New Super Mario Bros. 35 Update And Event Now Live

Nintendo has kicked off a new limited-time Special Battle in Super Mario Bros. 35. This event runs through Sunday, November 15, and like previous Special Battles, it limits the stage rotation to only a specific handful of courses: in this case, Worlds 5-1 to 6-4.

Alongside the new Special Battle event, Nintendo has also rolled out another update for Super Mario Bros. 35. The Ver. 1.0.2 patch primarily resolves a handful of issues, including one that prevented players from throwing fireballs while underwater in certain situations, and another that let players open courses they hadn’t yet unlocked. You can see the full patch notes below.

Super Mario Bros. 35 is battle royale-style take on the original Super Mario Bros., featuring 35 players all vying to be the last Mario remaining. The game is exclusively available to Nintendo Switch Online subscribers and is one of several different games and products that Nintendo has released recently to commemorate the Super Mario series’ 35th anniversary, in addition to Super Mario 3D All-Stars and the newly launched Super Mario Bros. Game & Watch handheld.

“Delivering precisely what is advertised, Super Mario Bros. 35 delivers on familiar 2D platforming with an all-new competitive twist,” we wrote in our Super Mario Bros. 35 review. “Playing against 34 other Marios at once is a wonderful type of mayhem, as is facing off against hordes of enemies. However, early course repetition and late-game lulls slightly temper this Mushroom Kingdom celebration of Mario’s 35 years.”

Nintendo still has other events planned as part of its Super Mario 35th anniversary celebration. Next week, the company is holding a special Ninji Speedrun event in Super Mario Maker 2 featuring a course designed specifically for the series’ 35th anniversary. Splatoon 2 is also holding a Mario-themed Splatfest in January, while Animal Crossing: New Horizons is adding a line of Super Mario furniture in March. Nintendo is also bringing Super Mario 3D World to Switch with some new content on February 12.

Super Mario Bros. 35 Ver. 1.0.2 Patch Notes

General Fixes

  • Fixed an issue where large numbers of enemies appearing on-screen would result in gameplay slowdown.
  • Fixed an issue where, under certain conditions, players were unable to throw fireballs underwater.
  • Fixed an issue where a special input would enable players to unlock unopened courses.
  • Treasure chest coin pool amounts are now displayed during spectator mode.
  • Adjusted the sound effect that plays as shells or other objects rapidly bounce back and forth within a single-block opening.
  • Adjusted the speed-up timing of the countdown timer.
  • Improved the overall gameplay experience.

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Demon’s Souls: Best Souls Farming Spot For Early Game

The Demon’s Souls remake is now available exclusively for PS5, and like the original and the Dark Souls series, the titular souls are of huge importance to your progression. You use these not only for currency but also to level up your character, and it can be difficult to collect enough to make a real difference if you don’t know where to look. That’s where we come in! We know the ideal spot to gather an easy 4,500 souls, which is enough to buy plenty of items, weapon improvements, or make several upgrades to your statistics.

How to easily farm souls

For this method, head to the Shrine of Storms from the Nexus and work your way through until you reach the Ritual Path Archstone. From there, proceed forward until you can drop down, then go through the tunnel you find and use arrows to shoot the Reaper. This will kill all the other enemies around it, giving you a healthy bounty of souls in very little time.

When doing this, you need to make sure you aren’t surrounded by the apparitions in this area. They can close in and get on either side of you, and you must be precise with your Heavy Arrow shots to take down the Reaper quickly.

Make sure you have stocked up on Heavy Arrows before entering this area, as well. Though you can find a merchant to sell you Light Arrows here, they tend to do less damage, which means they require more shots. Since the reaper begins moving after the first hit, that means more pressure to track it and land precision shots. Heavy arrows will get the job done quicker but you can also travel back to the Nexus and have Patches, the Hyena sell you more Heavy Arrows if he has traveled there. Patches can be found in the Armor Spider Archstone.

That’s all there is to it! Either head back to the Nexus to cash in your souls after you have killed the Reaper, or respawn at the start of the area and go through it again to get extra souls. As always in Souls games, make sure that if you are killed, you return to your body before behind killed again–lest you waste all that “hard work.”

For more on Demon’s Souls, check out our early review impressions. You can also try your luck getting a PS5 with our PS5 order guide.

