Dark Souls Trilogy 25th Anniversary Compendium Is Up For Preorder

Future Press will be releasing a ’25th Anniversary Edition’ of the Dark Souls Trilogy Compendium, featuring the complete breakdown of every single minute detail from the legendary FromSoftware games. It will cost $59.99, with preorders now available via Amazon (see here).

For clarity, this is the 25th Anniversary of the first game guide published by Future Press, not the 25th Anniversary of Dark Souls (which was released on September 22, 2011). The original Compendium book is considered rare online and can be difficult to find or buy at a reasonable rate, which makes news of this reprint very welcome indeed.

Future Press describes the Limited Edition reprint as featuring, “The enemies, items, equipment, areas and NPC dialogue of each game are all presented in an easy-to-reference format. This beautifully laid out book is designed to make it easy to find what you’re looking for—each entry is color-coded by game, and everything is fully indexed.”

This is also a strictly limited one-time reprint, featuring “unique 25th Anniversary branding and some slight changes to the slipcase and cover” but otherwise the re-release will be identical to the original Dark Souls Trilogy printing.

The reprint features 480 pages that dive into the core story beats of the Dark Souls games, alongside a complete World Guide for each title and its DLCs, and even four unique bonus art prints “that show the beauty of FromSoftware’s character designs”.

Future Press is also responsible for the beautiful Official Strategy Guides for Elden Ring (Vol.1 & Vol. 2), which are also currently down to $44.99 at Amazon. Those in the UK can preorder the Dark Souls Trilogy 25th Anniversary Compendium directly from Future Press — costing £49.99 and release on February 29, 2024.

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

Viral Parody of Fake Mobile Game Ads Hits PlayStation

D3 Publisher Inc. has announced the arrival of ‘Those Games’ on PlayStation 4 and 5 priced $9.99 / £7.99. It launched on Nintendo Switch and Steam last year.

Those Games, developed by Monkeycraft Co. and published by D3 Publisher, is short for YEAH! YOU WANT ‘THOSE GAMES’ RIGHT? SO HERE YOU GO! NOW, LET’S SEE YOU CLEAR THEM!, a minigame collection filled with challenges based on the inscrutable mobile game ads no-one can escape from.

Those Games briefly became a viral sensation in 2023, and speaking to IGN, producer Maya Ito said: “I see these mini-games on a daily basis and thought to myself, I want to play them; thoroughly and to my heart’s content!”

Mini games include the Pin Pull, Number Tower, Parking Lot, Cash Run, and Colour Lab. There are 250 levels overall set across the five mini games. You can collect coins and create customised nameplates, as well as compete with other players. Rankings are reset on the first day of each month.

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.

PS5 ‘V2 DualSense’ With ‘Exceptional 12-Hour Battery Life’ Spotted Online

An unannounced PS5 DualSense controller has appeared on Best Buy Canada’s website.

The listing, spotted by ResetEra user ezidro3, is for an $89.99CAD “PlayStation 5 V2 DualSense Wireless Controller – White”. While the controller appears to have the same dimensions as the existing model, it has what’s described as an “exceptional 12-hour battery life on a full charge,” which “supports long gaming sessions.”

If true, this would make for a significant upgrade on the existing DualSense, which offers a roughly six-hour battery life, depending on the game played. Elsewhere, a DualSense charging station is said to be included, offering “easy click-in charging.”

Best Buy’s full description reads: “Take the gaming action into your own hands when you play with the PlayStation 5 V2 DualSense wireless controller. With dynamic triggers, a built-in microphone and so much more, this gaming controller offers a truly immersive experience. The iconic comfortable design lets you play for hours and hours.”

Best Buy’s website published a number of images of this new DualSense too, which are below:

PS5 V2 DualSense Product Features

  • Compatible with the PlayStation 5
  • Wireless connectivity ensures you will never get tangled up in wires while gaming
  • Iconic comfortable design fits naturally in your hands
  • Haptic feedback replaces the traditional rumble motors for more realistic gameplay
  • Dynamic adaptive triggers let you experience different levels of force and tension as you interact with your game
  • Built-in microphone lets you engage with fellow gamers in online play
  • Headset jack lets you plug in your favourite headset, so you can tune in to your game audio easily
  • Dual Sense charging station (included) offers easy click-in charging
  • Exceptional 12-hour battery life, on a full charge, supports long gaming sessions

PS5 V2 DualSense Product Specifications

  • Product Condition: Brand New
  • Controller Type: Wireless
  • Specialty Controller: Yes
  • Rumble Vibration: Yes
  • Headset Jack: Yes
  • Colour: White
  • Width: 6.6 cm
  • Height: 16 cm
  • Depth: 10.6 cm
  • Width (Inches): 2.6 in
  • Height (Inches): 6.3 in
  • Depth (Inches): 4.17 in
  • Weight: 280 g

Sony has yet to announce such a controller, but IGN has asked the company for comment.

