Complete Mortal Kombat 11 Ultimate Preorder Guide

Mortal Kombat 11 is receiving a brand-new Ultimate edition, arriving on November 17. Ultimate will comprise of the original base game, alongside the recent Aftermath expansion, and Kombat Packs 1 & 2. It’s getting a release across the board for consoles and streaming services alike, coming to PS5, PS4, Xbox Series X/S, Xbox One, Nintendo Switch, PC, and Stadia. Note, if you already own the game on PS4 or Xbox One, you get an upgrade to next-gen for free. But, that being said, Ultimate isn’t meant to be a next-gen overhaul either, simply a complete collection of MK11’s content.

There is also a brand new physical Kollector’s Edition will contain all of the above, as well as a “Sub Zero mask bust, exclusive steel case, commemorative magnet coin, authenticity plate and exclusive DLC.” The new Kollector’s Edition is currently available to preorder in the UK, but, at the time of writing, not in the US. We’re anticipating that these preorders will go live soon, but stay tuned for more updates, or follow @IGNDeals on Twitter.

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Preorder Mortal Kombat 11 Ultimate Edition

mortal kombat 11 ultimate 1

If you haven’t yet picked up the excellent Mortal Kombat 11, now could be the best time. Ultimate will comprise of all the games current content, including the brand new Kombat Pack that includes Rambo, Mileena, and Rain. Mortal Kombat 11 Ultimate will cost $59.99/ £49.99 and is available at all major retailers. Right now, only the next-gen preorders are available for the upcoming release, with more on the way.

Preordering Mortal Kombat 11 Ultimate will net you an additional Time Warriors Skin Pack, which includes “Dark Web” Noob Saibot, “HCF” (Halt and Catch Fire) Liu Kang and “Blood Moon” Skarlet.

PlayStation

Xbox

UK Preorders

Mortal Kombat 11 Ultimate Kollector’s Edition

mortal kombat 11 ultimate preorder kollector's edition sub zero

It’s a beauty. Mortal Kombat 11 Ultimate Kollector’s Edition includes all of the content from the game, as well as a “Sub Zero mask bust, exclusive steel case, commemorative magnet coin, authenticity plate and exclusive DLC.” It’s a little pricey, at £229.99 (likely around $229.99 in the US as well), but you’re getting some serious kollectables here. Stock is likely limited, so preorder as soon as possible.

Preorders currently aren’t available for the US, but the UK gamers can already submit their claim. We’re predicting that preorders for Mortal Kombat 11 Ultimate Kollector’s Edition will go live on October 15, to concede with the preorder date listed on the Mortal Kombat 11 website.

UK Preorders

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Robert Anderson is a Commerce Writer for IGN. You can follow him @robertliam21

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Just a Piece of Cyberpunk 2077’s Japanese Script Is Basically the Size of a Coffee Table

If you wanted a visual representation of quite how much voiced dialogue there’ll be in Cyberpunk 2077, look no further than a section of the Japanese script, which is, not to put too fine a point on it, massive.

To celebrate the game going gold, CD Projekt Red’s Japanese localization manager, Yuki Nishio, showed off what he says is just a part of the Cyberpunk dub script – making up four stacks of paper that each look to be 2 or more feet tall. It’s basically a coffee table:

It’s not clear quite how much of the script this section makes up, but it’s more than clear that there’s going to be a lot of voiced dialogue in the course of CD Projekt Red’s long-awaited RPG.

At one point, the sheer size of that script seems to have meant some expected languages weren’t going to be added – last year, the developer announced that it wouldn’t be able to add Korean voiceover. However, to celebrate Hangeul Day (Korean Alphabet Day), founder Marcin Iwinski revealed that the studio had reversed the decision and will add a free voiceover update pack in December.

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That sizeable script is likely down to the sheer breadth of things you can get up to in your time in Night City. We played just 4 hours of the game earlier this year, and discovered a very open world, saying, “Though many open-world games up to this point have shown off cleaner and dirtier cities, few were true playgrounds with explorable buildings and interesting activities. However, it’s looking like Cyberpunk 2077 could be a game to offer us just that.”

We’ll learn more about the game next week, during the fourth episode of CD Projekt Red’s Night City Wire livestream showcase for Cyberpunk 2077. It’s coming on Thursday, October 15 at 9am PT / 12pm ET / 5 pm UK and will “go into details about the looks, sounds, and specs of Cyberpunk 2077 vehicles.”

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Robert Downey Jr. Planning to Build Out a Sherlock Holmes Cinematic Universe

Robert Downey Jr. has revealed his plans to expand the Sherlock Holmes franchise into a new cinematic universe with multiple spinoffs.