Now Playing: Demon’s Souls PS5 Remake Vs PS3 Original

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Godfall Review

New consoles have an illustrious history of launch-day games that are fairly entertaining and technically impressive, but don’t make much of an impact on the generation they help debut. Godfall feels like a game that will probably occupy that space for the PlayStation 5 (to which it is a timed console exclusive), putting it in the company of games like Ryse: Son of Rome on the Xbox One, Red Steel on the Wii, or even (dare I say) Knack on the PlayStation 4. It’s an amusing loot-based hack-and-slasher with a gorgeous look and loads of loadout choice, but a paper-thin story and a lack of variety keep it from being much more than shallow fun.

Despite a feature list that includes three-player online co-op, repeatable missions with randomized loot, and a grindable endgame, developer Counterplay Games says Godfall is not a “game as a service” in the same vein as Destiny – and it doesn’t entirely feel like one, though the influences of that format are clear as day. Instead, the roughly 10 hours it took me to complete its campaign felt like a more linear game wearing the skin of a “live service,” obviously designed for replayability but without the trappings of microtransactions to avoid and an endless update cycle to look forward to.

You’re Betrayed and Yada Yada Yada You Fight God

Part of that skin is an entirely forgettable story that’s the very definition of passable. Godfall’s opening cinematic (which you can watch below) does the bare minimum to loosely establish its beautifully designed world and a warring feud between you – a fallen king named Orin – and the big bad Macros, your brother who is trying to become a god even if it means destroying the world as a result. Your quest to stop him is a threadbare setup to go fight some dudes that’s mostly told through info dumps at your base, doing nothing to pull me from one mission to the next but also not so bad as to be distracting. Without spoiling anything, its culmination is about as blunt and pointless as the journey there too.

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The missions that make up this story take place on three open-world maps called realms, which are dotted with a decent variety of enemies to kill, chests to open, and resources to gather. A mission will give you a specific goal or target to head toward, but you’re also free to wander around and find other stuff like chests and crafting materials as you do it – or even stick around after the mission to complete extra encounters for even more loot. It’s a structure that surprised me, one that reminded me a lot of Warframe’s sprawling, reward-filled levels but with a set layout instead of a procedurally pieced together one.

Godfall really does look great, with vibrant environments and incredible character, world, and equipment designs. All three of its realms – earth, water, and air – are beautiful, and their bespoke designs mean they can occasionally have a logic to them that I appreciated. On the earth map, for example, there’s a large fortress built into a mountain that is visually distinct from the flat battlefield strewn with destroyed siege weapons just outside its gates. That said, part of their “next-gen” feel is that everything in this world is shining like the dang sun with over-the-top bloom lighting. That can be adjusted in the menu, but the effect is so strong by default that it’s sometimes hard to actually see certain enemies underneath all their glowing particle effects.

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The maps themselves are full of cool looking areas that are fun to run through… the first few times, at least. They may be extremely visually distinct, but all three realms are functionally identical: basically just a series of plain, mostly circular arenas connected by short paths, with the occasional collectible or easily crossed terrain obstacle (mostly gaps that you clear just by holding Circle) scattered throughout. Godfall’s missions will send you running through these areas over and over again, so while it’s fun to stumble upon hidden resources and neat locations initially, they inevitably lose their luster upon repeat visits.

It doesn’t help that the mission objectives are all incredibly similar too, with nearly every one of them being summed up as “mindlessly follow this waypoint and kill this specific mini-boss.” You’ll occasionally see simple “fight off waves of enemies” or “break these objects” tasks thrown into the mix, but for the most part you are dropped somewhere on the map, pointed where to go, and then fight a slightly bigger baddie when you get there. That’s genuinely fun the first time you do a given mission, but Godfall uses repeat missions to pad out its campaign in a pretty disappointing way (and then builds its entire endgame on that concept).

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Enemy variety can wear similarly thin, despite there being some cool differences between each type. Assassins dressed in black have to be approached differently than knights hiding behind giant shields, and I enjoyed prioritizing weaker support targets first while having to avoid their stronger but tankier allies. But when missions repeatedly threw the same groups of them at me, smaller fights on the way to my ultimate target eventually became a chore. (Occasionally I would even simply run past them with no consequence beyond the lost opportunity to gain experience.)

