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Ready your spaceships, as Starfield is making the journey over to PlayStation 5 this year. For those hoping to scoop up a copy to play on Sony's console, preorders are live right now for both its Standard Edition and Premium Edition on PS5. These are listed for $49.99 and $69.99, respectively, and set to be released on April 7, so the wait isn't too long for it.
Below, we've broken down where physical PS5 copies are available to preorder right now alongside details on what comes with each version of the game and what preorder bonuses you'll get to enjoy for ordering early.
Preorder Starfield (PS5) Standard EditionSee at AmazonSee at Best BuySee at GameStopFor $49.99, the standard edition of Starfield on PS5 just comes with the base game for you to play. However, those who preorder this edition will still get to enjoy the preorder bonus, which you can learn more about below.
Preorder Starfield (PS5) Premium EditionSee at AmazonSee at Best BuySee at GameStopThe Premium Edition of Starfield on PS5, priced at $69.99, comes with quite a lot of extras alongside the base game. These are: the Terran Armada Story DLC, the Shattered Space story expansion, 1,000 Creation Credits, the Constellation Skin Pack, the Equinox Laser Rifle, Spacesuit, Helmet and Boost Pack, along with the Starfield Digital Artbook and Digital Original Soundtrack.

On top of all that, you'll also get the preorder bonus when you order early. That's a whole lot to enjoy.
Starfield (PS5) Preorder Bonuses
Those who preorder the PS5 version of Starfield, whether it's the Standard or Premium Edition, will get the 'Old Mars Skin Pack' as a bonus. This is an in-game bonus skin of a Laser Cutter, Deep Mining Helmet, and the Deep Mining Pack.
What Is Starfield?Starfield is a sci-fi RPG from the folks over at Bethesda. It was originally released in 2023, and our review from writer Dan Stapleton at the time said, "Starfield has a lot of forces working against it, but eventually the allure of its expansive roleplaying quests and respectable combat make its gravitational pull difficult to resist."
We recently got a look at Starfield's big overhaul and DLC, and IGN's Michael Higham said, "while I don't think these overhauls are going to sway those who've already made up their minds about Starfield, it seems primed to at least become a fundamentally better game, especially for those who've stuck with it."
Other Preorder GuidesHannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.
Daredevil actor Charlie Cox is working on a new video game project, following his award-nominated turn as Gustave in Clair Obscur: Expedition 33.
Speaking to YouTube channel Agents of Fandom, Cox said the role — his first in the realm of video games — had "opened a new avenue for my professional work" and inspired him to take on another video game project this year, one that he was "much more involved" in.
For Clair Obscur: Expedition 33, Cox only provided the voice of Gustave rather than full performance capture for the character — something which meant his time actually spent recording for the project was minimal, while motion capture was separately filmed by another actor. For his next video game project, however, Cox suggested he'll be providing this too.
"I loved being part of Expedition 33, I was blown away by the success it's had and how far-reaching that game has been," Cox said. "And it has seemingly opened a new avenue for my professional work. I'm going to do another game this year which is going to be much more involved for me, much more work.
"It's something I haven't known much about and I honestly didn't realize how passionate the fans were," he continued. "They're as passionate as the Marvel fans are, so that's been really, really cool. And a special shout out to Maxence Cazorla who did the mo-cap for the character that I voiced."
All of which begs the question — what is his new video game role? Presumably this isn't a video game appearance for his Marvel character, who Cox has now portrayed for more than a decade across the original Daredevil series, Defenders team-up spinoff, plus guest appearances in She-Hulk, Echo and Your Friendly Neighborhood Spider-Man.
Could it be the next project from Clair Obscur: Expedition 33 developer Sandfall Interactive? While it seems possible Cox might work again with the team, it'd likely be too soon for the small studio's next project to be in the recording stages this year.
While we wait to find out, Matt Murdock fans have a second season of Daredevil: Born Again to look forward to, which premieres its first episode via Disney+ next week.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social


