus The Old Hunters expansion. It also has lots of behind-the-scenes info we’ll dive into below.

Preorder Bloodborne Complete Guide 25th Anniversary Edition

The Bloodborne Complete Guide has all the resources you need to get the very most out of the game. It reveals all the secrets and hidden areas for you to fully explore Yarnham. It’s an excellent resource for all the items, weapons, and characters found in the game. It also dives deep into the game’s lore, much of which you might have missed in previous play-throughs.

Plus, it contains a good deal of bonus material. There’s a new, exclusive interview with Bloodborne creator Hidetaka Miyazaki. It includes a 20-page concept artwork gallery, and a dedicated Lore Index to help you tell your Vilebloods from your Scourge Beasts.

If you’re doing the math to figure out just how long ago Bloodborne came out (it was released in 2015 as a PS4 exclusive), you’re not losing your mind. The 25th anniversary in the book’s title is how long Future Press has been printing books.

Our critic gave Bloodborne a 9.1 in the review, and the game was a runner up for IGN’s Game of the Year 2015.

This isn’t Future Press’s first rodeo giving such thorough coverage to From Software’s games. The publisher released the beautiful Official Strategy Guides for Elden Ring (Vol.1 & Vol. 2), which are currently down to $44.99 at Amazon. It also released an incredibly popular Dark Souls Trilogy guide.

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Threads.

Dungeons & Dragons to Finally Let Players Drink Potions as a Bonus Action in One D&D

Dungeons & Dragons players will finally be able to drink potions as a Bonus Action in One D&D, meaning the popular homebrew and Baldur’s Gate 3 mechanic is becoming an official rule in the next iteration of the game.

As reported by Comic Book, a video from D&D game designers Jeremy Crawford and Chris Perkins walked fans through some changes to the Player’s Handbook, which will be refreshed for the first time in more than a decade in 2024, including the long-requested ability to have a cheeky heal as a Bonus Action.

Crawford specifically said that health potions can be used as a Bonus Action in One D&D — which arrives beginning September 17, 2024 with the Player’s Handbook but won’t launch fully until the Dungeon Master’s Guide and Monster Manual arrive on November 12, 2024 and February 18, 2025 respectively — but it’s unclear if the rule change will apply to other potions too.

As a health potion can theoretically be drank at the same speed as any other kind of potion, however, it would certainly make sense for the Bonus Action rule to affect all of the magic smoothies. The current 5th Edition of D&D forces players to use a potion as a full Action, meaning players miss a turn of doing potentially more interesting things if they need to heal.

Using potions as a Bonus Action has long been a popular mechanic in players’ homebrew or home rules though, and even Baldur’s Gate 3, the hit D&D video game which follows most of 5th Edition’s rules, let players drink them as a Bonus Action.

The release of the updated rules, meaning the transition from 5th Edition to One D&D, comes alongside the tabletop role-playing game’s 50th anniversary. Publisher Wizards of the Coast announced the biggest miniature booster set ever to celebrate, and has been slowly but surely sharing tidbits of information about the new set of core rulebooks.

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

Ace Attorney Investigations Collection is Up for Preorder, Out September 6

The Ace Attorney Investigations Collection is officially up for preorder with a price tag of $39.99 and a release date of September 6, so you won’t have to wait too long before it’s in your hands. You can find links to the physical release for Nintendo Switch below. It will be available on other platforms as well in digital storefronts – including Nintendo, Steam, PlayStation, and Xbox – on the same day.

This collection features Ace Attorney Investigations: Miles Edgeworth and Ace Attorney Investigations 2: Prosecutor’s Gambit with full HD graphics, quality of life improvements, and more. There’s even a preorder bonus of five arranged in-game tracks for Ace Attorney Investigations 2. You can preorder the game and learn more about its preorder bonus below.

Ace Attorney Investigations Collection is Up for Preorder

Ace Attorney Investigations Collection Preorder Bonus

When you preorder the Ace Attorney Investigations Collection you’ll get five in-game tracks for Ace Attorney Investigations 2: Prosecutor’s Gambit. These can be played either in game or you can listen to them in the Gallery.