Speaking on a keynote panel at the Fast Company Innovation Festival earlier this week, Downey Jr. and producing partner Susan Downey outlined their intentions to spin a “mystery-verse” out of the third Sherlock Holmes film, which is being directed by Rocketman helmer Dexter Fletcher. In their minds, the new sequel would serve as an entry point into a new Holmes-inspired universe.

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“At this point, we really feel that there is not a mystery-verse built out anywhere, and Conan Doyle is the definitive voice in that arena, I think, to this day,” Downey Jr. said about the future of the Sherlock Holmes franchise. “So to me, why do a third movie if you’re not going to be able to spin off into some real gems of diversity and other times and elements?”

“We think there’s an opportunity to build it out more,” Susan said about the duo’s prospective plans to expand the Sherlock Holmes film franchise into a shared universe with various projects. “Spin-off characters from a third movie, to see what’s going on in the television landscape, to see what Warner Media is starting to build out, things with HBO and HBO Max.”

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The couple said that this type of project would be backed by the lessons that they both learned from their “decade of tutelage” working on the Marvel Cinematic Universe, which Downey Jr. helped to launch in 2008 with the release of Iron Man.

“I do think that the decade of tutelage and observation, what we were both able to have with Marvel, watching them build out and see all the opportunities, was invaluable. It was like a master class,” Susan said. “And they really did know what they were doing and they had this tight-knit group of people from [the] jump locked into a vision that enables them to broaden [the comics].”

“What I saw was very humble beginnings, very uncertain outcomes, a lot of creative risk-taking, but there was also an algorithm to the potential,” Downey Jr. added. “It’s also having the right people. Different sensibilities will get you to different places downfield.”

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The third Sherlock Holmes film has an expected release date of December 21, 2021. That makes it 10 years between the second and third Sherlock Holmes film. Warner Bros. says there were always plans for a third Sherlock Holmes film, but Downey Jr’s Iron Man schedule prevented filming on the third film.

Downey Jr. discussed Sherlock Holmes 3 back in 2016 and said that he hoped to start production on the film that year, though it never came to fruition. Since then, his commitments with Phase 3 of the Marvel Cinematic Universe have ended, so Downey Jr.’s schedule may finally allow him to return to Baker Street.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Marvel’s Avengers Boss Promises New Missions and Modes in ‘the Weeks Ahead’

Crystal Dynamics Studio Head Scot Amos has said he’s “confident” that players will return to Marvel’s Avengers, with new missions and modes promised to arrive in “the weeks ahead.”

Amos issued a statement to Kotaku, who asked the developer for comment in light of what appears to be a diminishing player base, particularly on Steam, where it is now peaking at around 2,000 players a day, and has been dropping to less than 1,000.

“We have a number of new content pieces coming in the weeks ahead including: a totally new War Zone mission type called Tachyon Rifts, a new Outpost that’s a jumping-off point for new story missions in the future, and AIM’s Cloning Lab, which requires a coordinated high-level group of four players to beat with new top-end loot rewards for finishing it,” says Amos.

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Amos also touched on the forthcoming heroes, Kate Bishop and Clint Barton, who will arrive in “the near future.” “These new Operations pick up right from where the main Reassemble campaign ended in the core game and will propel the overall world story forward with new mysteries and villains, as well as new multi-player content,” Amos explains.

As well as the new heroes, missions and modes, Amos also noted that “loot distribution and quality of life features” are on the way to address feedback from players. “We are confident that we’ll see PC players (as well as those on Xbox One and PlayStation 4) return to the game as we add exciting new late-game content and demonstrate that we continue to be focused on improving the game,” Amos adds.

An update blog is coming next week with more details as well as “community communication initiatives” on the way in the near future.

We reviewed Marvel’s Avengers back when the game launched in early September, scoring it a 6 and calling the post-game “unrewarding and overly repetitive. The game’s 1.3 patch recently fixed over 1,000 player-reported issues.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Which PS4 Games Don’t Work On PS5? Here’s The Full List So Far

The PS5 supports backwards compatibility with the PS4, and Sony says the vast majority of PS4 games will be playable on the new system. However, there are a select few games that will not be compatible, and we now know exactly what they are.

A support page on the official PlayStation website lists 10 games that will not be playable on PS5. The list includes some VR content, and it doesn’t feature any enormous titles. The games you’ll likely want to keep playing when you get your PS5 will still work.

