Demon’s Souls Review: Shield Up

There’s much to praise about the remake of Demon’s Souls. It’s a remarkable technical showpiece for the PlayStation 5; a gripping gameplay experience that oscillates between exhilarating, nerve-wracking, and downright heartbreaking; and a faithful recreation of the seminal title that birthed the Souls-like subgenre. But developer Bluepoint’s greatest achievement is that it took something I’m intimately familiar with and made me feel like I was venturing into the unknown.

Fundamentally, Demon’s Souls for PS5 is what it has always been. Barring some small tweaks, the design of the game is identical to From Software’s original. The core mechanics are unchanged, the enemies are placed in the same positions and behave in the same ways, the devious tricks and traps are still there, ready to catch the unfamiliar off-guard.

And yet, while retreading a well-worn path through the kingdom of Boletaria, I find myself without the confidence I should have. I’m cautiously approaching basic enemies with my shield raised, knowing their every move and how to overcome them, but fearing them still. I stand paralyzed at the end of narrow stone tunnels ominously lit by flickering torches, knowing exactly what awaits in the darkness, but still needing to will myself forward. And as monstrous demons step into arenas in which I’ve bested them dozens of times, I begin to doubt my chances at victory once more.

Yes, Demon’s Souls is undoubtedly an impressive technical achievement. But what makes it special is how Bluepoint has applied its own creative vision to From Software’s original to remake the game not just as it was, but as it was meant to be, realizing its full potential. The result is a title that pays homage to From Software’s work, but at the same time stands as brilliant in its own right.

In breathing new life into Boletaria, Bluepoint has taken some artistic license with From Software’s work, for better or worse depending on your perspective. While the body of the game may look vastly different, its soul remains intact–I could feel as much as I stood in familiar places and absorbed the overwhelming amount of new details. As a result, it was as if I were experiencing the game all over again with a fresh pair of eyes, and in doing so, the emotions I felt on my first time through were stirred once more.

Stepping into The Nexus, the hub area for the game, felt like coming home, but what I once perceived to be an abandoned prison for the souls of wayward warriors now felt like a welcoming place of respite. Candles bathed the cold otherworldly architecture in a warm glow, statues were shrouded in brilliant, hopeful white light, and a fuller, richer version of the orchestral theme played to drive home the melancholic mood of the hidden temple.

Every facet of the environment is rich in detail, from the rippling water in the central pool to the intricate stone carvings and metal detailing on the archstones used to transport you to distant lands in search of demon’s souls. Even the people who occupy The Nexus have more detail, which in turn gives them greater depth. Stockpile Thomas, a forlorn figure who sits in a nook of The Nexus and offers to look after your excess items and equipment, tells his story in a way that wasn’t possible before. His wife and child were killed and his ineptitude in battle meant he was unable to save them. This is the first time in many hours of playing Demon’s Souls that I’ve been able to read the expressions on Thomas’s face, and the pain is visible as he recounts his tragic loss. His eyes look reddened and puffy, as if he’d just been crying.

Though their lines may be brief, the voices of these characters sound familiar–some have been re-recorded with the same actors, while others are new. The way Blacksmith Ed chastises you for not making use of his services, the Maiden in Black’s oft-repeated prayer whenever she uses her abilities to strengthen you, Patches’ insincerity as he tries to hide his deceitful nature–it all sounds right, and where new or tweaked writing and vocal performances appear, they still evoke the intended effect.

That is true of every area in the game. Each of the five archstones takes you to locales that are jaw-dropping visually and distinct atmospherically. The Boletarian Palace lies in ruin, with battlements barely standing or entirely destroyed. Mindless dreglings wander around, attacking you on-sight with a frenzy of sword swings ending in an exasperated sigh of exhaustion. This is a game that, in numerous ways, serves as a showcase for all of the PS5 signature features, and hearing Demon’s Souls is as gratifying as seeing and playing it. Thanks to the 3D audio through headphones, the heavy and threatening breathing of a Blue Eye Knight told me it was nearby before I could even see it. Buzzing flies and the ragged caws of pecking crows made the sight of a decaying horse carcass all the more unsightly. And as archers fired arrows, the sound of them whizzing by my ears revealed just how narrowly I had escaped.

