Starfield Expansion Shattered Space Never Sends You Off-Planet, Bethesda Confirms

Bethesda has released a deep dive into Starfield expansion Shattered Space, offering a first meaningful look at gameplay.

The video, below, shows off Va’ruun, the new planet Starfield players get to explore in Shattered Space. Bethesda describes Va’ruun as an “isolated, handcrafted new world in Starfield’s first major story expansion,” and compares it to some of the biggest and best expansions it has released for its The Elder Scrolls and Fallout games.

The “handcrafted” note in particular feels deliberate. Starfield was criticized by some for leaving the handcrafted feel of Bethesda Game Studios’ previous titles behind in favor of a galaxy-spanning adventure filled with over 1,000 planets, most of which were fueled by procedural generation.

Shattered Space, on the other hand, revolves around a solitary planet, and in the deep dive video Bethesda developers stressed that the entirety of the expansion takes place on it. There is no need to leave it at all.

“From the minute you arrive on Va’ruun’kai the story never sends you off planet,” Tim Lamb, lead creative producer, said. “You’re free to leave at any time, but the story is fully centered around life on the Va’ruun home world.”

You’re free to leave at any time, but the story is fully centered around life on the Va’ruun home world.

“We wanted to give you the opportunity to explore every nook and cranny of this location and find clues as to who these people really are and what happened to them,” added lead producer Joe Mueller.

“When we first started thinking about what this experience would be like, we knew we wanted it to feel like a traditional Bethesda Game Studios expansion. Having the planet laid out so intentionally works perfectly with this isolationist society. Everything they’ve done since establishing themselves will be right here on Va’ruun’kai. The whole planet tells the story of these people who have never left their home and want to remain a secret.”

Here’s the official blurb:

In Shattered Space, players will visit the homeworld of House Va’ruun for the first time. Explore a fully handcrafted new location and unravel the mysteries surrounding the followers of the Great Serpent. House Va’ruun is on the brink of collapse and their people need help finding a path forward. When your sudden presence on their hidden home planet is seen by some as divine intervention, it’s up to you to restore House Va’ruun and decide the fate of this secretive faction.

Bethesda also talked up Shattered Space’s more chaotic, aggressive, in-your-face combat, in contrast to the distance shooting of the base game. Expect ambushes from odd creatures that pop up through rifts in spacetime. Storywise, you end up caught up in a political feud between the planet’s various pockets of power, and ultimately decide the fate of House Va’ruun.

Starfield, which enjoyed the biggest launch in Bethesda Game Studios history, is available on PC and Xbox Series X and S. Shattered Space launches on those same platforms on September 30.

Owners of the Premium or Constellation Editions of Starfield get Shattered Space as part of their original purchase. Owners of the base edition can still purchase the Premium Upgrade for access to Shattered Space plus other digital items including the Digital Art Book, Original Soundtrack, 1,000 Creation Credits, and the Constellation Skin pack.

Bethesda is of course working on more than Starfield expansions. It’s also got The Elder Scrolls 6 and Fallout 5 to contend with, alongside updates for MMOs Fallout 76 and The Elder Scrolls Online. On the mobile front, Bethesda has just released The Elder Scrolls: Castles.

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.

Exclusive: How Sci-Fi Author Peter F. Hamilton Is Creating a New RPG Universe with BioWare Veterans

During last year’s Game Awards, Archetype Entertainment unveiled its upcoming AAA RPG, Exodus. Crafted by a team of industry veterans, including former Mass Effect staff from BioWare and more recruits from 343, Naughty Dog, and other leading studios, Exodus promises to deliver a “next-generation, story-driven RPG” that blends cinematic storytelling with modern AAA gameplay.

Collaborating on the project is renowned sci-fi author Peter F. Hamilton. Acclaimed for his expansive Commonwealth Saga and The Night’s Dawn Trilogy, Hamilton has lent his world-building expertise to shape Exodus and its broader universe. Alongside consulting on the game, Hamilton is also penning a duology of books set in its universe. The first novel, Exodus: The Archimedes Engine, will be released on September 19, with preorders now available on Amazon in the UK and the US.

We had the pleasure of interviewing the author, discussing The Archimedes Engine, his assistance in constructing the Exodus universe, and how his signature storytelling style brings depth and complexity to this expansive new sci-fi franchise.

I think they saw me as someone who could contribute to the kind of Space Opera setting they were building for Exodus…

The team at Archetype Entertainment has praised you for helping make the Exodus universe more scientifically accurate. What were some key areas where your expertise made a significant difference?

PFH: The best example was my contribution to the method used by Celestial starships to travel between stars at just below lightspeed. They’d got the basic requirements worked out, I just suggested a more practical method of doing what they wanted, especially in terms of the energy requirement of accelerating the huge mass of a starship up to those speeds.