PS5-Incompatible PS4 Games

  • DWVR
  • Afro Samurai 2: Revenge of Kuma – Volume One
  • TT Isle of Man – Ride on the Edge 2
  • Just Deal With It!
  • Shadow Complex Remastered
  • Robinson: The Journey
  • We Sing
  • Hitman Go: Definitive Edition
  • Shadwen
  • Joe’s Diner

All you need to do to play the game on the PS5 is put it into the disc drive and potentially download an update. If it’s a digital game, Sony says you’ll be able to use WiFi data transfer, but it didn’t specify how this will work. Should there be a PS5 upgrade available, Sony also detailed that process.

You’ll also be able to keep using a DualShock 4 controller to play the PS4 games, though it won’t work on PS5 games. PlayStation Move and PlayStation VR Aim controllers will be supported, as well.

Microsoft is also supporting the vast majority of Xbox One games on Xbox Series X and Xbox Series S, with the exception of Kinect-only games. The same backward compatible original Xbox and Xbox 360 games playable on Xbox One will be playable on the new hardware, as well.

PS5 and PS5 Digital Edition both release on November 12. Check out our PS5 preorder guide for the latest information, including where to find games and accessories.

Now Playing: Has PlayStation Done Enough? | Generation Next

How To Upgrade Your PS4 Games To PS5

Sony and some third-party developers are offering free upgrades from the PS4 to PS5 versions of games, but without a snazzy branded feature like Xbox’s Smart Delivery. It hasn’t been entirely clear how players will be able to claim these upgrades, but Sony addressed it with detailed instructions in advance of the console launch next month.

The instructions, part of a PS5 support page, come in two varieties based on whether you’re upgrading a disc or digital game. To upgrade a disc game you’ll need the higher-priced PS5 that includes a disc drive, for obvious reasons. Digital games can be upgraded on either version of PS5.

The instructions look fairly straightforward. For a disc version, just make sure you’re signed in on your PS5 console, insert the game disc, and then select to upgrade on the game hub. That will download the PS5 version, which will be associated with that game disc. From then on you can play the PS5 version as long as the PS4 disc is in the drive. For a digital game, just find the game in the PlayStation Store or game hub and select upgrade.

Elsewhere in the support page, Sony detailed a handful of PS4 games that won’t playable through backward compatibility. Despite some early concerns that backward compatibility would be very limited on PS5, the list is only 10 games, so the vast majority are coming over. Sony also explained how Game Boost will enhance some of the backwards compatible library.

Upgrade an eligible PS4 game on disc on a PS5 console with a disc drive

  1. Sign in to your existing account on your PS5 console (or create an account).
  2. Insert the eligible PS4 game disc.
  3. Go to the game hub for the PS4 game.
  4. Select the upgrade offer on the game hub and review the upgrade offer.
  5. Select Download (or purchase with the discount price) to download/purchase content.
  6. After the download is complete, you can play the PS5 digital game by inserting the PS4 game disc. You will need to keep the disc inserted each time to play the game.

Upgrade an eligible PS4 digital game on a PS5 console with a disc drive or PS5 Digital Edition

  1. Sign in to your existing account on your PS5 console.
  2. Find the PS5 game in PlayStation Store, or by Search, and go to the game hub for the PS5 game.
  3. Select the upgrade offer on the game hub and review the upgrade offer.
  4. Select Download (or purchase with the discount price) to download/purchase content.
  5. After the download is complete, you can play the PS5 game.

Now Playing: PS5 And Series X Launch Lineup Wishlists | Generation Next

How Star Wars: Squadrons Captures the Spirit of Classic Star Wars Flight Games

Star Wars: TIE Fighter, the incredible 1994 dogfighting space sim, opens with a mission in which you’re given the task of inspecting incoming bulk freighters after The Battle of Hoth, while also keeping your eyes peeled for anything unusual. Despite how mundane a task that sounds, it does a great job of teaching you TIE Fighter’s complex control system while perfectly communicating the unnecessary bureaucracy of Empire life as a newbie pilot before, of course, the Rebels engage your TIE and a fight begins.

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What I wasn’t expecting however, is that more than 20 years in the future, Star Wars: Squadrons would contain a very similar version of that very same mission, connecting these two games from very different times in a surprisingly intimate way. In fact, Star Wars: Squadrons is, for me, a spiritual successor not just to TIE Fighter but to an entire lineage of classic Star Wars flight games.

The connections started even before that mission, however, before I’d even entered my own ship. Upon starting Star Wars: Squadrons I was greeted with the option of customizing both my Imperial and Rebel pilots names. And then I saw it. Ace Azzameen? Azzameen. Now there’s a name I’ve not heard in a long, long time.