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.

Fans Think They’ve Discovered the Full Name of MachineGames’ Indiana Jones Game

It’s an exciting start to the year for Indiana Jones fans, as according to Xbox itself, we’re finally getting an actual look at MachineGames’ upcoming Indiana Jones game next week at the Xbox Developer Direct. But a week in advance, one clever fan might have already sleuthed out the game’s title before Xbox was ready to reveal it. It might just be called Indiana Jones and the Great Circle.

Twitter/X user @Kurakasis shared their findings on social media today, pointing out that Lucasfilm appears to have been registering a number of domain names that are variations on that title since yesterday. These include https://indianajonesandthegreatcirclegame.com, https://indianajonesandthegreatcircle.com, and a number of others.

These domains dovetail nicely with a trademark Lucasfilm filed in Europe two years ago for “The Great Circle” that seems to be related to video games specifically. It is worth noting that Lucasfilm seems to have had circles on the mind on that date in 2022, as the company also registered trademarks that day for The Galactic Circle and Circle of Resistance. At the time, a number of fansites speculated that these trademarks were for something Star Wars-related, given the words “Galactic” and “Resistance.” However, IGN wasn’t able to find any registrations for domain names that mirrored those naming schemes, which indicates Lucasfilm thinks it may need to sit on The Great Circle naming specifically very soon. Unless there’s more Star Wars coming down the pipeline in the next week or two, Indiana Jones would be the logical place for that need to arise.

Not for nothing, too, Bethesda posted a teasing gif earlier today that does feature a circle. Whether or not this is The Great Circle remains to be seen – it wouldn’t be the first time one of the most common basic shapes featured prominently in Indiana Jones stories, though the timing is certainly interesting.

Still, even with all this evidence, it’s entirely possible this trademark is entirely unrelated to the game being shown off at the Developer Direct next week. Trademarks and domain names can often be good indicators of what’s to come, but not everything that companies squat on ends up becoming a full-fledged game. We’ll just have to wait for the showcase next week to see, though IGN did reach out to Xbox for confirmation or denial on this, just in case.

Indiana Jones and the…well, whatever it is, was first revealed way back in January of 2021 via a tweet from Bethesda. The game has an original story, and is being produced by Todd Howard in collaboration with Lucasfilm. At the time, we noted that Vatican City seems to feature in it, as the tease included a plane ticket to Rome dated for October 1937, and a map with the Sistine Chapel on it. We’ve since seen nothing else about the game, but we did learn that it will feature a “unique” mash-up of different genres and that, while it was originally conceived for a PS5 release, it will ultimately be an Xbox console exclusive thanks to Xbox’s acquisition of Zenimax.

Expect more at the Developer Direct next week on January 18, 2023, at 12:00pm PT.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

New Star Trek Movie Helmed by Star Wars Andor Director in Development – Report

Paramount still hasn’t released Star Trek 4, but that isn’t stopping it from reportedly commissioning another new Star Trek movie, this one helmed by main Star Wars: Andor director Toby Haynes.

IGN has reached out to Haynes’ representatives for comment.

According to a new report from Deadline, J.J. Abrams’ Bad Robot is set to produce the new film, with Seth Grahame-Smith as the writer. The plot is said to take place “decades” before the original 2009 reboot, possibly placing it in the era occupied by shows like Star Trek: Enterprise.

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.

Team Fortress: Source 2 and Portal 64 Fan Projects Shut Down by Valve Takedowns

Team Fortress: Source 2, a fan project seeking to port Valve’s classic shooter to the Source 2 engine, is officially dead. The news was announced following a DMCA takedown demand from Valve that blocked the group’s GitHub repositories. It joins Portal 64, which was also canceled less than a week after the release of its “First Slice.”

