PlayStation Portal Will Be Back in Stock This Week For the UK

While the winds of Black Friday rage on beside us, there’s another name on the lips of PlayStation fans this shopping season: PlayStation Portal. While the initial reaction to the ‘play PS5 on your sofa’ device were mild, stock levels have proved extremely limited, and now everyone wants one. We gave the device an 8/10 in our review, stating that its a great second screen for your PS5, but lack of Bluetooth and an internet browser limit its use outside the house.

For now, we’re all on the hunt for one of these tidy devices, as the alure of fighting over the TV during the holidays quickly becomes a reality. You’re in the right place, as we’ve got all the details on where and when you can buy the PS Portal for the foreseable future in the UK. For stock news in the US, check out our other relevant PS Portal buyer’s guide.

PlayStation Portal Will Be Back in Stock This Week

Sony has confirmed that the PS Portal will be back in stock in the UK from November 22 (this Wednesday). This is huge news for everyone still after the device, so stay tuned for more news regarding the restock this week. For instant updates on PS Portal stock, ensure you are following @IGNUKDeals on Twitter/X.

Where to Buy PS Portal in the UK

What is the PS Portal? – Cost, Release Date, and More

PlayStation Portal launched on November 15 in the UK and costs £199.99 RRP. Unlike other handheld consoles like the Nintendo Switch, the PS Portal is a purely a second screen for your PS5. If the TV is being used, or you just want to play on the sofa or in bed, this is the perfect compansion piece for your shiny console — especially those who have just invested in the PS5 over Black Friday deals.

PlayStation Black Friday Deals

PS5 is getting special treatment as Sony is officially going live with all their deals today. So, Xbox and Nintendo fans, don’t feel disheartened if they’re getting a little bit of special treatment right now — the deals are pretty amazing. For starters we’ve got the PS5 for £360, or the PS5 bundles including two free games for £400; unbelievable jeff.

There’s also a PS5 2TB SSD for less than £100 to maximise that storage, and a DualSense controller for just £39.99. PS Plus is also up to 30% off right now for new and current members, but you can save even more with a ShopTo gift card deal. For example, new members can get 12-months of PS Plus for £83.99 (down from £99.99), but the ShopTo £84 gift card costs just £74.85 so you’re securing a total saving of £25.14.

See More PS5 Deals

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Flashback 2 Review

Released in 1992 for the Commodore Amiga and then a year later on the Sega Genesis and Super Nintendo, the original Flashback was so groundbreakingly cinematic that it was initially advertised as being a “CD-ROM game on a cartridge.” Sadly its long-awaited sequel, Flashback 2, doesn’t break any new ground – but it does manage to break in almost every other way imaginable. Poorly presented, sloppily executed, and absolutely lousy with progress-stalling bugs, I’m not sure you could experience a Flashback more unpleasant than this even if you’d dropped all the acid at Woodstock.

You wouldn’t know that it’s been 31 years since the original Flashback, partly since Flashback 2’s story runs concurrently with that of its predecessor and features a similar aliens posing as humans plot, but mainly because this disastrous side-scrolling sequel seemingly ignores every advancement made in game design over the past three decades. Basic collision detection? Responsive controls? Functional AI? Forget it. Flashback 2’s adventure feels heavily compromised in all facets right from the opening moments in its cyberpunk-tinged city of New Washington, and it only gets worse from there.

In so many ways, Flashback 2 feels shockingly inferior to the original. In place of the cutscenes that bridged gameplay sections that remain striking to this day, we now get static talking head sequences with character faces so unremarkable that they may well have been collectively created in an afternoon by an AI art generator. Returning hero Conrad Hart was a man of few words in the original, but now he won’t shut up in Flashback 2, woodenly delivering dumps of exposition like he’s the narrator in a high school play. There are also some unintentionally hilarious story moments – like when a certain supporting character is abruptly killed off, only to return safe and sound in the next chapter like the instantly reversed demise of Chewbacca in The Rise of Skywalker.