The conceptually clever enemy designs extend to bosses and mini-bosses as well. All of them have unique abilities and specific strategies to take them down, and I really enjoyed the challenge they could initially present. Mini-bosses include a giant alligator that can turn invisible, a spectral knight that summons ghosts, and an absolute jerk of an assassin who will throw knives at you and teleport away when you get close. The big bosses that (mostly) cap off each realm are even larger and more elaborate encounters with special arenas, and they are really fun… again, the first few times you face them. By my count there are only around 12 or so mini-bosses and six proper bosses, the former of which are recycled during the campaign itself and all of which are reused in Godfall’s endgame. Even before the story is over, it becomes fairly clear Godfall has mostly run out of new stuff to show you, and that’s when it quickly stops being novel.

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And if you can abide a bit of speculation, it strikes me as incredibly conspicuous that there’s an earth boss for the earth realm, a water boss for the water realm, and then inexplicably the fire and air bosses are both in the air realm, with one of them unlocked mostly by repeating previous missions. If that doesn’t scream “we had to cut the fire realm to hit the PS5 launch date” I don’t know what does – but even if I’m off base with that assumption, at least the feeling that some chunk of content is missing here is very real.

Pick Your Poison

What keeps Godfall going for as long as it does is that the combat itself can be very amusing. While it is certainly clunky at times – for example, there’s no way to easily swap between locked-on targets, and while the camera is pulled in close like God of War, the indicators for what enemies are doing outside of your vision are significantly less clear – but the rhythm I eventually settled into was satisfying and impressively flexible. Godfall has loads of different combat mechanics to explore, all of which feel like powerful avenues no matter which of its distinct-feeling weapons you decide to use.

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Some of it is familiar, like using heavy attacks to quickly build up an enemy’s Breach gauge, exposing them to finishing moves and more damage when full. But while that emphasizes leading with heavies (especially against guarding enemies), the novel Soulshatter mechanic encourages the opposite: on top of their regular damage, light attacks will essentially bank part of an enemy’s health bar, and when you follow up with a heavy hit it triggers that effect to deal all of the damage you banked in a single burst. Use that to finish an enemy off and they’ll actually explode in a lovely puff of particles. Soulshatter adds an engaging and easy-to-understand combo mechanic to every fight, and I enjoyed trying to figure out just the right amount of light attacks to hit with before using a heavy to pop an enemy like a balloon.

On top of that, there’s also the Polarity system, which is an interesting method of incentivizing you to both stick with and also swap between your two equippable weapon slots. Dealing damage with one weapon will charge the Polarity of the other, and switching to a fully charged weapon will empower its attacks for a while – but if you switch too early, the charge starts over. Gear effects can use this in interesting ways, too: I spent a chunk of the campaign using a Longsword (which provide a good balance of speed and power) that charged Polarity faster, while my secondary weapon was a set of Dual Blades (a much quicker alternative) that would cause a status ailment when it had its Polarity buff active. It’s a neat mechanic that made my choice of secondary weapon feel just as important as my primary.

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There’s even a Weakpoint system that reminded me of Fortnite of all things, occasionally adding little symbols to parts of an enemy that you can point your reticle at while swinging to deal even more damage. Layer that with dodges, a parry with a very forgiving activation window, and a whole bunch of ways to modify all this with equipment and Godfall certainly gives you a lot to mess with and think about during combat. The main thing that sells this all a bit short, however, is how well straight up hacking and slashing can work too, at least on the Normal difficulty setting (which also undercuts things slightly by making death almost entirely inconsequential, sometimes even respawning you directly in front of the enemy that just killed you). Playing in co-op with friends is of course a welcome treat, but it makes this issue even more apparent as you all swing madly at whatever enemy is unfortunate enough to be in front of you at the time.

But Godfall gives you plenty of tools to flex your playstyle preference, most noticeably in your choice of Valorplate – basically a suit of armor that slightly alters your capabilities and looks incredibly cool. There are 12 total that are unlocked at a fairly fast pace as you progress, and each one shares your overall character level and equipment. Every Valorplate is designed to amplify one of Godfall’s other mechanics: one increases Breach damage while another increases Soulshatter buildup, and there’s one for each status ailment, including Ignite, Chill, Shock, and Poison. One of my favorites for a time was Bulwark, a Valorplate that increases Bleed chance, since I could pair it with powerful weapons that also caused Bleed and dealt extra damage to enemies affected by it.

