Amazon’s Welcome To The Blumhouse Horror Series Returns This Fall

Four new movies in the Welcome to the Blumhouse series have been announced. The anthology horror collection returns to Amazon Prime Video later this year.

The new films were revealed on Twitter by Blumhouse Productions founder Jason Blum, together with a poster for the series. The four movies are titled Black As Night, Bingo Hell, Madres, and The Manor. Check it out below:

Amazon has also released details of the four films. Black as Night is an “action-horror hybrid with a strong social conscience and a biting sense of humor,” and Bingo Hell focuses on a group of elderly people who take on the mysterious new owner of their beloved bingo Hall. Madres focuses on a woman who finds the strange possessions of the previous owners of her new ranch, while The Manor centers on the creepy goings-on in an assisted living community.

The cast for the four movies includes Barbara Hershey (Insidious), Bruce Davison (Gerard’s Game), Richard Brake (Game of Thrones), Adriana Barraza (Rambo: Last Blood), and Keith David (The Thing). Directors include Gigi Saul Guerrero (Culture Shock) and Axelle Carolyn (The Haunting of Bly Manor). The films will be presented as double features, and while they don’t have a release date yet, it’s likely they’ll appear close to Halloween.

The first four Welcome to the Blumhouse movies were released in October last year. It was Blumhouse’s second collection of straight-to-streaming movies, following the two seasons of Into the Dark that were released onto Hulu in 2018 and 2019. Blumhouse’s next big theatrical movie is Halloween Kills, which releases on October 15.

Fortnite: Where To Collect A Vintage Can Of Cat Food – Week 11 Legendary Quest

In Fortnite Week 11, you’ll need to collect a vintage can of cat food at Catty Corner or Craggy Cliffs, which probably sounds very strange if you’ve missed the storyline of the alien war thus far. As detailed in the instructions, there are two places where you may find vintage cat food, and in this guide, we’ll walk you through exactly where they are in each location. This quest will be live in-game on Wednesday, August 18, at 7 AM PT / 10 AM ET.

Vintage Cat Food At Craggy Cliffs

You’ll only need to head into one of the two locations to complete this challenge. If Craggy Cliffs is the smart choice for you, head there and you’ll find cat food at the following locations:

  • On the ground floor of the two-story boathouse to the southeast
  • Outside the shoreside brick building
  • Besides the rocks left of the front entrance to Sticks Restaurant

Remember, interacting with any single can will be enough to finish this quest.

Any single cat food can is all you'll need.
Any single cat food can is all you’ll need.

Vintage Cat Food At Catty Corner

If instead Catty Corner is the safer drop for you, head there where you’ll find a few more vintage cans of cat food. More specifically, you can find them:

  • Beside the campfire next to the trailers
  • Next to the northeast door to the small factory building

Again, just the one can will do at this location. The 30,000 XP will already be yours and you can continue the Week 11 challenges.

Two more cat food locations await you at Catty Corner if you'd rather go there.
Two more cat food locations await you at Catty Corner if you’d rather go there.

From a story perspective, you’re chasing cat food because Doctor Slone has tasked you with weeding out Joey as a double agent. The Battle Pass character was long known to be an alien disguised as a human–swapping between forms is her built-in emote, after all–and now she is about to get her comeuppance, it seems. This week’s story quests have you setting up a would-be romantic date with Joey, complete with flowers and vintage cat food, that being the aliens’ favorite meal. The quest to harvest wood makes us think you’ll be trapping Joey and she will soon disappear as an NPC.

There are even more quests than usual this week thanks to the return of Wild Weeks, as detailed in the 17.40 patch notes. Prepare for this week’s changes and new additions with those, and don’t miss the latest crossover coming this week, the new Fortnite Wonder Woman skin.

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Hasbro Reveals Nerf LMTD Aliens M41A Pulse Blaster to Celebrate Aliens 35th Anniversary

It’s hard to believe it’s been 35 years since James Cameron’s Aliens hit theaters, but such is the passage of time. To celebrate this occasion, Nerf is releasing a special edition blaster based on the M41A used by the Colonial Marines in the film. Check out the gallery below to get a better look at this awesome replica.

The Blaster “launches 2 different kinds of darts,” both Elite and Mega darts, with an LCD counter built into the blaster itself so “so you’ll know when it’s time to reload.” Included with the Blaster are 10 Elite and 4 Mega darts, and the whole thing comes in a really slick package featuring the emblem of the United States Space Command Colonial Marine Corps., a schematic-style illustration on the inside cover, and evokes the look of a beaten piece of futuristic military surplus.