Unlike Dark Souls, Bloodborne, and Sekiro–From Software’s follow-up games–Demon’s Souls has a loose structure to progression. It encourages, and sometimes by way of insurmountable enemies, deadly bosses, and locked doors, forces you to travel to locations on other archstones until you are equipped to forge ahead again. This means it can be difficult to get comfortable with any location–it’s always ushering you toward dangerous unknowns, and Bluepoint’s technically and artistically stunning graphics mean each new area is an absolute joy to behold, as well as an anxiety-ridden nightmare to venture through even for veterans.

[Bluepoint’s Demon’s Souls remake is] a title that pays homage to From Software’s work, but at the same time stands as brilliant in its own right.

Crucially, in each location, the new effects, beautiful lighting, and gorgeous modeling never upend From Software’s intent and, in fact, create a truer representation of it. Advancement in technology and game design have given Bluepoint tools to do what From Software couldn’t on the PS3 back in 2009. The maze of tunnels in Stonefang feels even more claustrophobic and as you venture deeper, the rippling steam coming off lava makes the sweltering hot environment feel oppressive. The Valley of Defilement’s wet wooden scaffolding looks perilous to walk along, and torches burn bright blue, violently moving as if agitated by an unseen toxic gas–you feel gross just standing there.

Bosses are treated with the same kind of care, either true to the original or changed to more closely embody the spirit of it. The Vanguard looks less like one of those rubber Monsters In My Pocket toys from the ’90s and more like a disgusting demonic executioner. The Tower Knight looms above you, striking a presence that is both heroic and terrifying, and when it hurls a soul spear in your direction, the booming sound and the screen shake accompanied by the DualSense’s arresting vibration will make you think twice about stepping out into the open. The Flamelurker fight, because of how good the animation work is, made me feel like I was a matador trapped in a lava pit with a demonic flaming bull constantly bearing down on me. The thundering sound of its erratic movement coupled with the intense visual feedback turned it into a desperate, panicked battle for survival.

Technically, Demon’s Souls is astounding. On Performance Mode, it displays gorgeous visuals rendered at 1440p and upscaled to 4K at a consistent, smooth frame rate. Cinematic Mode runs at native 4K, but this seems to come at the cost of performance, as I found the frame rate to be much less consistent. I stuck to Performance Mode, and did so with the new offset camera view, which I found to frame the game in a more cinematic way. Features such as the ability to make the UI dynamically fade in and out do a great deal to improve immersion. There are also multiple graphical filters available, including the more muted, greener palette of the original PS3 release (although I think Bluepoint’s version, with its richness and vibrancy, should be the way you play the first time through). If it wasn’t clear, Demon’s Souls on PS5 is one of the best-looking and -sounding games I’ve ever played.

Outside of its presentation, Bluepoint has employed a defter touch. As mentioned previously, Demon’s Souls on PS5 plays very much the same, mechanically speaking. However, Bluepoint has clearly spent a great deal of effort on improving the feedback so everything is more impactful. There’s a weightiness and heft to the game that is communicated visually and through audio. Everything from movement to attacks, evasion, and even consuming items has a physicality to it. There’s a real sense of inertia and momentum as your blade cuts through the air, and noticeable resistance as it meets the steel of armor or the flesh of an enemy. Heavy weapons come crashing down in an incredibly satisfying way, and you’ll be thankful for your shield every time an enemy’s attack bounces off it. If you pick a magic-based build, you can send your spell off into the distance and watch as it travels, lighting up everything it passes before erupting like a little star going supernova.

Even though enemies haven’t changed as far as the kinds of attacks they do, when they use them, or how much health they possess, the visual feedback instills a greater sense of danger. You don’t want to get hit by things because it looks and sounds like they hurt, on top of actually taking massive chunks out of your health bar. The physicality now supports and reinforces the deliberate, methodical nature of Souls combat. And that’s what stripped me of some of my confidence; the difference in the way it feels–along with actually being a little rusty–has forced me to once again respect Demon’s Souls, because it is as ruthless as it has ever been, and in many cases more ruthless than the Souls games that followed it. New additions such as unique attack and finisher animations give weapons more of an identity then they had in the original, and landing ripostes is such a rush that you’ll want to try and parry every enemy.