Ace Attorney Investigations Collection Trailer

What is Ace Attorney Investigations Collection?

As revealed during the most recent Nintendo Direct in June, the Ace Attorney Investigations Collection features remasters of Ace Attorney Investigations: Miles Edgeworth and Ace Attorney Investigations 2: Prosecutor’s Gambit. Per Capcom’s website, the collection features, “full HD graphics along with quality of life improvements and special bonus materials, this two-game collection is the definitive experience!” You can also enjoy upgraded character sprites, a helpful Story Mode, you can check dialogue history, and more. It’s a great investment if you’ve been itching to have these games in remastered formats.

More Preorder Guides

If you’re looking for even more games to preorder right now, look no further, we’ve got a helpful list below of upcoming games available to preorder right now. From the physical release of Alan Wake II to Super Monkey Ball: Banana Rumble, check them out below.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

War Thunder Dev Apologizes After Using Explosion From Space Shuttle Challenger Disaster in Key Art

War Thunder developer Gaijin Entertainment has apologized after using the explosion from the 1986 Space Shuttle Challenger disaster in key art for the World War 2 massively multiplayer online game.

A forum post from community manager magazine2 said Gaijin “accidentally” used the explosion as it was part of a reference pack used by its artists. The explosion, which killed all seven crew members of the Space Shuttle Challenger when the spacecraft broke apart 73 seconds after take-off, had a fairly distinct shape and was thus recognized by War Thunder players when used in the key art.

“Hey guys, we have accidentally used the explosion from the Challenger disaster in one of our key art images,” magazine2 said. “Please accept our sincere apologies for this. The picture was part of an aerial explosion reference pack used by our artists and the context was lost.

We have accidentally used the explosion from the Challenger disaster in one of our key art images. Please accept our sincere apologies for this.

“We’ll be altering this artwork as soon as we can and will take measures to ensure that this doesn’t repeat again in the future.” Gaijin didn’t say what these changes would be and the image is still available on official channels.

This isn’t the first time controversy pertaining to real world events has surrounded War Thunder, though it’s usually in hot water due to real military documents leaking through its forums.

Documents related to the M2A2 Bradley Armoured Infantry Fighting Vehicle were posted on the forums in December 2023, for example, and while not legally classified, still contained in-depth details the military considers sensitive.

Another instance saw an image of the DTC10-125 Tungsten Penetrator alongside a technical document detailing its specifications appear in June 2022. That followed others on War Thunder’s forums that revealed classified information on British Challenger 2 and French Leclerc main battle tanks.

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

Square Enix Asks Fans Not to Spoil Final Fantasy 14: Dawntrail as Early Access Looms

Square Enix has asked Final Fantasy 14 players not to spoil the highly anticipated Dawntrail expansion upon its early access launch on June 28, 2024.

A blog post from Square Enix outlined the early access period, which begins at 2am Pacific / 5am Eastern / 10am UK and is available to anyone who preorders Dawntrail, but closed with a message asking players to be considerate to those waiting for the full launch.

“During the early access period, there will be no restrictions on what content you can discuss, post, or stream while following the Material Usage License Agreement,” Square Enix said, making clear spoilers will be out in the wild.

“However, we ask that early access users please be considerate and do their best to avoid posting spoiler-related content as there are those players who may start at the official launch or play at their own pace.”

The expansion officially launches July 2, 2024, but as it includes a major extension of the Final Fantasy 14 story, a whole new map, the Viper and Pictomancer jobs, plenty of raids and dungeons, and more, it will likely be much later before many players can experience everything.

Dawntrail promises to add a difficulty spike to the long-running MMO too, while a major graphical overhaul will refresh the entire Final Fantasy 14 experience. In March, chief developer Yoshi-P joked that Square Enix had hoped to release the early access a week earlier, but… “Elden Ring DLC.”

That was a reference to Shadow of the Erdtree, which came out on June 21. “We figured everybody would be interested in playing the Elden Ring DLC… I’ll give you one week!”