The takedown was the “nail in the coffin” for the project, the announcement read, which had already have been on shaky ground before Valve stepped in.

“While we were discussing the project’s future internally recently, we already came to the conclusion to stop the development of the project due to the current state of the code being unusable anymore with s&box’s recent major engine changes, and that we overall moved on from it,” the announcement read.

“Sadly, this means this DMCA takedown is the nail in the coffin. We cannot bring it back and we’ve hit Valve’s attention, it seems like they definitely don’t want us to use their IP (which is totally fair and legal from them). From the bottom of our hearts at Amper, it’s been an honour to grow this project with all of you and the incredible team behind, we cannot be thankful enough for all your support and enthusiasms over the last 3 years. We’re so happy we got this far.”

In development since at least 2021, Team Fortress: Source 2 was envisioned as a new version of the classic game on Garry’s Mod spiritual successor s&box. With Team Fortress 2 now 17 years old and largely overrun by bots, Team Fortress: Source 2 was intended to inject fresh life into Valve’s beloved shooter. The team at one point had more than 20 volunteers helping to port assets from the base game and rebuild Team Fortress 2 mechanics.

Portal 64, meanwhile is being shuttered due to the project “depending on Nintendo’s proprietary libraries,” according to an update on the project’s Patreon. Like Team Fortress, Portal 64 sought to revive Valve’s 2007 classic, but on Nintendo 64 hardware. Its developer celebrated the release of its “First Slice” demonstrating its progress on January 5.

IGN has reached out to Valve for comment.

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.

Blizzard Reveals Diablo 4 Season 3’s Release Date

Diablo IV’s next season is starting on January 23 according to an update on the game’s login screen.

Even though it doesn’t have a title, Blizzard has seemingly confirmed that Diablo IV Season 3 will be launching later this month. Many players have noticed that a banner on the game’s login screen, which used to read, “Season of Blood Ends January 23, 2024,” now reads, “Next Season Begins January 23, 2024,” indicating that not only will the seasons apparently change over immediately, but that Season 3’s right around the corner.

With less than two weeks (and fewer business days than normal) until the apparent launch date, this will be a significantly quicker turnaround than the transition from Season 1 to Season 2 late last year. For comparison, Season 2: Season of Blood, was announced months before its release on October 17.

Unlike previous season launches, Blizzard hasn’t announced anything like a Campfire Chat or a patch to indicate an imminent update for Diablo. That said, it’s worth noting that Microsoft officially acquired Activision-Blizzard in the months since Season 2’s announcement last August. With that in mind, it’s possible that we might see Diablo IV make a surprise appearance at the Xbox Developer_Direct presentation that’s scheduled for January 18.

At the time of writing, neither Blizzard nor the official Diablo social channels have mentioned any details about Season 3. We’ve seen other studios working on multiplayer and live service games — like NetherRealm Studios with Mortal Kombat and Epic Games with Fortnite — take this approach in the past to ensure dedicated players have enough time to play out the rest of the game’s season before it ends. We should have more details soon.

Stay tuned to our Diablo IV page to keep up with all the latest on Season 3, including news and walkthroughs.

Charlie Wacholz is a freelance writer at IGN.

Vampire Survivors Developer Teases Big Plans for 2024, Addresses Online Co-Op and Cross-Save

Poncle, the studio behind the award-winning horde-defense game Vampire Survivors, has shared some of its future goals for the surprise hit in a new Steam post.

The UK-based indie studio has big plans for 2024 and beyond. Although most of what’s included in this preview of what’s to come addresses stuff we already knew about (like online co-op, cross-platform saves, the upcoming animated TV series), Poncle’s post also teases loose plans to work on other games.

After thanking players for sticking with and supporting Vampire Survivors and recapping everything Poncle accomplished in 2023, studio head Luca Galante dove into specifics about what’s down the pipeline. Details like a firm roadmap or release dates for any of these updates are pretty sparse here given Poncle’s relatively small size of 20 employees.

Galante addressed online co-op first. Although it’s been announced that developers are working on adding online co-op to the game, the post acknowledges that it’s a “huge challenge” to implement.

“We’ve got help now, and things are looking promising, but it’s still too early for us to be able to make any promises,” Galante wrote. “We’ll keep giving you tiny updates until hopefully we can confirm it’s actually going to happen.”