But by sticking so closely to From Software’s framework, Bluepoint has also carried forward some of the more idiosyncratic aspects of the Demon’s Souls gameplay experience. Although World Tendency is explained a bit better and more readily visible to the player, that doesn’t make the underlying issues of it any better. It’s still, for all but the most learned players, quite obtuse as a concept. World Tendency can skew the state of the various locations towards white or black, depending on certain actions that you take or happen to you, though these aren’t ever explained. Most players will notice their health is capped while in Soul form and use an item to restore their human form to access the restricted pool, not knowing that dying in human form makes the world skew towards black tendency, where enemies hit harder. The idea of a player struggling, dying, and the game becoming harder as a result is suspect, but it is nonetheless intact in the remake.

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Demon’s Souls for PS5 also features the same finicky multiplayer system that it had on PS3, and that From Software’s games continue to have. There are specific conditions that need to be met and items employed to enable jolly cooperation, but the information around this isn’t surfaced in a clear, visible way for newcomers to understand. It then falls on the player to figure it out through a frustrating process of trial and error, seek out guidance from someone in the know, or go hunting for information in a sea of forums and threads written around the 2009 version of the game.

But I can’t fault Bluepoint for leaving it untouched, warts and all. The studio is in the unenviable position of remaking one of the most beloved games of all time, which has an incredibly passionate and vocal fanbase. And what might seem like a reasonable change to one person could be an undermining of what makes the game unique, distinct, and memorable to another. While the dissonance between the game’s modern look and feel and some of the more outdated aspects of its design is noticeable, it doesn’t impact the experience significantly. Although I would have liked to see Bluepoint address the more obviously flawed elements, playing it safe and honoring the work and legacy of From Software and Demon’s Souls was the right move.

Quirks aside, Bluepoint’s remake is an unmitigated success. It is a technical tour de force and a true showpiece for the PS5 and the power of Sony’s next-generation console. But, more importantly, it’s also a creative marvel coming from a studio that is clearly showing the world it has its own voice. Bluepoint has taken From Software’s original game and expressed it in a richer and fuller way, and in doing so given me something I thought was impossible: the opportunity to relive the experience of falling in love with Souls games for the first time.

Now Playing: Demon’s Souls Video Review

Demon’s Souls Remake: How To Find One Of The Best Early-Game Weapons

Demon’s Souls is a bit different to most other Soulsborne games in that it’s divided into distinctly separate areas that are each linked to a hub world. This allows you to visit Demon’s Souls areas out of consecutive order, and that’s something you should do if you’re looking for one of the best early-game weapons that you can find: the Crescent Falchion.

This curved sword is a powerful addition to your arsenal, possessing high base magic damage. Just like in Dark Souls, magic damage is very powerful in Demon’s Souls, especially in the early game. So if you’re having a bit of trouble with the enemies found in Demon’s Souls, nabbing the Crescent Falchion will help you quite a bit.

Where To Find The Crescent Falchion

Once you’ve unlocked the ability to travel through any of the archestones, you want to pick World 4-1, Shrine of Storms. Don’t worry, you don’t actually have to beat the level to grab the Crescent Falchion–it’s actually found fairly early on.

As soon as you go through the first fog gate, go left. Keep going until you discover another door that you can go through, which will be on your left. You’ll know you’re in the right place if you suddenly find yourself face-to-face with a Dual Katana Black Skeleton–a powerful foe that you’ll either need to defeat or expertly dodge around. You’ll find the Crescent Falchion directly behind the skeleton.

If you’re looking for additional help with Demon’s Souls, check out our seven starter tips. And if you’re still on the fence about whether to even pick up Bluepoint Game’s 2020 PS5 remake of From Software’s 2009 PS3 game, then read GameSpot’s Demon’s Souls review.