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

Looks Like Palworld Is Coming to PlayStation

One of the developers of Steam and Xbox hit Palworld has teased the release of a PlayStation version.

Pocketpair community chief Bucky tweeted adding blue-colored hearts to Palworld’s existing black (PC), green (Xbox), and white (Mac) hearts. Blue is, of course, the color of PlayStation branding. With this context, a PlayStation 4 and PlayStation 5 release now seems likely.

Palworld, dubbed ‘Pokémon with Guns,’ launched in early access form in January 2024 on PC via Steam and on Xbox as a day-one Game Pass title. It saw enormous popularity overnight, becoming one of the biggest game launches of all time. But it’s also one of the most controversial. Pocketpair has said its staff has received death threats amid Pokémon “rip-off” claims, which it has denied. Soon after launch, Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

Player numbers have tailed off in the last half year, but the addition of a PS5 version would certainly provide Palworld with a shot in the arm. Whether Nintendo would greenlight a release on Switch is another matter entirely, of course.

Meanwhile, Palworld gets a major new update this week, called Sakurajima. It increases the level cap, adds new Pals, a new raid, a new faction and boss, and a whole new island. This update also comes with Xbox-dedicated servers, something the game had conspicuously lacked up to this point.

IGN’s Palworld early access review returned an 8/10. We said: “Palworld may crib quite a bit from Pokémon’s homework, but deep survival mechanics and a hilarious attitude make it hard to put down – even in early access.”

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.

Elden Ring DLC Shadow of the Erdtree Down to ‘Mixed’ on Steam as Players Complain About the Difficulty and Performance

It’s been a bruising weekend for many Shadow of the Erdtree players. The DLC’s extreme — and intended – difficulty has sparked a debate about the rights and wrongs of developer FromSoftware’s approach with this Elden Ring expansion. But now that debate has spilled over into Steam user reviews, which currently have a ‘mixed’ rating after a flood of complaints about the rock hard bosses as well as PC performance issues.

Ahead of Shadow of the Erdtree’s release, director Hidetaka Miyazaki signaled the DLC would significantly test players’ abilities. “The new challenges for the player are going to be the boss encounters as well as the different kinds of threats that the world will impose on people,” Miyazaki told CNET. Some of these bosses are aimed at players who’ve completed most of the base Elden Ring, meaning FromSoftware has “kind of really pushed the envelope in terms of what we think can be withstood by the player,” he added.

And so it has proved. Over the weekend, players began to complain about the extreme difficulty with bosses and performance issues. “As a huge fan of all soulgames, I would love to like the DLC, but the enemies’ damages are completely overtuned, especially for some bosses,” reads one negative review. “Some have a completely erratic moveset rendering the whole experience just painful without any fun.”

Some have a completely erratic moveset rendering the whole experience just painful without any fun.

“Good DLC, but performance has gone down as of the latest update,” reads another negative review, this time focused on the PC performance problems. “Constant micro-stuttering and frame drops, freezes as well as increases in loading times make it difficult to enjoy and play the game. One of the early boss fights takes place around a puddle of water, which drops frames considerably. Wait for performance improvements before buying.”

Perhaps mindful of the growing negative feedback over difficulty, publisher Bandai Namco tweeted some advice for struggling Shadow of the Erdtree players: “This is a suggestion to level up your Scadutree Blessing.” This tallies with advice IGN itself has offered. Indeed we believe Shadow of the Erdtree’s Scadutree Blessings are the answer to the Elden Ring DLC’s difficulty (Scadutree Blessing bolsters the recipient’s abilities to deal and negate damage). You can check our guide to track down every last Scadutree Fragment.

Meanwhile, the Shadow of the Erdtree review bombing continues, but it’s worth pointing out that at the time of this article’s publication, 65% of the DLC’s 32,722 user reviews are positive on Valve’s platform.

FromSoftware game difficulty has been a hot topic for years, with the likes of Dark Souls, Sekiro, and Bloodborne all called too hard by some. But extreme difficulty has not hindered their sales success. Indeed Elden Ring has sold an incredible 25 million copies, and is by a clear distance the biggest FromSoftware game ever.