What were the biggest challenges in writing within a universe that’s being built for multiple platforms? Did any aspect of the world or characters evolve based on feedback from the game developers?

PFH: The whole experience of working with others on this kind of huge-scale project was extremely satisfying. The Archetype team had already drawn up their basic guidelines, what they wanted to achieve, for the Exodus universe by the time I came on board. Being able to apply my take on those objectives was something very new for me.

Sometimes I’d have to come up with whole new technologies, which is relatively easy for a sci-fi writer; then again sometimes I’d have to find a very different societal structure for a Dominion, which means a lot of backstory as to why certain Celestials behave the strange way they do.

I’d send these in and get feedback, which would often necessitate tweaking the concepts to make them a better fit. I think we managed to get most ideas polished after a couple of revisions. It was a very positive time for me.

The Exodus universe is populated by great houses and expansive star systems. How much freedom do you have to invent and flesh out these factions, and do any of them play a key role in The Archimedes Engine?

PFH: I wouldn’t describe it as having a freedom, given that I was one of the consultants that helped shape the nature of the Exodus universe. What that opportunity gave me was knowledge of what could and could not be out there. So when I needed to add a new Celestial species, society, or star system to the story, I knew what would fit into the universe and how to shape it accordingly. And yes, the Celestials play a huge part in the Archimedes Engine. They are not benign, which makes this a dangerous universe to explore, especially for humans.

What challenges did you face in balancing scientific realism with the imaginative demands of world-building in Exodus?

PFH: This is always a challenge for sci-fi. You want to push the envelope of what can be achieved, yet at the same time make it reasonably believable. In this case, the Archetype team had some good ground rules established for what they would and wouldn’t have in the Exodus universe. So in many respects it was like my usual worldbuilding, I always plot the parameters for what can be done before I start concentrating on the individual details. In other words: the team knew what they were doing.

The Archetype Entertainment team has mentioned how much they admire your work. How did their familiarity with your novels influence the creative process during collaboration?

PFH: That’s very kind of them. Given the type of novels and themes I usually write, that is: big stories set in the far future, I think they saw me as someone who could contribute to the kind of Space Opera setting they were building for Exodus. From my point of view, it was a great fit. I had a terrific time working with them.

The collaboration between novelists and game developers can be tricky. How do you ensure that the story and gameplay align while still retaining the unique strengths of each medium?

PFH: The simple answer to this is that The Archimedes Engine is not a novelisation of the game. It takes place in the Exodus universe, but over a century after the game, and in a different solar system. The characters featured in the Archimedes Engine don’t appear in the game, although they do provide a few glimpses and comments on some of the worlds you’ll encounter in the game. So what the reader will take from this is an understanding of how the Exodus universe works in terms of its history and the people who live in it.

Can you talk about the alien species or civilizations beyond the Celestials? How do they differ culturally or technologically from the human factions, and what roles do they play?

PFH: There are no aliens in the Exodus universe in a biological sense. That was one of the more interesting draws for me when I was asked to join the project. All the life you encounter in the Exodus universe has a terrestrial origin — that doesn’t mean that humans don’t find very alien worlds and behaviours in the Centauri Cluster. The original humans have spent forty thousand years developing themselves in some very odd directions.

You’ve mentioned time dilation as a key concept. How does it affect relationships, politics, or even warfare within this universe?

PFH: It was one of the major themes that the game developers wanted to explore, as it allows the player to have a real understanding about the consequences of their decisions. This is all due to keeping interstellar travel limited to .999 lightspeed; so there is no faster than light travel. Which (quick explanation) thanks to Einstein’s relativity: if you travel a couple of light years to a new star at a fraction below the speed of light, it will seem like a week to those on board the starship, while years pass to those you’ve left behind.

Same principal applies for The Archimedes Engine, some choices taken by characters only become apparent to them decades later when they return home after such a flight. As to the warfare / conflict part, anyone undertaking a revolution or invasion has to plot out their moves at a grandmaster level. Some actions won’t produce results for decades, if not longer. That means you have to be very certain the effect will play out as you expect before you launch it.

In Exodus: The Archimedes Engine, Finn’s decision to become a Traveler seems pivotal to the plot. What makes the role of a Traveler unique within this universe, and how does it shape Finn’s journey?

PFH: Travelers are unique in that they are a super-minority of the human population who do exactly that: travel. They are the ones who have the strength and determination to defy the Celestial Dominions, and try to carve out something for themselves, which requires a level of freedom most humans in the Centauri Cluster simply don’t have.

They see themselves as noble rebels and visionaries whose actions will one day lead their fellow humans out from under the oppression of the Dominions — and also make a decent profit on the side. Whether those fellow humans see them in that light is another matter.