Stupor Metroid

Meanwhile, combat is theoretically more robust thanks to the spatial depth offered by the 2.5D level design, but fussy thumbstick-based targeting makes fights against larger groups of enemies woefully imprecise, and any attempts at stealth are futile since every guard seems to have eyes in the back of their heads. I also found the 30-second timer on the use of weapon power-ups to be rather impractical, and more often than not I’d pick up the mortar rounds or heavy pistol ammo in the last few seconds of a fight, then be forced to waste them by pointlessly firing at walls since I couldn’t carry them into the next scrap.

Additionally, the added depth to each area introduced an inherent clumsiness that had me regularly getting stuck on the edges of doorways or staircases, stumbling through solid objects like they were holograms, and eventually just falling directly through the floor and trapping myself in out of bounds areas that forced me into checkpoint restarts. You know it’s a bad sign in an action game when you spend just as much time reloading saves as you do your pistol.

Playing on PlayStation 5, I’d occasionally come out of one of Flashback 2’s surprisingly lengthy loading screens only for everything to stay black, even though I could hear the ambient sounds of the world and my own footsteps as I aimlessly wandered around in the dark until I reloaded. In another instance my gun just stopped working in the middle of a firefight, despite the fact that Conrad’s pistol is blessed with infinite ammo at all times. So once again I had to reload my save, except this time my gun continued to fail at the exact same moment, and did so over and over again with each subsequent attempt as my frustration mounted.

Eventually I decided to brute force my way through that particular confrontation with heavily armoured guards and bots using a liberal mix of medkits and Conrad’s feeble and thoroughly uncoordinated melee attacks, which given the overwhelming odds stacked against me unsurprisingly led to my first proper death in Flashback 2. That led me to stumble on one of the most bizarre design choices of all: You see, Flashback 2’s Game Over screen somewhat confusingly features two very similar options; ‘Resume’ and ‘Continue Game’. If you choose to continue, a list of your previous manual and checkpoint saves pops up for you to load from, which is more or less what you’d expect.

Anytime you get killed you can always get straight back up and walk it off like you just lost a lounge room NERF gun battle.      

However, if you choose to resume, then Conrad just magically comes back to life on the spot with almost a full health bar, no questions asked. That effectively neuters every enemy threat in Flashback 2, and both the collectable medkits and Conrad’s rechargeable shield are rendered almost entirely unnecessary since anytime you get killed you can always get straight back up and walk it off like you just lost a lounge room NERF gun battle. It’s enough to make your average Dark Souls fan suffer a case of the vapours.

To be clear, this isn’t merely a feature of Flashback 2’s easiest difficulty setting, and you can trust me when I say that because Flashback 2 doesn’t actually have any difficulty settings. It just defaults to resurrection mode, almost as though the developers were so acutely aware of how likely it was to break that they added the resume function in a desperate attempt to keep Flashback 2 propped up on its feet like the corpse from Weekend at Bernie’s.

Block to the Future

Rising from the dead like an unstoppable terminator can only get you so far, however, as I found out roughly five hours into Flashback 2’s story. Despite the many bugs and consistently low stakes combat, I’d still managed to slog my way through the uninspired story sections that have been rehashed from the original campaign, and in most cases made worse. The Running Man-inspired Death Tower game show has been swapped out for a clumsy mech battle that offers all the tactical depth and precision of a worn-out set of Rock ‘em Sock ‘em robots, while a return trek through the Titan Jungle region is made to be infinitely more painful due to the presence of a companion character who straight up refuses to follow you at times.

However, my progress ground to a complete halt when I found myself trapped inside a boss fight arena with no actual boss to fight, and no way to cheaply “resume” my way through it. After my umpteenth loading of a prior save game, I retraced my steps and discovered the reason – the hulking monster that was supposed to chase me down and confront me in a subterranean cavern had gotten stuck at the top of a flight of stairs, seemingly hesitant to take any further steps down like ED-209 at the end of the original RoboCop. What followed was a positively ludicrous scenario in which I didn’t know whether to laugh or cry, as I tried to push and prod the beast down the stairs and into the boss fight arena, with it stubbornly refusing to comply – a bit like trying to get your cat into the carrier when it knows full well that you’re trying to take it to the vet. All the while the objective at the top left corner of the screen said ‘Escape the creature’. I guess… I was the creature now?