Speaking to The Guardian, Miyazaki explained why FromSoftware looks to continuously push players, rather than offer easier difficulties that would theoretically open up its games to a wider audience.

“If we really wanted the whole world to play the game, we could just crank the difficulty down more and more, but that wasn’t the right approach,” Miyazaki said. “Had we taken that approach, I don’t think the game would have done what it did, because the sense of achievement that players gain from overcoming these hurdles is such a fundamental part of the experience. Turning down difficulty would strip the game of that joy, which, in my eyes, would break the game itself.”

An amusing upshot of the debate around Shadow of the Erdtree’s difficulty is a renewed nostalgia for the base game and its bosses, now said to be relatively easygoing in retrospect.

Shadow of the Erdtree has certainly enjoyed critical acclaim, and has become the highest-rated video game expansion of all-time by overtaking Witcher 3 DLC Blood and Wine on Metacritic. IGN’s Shadow of the Erdtree review returned a 10/10. We said: “Like the base game did before it, Elden Ring: Shadow of the Erdtree raises the bar for single-player DLC expansions. It takes everything that made the base game such a landmark RPG, condenses it into a relatively compact 20-25 hour campaign, and provides fantastic new challenges for heavily invested fans to chew on.”

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.

PSA: Shadow of the Erdtree’s Scadutree Blessings Are the Answer to Elden Ring DLC’s Difficulty

Elden Ring’s Shadow of the Erdtree DLC has only been out for a few days, and many players are already finding that their character — who became the Elden Lord of the Lands Between — is barely a match for the first chakram blade-wielding weirdo you can run into. These early punishing fights are merely a prelude for the raw aggression of the DLC bosses, who are able to turn you into a bloody smear on the ground with just a few attacks. Even worse, this difficulty ramp-up spares no one — regardless of your level, the weapons you wield, or the armor you equip.

The key to salvation in the Realm of Shadow lies within a brand new Shadow Realm Blessing system, but if you aren’t paying attention you may just miss out on how it works.

With a bit of exploring, you’re likely to find at least one Scadutree Fragment, which gives a short tooltip:

It can be easy to overlook this tip in the thick of battle or when distracted by distant points of interest, but it’s safe to say Shadow of the Erdtree may be underselling just how important your Scadutree Blessing really is. Simply put, it can quickly become the difference between victory and defeat in almost every encounter, and it’s barely even comparable to Elden Ring’s normal leveling system.

The reason for this is because Shadow of the Erdtree has to account for a wide variety of players looking for a challenge in this DLC realm: Fights have to be difficult enough for a level 500 player on New Game+ 7, but also winnable for someone who just beat Mohg for the first time the other day. The solution: Make everything hit extremely hard, with incredibly high health pools, but introduce a new item to rapidly raise your own abilities to deal and negate damage.

Using just one Scadutree Fragment to increase your Shadow Realm Blessing to Level 1 will raise your armaments damage AND your damage negation to all sources by around 5%, and there are many more fragments to find just in the first region alone.

As a test case, let’s use an early enemy many players are likely to get a rude awakening from: The Blackgaol Knight of the Nameless Western Mausoleum. His Greatsword of Solitude seems to hit harder than the Radagon himself, and leave players wondering if any amount of leveling up can even the odds.

For my level 162 character with 50 Vigor and 50 Strength, my Blasphemous Blade had 795 attack power; and my armor and other stats were giving me 157 Defense Power with 44.355% physical damage negation as a multiplier.

Facing down the Blackgaol Knight, my basic one-handed swing was only dealing 398 damage to his 525, which I was only able to meet with a jumping attack that did 550. His did… a lot more.

However, with just one Scadutree Blessing level, my attack power was boosted to 834, and my physical damage negation to 47.004%. This increase had me dealing 416 while only taking 496 in return, which was roughly a 4.9% increase in damage given and 5.5% damage taken.