The Exodus universe clearly draws on themes of power dynamics, exploration, and the search for freedom. How do these themes manifest in The Archimedes Engine, and how central are they to the broader narrative of the franchise?

PFH: Those three themes are innate human qualities, so for me writing them was simply a reflection of past, current, and future life. Despite being set in 40,000 years’ time, and featuring hundreds of Celestial (post-human) societies in their Dominions, the Archimedes Engine couldn’t not deal with such topics.

In many respects these issues are what unifies us — the ‘us’ being what humans have evolved into in Exodus; despite all their differences and advanced physical and mental attributes, the Celestials can still be understood in purely human terms. However much they try to push their evolution they cannot throw off their heritage. In some cases, their technology and power even amplify those original biological traits. All of which makes what we are and what we can become absolutely central to the story here.

In The Archimedes Engine, how do the Celestials’ advanced evolution and technology impact their interactions with humanity? Are there moral or philosophical conflicts that arise due to these differences?

PFH: All the time. It is a constant worry for humans, especially travelling to a Dominion about which they know very little. Sometimes they can be completely ignored, or despised, or told to “Get out!” in no uncertain terms. Travelers have to be so much more than just starship crews, explorers, and mercenary scavengers, they have to be diplomats of the highest order every time they emerge into a new star system. Many human Traveler starships simply don’t return home, and their families don’t know why.

The relationship between the Celestials and human settlers seems to mirror historical patterns of colonization and empire-building. Was this parallel intentional, and how do you explore these dynamics in the story?

PFH: Some aspects can be drawn from and are reflected in history, some have more modern parallels. In the Exodus universe, the Celestial Dominions have a considerable technological and economic superiority over the newcomers (humans) who are still arriving in their ancient ark ships.

Celestials regard humans as completely inferior, which makes it hard for them to fit into the existing Dominions. A development which feeds directly into the earlier question about freedom, and how powerful that desire features in what it is to be human. In effect, it becomes a mirror held up to the age-old question: how much freedom do you give up to live in an ordered society?

What aspect of The Archimedes Engine are you most excited for readers to experience?

PFH: I’m going to go with finding out what the Archimedes Engine itself actually does.

Exodus is expanding to more than just novels, and will be part of the upcoming Secret Level animated series revealed at gamescom 2024. Prime Video’s Secret Level is an anthology series by the creators of Love, Death + Robots. Each episode is basically a short film inspired by the characters and worlds of iconic video games like God of War, Mega Man, Unreal Tournament, and Pac-Man.

Last year, also speaking with IGN, James Ohlen, whose resume includes serving as a designer on Knights of the Old Republic and Dragon Age: Origins at BioWare, shed additional light on the long-awaited RPG, which was first teased back in 2020. They talked about how the time dilation element works, how Exodus will also take inspiration from Indiana Jones, how combat will flow, and more.

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

Nintendo Announces 2 New Mario Kart 8 Switch Bundles Out This Fall

Nintendo has announced two new Nintendo Switch bundles for release this fall: Nintendo Switch or Nintendo Switch – OLED Model, Mario Kart 8 Deluxe, and a 12-month Nintendo Switch Online membership.

These bundles, Nintendo hopes, will prove popular among shoppers hoping to get a jump on the holiday rush.

The $349.99 Nintendo Switch – OLED Model: Mario Kart 8 Deluxe Bundle includes the Nintendo Switch – OLED Model system with white Joy-Con controllers, a download code for the Mario Kart 8 Deluxe game, and a 12-month Nintendo Switch Online individual membership.

The $299.99 Nintendo Switch: Mario Kart 8 Deluxe Bundle includes a Nintendo Switch system with Neon Red and Neon Blue Joy-Con controllers, a download code for the Mario Kart 8 Deluxe game ($59.99) and a 12-month Nintendo Switch Online individual membership ($19.99).

Nintendo said both bundles offer a combined saving of $79.98 each, and will be available online, in the My Nintendo store, and in select retail stores by October, while supplies last.

As the Switch nears the end of its life cycle and Nintendo readies its long-awaited announcement of the Switch 2, there are still a number of Switch exclusive games due out. The Legend of Zelda: Echoes of Wisdom (which has just leaked) comes out September 26, Super Mario Party Jamboree launches October 17, Mario & Luigi: Brothership has a November 7 release date, and Donkey Kong Country Returns HD hits Switch on January 16, 2025.

With Nintendo Switch now in its eighth year since launch, unit sales of both hardware and software have decreased significantly year-on-year. Nintendo now faces a difficult job boosting sales of the Switch, which is now up to an incredible 140 million sold, while the world awaits its next-gen console.

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.

Stardew Valley LEGO Build Recreates the Entire Pelican Town

A Stardew Valley fan has recreated the entire Pelican Town using LEGO in a 75,000 piece build that even brought out developer ConcernedApe.