If it can hold up against the staggering, expansive weight of its complex systems, Never's End might be an all-timer. Big words, I know, but playing even just half an hour of this Final Fantasy Tactics-style tactical RPG with its director left me buzzing. It’s painted in a charming, 2D-meets-3D art style and set in an expansive world, and even my demo held hours of content to explore that I only scratched the surface of.
Developer Hypersect knows it's stepping up next to giants. So it employed a kingmaker in Masayoshi Nishimura, the original character artist behind Octopath Traveler and Triangle Strategy, to get that distinct East-meets-West look this genre’s known for. Transformed into detailed sprite-like 3D models, Nishimura’s art looks right at home in Never's End’s pixelated grid. Although each chunk of Never’s End looks like your standard tactical RPG grid, consisting of squared-off battlefields, it's actually fully open-world.
So instead of bouncing between overworld and battlefield vistas or following a story that brings you to places where a battle happens before whisking you away to another plot point, everything happens in the grid. Thankfully, movement and exploration aren't locked behind tactics-style mobility. Instead, you can just run around the map freely—until you hit another battle.
Impressively, that open world responds to your presence. Not only does The Never regenerate in certain areas after you leave, but the impact of your magic and casting can permanently change the terrain. Director Ryan Juckett explained how certain types of magic could, for example, compress movement-restrictive sand into hardened sandstone, making it easier to move your units across otherwise difficult terrain.
Warming an enemy could cause them to expend extra stamina or even light them on fire, depending on their existing temperature.I mostly messed around with heat magic. Taking advantage of Never's End's environmental systems, which track things like temperature and moisture in any given tile, heat magic can warm or cool specific tiles by transferring heat from one spot to another. This might sound silly, but that control over heat, rather than just fire, opens up so many cool (if you’ll pardon the pun) possibilities. Taking heat from a tile behind an enemy and loading it all on a tile in front of them could push them back, potentially putting them in a better position for an attack from another unit. Whereas warming an enemy could cause them to expend extra stamina or even light them on fire, depending on their existing temperature.
I tried that! And then their wooden weapon lit on fire, which wound up being problematic for my units. Never's End seems full of all kinds of this sort of intersectional, variable systematic design. From weapons’ efficacy against certain materials to any individual type of terrain or biome’s response to magic, Never's End has a sandbox sensibility to it, echoing Breath of the Wild or Metal Gear Solid V.
The action system diverts from the standard tactical RPG formula in a really appealing way. Where most tactics games gauge actions based on points, two different resources dictate actions and movement in Never's End: stamina and time. These two lean into the system-heavy combat, again giving this game the feeling that everything in Never's End intersects with or relates to something else. Where time refills fully with each turn, stamina can be more limited.
Handled poorly, all this stuff would make Never's End an impenetrable, frustrating mess of unknowns—a killer in this genre. Instead, Never's End takes extreme care to make sure you know what's going on. Not only is its tutorial clear and concise, but there's a hint mode, which lets you hover your cursor over anything (and I mean ANYTHING) on the screen to get a helpful tooltip about an effect, a property, an item, or a tile. This is the kind of careful communication without handholding that makes or breaks this kind of game, especially one bold enough to ditch the undo turn option.
This lack of undo turn button might prove painful, especially since it seems like there's permadeath in Never's End. But losing a unit didn't feel like the end of the world. I'm sure I'd feel differently deeper into a campaign, but mistakes generally felt less punishing and more like learning opportunities that showed me something new about End's systems.
As intricate and involved as Never's End seems, I should have left this demo crosseyed with my head spinning. Instead, I left ready to download the demo, mess around with its overlapping mechanics, and marvel at its diorama-like art style. While Hypersect hopes to launch Never's End later this year, you can play the demo for yourself today on Steam.


John Carpenter is famous for being a horror movie icon, having directed everything from Halloween to The Thing. But he loves his video games, too, and has even put his name in front of one: John Carpenter's Toxic Commando, a co-op first-person shooter that recently launched across PC and consoles.
So, we thought we’d ask John himself what his favorite video games of all time are, plus a few he’s really looking forward to. As you’d expect, John Carpenter's Toxic Commando is among them, but there’s also mention of the likes of Fallout, Borderlands, and the odd surprise.
John Carpenter’s favorite video games of all time:Borderlands 2, Gearbox Software, 2012
Borderlands 2 stays with you, it has teeth, the characters are strange in exactly the way great characters should be. The whole experience carries this pulse that keeps running in the back of your mind. It’s a ride.
Sonic the Hedgehog, Sonic Team, 1991
Sonic is where it all started for me, fast and bright and had that early gaming energy where you always felt like something might go wrong at any second. I still go back to it, its very nostalgic.
Fallout 76, Bethesda Game Studios, 2018
I am still spending a lot of time in Fallout 76 and honestly having a great time with it. The world is big, messy, complicated, and full of strange corners with things that want you dead around every turn. It is dense, there is a ton to discover, and I keep finding reasons to come back.
Horizon Zero Dawn, Guerrilla Games, 2017
Horizon Zero Dawn is one of those games where the first thing that hits you is just how beautiful the world is. It feels alive and dangerous and incredibly immersive.
Assassin's Creed, Ubisoft Montreal, 2007
The Assassin's Creed series has always done something that I appreciate as a player, which is dropping you directly into these incredibly detailed historical worlds and letting you move through them like a shadow.
Jak and Daxter: The Precursor Legacy, Naughty Dog, 2001
Jak and Daxter is simply one of those games that is pure fun from beginning to end. It is a colorful adventure that knows exactly what it is and never tries to be anything else.
Video games John Carpenter is really looking forward to:John Carpenter's Toxic Commando, Saber Interactive, 2026
I am very excited about Toxic Commando. Watching our commandos tear through zombie hordes, crushing them under the wheels while blood is flying everywhere, makes for a loud chaotic kind of fun that is even better when you are playing with friends. It has been a real pleasure being involved with this project and seeing it come together, and I think people are going to have a blast with it.
Halloween, IllFonic, 2026
A Halloween game just makes sense and it was probably only a matter of time before it happened. This is a strong entry that knows it has a lot to live up to. I can’t say too much yet but the diehards will be pleased.
The Next Fallout Game, Bethesda Game Studios, ???
I have loved the Fallout universe for years so anything they do next, I’m ready for it.
Photo by Gilbert Carrasquillo/GC Images.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.