Even if that sounds small — I then grabbed every Scadutree Fragment in the Gravesite Plain, raising my Scadutree Blessing to Level 4. Now my attack power shot up to 954 and damage negation to 53.629%, which meant my hits were now doing 20% more damage that were hitting harder than the Blackgaol Knight’s, which was reduced by around 17.3%!

As you can see from the table above, each blessing can increase your powers by a substantial amount, and with a maximum of 20 Scadutree Blessings that you can obtain over the course of the game, you’ll be dealing a LOT more damage by the end than when you first entered the Realm of Shadow.

But what about regular leveling? My table also includes spending enough Runes to put four points in Strength vs four Scadutree Blessings. At 50+ Strength, the returns barely resulted in a measly percent of damage increased, and the flat Defense Power increase instead of damage negation from all sources meant I was losing roughly the same amount of HP per hit. This is an important aspect to note, because it means since all players will be in and endgame setting, you can’t overcome bosses just by spending runes. However, it’s still worth adding a few points here and there anyway, especially to increase your HP pool with Vigor, add more stamina with Endurance, or hit a requirement to equip a new weapon.

So where can you find more Scadutree Fragments? You can check our guide to track down every last Scadutree Fragment, but if you prefer to explore on your own, here are some tips to keep in mind:

  • Scadutree Fragments most often appear in front of statues of Marika, like those found in churches or soldier camps.
  • You’re also guaranteed to find one at every Cross of Miquella that the demigod has left behind marking their journey to important locations in the Shadow Realm.
  • Certain areas like ruins or destroyed towns can sometimes include a Shadow Undead holding a sparkling pot. Rush them down before they run away and you can gain treasure that sometimes includes a Scadutree Fragment.
  • Progression in Shadow of the Erdtree is rarely permanently gated by a boss. If you find yourself lacking power, try looking for alternate paths to new regions where you can find more Scadutree Fragments.
  • Similar to these fragments, you can also find Revered Spirit Ash in front of large headless corpse altars or from Shadow Undead pot holders. The Revered Spirit Ash Blessing will increase the power of your Spirit Ash Summons similar to how the Scadutree Fragments boost your own.

Once you feel strong enough to take on the toughest challenges, there’s plenty more to do, and we have it all catalogued in our full Shadow of the Erdtree Guide.

Brendan Graeber is a senior guides writer for IGN, and is still hard at work discovering every last secret in Elden Ring. You can find him on Twitter/X @Ragga_Fragga

DeathSprint 66 Hands-On Preview

What if when playing Mario Kart and you throw a red shell at an opponent, instead of just knocking them aside, you blow them up instead? That’s the kind of outside-the-box thinking Sumo Digital is cooking up with DeathSprint 66, which is basically a real murder-y version of Mario Kart.

Set in a dystopian future that’s part GhostRunner, part Running Man, DeathSprint 66 has a story insofar as you play as a runner forced to partake in a deadly race for the amusement of viewers on the internet. This race isn’t just built for speed, however, it’s also built for danger. This futuristic race course is full of buzz saw traps, laser beams, and other deadly additions to make your run truly a run for your life.

I was able to play a few rounds while at Summer Game Fest and came away thoroughly impressed by what I saw thanks in part to the tried-and-true arcade racing style mechanics but with violent twists.

While there are no racing karts here, your runner will effectively sprint very much the same way. The right trigger serves as your accelerate, and you will need to “drift” around corners and time your release correctly for a burst of speed. Along the way you’ll need to dodge deadly environmental traps and collect random power-ups like tripmines, buzzsaws, and a powerful and deadly dash that’s DeathSprint 66’s answer to the Mario Kart Bullet Bill power.

It’s not just deadly obstacles, though. There are neon-lit rails to grind on, and large walls for you to wall-run on as well, plus boost pads to further give you a jolt of speed. It’s all very over-the-top and races are fairly quick, so I imagine it’ll be easy to get a few rounds in with friends online.