Still, after wasting an exhausting couple of hours trying I could not force this fight-fearing freak into battle, and it was only after Flashback 2 received its first post-release patch that the creature magically appeared inside the boss fight arena and I was able to confront it – and yet it still wouldn’t take me on! Instead it just marched on the spot up against the far wall of the arena, unable to escape and completely unwilling to fight. It was clear that the electrified pools in the middle of the area were intended to be used to shock the monster to death, but since I couldn’t bait it into attacking me and thus lure it into an electrified demise, I just shot it. And shot it. And shot it. In fact, I kept the trigger held down for well over half an hour, as I emptied a John Wick movie’s worth of ammunition into its conflict-avoiding arse without a health bar or any form of visible damage to clue me into how close, if at all, it was getting to death.

Eventually, after taking a break to ice my cramping trigger finger and check my sanity, I considered a different approach, which was to position myself between the monster and the wall he was forlornly plodding against and sort of herd him towards the electrified death traps using melee attacks, which was harder than it sounds since Conrad’s punches and kicks are about as easy to land as a plane with no wheels. However, the good news is that this method eventually brought the beast to an electricity-charged end, and I was able to continue Flashback 2’s story.

The bad news is that not 10 minutes later I had reached another progress-stalling bug, this time involving a special battery I had retrieved from the facility with the peace-loving boss monster. When I tried to return the battery to the village leader who had originally tasked me with collecting it, his response was to instruct me to go and retrieve the very same battery, trapping us in some sort of recursive Abbott and Costello-style comedy routine with no way out. It certainly seemed ironic that despite the fact the battery was in my inventory, I found myself completely powerless to progress beyond that point, and I had to set Flashback 2 aside entirely for several days before a second post-release patch eventually remedied the bug (while at the same time, making that quest-giving NPC invisible).

Flashback 2 is also plagued by sustained framerate dips so severe that at times I wondered if the developers had deliberately forgone the stylishly rotoscoped animation of the original in favour of the sloppiest form of stop-motion.

I’m relatively happy to report that I didn’t hit any further game-breaking glitches beyond that point and was subsequently able to complete the story after about 10 miserable hours, but I’m sorry to say that doesn’t mean the remainder of Flashback 2 wasn’t still rife with control problems, forced restarts, characters and enemies that blink in and out of existence, and frequent animation glitches, all culminating in a calamitous final boss encounter that was about as well constructed as a barbecue assembled by Homer Simpson. Throughout, Flashback 2 is also plagued by sustained framerate dips so severe that at times I wondered if the developers had deliberately forgone the stylishly rotoscoped animation of the original in favour of the sloppiest form of stop-motion. The original Flashback was heavily inspired by Arnold Schwarzenegger’s Total Recall, but the closest Flashback 2 will ever get to a Total Recall is if publisher Microids inevitably has to issue a total recall on every copy sold.

It’s particularly disappointing because I look back on 1992’s Flashback with genuinely fond memories, and with its 1995 follow-up Fade to Black transporting Conrad’s adventures into a full 3D game world, I’ve long yearned for a Flashback sequel that more closely resembled the side-scrolling original. But unfortunately this is very much like copping a middle finger from the Monkey’s Paw, and not too dissimilar to spending 30 years wishing for a new movie that features the original Ghostbusters cast, only to be forced to uncomfortably sit through the decidedly off-putting appearance of a CGI’d ghost of the late great Harold Ramis in Ghostbusters Afterlife. Flashback 2 is similarly ill-advised and equally lacking in soul.

Fortnite Planning to Disable Age-Gated Cosmetic, Reveals v28.00 Update Release Date

Fortnite is disabling its controversial age restrictions over cosmetics, which fans have criticized as one of the game’s “worst updates.” In a message on its website, Fortnite’s developers announced that the cosmetics will be disabled in lieu of a long-term coslution. The full message follows below.

Cosmetic gating will be disabled for the majority of Fortnite cosmetics until we have a long-term solution in place. This change will start rolling out with the v28.00 update on December 3, 2023.