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

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Phil Spencer Says Halo Infinite Delay Didn’t Affect The Series X Launch Sales Much

The long-awaited Halo Infinite was supposed to release on November 10 as a launch title for the Xbox Series X/S consoles, but due in part to complications related to COVID-19, Microsoft elected to push the game out to 2021. It was a big loss for the Xbox Series X/S, as it would have marked the first time since 2001 that a Halo game launched with new Xbox hardware. As it turned out, Microsoft did not need Halo Infinite at launch for the new consoles to sell exceptionally well, but Xbox boss Phil Spencer has now reflected on the delay and its impact on the new systems and the brand overall.

“I wanted Halo Infinite at launch; there was no doubt about that,” Spencer told Shacknews. “And we thought there would have been a special seminal moment because the last time we shipped a Halo and a console at the same time was the original Xbox. When Bonnie [Ross, head of Halo Infinite developer 343 Studios] and I were talking about it, there was something heartfelt about those two things coming together. But the safety and health of the team has got to be first and foremost, and then the quality of the game. Those things have to win over anything else.”

The “quality of the game” line is an interesting one, the suggestion being that Spencer and the team might not have believed the game was where it needed to be to launch. The game’s campaign reveal in July left a sour taste in some fans’ mouths, and Microsoft promised that the graphics would get better over time.

Whatever the case, as others have said before him, Spencer pointed out that having Halo Infinite as a launch title did not have much of an impact on sales of the Xbox Series X/S. Getting enough supply to meet the demand is the real issue, Spencer said.

“Sales are going to be dictated by supply this holiday. I know there’ll be press that will want to write, ‘Xbox launch lineup versus PS5 launch lineup.’ But if they’re both sold out completely, I’m not sure the launch lineup had much impact on anything other than maybe some review score,” Spencer said. “It’s not going to dictate what, how many consoles we sell. The number one thing that’s going to dictate how many consoles we sell is not the competition and it’s not a Halo or a launch lineup. It’s going to be how many units we can build.”

“So I think the possibility of Halo Infinite launching beside Xbox was more of a brand and heartfelt moment for us than it was critical to the launch. In fact, you could argue that holiday 2021 from a lineup is probably more important because from a competitive standpoint, both consoles–knock on wood–will have supply so there will be a demand constraint rather than a supply constraint in the next year,” he added.

The Xbox Series X/S generation got off to a great start with more than 1 million consoles sold during its first 24 hours. The consoles are tough to find, however, and Spencer has apologized for the shortages. It could be months before stock is widely available again, Microsoft has warned.

Halo Infinite will be the first new mainline Halo game since 2015’s Halo 5: Guardians, and it’s shaking up the franchise’s formula in multiple ways. The new game is built on a new engine, Slipspace, and its multiplayer element will be free–and here’s why that could be a big deal.

Unfortunately for fans, it might be some time before they get to see more of Halo Infinite. Developer 343 Industries recently confirmed that Halo Infinite won’t have a showing at The Game Awards in December, but the studio is planning to share a “high level update” on the project soon.

Recently, game director Chris Lee left the Halo Infinite project, prompting concern among fans. He is the second director to leave the project in the last two years. However, Spencer said that the turnover is nothing to worry about in our interview. Back in October, a Halo community manager responded to a fan who accused Microsoft of “turtling up” on Halo Infinite, saying that he disagrees. However, if you’re curious to see how 343 recorded weapon sounds for the new game, check out their video.

Whenever it’s ready, Halo Infinite will release on Xbox Series X/S, Xbox One, and PC. Xbox Game Pass subscribers will be able to download the game at no extra cost.

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Run Review

Run debuts on Hulu on November 20th.

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Run feels like one hell of a flex if you’ve seen its creative duo’s previous effort, Searching. The 2018 screen-life film saw director Aneesh Chaganty and co-writer Sev Ohanian effortlessly turn a computer screen into a window to a world of dramatic mystery; in contrast, their latest thriller is set in a spacious house surrounded by open roads. The setting feels ordinary at first, but before long, its grip begins to tighten to the point of claustrophobia, an aesthetic approach that matches the mother-daughter dynamic at its core. As hinted in the film’s trailer, there’s something amiss about their relationship — something Chloe slowly but surely discovers as she takes notice of pieces of her life that don’t quite add up.