The Nerf LMTD Aliens M41A Pulse blaster is available to preorder today at GameStop and HasbroPulse. In Canada, it will be available at EB Games. If you’re a Nerf fan, an Aliens fan, or both, this is a great pick-up.

If you’re hungry for more of the Alien universe, the upcoming FX Alien television series will remain grounded in “the aesthetic that was established by Ridley Scott.” This blaster is a perfect representation of that gritty, terrible future, but in a fun form factor that will scare your cat.

Seth Macy is Executive Editor, IGN Commerce, and just wants to be your friend.

Top Tips & Tricks for Humankind

When we’re talking about a game that literally encompasses all of human history, it might seem daunting to know where to start. This guide will help you sift through the cultures of Humankind, and amble through anthropology as you determine what sort of Earthly legend you become: a benevolent leader, master city planner, militaristic warmonger, consensus builder—whatever you decide, the fate of humanity is in your hands. In fact, let’s start there. Know thyself: consider the sort of godly power you wish to wield and proceed accordingly with your placement and culture choices.

NEOLITHIC ERA

Divide and Conquer

When you’ve acquired enough food for a second unit, consider splitting your Neolithic Army into two groups—they can cover more ground and scout for more food and resources. Keeping them together, however, is a good idea if you plan to take on dangerous potential meals such as Woolly Mammoths: you’ll need to wait for the ancient era and the military coordination technology to add multiple armies to the same battle and coordinate attacks from multiple angles.

Exploring in the Neolithic Era when there’s not a bunch of people on the planet yet, means that you can find a great spot to place your capital. While surveying your surroundings, you’ll notice that different types of terrain such as rivers or forests take longer to traverse, so choose your scouting routes wisely to ensure efficient exploration.

When you place new outposts to claim more territory, plop them on rivers—it will allow your armies to cross waterways more quickly. Formal diplomacy with your bordering neighbors is not possible at this early stage, but you can ransack their outposts and steal their food if you’re feeling mean.

CITIES & TERRITORIES

Master Your Domain

Terrain should inform your strategy, so grab what land you can ASAP, and then leverage that real-estate into projecting power. Build cities near natural obstacles such as mountains to make them more difficult to attack, and claim resource-rich lands and waters to fatten your treasury and trade stock.

Also keep in mind that the first city you found will become your empire’s capital, so take care in selecting a location that is rich in resources, and not too accessible to potential enemies.

To start building, click on the city center while keeping in mind that different quarters exploit different resources. For example, the makers quarter will exploit industry which helps you build things faster. The farmers quarter boosts food production, which grows your population faster and makes your city more productive. Also be sure to research calendar to gain access to the artisan quarter, which gives your city the crucial ability to exploit luxury resources for sustainable growth. It will also pave the way for technologies like writing to be discovered, allowing you to stay at the forefront of research.

Pro tip: placing specific quarters next to each other can create synergies that generate bonus resources, so keep this in mind when placing your districts.

CULTURES, FAME & ERA STARS

Crafting a Lineage and Legacy

The goal of this game is to win fame and collect Era Stars. Fame is the sole victory condition of Humankind, and can be accumulated throughout the game by achieving specific objectives. Some of these objectives these objectives earn you Era Stars, which allow you to advance through the eras of human history.

Your fame score is displayed in the upper left corner of the screen, and clicking on the button just above will open a screen which tells you precisely what your objectives are for the current era. Once you’ve earned seven era stars you can advance to the next era, so for instance advance to the Medieval Era from the Classical Era, or to the Industrial Era from the Early Modern Era.

Advancing to a new era allows you to choose a new culture from that time period and become emperor of that population. Entering a new era also provides access to this era’s Cultural Wonders: want to build the Pyramids of Giza, the Taj Mahal, Eiffel Tower, or countless other human historical wonders and reap the fame and adulation that comes with it? Go for it!

BATTLES & WAR

“Opportunities multiply as they are seized” -Sun Tzu

When building an empire, war is pretty much inevitable, as Julius Caesar, Napoleon, and many other great leaders can attest. In Humankind you, as emperor, command all of your military units through a simple interface that lets you confront, attack, defend, and outflank enemies.

Select a battle to choose whether duke it out manually, auto-play the conflict, or retreat. At the start of a manual battle there’s a deployment phase which allows you to position your ranged units such as archers, and close combat units such as warriors.