We were conservative in how we reviewed cosmetics and their potential impact on an island’s rating. We are evaluating all cosmetics again now.

A small number of existing cosmetics and less than ten Outfits will remain playable only in T-rated (or regionally equivalent rated) islands because of their obvious fear or violence elements.

We’ve been deep in the comments over the past few days and we’ll keep working on getting this right.

The announcement was greeted positively within the Fortnite community following the backlash over the age restrictions, which saw every cosmetic item receive an age rating that was only compatible with certain islands. Epic Games claimed that the move was “to help parents and players make informed play decisions about the thousands of games and other experiences in Fortnite.”

Epic Games will continue to investigate the possibility of cosmetics restrictions in the future. It’s unclear which skins will continue to be impacted, though some fans pointed toward the Xenomorph skin as one major possibility.

Developing…

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.

Best SD Card for Steam Deck is On Sale for Black Friday

Black Friday is out and about, seeking people to deliver its deals to. We are but humble servants of the people, and if you are somebody who needs some high-quality SD storage for gaming devices like the Steam Deck, Nintendo Switch, or whatever else, I’ve got you covered.

TeamGroup A2 Pro Plus SD Card for $22.99

This particular gem has 512GB of space that can move data at 160MB/s, meaning if you choose to use it in a video camera, you’ll get 4K quality recordings in this MicroSDHC card. With UHS-1 Speed Class 3 and video speed class V30, it has it where it counts.

The Simpsons Hit & Run’s Developers Are Just as Confused as Fans About Why We Never Got a Sequel

The developers of The Simpsons: Hit & Run finally sat down to discuss why the cult classic open-world game never got a sequel, and honestly, it sounds like they’re just as confused as fans.

Programmers Cary Brisebois and Greg Mayer, producer Steve Bocska, designer Darren Evenson, executive producer John Melchior and designer-writer Chris Mitchell dove into the details of what happened in a call with reporter Ben Hanson. A three-minute clip of the interview was posted November 20 on the MinnMax YouTube channel.

As it turns out, a follow-up game was in the works by Radical Entertainment, the developers revealed. But when asked about the rationale behind the decision to halt production on the sequel, Melchior said, “I don’t know.”

“It was a five game deal for less money than I think Vivendi paid for the first game,” Melchior continued, detailing how his boss at the time was similarly befuddled by the game being tabled. “He was just like, ‘I don’t understand. I gave it to you on a silver platter, why aren’t you just saying yes and doing these games?’ It was just a really bizarre decision. I’ll never understand it. Most people on the production level never understood it.”

The original game — also developed by Radical Entertainment — was released by Vivendi Universal Games in 2003. As word of an alien conspiracy breaks out in Springfield, players can participate in a variety of quests to investigate the series of strange events that unfold. And as fans of The Simpsons: Hit & Run know well, one of the most iconic features is the game’s Grand Theft Auto-inspired racing missions.

I gave it to you on a silver platter, why aren’t you just saying yes and doing these games?

The plan for the sequel was to expand on players’ driving capabilities by allowing them to tow objects from vehicles. Mayer even created a prototype for the new feature prior to the game’s disbandment.

This prototype, a Powerpoint presentation and a couple of assets were the extent of the work that had been done on the new game by the time the news broke that the project was being cancelled. Even the plot had yet to be fleshed out, Mitchell admitted: “It was all over the map.”

“In those early days, kind of everybody just imagines what they want, so I’m sure there were 12 competing storylines at that point,” Mitchell went on. “Who knows what the final story would have been?”

Back then, the possibility of the game not reaching fruition was unthinkable — especially with four more potential games on the horizon, the developers agreed: “This was going to be a franchise, no doubt in anybody’s mind,” Melchior said.

“It was a no-brainer; it was like, well of course we’re going to be doing this,” Evenson added. “The stars are aligned, we’re treading down this path. And then it was just like a, ‘Huh, I guess we’re not.'”

Melchior credits Vivendi failing to obtain a license for the video game rights to The Simpsons as one of the primary factors in the sequel game’s downfall. By the same token, the executive producer pointed out that Vivendi was able to secure the rights to Buffy the Vampire Slayer, a similarly popular franchise, without issue.