It’s not a randomly selected name for a Rebel pilot but a knowing nod to the protagonist of 1999’s Star Wars: X-Wing Alliance, and it immediately put me at ease. Knowing that a developer shared a love as deep as I do for the forefathers of Star Wars flight games was a comforting feeling, (although sadly this doesn’t mean Ace is now canon.)

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After a couple of minutes spent customizing the characters I was about to play, my newly created Imperial Navy pilot loaded into the Star Destroyer Overseer for the first time and, in VR, it was a beautiful sight to behold. Gone were the 2D point-and-click slideshows of TIE Fighter. With virtual reality, the very guts of this flagship are there to soak in, and aren’t just a copy of what I’ve seen before but a true successor.

The Overseer is an imtidiating environment. Cold, sharp and devoid of any personality, unlike what you might expect to find within a Rebel Mon Calamari Cruiser. With Stormtroopers patrolling about, Imperial Shuttles coming and going and Navy Officers chatting away, it’s a weird feeling. It’s hard to explain the tremendously awesome scale of an Imperial Hanger, along with all the trimmings included, until you’re left standing in one.

But this isn’t Star Wars: Loiter Squadron, I had a TIE to fly and I was eager to get going. But as I began my pre-flight checks, I was immediately taken back to those stressful days within the claustrophobic 2D cockpit of old. As a six-year-old, having to micro-manage between my laser cannon recharge and engine power, all whilst keeping an eye on my rear sensor in case an X-Wing decides to cut my career short, was a lot to handle!

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Back in Squadrons however, it was a whole other experience. Every cockpit is filled with excruciating detail, and now that Squadrons is a part of the Star Wars canon, so are the cockpits as well. Sure, we’ve seen glimpses of what the innards of a TIE Fighter or X-Wing looks like in the films, but Squadrons has now set the absolute standard for how they should look going forward.

And with my pre-flight checks now complete, I locked onto my Squadron leader and began my journey into a galaxy far, far away. Once in space, I started a self-guided tour around my TIE’s cockpit. What stuck out to me, almost immediately, is how spacious a TIE Fighter actually is. That sense of scale wasn’t apparent back in those older games but, to be fair, why would anyone tell you about the ridiculous amount of space you’ve got in the back anyway? Despite how brutally sharp and clean a TIE Fighter may be, it certainly feels luxurious to fly – the pride of the Empire. In VR, being able to get up close and personal to every cockpit instrument is a treat, not to mention being able to spin around and take a peek outside the rear view window, or look directly above through the four slits where your escape hatch is. All of these details are something you just couldn’t experience on the same level back in the original TIE Fighter.

As I came to understand the controls while flying in formation along my squad mates, I realised the implications VR will have in terms of how Star Wars: Squadrons will actually be played. Gone are the days of constantly switching back and forth between potential threats with my combat multiview display. Now, all I have to do is simply look around for myself. Such a change almost feels like cheating at times, like a tactical advantage I feel dirty for using, but this is war and I’ve got a Rebellion to crush.

Which brings me back to those rather boring bulk freighters I mentioned earlier. To clarify, these fairly vanilla looking ships aren’t anything special, in fact, they’re quite boring to look at, but to any hardcore fans of the X-Wing or TIE Fighter games, they’re instantly recognizible. A mark from the developers, acting as comfort for those familiar with a genre of Star Wars games long thought to be dead.

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And by the time it took to scan my first freighter, just like I did all those years ago in TIE Fighter, I felt like I was back home. After putting 15 hours into Star Wars: Squadrons exclusively in VR, it’s clear that adding virtual reality support not only takes the Star Wars experience further but it connects these games to a realm previous titles could never have reached.

With the added benefit of full HOTAS support as well, thanks to my trusty Thrustmaster T.16000M, this galaxy has never felt more believable. Unlike a mouse and keyboard or controller setup, having the added privilege of using a HOTAS whilst flying just added to my enthusiasm for doing so. As I darted across space, going from freighter to freighter, I was slamming the throttle to max power, all while yanking the flight stick sideways just to see if I could handle it without getting motion sick. A lot has changed in 20 years but despite the weird insert of self-punishment, I wanted to see how far this TIE Fighter and myself could go.

Star Wars: Squadrons connects to classic Star Wars flight games in many, many ways. It recaptures so much of what I fell in love with as a child – but in VR it becomes something more than I could have imagined when I was playing TIE Fighter and the like. As I approach those bulk freighters again, just like I did all those years ago, VR turns this into so much more than an imitation of a lost series of games. It’s a true next step – the first, I hope, of many.

For even more Star Wars: Squadrons, why not check out our campaign review, multiplayer review or some VR gameplay? The choice is yours, it’s a big galaxy out there!