The film stars Sarah Paulson as Diane Sherman, a caring but overbearing mother to a wheelchair-using teen, Chloe (Kiera Allen). After a brief prologue that sucks the air out of the room and hints at the difficulty of Chloe’s birth, the film’s opening title cards list a litany of medical ailments and their various symptoms, setting the stage for a film where chronic illness is a central fixture. Fast-forward about a decade and a half, and we’re re-introduced to Diane during a support group meeting for parents whose lives are dedicated to (and defined by) taking care of kids who need almost ’round-the-clock care. We don’t see too many of the parents’ faces, though; instead, Chaganty draws us into this space through objects and details, like a tissue box being passed around the room and the sounds of tears and sniffles, as shivering hands grab two, sometimes three tissues at once.

When the box of tissues reaches Diane — the first face we see in the present — she doesn’t want one. In fact, it doesn’t seem like she needs one. The story she tells the group, and herself, is one of strength, resilience, and above all, normalcy, as her daughter prepares for college. But there’s a tinge of resentment in her voice as well.

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In a manner somewhat atypical of genre films, this eerie atmosphere is done away with almost immediately when we’re introduced to Chloe, and to the world, Diane spoke of in her meeting. Chloe’s day is a montage of pills, inhalers, and exercises — which her mother takes charge of — but also of diligent homeschooling and personal science projects, which she solders together in her free time. Within just minutes, we’re granted access to Chloe’s daily life, as the sprightly teen moves her wheelchair effortlessly from room to room, stopping only at her dining room table for homework, or when she needs to use the stairlift to go from floor to floor. The contrast between Hollywood’s usual hiring of able-bodied actors for such roles, and wheelchair-user Kiera Allen, is clear and immediate: Chloe’s character doesn’t begin and end at her disability and is instead dramatized through intellectual curiosities and wry jabs at her mom.

The film’s sudden switch to Chloe’s point-of-view, and to a veneer of domestic normalcy, functions as a narrative Trojan horse. The details that seem normal to Chloe don’t warrant any additional commentary from her or investigation from the camera. Her homeschooling is routine. Her barely-disguised sarcasm when asking her mom to finally buy her an iPhone feels like adolescence 101. Her enthusiasm whenever the mailman (Pat Healy) comes around is uncontainable, as she anticipates an acceptance letter from Washington University, whose logos litter the bulletin board in her bedroom (Diane is always the first to get the mail, though she assures Chloe that any university communication will be handed over promptly).

It’s a distinct moment in the life of any teenager on the verge of leaving the nest, exciting and full of promise. Although, when Chloe accidentally discovers a small detail that seems oddly out of place she begins carefully pulling at this thread, only to realize just how many constraints her mother has really placed on her to prevent her from asking questions. For years, she’s had no reason to doubt the reasons she’s being homeschooled, or why she doesn’t have a smartphone, or why her mother supervises her internet use and all her incoming mail. Before long, the details that once seemed routine begin to feel like shackles.

The camera creeps inward or sideways along dollies each time Chloe searches for answers and enters a new state of doubt or recognition. The empty spaces in her house begin to feel like dark, sinister corners from which some slasher villain might suddenly emerge. Although, there isn’t a jump scare to be spoken of in order to break the tension; the film rarely, if ever, relieves its grip.

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It isn’t hard to figure out what’s happening from a big-picture standpoint — after all, the film casts immediate doubt on Diane even before we’ve met Chloe — but to call Run merely a Munchausen-by-proxy film does a clear disservice to thrilling work done by everyone involved. It’s as much a psychological drama as it is a taut escape thriller, in which each scene begins to feel like a heist. For instance, when Chloe’s internet mysteriously goes down just as she’s Googling one of her medications, she has to figure out a way to get the information she needs using nothing but a landline, while also avoiding her mother’s watchful eye. It’s another one of the many ways the film feels like an intentional swing in the opposite direction from Searching; Chloe’s access to technology is limited, and rather than a story where a parent and child start out at odds and find their way back to one another, it’s… well, that would be spoiling its many twists and turns, each of which is rooted in character, and are delights to discover.