EA signed a contract for the video game rights to The Simpsons in 2005, but the last time the publisher released a game based on the series was in 2007.

“It was sad because there was no momentum loss between the shipping of this game and the work being done on the sequel,” Melchior mourned.

So there you have it; it looks like a sequel to The Simpsons: Hit & Run is officially ruled out as long as EA retains the rights to the franchise. But at least we can still keep hoping for a remaster of the original.

Katie Reul is a freelance writer at IGN.

Where to Buy a PS5 on Black Friday

Even though there’s still a few days to go before the actual day, Black Friday deals are in full swing at a variety of retailers. If you’ve been hoping to pick up a PS5 this year during the sale event, you’re in luck! Consoles are available at a variety of retailers at the moment. There’s even a selection of console bundles for them that are on sale for Black Friday, including for the new PS5 Slim, which you can find detailed below.

Where to Buy a PS5 on Black Friday

If you’re looking to buy a standard PS5 console, you can find it at the links below on Amazon, Best Buy, Walmart, and GameStop. This will run you $500 for the disc edition, but gets you the console and a controller so you can start playing right away.

PS5 Console Bundle Black Friday Deals

If you want a standard, non-Slim bundle deal on the PS5, you can find the Spider-Man 2 PS5 bundle at Amazon and Walmart right now for $499. That’s 11% off its usual price of $559.99, and well worth it for what you’re getting.

Where to Buy a PS5 Slim for Black Friday

If you’re hoping to get your hands on the new PS5 Slim, there are a few different ways that you can. Alongside being able to pick it up on its own at PlayStation and GameStop, there are a couple of PS5 Slim bundles available for Black Friday that are worth picking up. Those come bundled with either Marvel’s Spider-Man 2 or Modern Warfare III.

PS5 Slim Bundles

If you’re curious to see more PlayStation 5 deals – and there’s plenty to look through – make sure to check out our roundup of PlayStation and PS5 Black Friday deals. Not only will you find the excellent console bundle deals in there, but also sales on games, DualSense controllers, and more. For more information about Black Friday in general, visit our Black Friday deals hub page to learn more about what’s still to come this week.

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

Mario’s Accessibility is Simply Wonder-Ful

I grew up playing a variety of Mario games. From turn-based RPGs, to racers, to classic side scrollers, my Nintendo libraries always included Mario. At a young age, I rarely struggled to complete some of the hardest levels in games like Super Mario World. Each finished stage acted as a testament to my overall strength and energy levels. Yet, as I grew older, my disability prevented me from fully enjoying traditional side-scrolling Mario. That is until the release of Super Mario Bros. Wonder.

While it’s true Mario games are inherently designed for audiences of all ages, collectibles, bonus levels, and even timed challenges are meant for players with a greater understanding of mechanics. Individuals need precision with their movements, while simultaneously paying attention to the available time constraints of each course. They provide an immense challenge, but often create such inaccessible barriers for players with varying disabilities. For this Access Designed, I want to explore the overall physical accessibility of Wonder, while also acknowledging Nintendo’s commitment to creating accessible games through inclusive designs.

While it’s true Mario games are inherently designed for audiences of all ages, collectibles, bonus levels, and even timed challenges are meant for players with a greater understanding of mechanics.

Wonderful Mechanics

Before I begin, I would be remiss if I did not discuss the Settings menu within Wonder. Players have the capability to activate motion controls, deactivate rumble, and even alter the buttons and motions they use to run, jump, and ground-pound. While not as robust as other games with dozens of accessibility features, being able to select these options provides some level of choice and prevents physically disabled players from needing to alter their Switch controller settings for a specific game. I want to be able to comfortably control my experience with every game. And for the first time with Mario, Wonder lets me decide how to play.

Wonderous Designs

As a company, Nintendo is often met with controversy within the disability community. Its systems traditionally include inaccessible gimmicks like forced motion controls, and its games often lack extensive features and options like Xbox and PlayStation games. However, from an inclusive design perspective, Nintendo often leads in innovation.