The build premiered at BrickCon 2024 and includes every iconic building such as the Wizard’s Tower, Community Center, JojaMart, and, of course, the player’s farm. An enormous version of the Stardew Valley title screen was built from LEGO and placed behind the model too.

Creator Steve Jensen told PC Gamer the build took around two years to complete, and his favorite elements include the Hat Shop, “because I was able to make [it] almost entirely hollow, so you can look through the cracks and broken parts and see through to more such openings on the other side, just as a rundown, abandoned structure would be,” Jensen said.

@beyondthebrick Huge LEGO Stardew Valley by Steve Jensen #lego #stardewvalley ♬ original sound – Beyond the Brick

“Another fave is the Wizard’s Tower. I was able to get the shape I wanted, including a peaked door, and vines growing up the sides, the cone-shaped roof in blue, everything.”

The effort certainly impressed the LEGO community as the Stardew Valley build earned the People’s Choice award at BrickCon, and it even attracted the game’s creator. Eric Barone, the one man developer behind ConcernedApe, turned up to admire the recreation of his own work, something Jensen said was “even bigger news than an award.”

Stardew Valley is a beloved farming simulator blended with role-playing game elements that was dubbed a masterpiece in IGN’s updated 10/10 review for 2024. “More than just a cozy farming sim, eight years of updates have grown Stardew Valley into a modern classic with an endless list of enticing activities to complete and a deeply satisfying time management challenge to take on,” we said.

These updates have slowed down progress on ConcernedApe’s next game Haunted Chocolatier though, as Barone said in August he hasn’t worked on it “in a long time” due to the grandiose version 1.6 update.

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

Sony ‘Forcing’ Bungie to ‘Get Their Heads Out Their Asses’ and Run Destiny 2 Like a Business Is Very Much a Good Thing, Studio’s Ex-Lawyer Says

A former Bungie lawyer has commented on upcoming improvements to embattled live service looter shooter Destiny 2, saying the role of parent company Sony in “forcing” through these changes is very much a good thing.

Last week, Bungie unveiled what it called “major changes” to Destiny 2 that it hopes will win back players. Bungie has reportedly struggled to meet key financial targets, with Destiny 2 significantly underperforming last year. The Final Shape expansion reportedly sold less at launch than last year’s critically panned Lightfall.

Destiny 2 will now adopt a new model that includes the release of two medium-sized expansions and four major free content updates annually.

“This evolution aims to enhance the player experience through a new multi-year saga, introducing a non-linear story, more systemic innovation, and significant improvements to core game activities and rewards,” Bungie said.

One of the problems with Destiny 2 that Bungie has now identified is that it’s nigh on impenetrable to newcomers. Speaking in a blog post, game director Tyson Green admitted Destiny is “too complex.” “With literally hundreds of activities, you practically need a PhD to decide what to play and how to get rewards you’re looking for, Green added, before revealing plans to modernizing Destiny 2’s user interface “to make it easier for everyone to find and launch into great activities.”

This is the future I thought the company should embrace after the Sony acquisition.

In a LinkedIn post, Don McGowan, the former general counsel at Bungie, reacted to a Kotaku article rounding up the Destiny 2 changes to say he was pleased with Sony’s apparent influence here, which, he said, means the studio is finally “running the game like a business.”

“Much though it pains me to say this, it appears that Sony’s inflicting some discipline on my former colleagues may have forced them to fix the things that were wrong with their game,” McGowan said.

“To be clear: I’m not talking about the layoffs, I’m talking about forcing them to get their heads out of their asses and focus on things like: implementing a method of new player acquisition; not just doing fan service for the fans in the Bungie C-suite; and running the game like a business. Good. I still have friends in that environment and I’d like them to keep jobs.

“This is the future I thought the company should embrace after the Sony acquisition: a studio, not an ‘independent company.’ But there were a lot of egos for whom it was important to pretend that ‘nothing would change.’

“I remember sitting there during the deal saying ‘do you think Sony describes this as them getting to pay $3.6 billion for the right to have no input into what Bungie does?’ That was exactly what a lot of people thought. I guess they’ve been given cause to understand that that’s not how things work. Good. The changes described in this article are the things you do to run a franchise, not to keep making the game you and your friends have mastered, or to chase trends.”

IGN has asked Sony for comment.

Bungie’s Destiny 2 changes come amid a period of speculation and unrest within the Destiny community about the franchise’s future. Uncertainty grew when Bungie announced plans to cut 220 staff in late July, with an additional 155 workers planned to move from Bungie into Sony Interactive Entertainment in the coming months. That left the developer with around 850 employees.

“I realize all of this is hard news, especially following the success we have seen with The Final Shape,” controversial studio head Pete Parsons said in a statement. “But as we’ve navigated the broader economic realities over the last year, and after exhausting all other mitigation options, this has become a necessary decision to refocus our studio and our business with more realistic goals and viable financials.”