Try to pick advantageous terrain so you can, for instance, attack from high ground, before launching an assault. Battles can take several turns and last until all of your enemy’s units are eliminated or you’ve captured their flag—or you lose. Clever use of your units’ abilities and an awareness of the terrain they’re fighting on can improve your chances for glory.

Since battles take place on the world map in Humankind, rather than a separate battle map, the ‘where’ and ‘when’ of battles matter as much as the ‘how’. You want to expand your empire and attack when your population’s support for war is highest and you feel you’ll have an advantage with a first strike. A successful surprise attack can also lead to a swift victory which is key, as the longer a war drags on, the less support and stability you’ll enjoy from your followers.

Finally, knowing a bit of history can come in handy during the heat of combat. For example, the dreaded Testudo formation of the Roman legionnaires, or the fearsome Phalanx formation of ancient Greeks, are proven to be devastatingly effective warfare tactics that can turn the tide of battle.

Armed with this knowledge, you should be able to navigate the incredible accomplishments and complexities of humanity, and determine what sort of influence you would exert in the evolution of Humankind.

Published by Sega and developed by Amplitude Studios, the game drops August 17th and will be available on Steam, Epic, Game Pass for PC, Microsoft Windows, macOS, and Google Stadia.

The Night House Review

The Night House will hit theaters on Aug. 20.

The Night House may not always pay off its tension in satisfying ways, but the way it builds and holds that tension makes for a gripping experience. Led by a stellar performance from Rebecca Hall as a woman reeling from the loss of her husband, the film has an eerie, metaphysical bent and an occasionally dreamlike feel, as it captures the slow unraveling of a grief-stricken mind.

Filmmaker David Brucker introduces us to a damp, lonely environment, using little more than empty spaces where it feels like people should be. Before we meet high school teacher Beth (Hall), we meet her fancy lakeside duplex, where most of the film is set, and where her husband Owen (Evan Jonigkeit) recently took his own life. His death was unexpected, and while he left a note for Beth, she can’t make much sense of it. She spends her days trying to keep her head above water and get back to life as usual, though the camera often catches hints of chairs and other foreground objects out of focus, obscuring her, as if she’s drowning in her environment.

After sunset, things begin to go bump in the night, and Beth starts to hear and see things that may or may not be there. The mystery of her husband’s sudden suicide makes this presence feel both welcome and unsettling. If Owen has really lingered on somehow, she may be able to find some semblance of closure, or at the very least, a good night’s sleep. Time has begun to slip away from her. She now sleepwalks — the way Owen used to.

Initially, the film maintains an air of ambiguity about whether Beth’s experiences are real or a coping mechanism; her best friend Claire (Sarah Goldberg) and her neighbor Mel (Vondie Curtis-Hall) are certainly worried for her health. Regardless of what the answer is, Beth knows what she wants it to be. However, her approach to the supposedly supernatural presence changes dramatically when she begins searching through Owen’s phone and his old notebooks. What she finds only leads to more questions. Before long, Beth’s days and nights start to blend together, and become connected by haunting dreams and visions of a secret world Owen built and kept out of view.

The film’s real horror emanates from the idea that even after 14 years of marriage, and sharing a home, Beth may not have known who Owen truly was. As the possibility of closure slips further out of reach, Beth spirals down an obsessive rabbit hole of speculation, about other women in Owen’s life, about the reasons he killed himself, and about whether she had an unintentional hand in his demise. An equally unsettling notion emerges when Beth’s friends point out the ways she and Owen became increasingly similar over time, as if they had become reflections of one another. After a while, their problems may have begun to overlap and infect each other, the way an unhealthy (though completely normal seeming) relationship can be a ticking time bomb or a self-fulfilling prophecy.

Hall’s performance is powerful and measured. She creates an intriguing emotional journey for Beth by capturing the unpredictable nature of grief, and the ways it can suddenly pierce even the most mundane interactions. What she does with the role as the story goes on is utterly delightful. She peppers surprisingly humorous (though completely fitting) moments atop the film’s emotional mystery, which make it feel more recognizably human. However, what truly sells this mystery is the film’s use of negative space. Bruckner and cinematographer Elisha Christian make emptiness feel aggressive, and almost dangerous. They create alternating pools of light and darkness as Beth moves about her house, and they frame pillars and household objects in ways that play tricks on the mind. Their unusual use of focus also makes the eye wander towards empty parts of the frame that only make sense if there’s someone standing there. Some of this trickery is also the work of the visual effects team, but the result is chilling all the same, as even nothingness is made to resemble something familiar.