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It’s very fun to find combos with your equipment and build around those synergies – the only problem is that every Valorplate is actually only a slightly different flavor of the same puzzle. Whether you’re using Phoenix for fire damage or Typhon for water, it doesn’t functionally change much in the heat of combat. In fact, according to the load screen tooltips, status ailments like Ignite, Chill, Shock, Poison, Bleed, and even Curse all share the same generic “deals damage over time” effect, which essentially make them and the Valorplates built around them little more than palette swaps. That’s slightly less true for Valorplates built around other systems, like the Soulshatter-focused Greyhawk, which was a favorite of mine and had me leaning into that mechanic more – but even each Valorplate’s “unique” Archon Fury ability is practically identical across the board, giving you a temporary boost to whatever mechanic or ailment they are centered around. As a result, how you play is influenced far more by the weapon types you choose than the fancy armor you put on.

As you might expect, using a Greatsword or a Warhammer is a very different experience from a pair of Dual Blades or a Polearm. And despite my gravitating toward the faster options, so much loot is thrown at you that I found myself content to swap fairly frequently as stronger options were picked up. The different effects these can have are compellingly diverse, tweaking Polarity charging, weapon abilities, ailment effects, and more, and really letting you decide what direction interests you most. And in case this trend wasn’t already clear, they are also extremely cool to look at, with a massive amount of visual diversity even within a single weapon type – swords can range from fantasy cleavers to ornate hybrids of ancient and futuristic design, and I never stopped finding new options that continued to impress.

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However, I do wish Godfall’s menus and upgrading systems were just a little less cumbersome to use. Inventory management and equipment upgrading is fairly simple, and I appreciate how much opportunity you have to keep your favorite pieces of gear relevant longer if you can spare the right resources, but there are a lot of rough edges when picking your loadout: The descriptions of items take a moment to slide onto their card when you hover over them, which slows down the process greatly when weighing your options or just looking for that one hammer you had with fire damage; you can’t salvage an item from the screen you equip on, and you can’t equip from the screen you salvage on; and perhaps most frustrating of all, you can’t salvage an item if it’s equipped on a different Valorplate, but there’s no indication for which of the dozen suits it’s attached to and no easy way to find out apart from slowly checking every single one. These aren’t huge issues, but they add friction to the always laborious practice of inventory management.

Recurring Nightmares

Once you beat Godfall’s campaign, it attempts to keep the ball rolling by introducing an interesting but incredibly repetitive endgame mode called Dreamstones. These are designed to shuttle you to the level 50 cap, slightly tweaking the same exact missions from the campaign and grouping them into small sets as Orin “explores his memories” – not that I found any of these missions particularly memorable in the first place. There are some interesting ideas behind Dreamstones, but let me be upfront when I say that if I wasn’t reviewing Godfall I probably wouldn’t have completed more than two or three of them at most before losing interest and walking away.

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Probably the most compelling tricks Dreamstones introduce are the elements they borrow from roguelike game structures, applying randomized modifiers to runs that weaken or buff certain mechanics and elements, encouraging you to explore different Valorplates and weapons builds. You’re also offered your pick of two different missions to complete each round, and given a choice of temporary boons between them, all culminating in a harder version of boss fight you’ve probably already beaten multiple times – or will have soon.

All the while you’re getting more gear with stronger effects and higher numbers to help you scale into the higher numbers of the escalating Dreamstones. But since everything you are fighting has been fought before, no amount of modifiers or loot can keep this endgame interesting for very long. Like I said, there are plenty of playstyle choices and combat mechanics to tinker with, but grinding for all of that stuff is only preparing you for statistically stronger versions of the exact same grind you just did to get it.

Origin Chronos Gaming PC Review

The newest Origin Chronos provides serious power in a remarkably small size. At 7” wide, 11” high, and 15.5” deep, it’s tiny enough to fit on most desks. Unlike the enormous PS5 (15.4 x 4.1 x 10.2 WDH) – or even the last iteration of the Chronos – the 2020 model isn’t made to be switched between horizontal and vertical. And that’s too bad, because it’s much too tall for any of the TV stands in my house, and it would make an excellent set-top PC.