Sarah Paulson is tremendous in a role that requires balancing grounded drama with B-movie pulp, as she walks a fine line between warmth and monstrousness. Once we begin seeing her through Chloe’s eyes, it’s impossible to nail down a singular feeling or perspective; do we love Diane? Do we fear her? Do we empathize with all that she’s sacrificed and the fact that she may have been caught in a web of lies? The film offers no clear roadmap, which is a testament to Paulson’s prowess as a performer used to juggling different genres, often within the same story.

Of course, this vagueness surrounding Diane, for the most part, would’ve felt dramatically confusing, were it not for Kiera Allen, who grounds the film’s thrills in a performance that demands both emotional nuance and intense physical dedication. When the constraints around Chloe are tightened, her home becomes something of an obstacle course, which she navigates both through her knowledge of scientific tidbits and her sheer desperation.

There is, of course, a looming sense that the film might be on the verge of some grand, unifying statement about illness or disability — the kind of Hollywood inspiration-porn that skirts around lived realities — though this might simply be a case of expectations, based on what we’re used to seeing time and time again. However, instead of going the route of some rote prestige drama once it lays its cards on the table, Run actually leans even further into its genre thrills, offering both a final act and eventual conclusion that end up ludicrously fun. It isn’t until the credits roll that you realize just how much Torin Borrowdale’s pulsating score has helped the entire thing fly by (it evokes Bernard Herrmann as much as Chaganty evokes Hitchcock; which is to say, just enough to be fun without feeling like a poor impersonation)

There isn’t a moment in the second half where you won’t be sitting on the edge of your seat — or your couch, or bed, or what have you. The film is sure to be a success on streaming platforms, but it also feels designed distinctly for the big screen. In fact, it was set for a theatrical release until the pandemic changed those plans, and it hasn’t really been adjusted for laptops and televisions. On one hand, a few visual details might be too subtle to notice without the scale of the cinema, but on the other, what this mostly means is that the film’s ebbs and flows were designed for collective gasps.

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Marvel’s Spider-Man Remastered Review

After playing Marvel’s Spider-Man: Miles Morales on PlayStation 5, it would’ve been really tough to go back to the PS4 version of 2018’s best superhero game. Fortunately, Insomniac has retrofitted Peter Parker’s adventure with all the outstanding tech it developed for Miles, including improved lighting and frame rates, ray-traced reflections, lightning-fast load times, and DualSense haptic feedback. And they replaced Peter’s face… which is weird, but at least it showcases the major improvements to facial animations. This is a game that was already worth replaying on PS4, but now that it’s on PS5 it’s a great time to revisit New York and see it at its best.

Back in my original Marvel’s Spider-Man review, I called it Great, highlighting its awesome swinging through of New York City, its excellent Peter Parker story, and battles with familiar villains. I griped a bit about some suit powers being way better than others and the repetitive optional missions being a drag but it’s overall one of the best superhero games ever made.

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Two years later, all of that remains true, even next to the open-world side mission improvements I just played in the amazing Miles Morales adventure. Insomniac’s original Spidey tale is still a great Peter Parker adventure, even with a new face, featuring a great clash between the lives Peter leads both behind and out of his mask. And yes, it’s certainly jarring at first to see that face appear instead of the PS4 version, but I pretty quickly grew accustomed to this new look. Now I’ve come to like it more than the original. It looks more age-appropriate and more in line with the boyish but confident charm of Yuri Lowenthal’s memorable performance. His take on Peter still stands tall as one of my favorites, buoyed by Laura Bailey’s still-wonderful Mary-Jane, William Salyers’ broken Otto Octavius, and more.