Hall’s performance is powerful and measured.

However, despite skillfully building in intensity, the film occasionally lets its tension dissipate, instead of either keeping the viewer immersed within it or paying it off with something frightening or thrilling (despite the best efforts of composer Ben Lovett, whose work here is suitably jagged). The story is by no means a puzzle box, so the fact that it’s easy to figure out isn’t really a problem — not when Hall’s performance is so consistently enticing. However, there comes a point where the film’s abstract visions become literal enough that viewers will have no trouble putting two and two together, which can lead to mild frustration as Beth takes her time catching up; moments of discovery that ought to feel sudden and horrifying end up feeling inevitable. When the film does seek to provide answers, even abstract ones, the result feels slightly muddled — not because the pieces don’t line up logistically, but because they seem to uncomplicate Beth’s feelings about what she discovers. This issue might be temporary, but it occurs during a vital climactic sequence where things ought to make emotional sense.

The Night House weaves its metaphors for depression and marital infidelity into something occasionally resembling a giallo, and while it never goes all-out with its hints of colorful stylization, it does feature a few surprising moments of spiritually tinged sensuality. Ultimately, it’s a standard Hollywood horror film that frequently threatens to break out into something more operatic. It never fully does, but it prods at its own aesthetic boundaries enough times that these attempts — whether failed or restrained — make it visually and emotionally engaging.

Scuf Gaming Unveils Its First Controllers Designed for Xbox Series X|S

Scuf Gaming, the company best-known for customizing high-end gamepads, has announced its first two controllers with a design based on Microsoft’s official Xbox Series X|S controller.

The Scuf Instinct and Instinct Pro are compatible with Xbox Series X|S, PC, and mobile devices. Both gamepads feature four paddles on the back of the controller. Unlike the other controllers released by Scuf, such as the Prestige Xbox One controller (which also works on Series X|S), or the Vantage PS4 controller, the paddles on the Instinct and Instinct Pro are smaller, with placement similar to the Xbox Elite and Elite Series 2 controllers.

Both controllers offer three different button remapping profiles, wired and wireless connection support, a 3.5mm audio jack, a removable D-pad, and interchangeable thumbsticks. Additionally, both controllers have a removable faceplate, meaning you can change the color of your controller by removing the controller’s chassis.

Although both controllers look very similar, there are two differences between both controllers. Only the Instinct Pro offers adjustable instant triggers, which Scuf says are supposed to act as a “mouse click for faster shots.” And a performance grip for a non-slip feel aimed at gamers who enjoy extended gameplay sessions.

Instinct and Instinct Pro are the Scuf’s first Xbox Series X|S-designed controllers since the ninth-gen console switch over, though older controllers will still work with the latest console. While it is unknown when the company plans to release, let alone unveil a third-party DualSense controller, Corsair’s CEO confirmed that Scuf is working on its own version of the PS5 controller during its Q1 earnings call in May.

The Instinct and Instinct Pro are available for purchase now, exclusively on Scuf’s official website. The Instinct’s retail price starts at $170, while the Instinct Pro starts at $200.

Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

Scuf Instinct Pro Review: The First Great Alternative To The Xbox Elite Controller

The latest high-end controllers from Scuf Gaming were designed specifically with the Xbox Series X|S in mind. The Scuf Instinct and Scuf Instinct Pro combine the excellent form factor of the Xbox Wireless Controller with a bevy of customization features and flourishes that make them particularly notable for competitive gaming. The Instinct Pro is every bit as premium as the Xbox Elite Series 2 Controller, and it even outperforms it in terms of ergonomics and certain customization options.

Scuf Instinct vs. Instinct Pro

Scuf is offering two separate models: the Instinct for $170 and the Instinct Pro for $200. Yes, that means the Instinct Pro is even more expensive than the Elite Series 2. While I didn’t have the chance to test the standard Instinct, the features it’s missing are some of my favorite aspects of the Instinct Pro. For the extra $30, you get a textured, high-performance grip that far exceeds the feel of the conventional Xbox Wireless Controller and is on par with the Elite Series 2. The Instinct Pro also has optional instant triggers (Elite Series 2 does as well), which lock the triggers in place and allow you to simply tap lightly to “pull,” which is an especially useful feature if you play first-person shooters.

Note: For the rest of this review, the “Instinct” refers to both models.

Superior ergonomics

The Scuf Instinct Pro includes a comfortable, textured grip.
The Scuf Instinct Pro includes a comfortable, textured grip.