With Wonder, you no longer need to compete against timed levels. Indeed, the biggest inclusive design with this side-scroller is the removal of the dreaded clock because previously, Mario games always included a time limit with each stage, providing little room to rest or recover stamina after extensive play sessions. Further, timed levels would add unnecessary stress for cognitive disabilities, especially if a stage featured hidden collectibles. In Wonder I regularly had the opportunity to simply put down my controller for several minutes without fear of losing a life because I ran out of time. Rather, I could exclusively focus on platforming and finding treasures.

Beyond the lack of time, Wonder offers several character choices which drastically mitigate physical exertion, namely with enemies. If there are too many monsters in a level, or if I’m too tired to consistently jump on and attack minions, I can simply play as Yoshi or Nabbit. These heroes only lose a life through environmental obstacles like pits or lava, meaning I don’t need to be precise with movements around foes. At their core, Mario games are about platforming. Yes, the enemies add nuance to each stage, requiring individuals to think about jumping on monsters to reach specific areas. But if I’m too exhausted, I can focus exclusively on reaching the next platform to complete the course.

Inclusive design is the concept of providing accessibility without settings in a menu, and Wonder’s biggest inclusive design feature by far are the badges. Badges provide unique boosts to specific actions like jumping or dashing, or even grant players items like Elephant Fruits and Fire Flowers. If I’m playing a particularly challenging platforming level, I can simply equip the Safety Bounce badge which saves me once if I accidentally fall into a deadly zone. Or if I want more of a grace period between jumps, I choose the Floating High Jump badge which lets me temporarily float through the air after a jump.

Not all badges are beneficial for my needs, nor are they provided from the start of the game. Many need to be unlocked in the overworld map with Wonder Seeds, and then players must complete a tutorial or course to permanently unlock them. Would it be nice if some badges were automatically unlocked? Absolutely. However, the capability to complete levels without time limits, select characters that are immune to enemy damage, and even equip a badge that grants special powers is the truest definition of inclusive design. None of these options are forced or locked away in a menu. Disabled players have the freedom to complete the game in a way that is both accessible and enjoyable.

To coincide with everything I listed above, Wonder includes one more inclusive design feature in the form of multiplayer. When playing with friends or even strangers online, it’s entirely possible to continuously fail platforming sections without losing a life. When knocked out, your character appears in a floating bubble for five seconds. If touched within those seconds, no penalty is given. Players can simply resume the stage from the point of retrieval. If I struggled with a particular level, I would simply ask my friends to play and stick by me as I pushed through the course. While it’s unfortunate that others can’t actively complete a stage for you, there’s no pressure of losing lives when playing with others. Further, the above points still apply – even in a multiplayer lobby, I can equip a badge or select Yoshi or Nabbit.

Inclusive design is the concept of providing accessibility without settings in a menu, and Wonder’s biggest inclusive design feature by far are the badges.

I love Wonder. It’s arguably within my top five accessible games released this year. It’s by no means perfect but it offers a level of accessible and inclusive choice often reserved for games like Pokémon. As my disability progressed, I feared losing access to some of my favorite franchises. For the first time since the release of New Super Mario Bros. U in 2012, I find myself actively wanting to play a Mario game. Nintendo games may lack extensive menus, but in terms of inclusive design, they consistently transform inaccessible titles into magical, wonderous adventures.

Grant Stoner is a disabled journalist covering accessibility and the disabled perspective in video games. When not writing, he is usually screaming about Pokémon or his cat, Goomba on Twitter.

Lethal Company, Steam’s Latest Hit, Reaches 100,000 Concurrent Players

Steam’s latest hit is a cooperative horror game about scavenging derelict moons called Lethal Company, and its now reached more than 100,000 concurrent players.

Developer Zeekerss posted on X/Twitter to celebrate the achievement, below, revealed by player tracking website SteamDB. “While I was asleep Lethal Company passed 100,000 concurrent players,” they said. “Unbelievable, thank you for playing. Releasing updates for this game will be very fun.”

Lethal Company released in Steam Early Access on October 23 and steadily increased in popularity until last week when it spiked. Sitting at a peak of 47,933 on November 14, Lethal Company’s numbers grew every day before jumping from 60,838 on November 17 to 88,751 the next day. It crossed the 100,000 mark on November 19 and hit its current all-time peak of 115,050 today, November 20.