Bungie reportedly has no plans for Destiny 3 and has canceled a Destiny spinoff project known as Payback. Development on its Marathon revival is said to still be ongoing.

In December, IGN reported on an apparent scramble by Bungie studio leadership to avoid a total Sony takeover. Then, in March, IGN reported on a leadership shakeup on Marathon, which included the removal of long-time Bungie designer Christopher Barrett from the game director role.

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.

Looks Like Warhammer 40,000: Darktide Is Finally Coming to PS5

A rating for Warhammer 40,000: Darktide on PlayStation 5 suggests Fatshark’s co-op focused looter shooter is finally coming to Sony’s console.

Darktide launched on PC first in November 2022, before coming out in October 2023 on Xbox Series X and S and straight into Game Pass. Perhaps a PS5 release is set for October 2024, which, if true, would come one year after the game’s launch on Microsoft’s subscription service. Gematsu spotted the Darktide rating in Taiwan.

While Darktide launched with a number of problems, Fatshark has continued to update the game and on Steam it now sits on a ‘mostly positive’ recent user review rating, with an overall rating of ‘mixed.’ Improvements were made to everything from progression to performance, with the loot system and crafting complketely reworked. Darktide’s next big free update is called Unlocked and Loaded, and launches September 26.

It’s busy times in the world of Warhammer 40,000 video games, with Saber Interactive’s Space Marine 2 breaking Steam concurrent records for the setting. Darktide, on the other hand, puts the perspective in first-person and lets players become one of four classes, none of which is a Space Marine: a Veteran, Zealot, Ogryn, and Psyker.

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.

Splatoon 3 Regular Updates to End 2 Years After Launch, Nintendo Says

Switch exclusive Splatoon 3 will no longer receive regular updates, Nintendo has announced.

Nintendo signaled the end of these updates for the Switch exclusive in a tweet that reassured players that the game will remain online, and that Splatoween, Frosty Fest, Spring Fest, and Summer Nights will continue with some returning themes. That suggests fans will get four seasonal Splatfests a year from now on.

Updates for weapon adjustments will be released “as needed,” and Big Run, Eggstra Work, and Monthly Challenges “will continue for the time being.”

Nintendo’s announcement comes two years after Splatoon 3, a third-person team-based shooter that revolves around firing ink-based weapons, launched on Nintendo Switch. As of the end of March 2024, Splatoon 3 had sold an impressive 11.96 million copies.

The end of regular updates for Splatoon 3 comes ahead of Nintendo’s hotly anticipated reveal of its next-generation console. Nintendo has indicated the Switch 2, as it’s called by the community, won’t be released before April 2025. Given the popularity of the Splatoon franchise, it seems likely that another game in the series will be released at some point.

While Nintendo has yet to say anything about the Switch 2 itself, it has said it expects to have plenty of stock available for launch, which in turn will hopefully combat scalping. Recent alleged details on the power of the Switch 2 weren’t the first rumors to spread about Nintendo’s new console. Other allegedly leaked details have suggested that the device will feature magnetic versions of the Joy-Cons and maybe even let players use their old controllers. If these recent rumors are to be believed, you’ll also be able to enjoy your physical and digital games on the Switch 2, including Splatoon 3.

For more on what may eventually become the Switch 2, you can read everything else we know about the company’s next console.

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.

Daily Deals: SMT V: Vengeance, 8BitDo Pro 2, ASUS ROG Strix Gaming Desktop, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Sunday, September 15, below:

Save $450 Off This ASUS ROG Strix Gaming Desktop

Walmart has a great deal this weekend on this ASUS ROG Strix Gaming Desktop. Packed in is the Ryzen 5 7600X, alongside the GeForce RTX 4060 Ti DUAL. Additionally, you’ll have access to 32GB of DDR5 RAM, a 1TB PCIe G4 SSD, and more. One of the best features of this desktop is the case, which has a built-in handle just in case you need to transport it somewhere. With the very expensive PS5 Pro just announced, this can be a great option for just a few hundred dollars more.

Shin Megami Tensei V: Vengeance for $29.99

Shin Megami Tensei V: Vengeance is at a new all-time low price this weekend! SMT V: Vengeance is an enhanced version of the former Nintendo Switch exclusive SMT V, launched in 2019. The biggest feature available in this upgraded re-release is the all new Canon of Vengeance route, which is essentially 40 hours of new story content. At $29.99, this is a steal for what will likely end up being one of the most popular RPGs of the year.