He then moved on to cross-platform save files, saying they’ve been in testing for a while before confirming that Poncle’s planning to launch cross-save functionality in public beta next month. At the time of writing, the public beta will only work on Steam and Android platforms but will eventually come to other platforms if all goes according to plan.

More Cross-Media Projects?

Meanwhile, following last year’s SAG-AFTRA and WGA strikes, it should come as no surprise that the Vampire Survivors animated adaptation is still a work in progress. Announced in April of last year, the collaboration between Poncle and Story Kitchen (a studio formed by people who’ve worked on projects like John Wick and the Sonic The Hedgehog movie), the only update here is that we’ll be getting more info at some point in 2024.

Galante added that they’ve “received a lot of proposals to collaborate on cross-media projects, but rather than jumping the gun we have preferred to wait to find partners that felt right, especially because to make anything that isn’t a videogame out of VS requires good ideas, creativity, and that quirky knowledge of the game, that is a very difficult triplet to get 100% right!”

The post also addressed VS content, with the promise that the next update — Version 1.9 — should release on all platforms in February.

Perhaps the interesting (and the most vaguest) announcement in this long post, however, is The Vampire Survivors Experiment. Poncle is working with indie developers from outside the studio on, “[Vampire Survivors]-adjacent experiments.” Galante’s very clear here that these experiments might not see the light of day, clarifying, “We don’t know when, or even if, we’ll be happy with the final results and be ready to share them.”

You can read Poncle’s full 2024 statement here.

Game of Thrones Show Creators on Lucasfilm Scrapping Their Star Wars Film: ‘We Weren’t the Droids They Were Looking For’

David Benioff and Dan Weiss, creators of the Game of Thrones HBO show, have explained more about their scrapped Star Wars film, saying “we weren’t the droids [Lucasfilm] were looking for”.

Speaking to The Hollywood Reporter, the pair also confirmed reports from 2019 that their film would essentially be “The First Jedi”, telling the story of how the Jedi Order, first lightsabers, and so on came to be.

Lucasfilm hired Benioff and Weiss to direct a series of films in 2018, with the first premiering in 2022, though this was scrapped in 2019 due to scheduling conflicts, the pair said at the time. The split appeared amicable, as Lucasfilm president Kathleen Kennedy also said she hopes Benioff and Weiss would return to Star Wars one day.

We totally get it. It’s their company and their IP, but we weren’t the droids they were looking for.

The official story appears to have changed, however, as Benioff has now said “[Lucasfilm] ended up not wanting to do a First Jedi story. We had a very specific story idea in mind, and ultimately they decided they didn’t want to do that.

“We totally get it. It’s their company and their IP, but we weren’t the droids they were looking for.”

The scathing comments didn’t stop there though as Weiss also expressed frustration at Rian Johnson, who wrote and directed Star Wars: Episode 8 – The Last Jedi, for stepping on their toes.

“We wanted to do The First Jedi. Basically how the Jedi Order came to be, why it came to be, the first lightsaber,” Benioff said.

“And we were annoyed as hell when [Rian Johnson] called his movie The Last Jedi,” Weiss added. “He completely destroyed the obvious title for what we were working on.”

Concern over the state of Star Wars films isn’t anything new, with the Prequel Trilogy facing a harsh critical reception upon its premiere in 1999, but fans are growing increasingly concerned and confused at the number of films being announced without any actually releasing since 2019’s Star Wars: Episode 9: The Rise of Skywalker.

Developing…

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

My Joy of Returning to PlayStation After a Decade

The PlayStation Access Controller is finally available to the public after months of teasing and development updates. IGN previewed the device several months ago, and I gave it a 7/10, noting its software is its biggest selling point. It’s another piece of accessible hardware in a barren landscape of choices for disabled players. It’s good but not perfect, and that’s ultimately okay.

This Access Designed isn’t another review of the controller, nor is it a list of grievances or wishes for a future iteration. Instead, I want to talk about my enjoyment of PlayStation games. I want to explore how the most accessible game of 2020 – which demonstrated the importance of accessibility journalism – wasn’t accessible to me, because of a lack of hardware. I want to discuss how the Access Controller, despite its flaws, finally let me experience a major aspect of the games industry.