Steam users are enjoying it too, with Lethal Company currently holding an “Overwhelmingly Positive” rating on the platform. “Haven’t laughed so hard in any game basically ever,” said Froegerer on Reddit. “Decent game loop after the initial novelty wears off also. Creator updates almost bi-weekly with new mobs and items. Really fun game.”

Players take on the role of a contracted worker for the Company who must collect scrap from abandoned moons to meet its corporate profit quota. Suit customisation, ship decoration, and bestiary filling are all features too, though players should keep in mind its origins as a horror title. Per Lethal Company’s synopsis: “Never miss the quota.”

As mentioned by Zeekerss and the Reddit user, updates will be released regularly, in part due to it still being in Early Access. 2At this stage I’m confident you will have a good time with Lethal Company, but there are still many ideas and features I have in mind,” Zeekers said on the Steam page. “I also need your feedback to help tune the game’s difficulty and balance. Lethal Company is ‘finished’ but still far from realizing its potential.”

For those playing already or looking to get into Lethal Company, check out IGN’s guide.

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

Microsoft Snaps Up Highly Rated Steam City Builder Against the Storm for PC Game Pass

Against the Storm leaves early access next month with a 1.0 update that adds a new game mode, publisher Hooded Horse has announced.

Not only that, but Microsoft has snapped up Eremite Games’ roguelite city builder for PC Game Pass. The 1.0 release date is set for December 8, which is when Against the Storm launches on the Microsoft Store as well as PC Game Pass.

Against the Storm is described as a “dark fantasy city builder where you must rebuild civilization in the face of apocalyptic rains”. As the Queen’s Viceroy, you lead humans, beavers, lizards, foxes, and harpies to reclaim the wilderness and secure a future for civilization’s last survivors.

The new game mode is called Queen’s Hand, a “specially crafted challenge for experienced Viceroys”, with unique rules and rewards. In this mode, players have only one Cycle to reforge the Adamantine Seal — the game’s hardest challenge.

Against the Storm has seen some significant developments during its early access run, Hooded Horse said, with content updates every two weeks bringing a host of major and minor changes. Two new species were added to the game, including the Fox people, and new mechanics to bolster the endgame. There were also significant reworks to the strategy layer and Blightstorms. This update cadence will continue until the full release, Hooded Horse added.

On Steam, Against the Storm has an impressive “overwhelmingly positive” user review rating of 95% from nearly 14,500 reviews.

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.

Save $50 Off the Xbox Series S Starter Bundle for Black Friday

If you have yet to purchase either a PlayStation 5 or Xbox Series X|S, there is never a better time than Black Friday. Both systems have received massive exclusives in 2023, further bolstering their offerings. A great entry point is the Xbox Series S, which happens to be on sale with the new Starter Bundle. This bundle is only $249.99 for Black Friday, a 17% discount from the standard price.

Grab the Xbox Series S Starter Bundle for Only $249.99

The Xbox Series S Starter Bundle includes everything you need to get started in the Xbox ecosystem. Starting off, the bundle includes the Xbox Series S console – packing 512GB of storage, so you might want to look into additional storage in the future. You’ll also get your standard Xbox controller in Robot White. And the last thing included is a 3-month voucher for Xbox Game Pass Ultimate, essentially saving you another $50 on top.

Overall, this bundle offers a great starting point if you’re not the owner of an Xbox or PlayStation yet. It’s the cheapest entry into either ecosystem, and the Xbox Game Pass Ultimate voucher will allow you to take full advantage of the Xbox content offerings. Three months of Game Pass will take you into early 2024 and cover releases like Persona 3 Reload or Like a Dragon: Infinite Wealth.

Walmart has many other deals you don’t want to miss this Black Friday. For example, Xbox Controllers are priced at only $45, which is 25% off. You can always use an extra controller, so this is a great deal to combine with the Starter Bundle. Additionally, the Sony Bravia XR A90J is only $1,396, which is the best Black Friday TV deal. For more deals, check out our Walmart Black Friday 2023 roundup.