Either way, its clean design strikes all the right chords. It’s sleek enough to blend into any workspaces, with tempered glass (or mesh) panels on the sides and a black aluminum mesh top. And with Corsair’s iCue Smart Lighting, you can customize and tinker with the RGB interior lighting (Origin decked ours out with IGN Red). Beyond looks you can jam a ton of power into this petite gaming PC with the latest Intel Core i9 or AMD Ryzen 9 processors and of course the top graphics cards from both team Red and Green. The unit we tested rang up at a ridiculous $3,225 price, but regardless of what parts you spring for, the build quality remains exceptional, and the diminutive size still looks stylish.

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Origin Chronos – Design and Features

I like gaming PCs and peripherals that can blend in with their surroundings, and the Chronos design does an admirable job of it. It sat on my office desk near my monitor, under our living room desk, and beside the TV stand during testing. While the thick, black plastic front might look a tad out of place in a West Elm catalog, it’s far from tacky.

And when you want to show off what’s inside, the RGB lighting is brilliant enough for any gaming room. The left glass panel provides a stunning look into the PC. Still, the right is quite a bit less attractive, with the backs of a few components, like the RGB controllers from Corsair, your SSD, a slit of light leakage, and some adept, if not particularly attractive, cable management.

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Thankfully, even in broad daylight, the tempered glass is tinted and reflective enough that you’ll only see a slight glow from the lights and your reflection. These panels are slotted in place with two thumbscrews, and it takes all of ten seconds and two fingers to remove the panels, whether for cleaning, upgrading, tinkering, or just gawking at the cord management.

The chunky design allows the little case to fit a full-sized GPU. Even so, there’s still a surprising amount of space left in the case, with slots for up to two M.2 SSDs, one 2.5” SSD, and one 3.5” hard drive.

Origin Chronos

iCue integration lets you spec out the interior and front logo lighting, but you’ll need to download Corsair’s software. It’s a bit more complicated than necessary. Instead of a few simple dropdowns, the app provides four tabs and a slew of dropdowns within subcategories. It’s not exactly difficult, but it is a bit unintuitive. Thankfully the results let you customize everything from the color to how those lights are animated, then save it in a profile for later.

On the back of the console, you’ll find a bevy of ports. There are two HDMI ports (you may only use one depending on your processor’s onboard graphics capabilities), four USB ports (one USB-C and five USB-A), as well as three DisplayPorts, a TOSLINK port, a 2.5G ethernet connection, and two jacks for the included external wireless antenna. It’s a lot, and the front has a few more, including an audio jack, another USB-A, and another USB-C.

That’s more than enough ports for me, though I would prefer more of them were centralized on the front of the computer, as I was constantly cycling my devices to utilize one of those precious ports that didn’t require me to move the computer.

Origin Chronos

Origin Chronos – Specs

  • Model: Origin Chronos
  • Processor: Intel Core i9 10900K 10-Core 3.7GHz (5.3GHz TurboBoost)
  • Motherboard: MSI MEG Z490I UNIFY
  • Graphics: NVIDIA 10GB GeForce RTX 3080
  • Memory: 16GB CORSAIR VENGEANCE 3200MHz (2x8GB)
  • Cooling: Corsair H60 Hydro Series 120mm
  • Power Supply: 750 Watt CORSAIR SFX Series
  • OS: Windows 10 Home
  • Storage: 1TB Samsung 970 PLUS PCIe NVMe M.2 & 1TB Samsung 860 QVO Series
  • Ports: Front-facing: USB-A, USB-C, Audio Jack. Rear-facing: 1-2 HDMI, 3 DisplayPort, 5 USB-A, 1 USB-C, 2.5G Ethernet, Gold-plated antenna jack, TOSLINK output, additional audio outputs
  • Dimensions: (W) 7” x (H) 11” x (D) 15.5”
  • Price (as tested): $3,225

Origin Chronos

Origin Chronos – Performance and Gaming

It won’t come as much surprise that a $3,225 gaming computer can play games very well. But it’s still impressive to find little compromise in a system this small. There wasn’t a game I tested that truly challenged the system. Our benchmarks for Metro Exodus showed it maintaining 100fps on Ultra at 1080p, and well over 60fps in 4k.

And that’s how it felt. That’s how everything always felt. The Chronos is a tremendously powerful computer, and I flipped between being amazed that it could fit so much muscle into such a small case and that that should be the case, given its hefty price-tag.