Not only does the general shape of the Instinct live up to the high standard of the Elite Series 2; it also surpasses it in one key area. The Instinct has four back paddles-two on each side–built into the controller. They more closely resemble triggers than traditional controller paddles, but they serve the same purpose. These paddles are positioned in a clean layout that makes it easy to press each one of them without sacrificing comfort or moving your fingers in an awkward fashion. One of the only complaints we’ve had about the Elite Series 2 is that it’s fairly uncomfortable when you have all four paddles attached. Essentially, the Elite Series 2 is at its best when you only use two paddles. With the Instinct, all four built-in paddles are in play at all times. The Instinct’s paddle layout also surpasses Scuf’s Prestige controller, which suffers from a similar comfort flaw as the Elite Series 2 when all four paddles are attached.

Scuf smartly retained the same exact layout for all of the conventional Xbox Wireless Controller buttons, and the Instinct even has the new Share button, so you’re not losing anything of note by ditching Microsoft for a third-party brand (Scuf’s Prestige controller doesn’t have the Share button).

Stylish and customizable

The Scuf Instinct is mightily impressive even without any adjustments, but as a high-end gaming controller, it’s not surprising that it gives players the freedom to tinker with the layout. The magnetic faceplate, which is available in a myriad of color schemes and designs, easily pops off without using any tools. From there, you can swap out the thumbsticks and D-pad. The Instinct comes with an extra pair of longer analog sticks that have flat tops with a different feel than the standard concave analog sticks. You can also remove the eight-directional D-pad, revealing an old style, four-way D-pad. The only thing really missing here is the ability to adjust the layout to PlayStation-style with parallel analog sticks, though that’s understandable given how it would essentially require a new chassis.

The magnetic faceplate pops off easily to make adjustments.
The magnetic faceplate pops off easily to make adjustments.

Gallery

Beyond altering the actual build of the controller, you can customize inputs on the fly with the help of the Profile button on the back. The Instinct supports three profiles that can be cycled through and remapped without needing additional software.

Scuf will sell additional faceplates and analog sticks separately for those who want customization beyond what’s included in the box.

Where it falls short of the Elite Series 2

The Scuf Instinct is a wonderful high-end controller that doesn’t really have a downside from a design or performance standpoint. However, that doesn’t mean it’s better than the Elite Series 2 in every way. The Instinct lacks the adjustable stick tension that’s featured in the Elite Series 2. As someone who thinks the default stick tension for Xbox controllers–including the Instinct, which feels the same as the Xbox Wireless Controller–is practically perfect already, the omission doesn’t bother me.

The Scuf Instinct comes in a variety of colors and themes.

The Instinct is missing a convenient feature, though: an internal battery. The controller uses AA batteries just like the Xbox Wireless Controller, whereas the Elite Series 2 is rechargeable and lasts for up to 40 hours on a single charge. Thankfully, Xbox controllers run for a long time on a pair of AAs; I’ve gamed for upward of 30 hours with the Instinct, and I’m still using the pair of batteries that came with the controller.

Is the Scuf Instinct worth it?

Look, there’s no way around it: Just like the Elite Series 2, the Instinct and Instinct Pro are expensive controllers that will likely appeal to a niche subset of Xbox gamers. The Xbox Wireless Controller, which can often be found for $50, is a stellar controller for a fraction of the price. You could buy four Xbox Wireless Controllers for the price of the Instinct Pro.

That said, if you’re looking for a controller that is highly customizable and loaded with features that make it a standout for competitive gaming, the Instinct Pro is arguably the best option for Xbox Series X, Xbox One, and maybe even PC.

Though I didn’t try the standard Instinct, I’d recommend opting for the Instinct Pro. If you’re going to spend a huge sum of money on a controller, paying the extra 30 bucks to get a better grip and instant triggers is worth it.

The bottom line

The Instinct is one of the best third-party controllers I’ve ever used. While it looks like a stylish Xbox Wireless Controller from the front, it has incredible ergonomics, four easy-to-use back paddles that can be remapped instantly, and a simple way to swap out thumbsticks and the D-pad to fit your personal preferences. Yes, the Instinct Pro is very pricey at $200, but this is one of the rare premium gaming controllers that feels like it’s actually worth its steep asking price.