For fans of Mario Kart, DeathSprint 66 will seem awfully familiar. But, as the saying goes, if it ain’t broke, don’t fix it. The core gameplay of violently racing your way to victory while trying to sabotage seven other players was incredibly fun during my hands-on, even when I was just playing against A.I. opponents. I imagine the challenge and the fun will only go up when these are seven other real players.

Visually, too, DeathSprint 66 is going all-out. This is meant to be a futuristic game show and the neon-soaked race tracks, lasers, and futuristic cityscape paints a gorgeous, dystopian portrait of cyberpunk excess. And while the player character was a bit generic, I’m told there will be customization options and cosmetics in the final game to help make your character truly your own.

DeathSpring 66 doesn’t reinvent the wheel, but it has a good sense of what makes arcade-style racing games fun. I can easily see DeathSprint 66 becoming a new Fall Guys, a quick and fun pick-up-and-play game in between marathon sessions of your favorite RPG.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

Bodycam Early Access Review

There’s a concept in business called a “fast follow.” The idea, essentially, is that one company shows a product it’s working on, and another imitates it and gets their version out quickly, taking advantage of the buzz and beating the original to market. Bodycam, made by the two-person team of Reissad Studio, looks very much like it is fast-following Unrecord, a first-person shooter from the perspective of a police bodycam that garnered a lot of attention for its exceptionally lifelike graphics. That’s not necessarily a bad thing – Fortnite adding a PUBG-like battle royale was a literal game changer, for instance. Unfortunately, that’s not the case with Bodycam. While it is an interesting proof of concept in its early access phase, it has too many critical design blindspots to be a good shooter just yet.

The idea behind Bodycam is creative, and the mix of a rounded lens, dust on the glass, and rough movement does a good job selling the vibe of actual police-style footage. It pairs well with high-quality textures, dense debris, and lush foliage to make a visually impressive game. The lighting effects in particular are excellent, with a broad range from pitch-black hallways to blindingly bright flashlights factoring heavily into the strategy in the team-based modes.

Unfortunately, the concept just isn’t great for a competitive first-person shooter because you don’t gain anything by having a worse view of the world. It makes locating and shooting enemies more awkward, and it doesn’t contribute to the experience thematically. Police aren’t looking through a camera when they’re actually in a shootout, and, as you aren’t actually playing as law enforcement, it doesn’t say anything about the state of policing. It’s also a bit strange the way aiming down site means your character is lifting the gun to their chest to be in front of the bodycam, not their eyes. I can see how this perspective would work great for something like a horror game; the time spent stalking around in the dark and deciding if and when to risk giving away my position by turning on my flashlight in order to see is pretty gripping. Here, however, it feels gimmicky, not immersive.

The fundamental shooting mechanics are solid.

That said, the fundamental shooting mechanics are solid. Bodycam is the classic example of a pixel shooter: as soon as you see a single exposed pixel of the enemy you open fire, hoping you beat them to the punch. It only takes a single well-aimed bullet to kill or be killed, and even a handful of less accurate hits is enough to send you to an early grave. I like that it creates opportunities to win engagements through clever positioning and anticipation rather than raw shooter skills, and it’s especially important to carefully lean around corners instead of running and gunning. Ultimately, whether you’re a fan of instant kills or not is a matter of taste, but just know this isn’t a shooter that affords a margin of error.

It does take a certain amount of skill to compensate for the fact that weapons tend to have a lot of kick, which makes accuracy difficult if you lean on auto fire. It’s a realistic element that makes it particularly satisfying to take down other players in rapid succession.

I just wish the movement was better. I’m sure some of it has to do with the disconnected way the characters’ arms and bodies shift independently of the bodycam itself, but it is way too easy to get stuck on minor obstructions that litter hallways, like desks and filing cabinets. With how slowly and deliberately characters walk, and how fast the time to kill is, being stopped because your elbow is colliding with a table is both annoying and potentially deadly. You can theoretically climb over small obstructions, but in practice even the smallest step up can be a major obstacle to get your character past, and every second you spend exposes you to lethal gunfire.

Being stopped because your elbow is colliding with a table is both annoying and potentially deadly.