Origin Chronos

The Chronos was capable of high frame rates with every game I played at the highest settings, and I was able to achieve around 60fps in 4K playing most games (Metro Exodus was one of them). Despite my review unit capping at 16GB of RAM, I never felt my gaming impacted, even with an excessive number of applications open in the background. Admittedly, these were more like Chrome or Spotify than something like Photoshop, but still, I was impressed.

Playing a graphically intense like Metro Exodus with a bunch of apps open did quickly lead to the computer humming, but it never got loud. Even when I was running it through the absolute gauntlet, it made no more noise than a small fan in the corner of my room. It also never got too warm – both the air and aluminum mesh top were never hot to the touch. At one point, I ran the Metro Exodus benchmark ten consecutive times with several game launchers open, several Chrome windows open, Steam open, and Spotify blasting music. On the tenth test, it was still averaging 96 fps, and the computer was still only modestly warming.

Origin Chronos

When we reviewed the Nvidia GeForce RTX 3080, we mentioned that it offered dramatically improved 4K performance, and the Origin Chronos is the perfect machine to showcase that. As you can see in our benchmark charts, the Chronos maintained admirable frame rates during intense stress tests. While in a game like Total War: Three Kingdoms, we saw a third as many frames-per-second as in 1080, it was still able to sit just under 50fps.

Startup is lightning fast. It took seconds to boot… that is when it did boot. One of my main problems with the computer I tested was repeatedly flicking off a moment after turning it on. Several times, pressing the center power button started the computer, then immediately, the lights extinguished with a click, and the computer was off. If this were my computer, I’d be happy to tinker my way to a conclusion (or cash-in on Origin’s included one-year warranty), but because it was a review unit, I didn’t feel it was right to mess with the internals. And the average buyer shouldn’t have to if they’re going this route. Save for a few necessary updates, you’d hope the computer would be functionally flawless when it arrives.

Origin Chronos – Purchasing Guide

The Origin Chronos starts at a pricey $1,695, with the base model including an AMD Ryzen 5 3600XT CPU, an Nvidia GeForce GTX 1660 Ti, 16 gigs of RAM, a measly 250GB PCIe NVMe, and an uninspiring 1-year part warranty. But every piece of this computer is factory customizable, and if you’ve got deep enough pockets, you can create something truly ludicrous. The version we tested runs $3,225 and boasted an Intel Core i9-10900K, Nvidia GeForce RTX 3080, and two 1TB SSDs, among many other unreal customizations. That’s a lot of money, and that’s not even close to the highest end. For that, you’ll need upwards of $6,000 for an Nvidia RTX 3090, a 16-core Ryzen 9 5950X, and a ridiculous 6TBs of SSD).

Best Black Friday 2020 PS5 And PS4 Deals: Games, PS Plus, And More

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Animal Crossing: New Horizons Players Are Already Putting Up Christmas Lights

Halloween is over, pumpkin patches are gone, and spooky decorations are put away. Animal Crossing: New Horizons players are on to the next big in-game holiday: Christmas.

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“People get a pass for early Christmas decorations this year in my book,” said Animal Crossing player and Redditor Primique. “Spread the holiday cheer!”

Snow won’t come to the game until December 10 like every other entry in the series, but players are already putting up lights and decorations. Some have created custom paths lined with colorful bulbs, special Holiday-themed clothing, and even elaborate lawn decorations. November is just December-lite for these players.

A holiday cider truck. Credit: sheilaalala
A holiday cider truck. Credit: sheilaalala

Other players have taken their decorations to the next level by replacing their pumpkin patches with Christmas tree lots. They’ve replaced the pumpkin plants with cedar trees and planted piece of fruit behind them to prevent them from growing. Others have gotten even more creative with their holiday installations–they’ve made cider trucks, custom Christmas furniture patterns, and vineyards for classy holiday events.

December has always brought a lot of change to Animal Crossing. Previous games have seen villagers houses decorated with lights, snowballs that can be stacked to build snowmen scattered around the island, and a special event on December 24 that gives players Holiday-themed items.

A Christmass tree lot. Credit: nickel492

Another update that adds the Harvest Festival (Thanksgiving) event and Toy Day (Christmas) is coming in November. Animal Crossing: New Leaf had players dress up as Santa to deliver presents to all of their villagers in order to receive special furniture. New Horizon’s holiday event will probably be somewhat different, similar to how Easter, Halloween, and other holidays have changed in the latest entry in the series.