Anker MagGo Power Bank for $29.99

This Anker MagGo Power Bank is perfect for charging your phone on the go, wherever you are. The MagGo has support for Qi2 Certified Charging, allowing your iPhone to charge at 15W. The adjustable angle also allows for you to sit the device on a desk and charge it without the need to prop it up. You can expect around 50% battery life in just 45 minutes of charge with the MagGo.

Final Fantasy VII: Advent Children Complete 4K Blu-ray for $15.50

Yesterday marked 19 years since the original release of Final Fantasy VII: Advent Children. This 4K Remaster of the Complete edition packs in multiple bonus features, in addition to the revised cuts and over 25 minutes of added content throughout the movie. Advent Children is a critical piece in the Final Fantasy VII Remake project, and there’s never been a better time to check it out.

Starfield Special Edition 2TB External HDD for $79.99

This Special Edition Starfield 2TB External HDD is perfect for Xbox One, Xbox Series X|S, and even PC. File sizes for games have grown drastically over the last few years, as you can now quickly fill your internal storage with minimal effort. An external hard drive can allow for all sorts of games to be offloaded or stored directly on the device. This drive specficially is themed after Starfield, with a custom logo and RGB lighting.

Guilty Gear -Strive- GG 25th Anniversary Edition for $69.99

Next up, Woot has the Guilty Gear Strive 25th Anniversary Edition for $69.99, which is $40 in savings. This package includes the Guilty Gear Strive game for PS5, the first three seasons of DLC, a digital soundtrack and artbook, the original soundtrack on CD, a tin case, and a special 25th-anniversary box. If you’ve yet to dive into Guilty Gear’s latest entry, this is the perfect package for you.

Metal Gear Solid: Master Collection Vol. 1 for $19.99

Great news for stealth action fans: Amazon has Metal Gear Solid: Master Collection Vol. 1 available for $19.99, which matches the previous low we’ve seen since this game released. This is a great package with the first three Metal Gear Solid games, in addition to Metal Gear and Metal Gear 2: Solid Snake. If you’ve yet to play through the Metal Gear series, the Master Collection is how to do so on modern platforms.

32″ Samsung Odyssey G80SD 4K OLED Gaming Monitor + Free 27″ Monitor for $999

This Samsung Odyssey monitor is one of the best on the market, with a 4K UHD OLED display. A 240Hz refresh rate is even supported, and you can get up to 250 nits of brightness. In addition to $500 worth of savings, Samsung is bundling in a free 27″ Samsung Odyssey G3 FHD monitor if you purchase the G80SD.

Logitech G915 Mechanical Gaming Keyboard for $159.99

Amazon has the Logitech G915 keyboard on sale for $159.99 this weekend, marking a $90 discount. This full size keyboard is extra slim, offering a wireless experience without the bulkiness that some gaming keyboards bring. The G915 uses GL Linear switches, which have the same speed, accuracy, and performance as standard mechanical switches at half the size. As for battery life, you can expect around 30 hours on a single charge.

Save $10 Off the 8BitDo Pro 2 Wired Controller

This 8BitDo controller is perfect for Nintendo Switch, PC, and other devices. Some of the features included with this controller include two pro back paddle buttons, custom profile switching, custom button mapping, modifiable vibration, adjustable hair triggers, and more. If you’re looking for a new controller that won’t break the bank, the 8BitDo Pro 2 is perfect for you.

Borderlands 3 Ultimate Edition for $18.99

The Nintendo Switch version of Borderlands 3 Ultimate Edition is available right now on Amazon for just $18.99. There is easily over 100 hours of content in this package, with plenty of mayhem to be had with friends. The game itself runs quite well on the Switch, with only occasional FPS drops in high-volume areas. If you haven’t yet played Borderlands 3, this is the perfect time to do so.

PS5 Pro Has Bigger Problems Than Price

This is the first in a series of regular guest columns from Push Square, the world’s biggest independent PlayStation website. We’re the voice of the PlayStation community, offering passionate, in-depth coverage and insight into the world of Sony. Our goal is simple: to keep you informed, engaged, and part of the conversation surrounding all things PlayStation.

Launching at an astonishing $700 on 7th November, the PS5 Pro already faces significant scrutiny from fans: an enormous 89% of Push Square enthusiasts deemed the mid-gen machine “too expensive” in a poll this week. Sony now faces the unenviable task of convincing its most engaged consumers that the console is worth the investment. But with many feeling the PS5 generation has yet to really get started, the PS5 Pro’s problems appear to go beyond price.

This was perhaps best evidenced by Lead System Architect Mark Cerny’s decision to spotlight The Last of Us: Part 2 Remastered during his PS5 Pro presentation – a re-released version of a PS4 game from 2020, albeit an undoubtedly handsome one. While it’s good to know the game will run at an unflinching 60fps in its full 4K fidelity mode on Sony’s new supercharged system, there are few who will feel the astronomical $700 price point is justified by an enhanced last-gen title.