That’s a shame, because the six levels currently in Bodycam are generally pretty neat. An abandoned hospital, for example, has a great mix of long corridors and connecting offices. The Russian Building level is also spooky as hell when the built-in day/night cycle decides it’s time for the sun to go down. Another is an airsoft arena, complete with a plywood mockup of a house and person-shaped training dummies that I’ve definitely shot in a moment of panic when they surprised me as I was coming around a corner. The way each level both looks and plays differently is effective at staving off the “been there, done that” feeling after I’d played the limited selection of three game modes, at least for a little while.

Not ready for competition

Team deathmatch is my favorite way to play Bodycam. Up to 10 players are split into teams and given the same weapons, but that gear is randomized after each round and first to 10 wins. Maybe you all have pistols one time, but shotguns another. It’s a unique spin on a tried-and-true shooter mode, and having each round be elimination based, with no respawns, ratchets up the tensions considerably. Moments where I’m carefully creeping down hallways, dividing the responsibility of checking corners with a squadmate, do a great job scratching that tactical itch.

When you die you respawn as a drone for the rest of the round, which gives you the ability to either watch things play out or scout the other team’s positions. It’s pretty fun to turn on your drone’s flashlight and spot the enemy, doing your best to avoid getting shot down by annoyed opponents.

Standard deathmatch, unfortunately, is a bit of a disaster.

Standard deathmatch, unfortunately, is a bit of a disaster. Respawns are quick, and it’s all about accumulating kills, which completely removes the tense tactical action from the equation. Worse, the spawns are managed terribly. Anytime you die it’s basically a dice roll whether your next life will start with you staring down the barrel of a gun, and it’s common to go several lives without time to take a single step before being gunned down. It’s in terrible need of significant rework and, since it’s the only solo play mode, Bodycam doesn’t have much to offer anybody who prefers to go it alone.

Bodybomb, meanwhile, has one team trying to plant and defend a bomb, somewhat similar to Counter-Strike or Search and Destroy from Call of Duty. The biggest difference here is that the bomb can be planted anywhere, but the duration of the detonation timer decreases the further into enemy territory you decide to place it. It’s a fine concept, but doesn’t work extremely well in practice. The main issue is that it is too easy for the bomb team to just arm immediately and then just set up camp to guard all the pathways leading to it. In my experience it’s rare for the bomb team to not score when this happens, which sucks all the competitive energy out of the match.

The other issue – one that’s universal across all the modes – is they just take too long. A single match can easily last 30 minutes, which feels like an eternity in a small squad shooter like this. There have been plenty of times where I’d have loved to just pop in for a quick match before I do something else, but the time commitment required just doesn’t allow for it. Worse, because it uses peer-to-peer connections instead of servers, if the host quits or disconnects at any point – no matter how far along a game is – the match ends. That’s unfortunately a too-common occurrence, especially when the host is on the losing side of a match.

One issue that’s universal across all the modes is they just take too long.

Assuming you can complete your match your rank will go up or down on the simple leaderboard system, which gives you something to strive for. It works as expected, except for in Deathmatch, where only one person wins – you can finish with a very strong kill-to-death ratio, landing you in second place, and still drop in ranks. Giving positive progress to the top several finishers is pretty common in other shooters, and seems like a strange omission here.

The other thing you can advance is your cosmetics. Match performance (like kills), and wins net you R points you can spend on one of the 11 cosmetics for sale. That’s 11 total cosmetics available at a given time, not 11 categories. You could buy the shirt for sale, or the single hat option. Hopefully the store expands with future updates, but I can’t help but wonder what the point is in having a store at all if there is so little to choose from. It does refresh daily, but things are so expensive it’s easy for the more interesting options, like a unique gas mask, to shuffle out before you can save up for it. The 4,000 R it would take to buy a backpack, for example, represents multiple hours of grinding. There is text in the menu that says you can pay for R points to save time, but that’s not actually true; as of this writing there is no mechanism to buy points, just earn them in game, which adds to the feeling the shop is simply not ready, even for early access.