Re-experiencing Insomniac’s story has delighted me as much as it did the first time around, particularly in the wonderful first moments of Peter and Mary-Jane on screen together, Spider-Man’s friendship with Yuri Watanabe, and some of the bigger personalities of Peter’s foes. Improved facial animations, less plastic-y skin, and realistic hair tech add more realism to the chemistry between Peter and MJ, with a satisfied smirk betraying Peter’s hope that they’ll get back together, as well as the despair Otto experiences when his lab is shut down. It’s a big step up.

Characters benefit from the re-done lighting system, and so does everything else it touches. From beautiful moments at dusk as the sun fades, to indoor interiors of Fisk Tower using the building’s many modern light fixtures to more realistically brighten the space, everything just looks more beautiful. And married with ray traced reflections in the fidelity mode, New York comes alive in a way that just wasn’t possible on the PS4. I mean seriously: it has turned one of Spider-Man’s most common tasks, stopping a car chase, into a beautiful light show of neon signs reflecting off cars and buildings as I chased the thieves and webbed them up all through the city. It’s as shiny and bright as strolling through Times Square at 2AM actually is, all without the real-life headache you probably have…if you’re strolling through Times Square at 2AM.

The DualSense is used pretty much exactly as it is in Miles Morales, which is excellent in helping to translate the sensation of playing as Spider-Man in more detail than ever before. I may never get the sensation of webslinging in real-life, but the DualSense’s haptic vibrations, trigger resistance, and a subtle “thwip” from the controller’s speaker do an admirable job of recreating what I imagine it’d be like. Likewise, if you have a 3D audio headset like the Pulse 3D, you get a nice extra level of immersion as the sounds of sirens go by in the distance and angry New Yorkers tell you to watch where you’re going as you run by on street level. But of course, my soundbar still does a perfectly good job of capturing the layered sounds of Insomniac’s New York as I swing through the streets.

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Even if you’ve already beaten or even platinumed it on PS4, I’d recommend checking out how much more vibrant Insomniac’s New York City is. It’s a different time of year than Miles Morales’ Christmas setting, so it offers a different enough visual palette even though I’d just played that game. And all the fun of the gameplay is still there: Peter’s swinging and acrobatic combat flows just as well as I remember, and even more smoothly now when you choose the new 60fps performance mode (which sacrifices some of the nicer lighting effects). I still find myself leaning heavily toward my few suit mod preferences and the side missions aren’t any more diverse – I’ve already run into what feels like a few dozen muggings – but that’s remasters for you.

The remaster also has all the benefits of bundling all three DLC episodes of The City That Never Sleeps. That’s another 10 or so hours of play, and it adds a largely satisfying comic book mini-arc that includes fantastic character work with Black Cat and Silver Sable. You take the bad with the good in the form of the annoying Screwball missions and a less-than-stellar second chapter, but these episodes work much better together than they did as separate episodes released a month apart as they were originally.

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On top of that and the free suits Insomniac put out, the remastered edition has been enhanced with quality-of-life improvements, like the near-instantaneous load times on PS5, and even additions to Photo Mode to mirror the handy new lighting features of Miles’ version. Plus, Miles Morales’ huge suite of accessibility features have been added (something I’m kicking myself for neglecting to mention in my Miles review). There are options to change the contrast of the environment, enemy readability, quick-time event requirements, and much more. It’s a nice step up from the original’s included options. And if recent Spider-verse stories have taught us anything, it’s that anyone can wear the mask, and it’s lovely and important that Insomniac has carried that philosophy into its games.

The Review Crew Ep1: Is Assassin’s Creed Valhalla the Best in the Franchise?

Welcome to the very first episode of The Review Crew! If you’re tuning in, you’re probably asking yourself “What is The Review Crew?” We’re so glad you asked!

The Review Crew is a weekly conversation about reviews. But more than that, it’s a weekly opportunity for IGN to invite folks from all over the gaming community, including other outlets, YouTube creators, Twitch streamers, and more, into a larger conversation about the week’s biggest games. We’re kicking off with Assassin’s Creed Valhalla with IGN’s Brandin Tyrrel, Nicole Carpenter of Polygon, and Cameron Hawkins of DualShockers. Take a look at episode one right here:

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You can catch new episodes every Monday at 9am on IGN and our YouTube page. As a bonus, we’ll be releasing the full, unedited conversations as an audio podcast on iTunes, Spotify, and your favorite podcast services. Upcoming episodes include:

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If you have a question for us, or suggestions for who you’d like to see on an upcoming episode, please let us know in the comments or shoot us an email at [email protected]

HBO Max Headed to Amazon Fire Devices After 6-Month Wait

HBO Max will start rolling out on Amazon Fire devices on November 17, less than six months after the initial launch of the WarnerMedia streaming service.