Cerny, to his credit, did highlight some improvements to full-blown PS5 exclusives like Marvel’s Spider-Man 2, but the broader sentiment remains that the base PS5 has yet to flex its full potential. Tentpole first-party titles like God of War Ragnarok, Horizon Forbidden West, and Gran Turismo 7 all look and play great on the PS5, but they’re also available on the PS4, raising questions about whether they’re even stretching the capabilities of Sony’s base hardware to begin with.

An extended cross-gen period, which has continued to see titles release across both the PS5 and PS4, has left early adopters feeling short-changed, as they expected the PS5’s power to be fully explored much sooner. Older consoles are ordinarily left behind within one or two years, but bloated development budgets and pandemic-induced stock shortages have meant that last-gen systems remain very relevant today. We’re fast approaching the PS5’s fourth anniversary, and yet many major titles continue to be developed with the decade-old PS4 in mind, including upcoming releases like Call of Duty: Black Ops 6 and Metaphor: ReFantazio.

How can [PS5 Pro’s] expensive existence be justified when games are still being built with last-gen machines in mind?

All of this puts the PS5 Pro’s value proposition in a precarious position: how can its expensive existence be justified when games are still being built with last-gen machines in mind? Among the PlayStation-obsessed audience on Push Square, just 9% of users say they are willing to purchase the supercharged system at launch – a dramatic decrease from the 24% who wanted the PS4 Pro at the time of its announcement.

While industry data states PS4 Pro only accounted for around 13% of the PS4’s overall install base, it was generally more optimistically received. The timing of the system’s release coincided with an upswing in 4K television adoption, making the promise of improvements to existing 1080p content more tantalising. Furthermore, Sony had long left behind the PS3 at the time of the PS4 Pro’s unveiling, with acclaimed exclusives like Bloodborne and Uncharted 4: A Thief’s End already under its umbrella, and anticipated adventures like Horizon Zero Dawn on the, well, horizon.

The unfortunate reality is that we’re deep into the generation now and we’re yet to see what’s next from the likes of Naughty Dog. Development cycles have extended to such a degree that we may only get one true native PS5 title from the first-party favourite – a marked change from the PS3 era, where it released the entire Uncharted trilogy and The Last of Us in a single console cycle.

GTA 6 and Marvel’s Wolverine will be expected to test current-gen hardware next year, but they’re just two upcoming examples in a generation that’s been unusually slow to get started. Those who podded out for the PS5 in 2020 won’t have expected to wait this long for titles that truly stretch the capabilities of their consoles, and that makes the PS5 Pro’s existence feel all the more unnecessary.

Sony will argue that PS5 Pro is simply about giving players flexibility, and the option to experience higher fidelity graphics and smoother frame rates if they prefer. But it’s clear, at least in the aftermath of the console’s announcement, that fans don’t feel like their existing systems have been tested yet. And that means the PS5 Pro still has plenty left to prove – even beyond its eye-watering price point.

Sammy Barker is the Editor of Push Square. He’s been living and breathing the wonderful world of PlayStation for decades now – and has the tattoos to prove it. You can find him on @_get2sammyb.

Harry Potter: Quidditch Champions Review

Let’s be honest: quidditch is not a good sport – or at least it’s not one that was ever designed to actually be played. Its role in the Harry Potter series was just to show off how special Harry is, to the point where you might as well call it “Harry Potter the Seeker and Some Other People on Broomsticks, I Guess.” So the team at developer Unbroken Studios had their work cut out for them with Harry Potter: Quidditch Champions, having to both honor the source material while also adapting quidditch into a real game. Surprisingly, they’ve done a pretty good job at that, with moment-to-moment action on the quidditch pitch that’s actually pretty great. But once you land between matches, Quidditch Champions doesn’t have much off the pitch to keep you coming back.

On the surface, the quidditch in Quidditch Champions is just like the stuff in the books and films. There are still four positions: Chasers grab the Quaffle and shoot it at the opposing team’s goals, scoring ten points if they manage to get it in; Keepers defend those goals; Beaters launch Bludgers to satisfyingly stun members of the opposing team, and when that fails they can whack them with their bats directly; and Seekers chases the Golden Snitch, a small, hard-to-catch winged ball worth a lot of points. But Unbroken has introduced a few rule changes that make things work better – most notably among them, the Seeker is no longer the only one of these positions that ultimately matters.

Matches end either when one team scores 100 points or a time limit is reached, and they don’t just stop the moment someone catches the Snitch. Speaking of, the Snitch itself is only worth a much more reasonable 30 points instead of 150, and it can appear multiple times (usually about twice) per game. That smartly makes the times you can switch to Seeker a fun little (optional) bonus during a match rather than the do-or-die moment of the entire thing. There’s also only one Beater per team, not two, which makes a lot sense given how they can force other positions to play around them.