Players have already acquired special holiday items, like Christmas trees and reindeer decorations, by time traveling to December. Other players will get those over the next month and a half. Expect to see more snowy Christmas designs as Animal Crossing fans prep for Toy Day.

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Call Of Duty: Warzone Is Getting A New Bomb Drone

Call of Duty: Warzone is getting a new field upgrade soon. Players have found a bomb drone, a combination of two existing in-game items, in some private matches of the battle royale.

“Wow they literally took a tactic the community used and made it part of the game,” said Redditor Freshout420 in a thread about the bomb drone. The new item combines C4 and the recon drone, letting players set the C4 off after navigating the drone to a target.

Players have been making bomb drones of their own since the first season of Warzone when the game launched in March. One player would throw C4 onto a recon drone while their teammate flew it towards an enemy squad. They’d coordinate and set the C4 off once the drone got close enough. It’s just one example of the creativity the community has used on the battlefield.

Bomb drones aren’t an original idea, though. Fortnite players used two different explosive mines to create one back in June.

We could see a number of new items like the bomb drone come to Warzone once the battle royale integrates with Call of Duty: Black Ops Cold War in December. Activision shared a long list of important details about how Modern Warfare, Warzone, and Black Ops Cold War will work together earlier this month. Hopefully Infinity Ward, Treyarch, and Raven Software can squash some of the game breaking bugs that Warzone has become known for in the lead-up to December.

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Is Demon’s Souls Remake Coming To PC?

The Demon’s Souls remake was released on November 12, 2020 as a PS5 launch game, but whether or not it will remain exclusive on the new console or eventually come to PC, either through Steam or another digital storefront, is a bit confusing. Below, we’ll parse through some of the messaging provided by Sony around the possibility of a Demon’s Souls PC version and speculate on whether or not we think it’s likely to happen.

Is Demon’s Souls Remake Getting a PC Version?

An early gameplay reveal trailer for Bluepoint’s Demon’s Souls remake closed out with a screen clearly stating in the footnote, “Also available on PC.” It also referred to the game as a “PlayStation exclusive,” with the added note, “Not available on other consoles for a limited time.” This led many to believe that the Demon’s Souls remake was a PS5 console launch exclusive and that it would eventually make its way to other platforms, including PC.

Demon's Souls remake trailer bumper suggesting a PC version.
Demon’s Souls remake trailer bumper suggesting a PC version.

According to Sony, this messaging was “human error.” The trailer was promptly taken down and replaced with a new version of the trailer that did not include the PC announcement. When pressed for clarification by Kotaku on whether or not this means Demon’s Souls is not coming to PC, a Sony representative said, “Yes, it’s just PS5.”

In August 2020, however, a corporate report from Sony expressed the company’s interest in porting over more of its first-party titles to PC “in order to promote further growth in our profitability.” We’ve already seen that strategy play out with the launch of first-party Sony titles like Death Stranding and Horizon Zero Dawn hitting Steam months or even years after their launch on PS4. Bloodborne, a PS4 exclusive since its launch in 2015 and another incredibly successful FromSoftware IP, is among the highest in-demand from PC players. The Demon’s Souls remake, which Tamoor Hussain called “a sight to behold” in our early review impressions, now joins its ranks.

“It’s Just PS5,” Says Sony–But Is It Really?

Whether or not Demon’s Souls will eventually find its way to PC remains to be seen, but it honestly seems likely. The mixed messaging, along with the fact that Demon’s Souls is a PS5 launch game on a console with a fairly lean launch lineup of exclusives, certainly makes us suspect that Sony isn’t giving us all the answers just yet. The Dark Souls games have seen massive success across multiple platforms, including PC, so to keep the Demon’s Souls remake all to PS5 would not seem in line with Sony’s reported shift in strategy regarding first-party titles.

Still, the short answer remains no–according to Sony’s current messaging, the Demon’s Souls remake is not coming to PC. But with a 92 on Metacritic so far, it’s already enjoying a ton of critical acclaim, so we’re not giving up hope just yet.

Demon’s Souls launched on PS5 on November 12. If you’re looking to pick up a console to play it now, check out our order guide for the latest on where to buy a PS5.

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