Starting from tomorrow, those that have access to Amazon Fire TV streaming devices, Fire TV Edition smart TVs, and Fire tablets will be able to load the HBO Max app onto their devices. From there, HBO subscribers will then be able to start streaming HBO Max’s on-demand vast library of movies and shows, hailing from iconic brands of HBO, Warner Bros., DC, Cartoon Network, Adult Swim, and much more.

For the rollout, current HBO subscribers through Amazon’s Prime Video Channels will be able to log into the HBO Max app with their Amazon credentials at no additional cost. The HBO app will automatically update on Fire TV and Fire tablets to become the HBO Max app, and customers will be able to log in using their existing HBO credentials. New customers can also subscribe to HBO Max in the app.

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This news comes after many months of negotiations between WarnerMedia and their parent company AT&T with Amazon and Roku, two of the major hardware companies for streaming. While Amazon has been successful in reaching an agreement, there hasn’t been any indication of Roku establishing a similar distribution deal with HBO Max at this point in time.

“We are very excited that Amazon customers will now be able to enjoy the best-in-class content that lives within HBO Max,” said Tony Goncalves, WarnerMedia’s Head of Sales & Distribution. “Our continued goal is to make HBO Max and its unparalleled content available to customers across all the devices they love. Fire TV is a favorite among customers and we look forward to working with the Amazon team to engage and grow our existing subscriber base by showcasing all that HBO Max has to offer.”

“We’ve worked closely with HBO for many years to bring their great content to Fire TV and to make it easier to discover and enjoy with features like search integration, Alexa and personalized recommendations,” added Marc Whitten, Vice President of Amazon Entertainment Devices & Services. “We are excited to continue that partnership with the launch of HBO Max to bring even more incredible content to customers on Fire TV.”

The HBO Max app is fully integrated with Amazon’s compatible Alexa-enabled devices, meaning that customers can navigate the platform’s library of content using Alexa voice commands. HBO Max content is also integrated into the universal search on Fire TV, so that content will appear in general searches such as “Alexa, find dramas.” Customers can also ask Alexa to start watching specific movies and shows.

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If you’re not sure where to start, IGN has a complete rundown of everything that was available on HBO Max at launch, with notable highlights including the entire Studio Ghibli collection, all eight Harry Potter films, and a curation of timeless Turner Classic Movies like Gone With the Wind, and Once Upon a Time in the West. Plus, Zack Snyder’s Justice League is heading to the service next year.

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

Black Friday 2020: Persona 5 Royal Is Down To $20

Persona 5 Royal, the special revamped version of the acclaimed Japanese RPG, is hitting a new low price for Black Friday. You can grab a copy of Persona 5 Royal for just $20 at Best Buy as part of its early access Black Friday sale.

The standard edition of Persona 5 goes for $20 on its own, so you’re basically getting all of the 2019 upgrades at no extra cost. This is listed as a “My Best Buy Early Access” deal, so you’ll need to sign into your free My Best Buy account to claim it.

Persona 5 Royal is a significant expansion from the original, adding a new character, a new school semester, and loads of new content like weapons and enemies and gameplay improvements. It received a 10/10 in GameSpot’s review, with editor Michael Higham calling it an “unforgettable and empowering RPG that should be recognized as one of the best games of our time.”

The original Persona 5 is part of the PlayStation Plus Collection, a large library of PS4 games available to PS5 owners who subscribe to PS Plus. As we learned shortly after the PS5 launch, you actually can play the Plus Collection on PS4–as long as your account has logged into a PS5 first.

GameSpot may get a commission from retail offers.