The end result of all these tweaks is, frankly, a better game. It allows Chasers to matter just as much, if not more, than Seekers, while keeping the hunt for the Snitch important, especially in tight games. It lets the Beater, who can incapacitate a member of the other team if they deal enough damage, be a strong and strategic part of a whole match without entirely dictating how it plays out. It makes every shot on goal matter, and, most importantly, it ensures matches don’t go on for six months.

Smart changes make for a better, more fun version of quidditch.

So yeah, smart changes make for a better, more fun version of quidditch, but what kept me coming back was the way the on-field action feels. Flying around the pitch is awesome, especially if you master Quidditch Champions’ movement techniques. Managing your boost meter and learning how to dodge and drift properly are the differences between accidentally blowing past the other team as a Chaser and faking out a Keeper to land the perfect shot or keeping up with the Snitch during tight turns and taking a Bludger to the skull before contemplating your choices while face down in the pitch for the next twenty seconds. Mid-match commentary will chime in alongside those plays either way, though it’s unfortunately pretty stilted and generic – whether it’s Lee Jordan at Hogwarts or Rita Skeeter during the Quidditch World Cup, there’s good lines here and there, but they’re usually reserved for the beginning and end of a match while the mid-game stuff is… dry, to say the least.

Thankfully, every position has a fun role to play. I loved playing Keeper because I enjoyed the chess match between myself and the opposing Chasers, reacting to their shots, and dropping Playcalling Rings that restore my Chasers’ energy and give them speed boosts; Chasers are constantly tackling each other to steal the ball, moving up and down the pitch, and testing themselves against the Keeper; a well-played Beater can pick apart the other team, disrupting a Seeker at the last second or taking the Keeper off the board to allow a game-winning goal; and because Seekers can’t just grab the Snitch — they have to stay close to it and fill a meter before they can finally snatch it — every fight for those bonus points is essentially a race with another Seeker. And since you can switch positions on the fly, you can spend as much (or as little) time in each role as you like. It’s great.

It’s even better, of course, when you’re playing with friends. You can play cooperatively with two other players or take on human teams in 3v3 action online, though switching positions there works a little differently. In that case, you choose a pair of positions — Chaser and either Keeper, Seeker, or Beater — and swap between those. What you lose in position flexibility you make up for in the ability to coordinate with your team. In my first online game, I mostly played Keeper, making saves, using the Playcaller Rings to set up shots on goal, and passing to my friend so they could score as a Chaser. It was a close game, but we won because we worked together.

So Quidditch Champions is great on the field, but unfortunately it’s pretty mediocre off it. There’s really nothing to do besides play these straightforward quidditch matches, be that online or alone. You’ve got a limited career mode with four Cups to win, with the opening Weasley Cup serving as a (very good) tutorial. The other three are the House Cup at Hogwarts, the Triwizard Quidditch Cup, and the Quidditch World Cup. After a series of preliminary matches, you’re seeded into a single-elimination bracket, winner-take-all – and while that may sound like it could be exciting, there are a couple of issues here.

First, the Triwizard Cup and the House Cup only feature three and four teams, respectively, so the bracket stage is pretty short (and in the case of the Triwizard Cup, only consists of one match because a team is eliminated in the prelims). Second, while you can play Career in co-op (and the menus encourage you to do so), Quidditch Champions doesn’t actually track your progress if you do, meaning I ended up playing the House Cup three times to unlock the Triwizard Cup. My first two attempts, made in co-op, weren’t saved. I didn’t get credit for any games I played on my Challenge screen either, which tracks your daily, weekly, and career-wide progress across games and offers rewards once you complete them, which meant I missed unlockable cosmetics as well. That feels bad.

Beyond career, multiplayer, and an obligatory practice mode, there just isn’t much to do in terms of modes, which leaves the whole package feeling thin. The character customization, however, is at least quite good. You can customize your team, allocate per-position stat points, and upgrade the several brooms you can choose from, all of which have different stats. This tinkering is welcome; there are a lot of options for your custom characters, letting you choose their look, how commentators refer to them, and plenty of cool bits and bobs like robes, wands, emotes, and such, though it’s a bummer that the co-op progression problems mean you will have to grind single-player games to unlock a decent chunk of those items.

Don’t want to use custom characters? You can unlock Harry, Ron, Hermoine, Cedric Diggory, Draco Malfoy (ew), Cho Chang, and the rest if you save up enough currency or, say it with me, level up your battle pass. While your eyes might already be rolling upon reading that, the good news is it’s totally free so far, and you earn everything just from playing. There are no microtransactions in Quidditch Champions; at least, not right now. After all, this is Warner Bros. – do you trust it to build an in-game shop and not ask you to open your wallet at some point down the line? I don’t.