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Xbox Series X Isn’t Much Hotter Than Xbox One X, Exec Says

Though we’ve heard early Xbox Series X previewers say the console was giving off a tremendous amount of heat through its top vents–and making the expansion card on the back hot to the touch–Microsoft has denied it runs any warmer than the Xbox One X.

Responding to a question on Twitter, Xbox games marketing GM Aaron Greenberg said that the temperature isn’t “significantly different” for the Xbox Series X’s exhaust compared to the Xbox One X. He added that he hasn’t experienced significant heat with the console he has at home, either.

Though Jeff Bakalar of GameSpot’s sister site CNET said on the Giant Beastcast that it was “toasty,” he clarified that he did not actually burn himself touching it.

The games players were able to test for previews were not native Xbox Series X games. Instead, they were backward compatible Xbox One games with enhancements to loading times or other features. It remains to be seen if the heat level rises when playing games designed from the ground up for Xbox Series X.

Xbox Series X makes use of an enormous fan that is located on the top of the console, pushing air out vertically or, if placed on its side, away from the system horizontally. PS5 also features a big fan, though it is a double-sided design that goes through the system. For minimizing the heat conducted, it also liquid metal in a mechanism attached to the board.

Xbox Series X launches on November 10 alongside the all-digital and less powerful Xbox Series S. The console recently got a new commercial that features Halo quite heavily, despite the fact that the game was delayed from the system’s launch to an unspecified 2021 window.

Now Playing: Xbox Series X And Series S Prototype Impressions

IGN UK Podcast #560: A Crispy Slice of Heaven

Joe’s reviewed I Am Dead, Annapurna’s new lightly puzzle-filled island game about slicing up objects. It sounds very odd, but very nice. It’s that time of the year again where Cardy is knee-deep in FIFA so expect some football related chat. Also, Matt’s been getting stuck into some new RPGs with Baldur’s Gate 3 and Genshin Impact, both of which he’s enjoying quite a bit.

There’s also plenty of time to talk all things sausages, bread and ham.

Remember, if you want to get in touch with the podcast, please do: [email protected].

IGN UK Podcast #560: A Crispy Slice of Heaven

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Star Wars: Squadrons Devs are Working on ‘Several’ New Projects

Motive Studios, fresh off the release of its first full-fledged title Star Wars: Squadrons, announced that the studio has a new mission statement and with it an unannounced video game project. Several unannounced projects, according to Motive general manager Patrick Klaus.

Klaus spoke with IGN ahead of the announcement of Motive’s new mission statement — which is “To empower players to create, experiment, live and share their unique stories.” The idea of developing games that are player-focused came up in our discussion.

“We have several projects in the works. Unfortunately, they are undisclosed so there’s very little I can share right now,” says Klaus. “What I can tell you is there is a lot of ambition going on the early success of [Star Wars: Squadrons] in the studio, a lot of appetites to innovate”

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When asked if these new projects are going to be original IP or based on franchises like Star Wars, Klaus revealed that the projects are a mix of both. “What I would say is it’s a mix of innovation and fan-favorite brands. A lot of what we’re trying to have is balance in our product range. On top of that, I want to say one of the key ingredients for us… is very much on creating some experiences that are going to empower players through gameplay to experiment.”

Motive was founded in 2015 under Jade Raymond, who’s since moved on to work at Google. Klaus took over in 2018 following Raymond’s departure and says the new projects are mostly newer ideas, not inherited from any previous management. “I would say it’s on the new side,” Klaus says and that EA is “all-in” on Motive establishing a name for itself and its ideas.

And Motive’s future is very much the focus of Klaus’ new blog which discusses the studio’s future following the release of Star Wars: Squadrons.

“I’m so proud and want to congratulate the team for shipping its first full standalone game, especially in times as challenging as these,” Klaus writes. “It was a true passion project and wasn’t easy, but it was an honor to see us pull together and deliver a game that fans and critics are enjoying[.]”

“It’s been tough, I’m not going to lie” Klaus revealed to IGN when asked about how the COVID-19 pandemic affected development on Squadrons. “This pandemic has hit all of us really hard and we had to adapt. We’ve been working from home since mid-March. The entire dev team has been working from home — still working from home.”

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Klaus shared that EA has put safety first and that the dev team continues to work from home. “We put a lot of effort into making sure the fundamental needs of our teams take place. So hardware, dev kits, software, everything that was needed for our teams to continue to perform almost business as usual even though it isn’t business as usual.”

Check out Klaus’ full blog and read IGN’s review for Star Wars: Squadrons.

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Matt T.M. Kim is a reporter for IGN.