PlayStation Throughout the Years

I’ve mentioned previously about my adoration for anything and everything Nintendo. Everyone who knows me understands my obsession with the Pokémon franchise. I grew up with Mario, Zelda, and Metroid. But that’s only a small portion of series that formed my love of gaming.

In the fourth grade, my parents surprised my brother and I with a PlayStation 2 for Christmas. We spent the entire break playing Star Wars Battlefront, Champions of Norrath, and a plethora of demo discs that GameStop used to throw at willing customers. Within a year, I was intimately familiar with Ratchet and Clank, Jak and Daxter, and even Kingdom Hearts, the latter becoming one of my favorite series to this date. But beyond my enjoyment of these iconic titles, the PlayStation 2 acted as my first experience with inaccessible hardware.

Long before the introduction of extensive accessibility menus, I heavily relied on a game being accessible solely from its design. Even though I played Jak and Daxter, I routinely struggled to shoot enemies. My atrophied hands prevented me from comfortably reaching R1, R2, L1, and L2, forcing me to use melee for most of the enemy encounters. And before my brother had the idea to customize my controllers, I would simply give up after reaching segments which required shoulder buttons. That was my reality, and for years I was comfortable with never finishing inaccessible games. As a child, all I cared about was seeing my favorite characters.

Continuous Inaccessibility

I spent my preteen years alternating between Nintendo and PlayStation. And when I purchased my Xbox 360, I admittedly abandoned some of my favorite games for new titles and more accessible devices. Despite owning a PlayStation 3, I rarely, if ever, played on the system, instead spending time with friends across varying Xbox Live parties. It wasn’t until the release of the PlayStation 4 that I decided to reunite with some of my favorite games.

By the time of the PlayStation 4’s release, my disability progressed to the point of me requiring accessible hardware. Years before the introduction of the Xbox Adaptive Controller, as well as the Access Controller, disabled players like me needed solutions from charities or organizations that designed accessible controllers. I often tell others being disabled costs significantly more than being able-bodied. A custom Dualshock 4 controller with bumpers on the side which mimicked shoulder buttons cost approximately $180. And if that device broke or was not conducive to my needs, I would be required to spend even more on another potential solution.

I couldn’t access a game with dozens of [accessibility] options because I could no longer hold my Dualshock 4

Thankfully, my adaptive Dualshock 4 from Evil Controllers served its purpose, allowing me to play Kingdom Hearts 3, Diablo 3, and even Child of Light. Yet, with a progressive disability, it was only a matter of time before I needed something else. In 2020, Naughty Dog released The Last of Us Part 2. The industry celebrated it as a win for the disabled community. With dozens of options, varying disabled players could find some form of a solution for any inaccessible barrier they encountered. At the time of its release, I was the Mobility Editor for Can I Play That, the largest publication dedicated solely to accessibility in gaming. My team and I produced numerous stories and videos surrounding the release, highlighting the necessity for coverage of accessibility written by disabled people. When it was my turn to write the mobility review, I was unable to even make it beyond the start menu. I couldn’t access a game with dozens of options because I could no longer hold my Dualshock 4. And rather than spend hundreds of dollars on another solution, I did what was necessary as a journalist – I wrote about my experience and need for accessible hardware.

Reclaiming Access

For several years I was unable to cover, let alone play any PlayStation game. Despite consistent accessibility efforts with dozens of options and design practices across several of their its party studios, my biggest barrier was always a lack of a controller that fit my needs. Now I finally have a device that lets me access some of the most accessible games in the industry.

Is it perfect? Absolutely not. The buttons are often difficult to press, the circular design prevents me from reaching five of the eight buttons, and it only includes four external 3.5mm ports. Yet, despite its imperfections, I’m still able to do something I thought I lost control of years ago. And with a progressive physical disability, reclaiming lost function is an indescribable feeling, one which I don’t want people to experience because of how traumatic it can be.

I’m still struggling to fully play and enjoy PS5 games. For example, I’m unable to collect all the puzzle pieces in Astro’s Playroom because of the lack of a microphone on the Access Controller. But it’s not a situation that deters me from playing. If anything, it’s reminiscent of my childhood struggles with PlayStation long before accessibility became mainstream. Do I wish the Access Controller met my needs? Absolutely. But for now, I’m just excited to finally play PlayStation again.

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.