Just like the movies it's drawing from, Jay and Silent Bob: Chronic Blunt Punch knows exactly what it is. It’s full of crude humor aimed squarely at fans of the originals—and the demographic that sees itself represented in its stars, myself included—and to that end, Chronic Blunt Punch’s sense of humor breathed life into a lot of my recent demo. Similar to that unabashed sense of humor, this is happy to be a classic beat-em-up.
I went hands-on with a near-final version of the latest JSB game and was given all but free reign to run wild through New Jersey as the unlikely heroes. Playing solo, I was more or less told that I'd hit a point that was too difficult to try without getting a game over. But, as if I'd been hit by a chronic blunt punch, I lost track of time.
While I can't exactly tell how far I made it into the final game, I cleared a few levels and a meaty 45-minute chunk of the main story, chuckling at the animations, character designs, and set dressing along the way. I wound up overstaying my scheduled appointment and never actually hit that difficulty-induced game over. This might be the biggest (and, really only) deviation from the toothy beat-em-ups of yore.
I cleared a few levels and a meaty 45-minute chunk of the main story, chuckling at the animations, character designs, and set dressing along the way.Chronic Blunt Punch doesn't feel designed to gobble quarters quite the way its ancestors did. That's for better and for worse. On one hand, I felt rewarded for my understanding of basic beat-em-up combos and use of both Jay and Silent Bob’s distinct movesets and I landed them to satisfying effect. On the other hand, those combos were limited to around four or five per stoner. So, removed from some of the more challenging knowledge checks you might expect from an arcade brawler, things felt pretty simple and, frankly, easy.
It still has one or two quirks I think could've been left in the past, though. I summoned an assist from Clerks’ Dante (he’s not even supposed to be here today!), and his attack just completely whiffed, despite what felt like a careful lineup of my attack, because it inexplicably fired off in the opposite direction. But this didn't feel like a lack of knowledge or skill, I'd deployed Dante as a combo finisher a handful of times in prior levels without issue.
Just like the beat-’em-up classics that inspired it, Chronic Blunt Punch still has a loose enough combat system that I could occasionally innovate, especially after employing a launcher and experimenting with how best to slap an enemy out of the air.
For me, this is just the right kind of meat-and-potatoes design to keep me hooked for an afternoon or two, especially with a buddy.
Its sense of humor mostly kept me chuckling, too. There were some points where I could kind of tell this game had been in development for 10 years, namely thanks to some outdated caricatures I encountered, like beanie-sporting millennial dads hitting cartoonish vapes, barbers with big beards and handlebar moustaches, and zombie-like, phone-obsessed, middle school-aged Zoomers (most of us are now in our 20s). Still, most of its jokes, largely delivered through visual gags via detailed animations and parody advertisements, got a grin out of me.
Each animation landed with impressive detail, many full of references to the classic beat-’em-ups and fighting games that Chronic Blunt Punch is modeled after.Even the outdated stuff usually came with something cheeky. Knocking out a new dad with Jay’s giant bo—sorry, water pipe—ended in a funny animation where the dad gets knocked on his back and his baby farts in his face. These animations weren't just cheap vehicles for gutter humor, either. Each animation landed with impressive detail, many full of references to the classic beat-’em-ups and fighting games that Chronic Blunt Punch is modeled after, like Jay suddenly growing legally distinct, totally-not-adamantium blades from his hands for one of his supers.
The limited glimpses of written dialogue I saw hit the nail on the head, too. One especially goofy interlude during the park level involving an almost-naked old man in a top hat and a guy in just tighty whities and a superhero mask arguing about the best way to cook a raccoon nearly brought me to tears.
Bashing Zoomers and Hockey Punks as the red-eyed Forrest Gumps of Kevin Smith’s View Askewniverse was so fun that I lost track of time. Developer Interabang Entertainment isn't trying to reinvent the wheel with Chronic Blunt Punch, and nor should they! If my first session with Jay and Silent Bob’s latest adventure is any indication, this is going to be a straightforward, arcade-y brawler that delivers exactly what it's supposed to without missing a beat. Thankfully, you won't have to wait long if you're eager to throw hands in the streets of North Jersey, because Chronic Blunt Punch is due out on April 20th.

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