The Good

  • The four back triggers are well-placed
  • Modifications to thumbsticks and D-pad are quick and simple
  • Can swap between three profiles on the fly
  • Retains all of the key features of Microsoft’s first-party controllers
  • Exceptional ergonomics

The Bad

  • Doesn’t have adjustable stick tension
  • No instant triggers or textured grip on Instinct

About the author: Steven Petite tested the Instinct Pro for more than 30 hours, and now it’s his main Xbox Series X controller. Scuf provided the Instinct Pro for review.

Scuf Unveils Instinct And Instinct Pro Controllers For Xbox Series X

Third-party controller manufacturer Scuf has revealed a pair of new premium gamepads for Xbox Series X|S: The Instinct and Instinct Pro. With prices starting at $170, the Instinct line is aimed at enthusiasts who may be looking for a competitive edge and customization. The Instinct and Instinct Pro are available to order now on Scuf’s website and should be up for grabs at major retailers such as Amazon soon. We’ve included all of the general details you need to know below, but make sure to check out our full Scuf Instinct review. Spoiler: the Instinct is one of the best Xbox Series X controllers.

Both Instinct models have four built-in paddles on the back panel that can be remapped with the Profile button. Up to three Profiles can be saved on the controller at once, and you can swap between them with the press of a button. Along with the paddles, the controllers have removable analog sticks and come with an extra set of longer sticks. The eight-way D-pad can be popped off as well if you prefer a four-way D-pad. Changes to the sticks and D-pad can be made by removing the magnetic faceplate, which comes in black, white, and an array of special designs.

Scuf Instinct Pro
Scuf Instinct Pro

Gallery

The controllers have the new Share button found on the Xbox Wireless Controller, and they are slightly smaller than Scuf’s previous Prestige Xbox controller.

The Instinct Pro has a couple of extra notable features: trigger locks and a textured grip. The Instinct Pro, however, costs $200 versus the Instinct’s $170 price. Scuf will sell additional components separately, including faceplates and analog sticks.

Myst Remake Coming To PC And Xbox Game Pass On August 26

Developer Cyan Worlds has announced that its remake of Myst is coming to Xbox Game Pass for Xbox One, Xbox Series X|S, cloud, and PC, as well as PC via Steam, Epic Games Store, and GOG on August 26. On Steam, the title does not require a VR headset as it runs in both standard and VR modes.

In this game, you journey to Myst Island and other dormant areas called Ages. You’re tasked to find out the history behind the island, eventually learning that you play a central role in its ongoing story about family betrayal. The choices that you make on the island will affect both you and Myst Island.

There are several new and requested features for this version of Myst, including multiple language options through its localized UI, dialogue, and subtitles. Additionally, there are a variety of accessibility features and graphical options to choose from like ray tracing and supersampling. In VR mode, Myst has many comfort level features such as enabling smooth or snap turning, quick travel up stairs and ladders, and height quantization. On Xbox Series X|S, the game runs at 60fps.

The original Myst came out in 1993 and was a major sales success and helped to pioneer the release of games on CD-ROM. This remake first launched on Oculus Quest back in December 2020. Our reviewer for the game said, “Getting to not only return to the game but see it in VR, was a surreal, heartwarming experience. And it was heartening to find that, even years later, it still has teeth.”

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Bloodborne Looks Impressive With First-Person Mod

Bloodborne’s Yharnam locale is a pretty spooky place to explore, but that sense of terror is amplified in a first-person mod that has recently released. Developed by SoulsBorne modders Garden of Eyes and Zullie the Witch, the mod provides a new perspective and atmosphere to From Software’s hit PS4 game that was first released in 2015.

As for how this mod was engineered, that required plenty of tricky work on PC, a challenging task as Bloodborne is only available on PS4 and on PS5 through backwards compatibility. To play it, you’ll need to have a specially modified PS4 to do so and don the “Great One Hat” at the start of the game.

“The First Person mod has a storied history, owing to the fact From Software has barely changed [its] camera from Demon’s Souls all the way to Sekiro,” Zullie the Witch explained in a comment under the video. Zullie already has plans to use the lessons learned from this experiment on FromSoftware’s next game, as they “can’t wait to bring it to Elden Ring.”

Bloodborne has been one of the most fan-requested games for Sony to bring over to PC, a project which may be more feasible now that it has acquired Nixxes to lead its efforts in porting more of its library to PC. After Sony brought Horizon: Zero Dawn to PC last year, it said that more of its games could make their way to the platform.

Days Gone arrived earlier this year, and documentation discovered in May found that Uncharted 4: A Thief’s End might be the next PlayStation exclusive to launch on PC in the future.

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